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{\Huge\bf Bladensburg}\\
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{\bf April 1993 Assassins' Guild Game}

{\bf Brought to you by GMs Mike McComas, Morris Matsa, Mike 
Brown, and Matt Goodman, with assistance from game mommy 
Joe Boerjes, and special thanks to our god, without whom this 
game would not be possible.} \\

\vspace{1in}

Copyright 1993 by the MIT Assassins' Guild and the above GM team. \\
{\em Bladensburg} is a game and a work of fiction.  Any resemblance to 
people or things, \\ whether alive, dead, real, or fictional, is probably
a coincidence. \\

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{\large BASIC RULES}
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\section{Preface}

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{\em ``It's just a game, Bob.  If it weren't a game, I'd have killed you
already.''} \\
\hfill --- Mike McComas
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The following are the rules for {\em Bladensburg}, a real-time real-space
role-playing game run by the MIT 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/or relocating
you (the player) to Bladensburg, there to spend the rest of your days.  


\section{Getting Started}

\subsection{Game Packets}

You should have 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.  Most of these items exist only for you and may never be
shown to, stolen by, etc, another player.

\begin{itemize}  
\item {\bf Character Sheet (white):}  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:}  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 GMs.  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.  You can
and should keep several things in the badge holder, behind the badge,
such as your statistics card and ability cards.  Do not put game items
there, however.  There is more information about badges below.

We're using the big clip-on badge holders; please return them since
they're expensive and since the Guild needs lots of small objects to
keep in Laura's house.

\item {\bf Statistics Card:}  This card will fit in and should be kept in your 
badge holder so that you can access it quickly.  It lists your martial
score as well as other important things.  It does not exist in game.
Statistics cards are blue, as distinguished from white item cards.

\item {\bf Scenario:} We don't have one.  The blurb is the closest you're 
going to get.  This becomes a game item if anything is written on it.  
Actually, you should print out a copy of this yourself if you want hardcopy.

\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.  It is likely that there will
be changes and updates to the list as the game progresses; such
changes will be posted in the common room.
Actually, you should print out a copy of this yourself if you want
hardcopy.

\end{itemize}

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:}  These are sort of like
character sheets for an entire group of people.  They give the
information on motives, history, structure, knowledge, etc, common to a 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.  Therefore, you should
read your bluesheets, if any, first, when you get your packet.  

\item {\bf Greensheets:}   These sheets detail what
special knowledge your character may have about a variety of subjects, and
give some general guidelines for what you can try to do with this
knowledge.  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 Pinksheets:}  These {\bf do not exist ingame,} contrary to
the use of pinksheets in previous games.  If you have pinksheets in
your packet, you should know what they mean.  

\item {\bf Ability cards:}  Some abilities, notably seduction and other 
abilities which affect other players, have cards; whether an ability has a
card should be noted on your character sheet. The card is shown to the
player(s) you use the ability on and to no one else.  There are two sides to
the ability card.  On the front is the name of the ability and its
description.  You are the only person who can read this side of the card.  The
back of the card describes the ability effect and should be shown to your
victim(s).  Ability cards should be kept in your badge holder so that you can
get them quickly.  Ability cards are white and do not exist ingame.

\item {\bf Unexpected Event cards:}  Some players will recieve these cards 
too.  They are a lot like Ability cards.  They too explain what happens 
on the front, and describe the conditions under which the card can be 
played on the back.  The difference is that an unexpected event doesn't seem
to have anything to do with the person holding the card.  Their player might
just happen to know when it needs to be played.  Unexpected Event cards are 
also white and do not exist ingame.

\item {\bf Whitesheets:} Almost 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. Horrors didn't and
neither do we.)  These rules, however, are not a game item.
Whitesheets may be freely photocopied, distributed, etc; make sure the
copies keep the line noting them as Bladensburg game items. 

\item {\bf Money:}  You have a ``gold card'' with your name and your
starting money, in cold coins.  Any transactions should be recorded
here, including the amount, badge number of the person with whom you
transacted, and balance.  If you want to show someone else some of your 
gold, assure them that you do so.  You may not tell anyone that you have 
more gold than you actually have on your gold card.  {\bf You may never
look at anyone else's gold card.}  If you want to stash gold, get an 
item card for it from the GMs, and put it wherever you want to.  Mark on 
your gold card that you gave that gold to an item card, and where it is
stashed.  The item cards are just item cards denoting how many gold 
pieces they represent.  If you find an item card worth eleven gold pieces, 
destroy the card, and write on your gold card that you got eleven pieces
from an item card.  Also write where you found the item card.

\item {\bf Items:}  These may be physical items, pieces of
paper, or (usually) white cards labelled ``Bladensburg Item Card'' 
 with a description of the object.
Game items are generally not counterfeitable.  An index card with an
orange sticker on it is a {\em bulky} item.  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.} A bulky item cannot be
concealed and requires both hands to carry, so you may never carry
more than one nor carry anything else in your hands while carrying
one.  You may not carry a bulky item in a bookbag.  A two-person bulky
item (two orange stickers on the card) requires two people to carry.
N people may drag an N+1-person bulky object at a slow pace.  A corpse
or limp body is a two-person bulky object.  Treatment of bulkiness is
usually pretty obvious.  A bulky item with three dots on the card
(a three-dot bulky item) is really big and heavy and may not be moved 
without first consulting a GM.  

A green sticker on an index card indicates that the item is nonconcealable;
bulky objects are always nonconcealable.  Nonconcealable nonbulky items do
not restrict your ability to carry additional items, but can't just be
shoved in your pocket and be unnoticed.  A sword, for instance, can be put
in a scabbard, but people can see it there.  A nonconcealable item may 
{\bf not} be hidden under a jacket or in a backpack.  

You may find a bulky or nonconcealable item on which the dots have been
covered over with other dots.  The dots that are on top indicate the
bulkiness of the item.  You may not remove dots from an item.  

In addition, {\em be reasonable} with items.  You can't carry a hundred
rocks in your pocket, you can't fold a sword in half, you can't hide a
life-sized statue in a fire hose.  Your character shouldn't either.
Only do things with item cards that your character would be able to do
with the actual items.  Use common sense.

Note that only {\em white and green} cards are item cards and exist ingame; all
{\em blue} cards (combat cards) do
not exist ingame.

The difference between white cards and green cards is that green cards 
shed a magical aura.  If a citizen of Bladensburg sees you with a green item
card, they will report you to the witch hunters and you will be hanged,
or burned, or drowned.

One last thing about items.  Sometimes they will have envelopes attached
to them.  You may not open these envelopes and look inside unless you
have the appropriate ability (if you do, you will know).  

\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, and no item cards affixed to the envelope.  Inside the envelope 
will be a description of the result of
consuming the ingestible. If you open the envelope, you have ingested
the contents.  Some other items are also represented by envelopes; they
will have all necessary descriptions and/or instructions on them.  If an 
envelope has item cards affixed to it, you may not do anything with it, unless
you know otherwise.

\item {\bf 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.  Alternatively, they may have a description
of an occurrence written on them, in which case open them when that occurs.
Non-occurrence memory packets need not be opened immediately; you may open
it anytime, preferably fairly soon, after the trigger.  Occurrence memory
packets should be opened immediately.  Memory packets contain information
which may then be used, told to other players (or not), etc, and/or
instructions on something that happens to you. 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 trigger 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!}  If you receive
memory packets in the course of the game---for instance, if you open one packet
and receive another inside---you may, in general, open the new packet if you
have previously heard the phrase or whatever.  If you are at any time uncertain
about opening a memory packet, ask a GM.  Memory packets may be kept in your
badge holder. 

\end{itemize}

There is information available online that players may look at and print out.
See Information under Miscellaneous below.  Printouts become game items. 

\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 foam pellets thrown
by them.  {\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 may not see
anything (such as a gun or boffer) which would allow them to guess
that you are involved in anything out of the ordinary.  Along the same
lines, they may not be affected by, or knowingly affect, the game in
any way.  Abilities, threats, and weapons may not be used against
them; they may not be used to hold items or information and nothing
may be hidden in a non-player's room.  If you slip up, even if the
non-player said he wasn't bothered or wouldn't tell, call a GM.

Avoid conspicuous game actions, large game gatherings, and loud
conversations in areas where there are non-players.  It isn't
difficult to find empty classrooms, although please be careful about
using rooms that various departments regard as private property
(Conference rooms; 34, third floor; 6-233; and as an unfortunate
development, the Star Chamber).  Large groups wandering around talking
about killing and violence can worry people.  Running and shouting can
frighten people.  If worried, frightened people complain to the Dean's
Office, it is very likely that we will be forced to shut the game down
permanently.  If, despite your most valiant efforts, someone does get
upset, {\bf call the GMs} and let us try to help them calm down. 

Non-players represent random citizens of Bladensburg.  If
you do something suspicious in view of a non-player, you have done
something suspicious in front of an evil person with a big sword who isn't
too bright but knows he likes hurting people who seem dangerous.  
This is a stupid kludge, but players shouldn't abuse non-player
rules (i.e., by following a single NP closely in order not to get
shot).

If you have a non-playing friend who wants to hang around the game to
see what's going on, send him or her to us and we'll arrange for Ghost
status.  For game purposes, Ghosts do not exist, unless they are wearing more 
than just a white headband, or are talking, and non-player rules
do not apply to them.  However, Ghost status {\bf MUST} be cleared
with a GM.  Ghosts are required to wear a white headband to make them
easy to identify (see Headbands, below).  Any action that takes place
in front of a ``ghost'' that the GMs are not aware of will be
considered to have taken place in front of a non-player.

There are several kinds of ghosts.  Only priests can see Ghosts.
Everyone can ``feel'' their presence and may make them stand against a
wall by saying ``Get thee behind me, evil spirit!''  Observer ghosts, if
any exist, will have ``GHOST'' badges.  This is different than an 
``APPARITION'' badge.  Although you can't see them, you can speak if 
spoken to, or even if you feel their presence.  Be reasonable.  

``Non-Player Characters,'' or ``NPCs,'' 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.  These NPCs, unlike non-players,
{\em can} be spoken to, bribed, attacked, killed\ldots in other words,
they are just like any player character.


\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.
One suggestion that see ms 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):  {\bf 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; feel free to tell these to a GM (if you tell someone
you went to high school at Foobar High, and they come to the GMs to call
Foobar High and ask, you're not going to be in their records if you didn't
tell the GMs\ldots ).

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 friends'.

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.  As a general rule, kill only when you are absolutely
sure it is necessary. It is quite possible to kill the only person who
has abilities or information that can win you the game. 

\subsection{Game Action}

Game action begins Friday at 6:00 pm.  Before then combat may not take place,
nor may abilities be used, nor anything done ingame that requires a
GM; basically, all you can do ingame is talk to people in character, which
you may do as soon as you wish (it is recommended that you first become
thoroughly familiar with your character packet).  Game action ends
Monday April 19th at 6:00 pm (wrapup at 8).

There is no Dead Time.
There is also no Game Break.  

\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 laws or Institute rules.
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 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
surrepetitiously 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.  In addition, everything
that was inside the stolen item is also stolen, and you should bring the items
to the GMs.  For instance, if your bag of holding is stolen, any game items 
in your bag of holding were also stolen and should be brought to the GMs.  
In addition, you
may not put game items in it until you could have reasonably 
picked up another bag.  Desk staffer players are not desk staffers in
game and their characters may not use their powers to get keys, look at mail,
or anything of the sort.  Guest lists do not exist in game; neither do key
lists.  You may not enter a character's room unless you are invited in.

Certain game items have physical representations, most notably weapons.
You must have an item card for a weapon, and the item card should be
taped to the weapon.  (See Types of Weapons under Violence below.)  We
are not using Purple Widgets in this game. 
Anything written on {\em white} paper may be a game item, except for these
rules and character sheets.  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 --- bluesheets,
greensheets, pinksheets, etc.  --- is not a game item and may not be traded,
read by other players, and so on.  Ingame papers may be copied, photocopied,
etc; {\em make sure the copies indicate that they are Bladensburg game items.}

Written information is a game item.  Any information can be encrypted; you can
simulate this by real encryption. 
Information may not be hidden by writing it in the middle of your 8.03 notes
(effective as that may be).  Doing this also makes your 8.03
notes game items, which can legitimately be stolen, so unless you really want
to get rid of your 8.03 notes, don't hide game information in them.  Don't 
write on your colored sheets; if you need to write things down, use
white paper.

As noted before, {\em white} cards are item cards and represent game items;
colored cards (blue) are not game items.

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 should have an item card for it.

To hide an item somewhere , you must actually hide the item there.  If
someone else (including a non-player) finds it, you have to figure out
how to get it back.  {\bf DO NOT} hide items in non-public places, such
as your room, departmental lounges, offices, laboratories, and
anyplace else that requires a key for real-life entry, or anyplace off
campus.  It's unfair to people who don't have keys or transportation
to such places.  The exception is your room.  You can hide anything there,
but remember that there are no locks in Bladensburg, and check for a ``Stolen''
sign on your door whenever you return.  If you want to break into someone 
else's room, but can't physically get there, come to the GMs and we'll help 
you virtualize it.

\subsection{Game Locations and Searching Them}

Game action may take place only in Game Locations.  This includes
the common rooms (the inn and the bar) and anywhere else where you can get 
someone to go in game.  If they have a conversation with you in game, you have
managed to convince their character to {\em in game} go with you to wherever
the player has walked.

Some places on campus that are publicly accessible are not Game Locations.  
You may go up to
and including the third floor, but not above.  You may not take the elevator
or stairs above the third floor.  Note that there are also three places on
the Infinite Corridor where the third floor connects to the fourth floor of
an adjacent building (Lobby 7 to Building 9, Building 10 to Building 13, and
Building 8 to Building 16).  Please pay attention; you may not pass these
points ingame.  There are blank walls there.  If you must go to a place above
the third floor for out-of-game reasons, you must go {\bf NOT HERE}.  The
Student Center and the Green Building are not exceptions.  However, dorms and
ILGs are - they exist on all levels.    
Residences that are off campus do not exist in game, except for purposes of 
Athena, but you can't do much on Athena anyway (see below).  Your office that
only you have a key to is not a game location.  Other people's offices are
not game locations, including activity offices such as the MITSFS and APO;
not everyone has equal access to these places, there tend to be NPs there,
and the people running the office tend not to appreciate Assassin gaming
there.  Bathrooms, locker rooms, and access-limited lounges such as the
Cheney room are all off-limits for game.  {\bf Don't do anything in-game in
these areas.} Hiding in a bathroom is not allowed.  Athena clusters 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.  Again,
do not use these rules to hide; the GMs will force your character to leave a
cluster or other public location if they become convinced you are using the
rules as a shield from other characters.

You may not leave the campus ingame.  This would correspond to leaving the
city ingame, which you know has been tried and can not be done.  Bladensburg
is surrounded by a region of extreme fog.  Although some of you just got here
a couple of days ago, by the time game start comes, walking into the fog just
results in re-entering the city a couple minutes later.  There's no way out.

To search a game location, you must actually search it.
If you find something, wonderful; if you don't, oh well.  Don't bother
trying to search non-game locations; even if it 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.


\subsection{Rooms} 

\subsubsection{Roommates} 
Roommates are assumed to be occupying separate quarters for game
purposes.  If one person (player or not) lets you into a room, you do
{\em not} have access to their roommate's ``game'' quarters to wake them
up, leave a note, etc.  You MUST be invited into the room by the player
to physically enter a players room for game purposes.  Just because
you have a real world key, doesn't mean you have access in game.
There are no locks in Bladensburg, but everyone's house is always filled
with a large family (who'd go out?) and they will hold the door closed
if you try to force your way in.  
Also, remember the distinction between the game and reality.  Guest lists
and key lists do not exist in-game. 

NP roommates are still NPs.  They may know that their roommates are
playing, but the game shouldn't otherwise affect them, and as always,
you should avoid annoying them.  If an NP roommate asks you to leave,
do so immediately if not sooner.

There are several players living at places like TEP, pika, 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 NPs will 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.


\subsubsection{Jhereg Rule} 

At all residences, the Jhereg Rule is in effect.  You may not initiate game
action against someone unless they agree to be in game.  You may not enter 
someone's room ingame unless their character invites you in.  If they talk to
you in character, you may attack them.  You may even contact poison their door,
as long as you are talking to them in game while you are applying the poison,
while they are touching it, and for the entire time in between.  Otherwise,
it's just vasaline.  The GMs don't think this would be a smart idea, but we
would like to see someone try it.





\section{Magic}

\subsection{Requirements for Preparation} 
A character with magical ability will have a spell book listing all the
spells they know and may cast, the procedure for casting, and any
material components.  The actual castable spells consist of an envelope
with two or more material component item cards affixed to the outside, a
spell effect sheet inside.  The spell envelope may or may not have the
casting procedure attached also.

\subsection{Time Taken for Material Preparation}
It takes as long to prepare material components as it does for a player
({\bf NOT HERE}) to go to the control room with the spell components and 
knowledge of the spell and get a spell envelope -- the finished product.  
{\bf Bring the appropriate page of the
spellbook (mentioned above) with you or we will not give you the
spell envelope.}  You must know the spell to prepare material
components.  You might start off with some already prepared spells.
If you can not cast spells and see an envelope that is sealed with item
cards affixed to it, you see only the item cards and may take them, and
do whatever you want with them.  Return the envelope, unopened, to a GM.

\subsection{Casting Spells}
To cast a spell, one must perform the actions specified in the
spell book, which may take between 2 seconds and 2 hours.  The procedure
must be followed completely, and if interrupted or not performed to the
letter, then the spell is lost and any materials or preparation time is
wasted.  Components don't dissapear, but you must return the envelope 
unopened to the GMs.

The procedure may be performed from memory, but the caster {\bf must}
have his spellbook on his person.  The target reserves the right to
inspect the spellbook and assess whether a spell was correctly cast,
particularly if it kills him.  Any disputes will be settled by the GMs,
whose decisions will be fair, final, and unappealable.  The GMs may test
the caster's knowledge of the spell procedure, if necessary.

One stage of the casting will sometimes be the throwing of a foam pellet,
by the caster.  If so, whoever or whatever he hits is the target.  If 
the foam pellet misses you and doesn't land for twenty feet, you're in
luck.  Even if the foam pellet was just a large ball of fire, it somehow
managed to miss you.

Once successfully cast, the caster calls a time-halt in the immediate
area while he opens the envelope and reads the sheet inside it.  Some 
spells will have effects
that vary from casting to casting.  Do not assume that every spell will
work the same way every time.

Spells with an area of effect work on Zone-of-Control from the target.
If an area of effect spell is cast on a player, immediately assess what
players are in his zone-of-control.  The spell effect sheet will
instruct you how to proceed.  If a spell hits a Ghost, or other
non-corporeal being, act exactly as if the spell had effected a player.
This does not include observer ghosts.  They should be in the back at all
times, and should never be hit by a foam pellet, or anything else.
Assess the Ghost's zone-of-control and act accordingly.  Ghosts are not
effected by most spells, unless otherwise stated.

Single-target spells are required to hit their target.  If they miss,
they are wasted.  Some spells do not directly effect other characters.
In all cases, the spell effect sheet will instruct you how to procede.

\subsection{Transferring Spells}
A spell, once prepared, is ready to be cast.  Material components, once
prepared for one spell, are bound to that use and may not be
disassembled.  Spell envelopes may be transfered from one mage to
another, but this in no way confers the ability to cast the spell.  The
mage who receives the prepared components must be able to cast the spell
to use the components.  Taking a spell purposely is the only exception to
the above rule about removing the item cards from the envelope.  If you
are a mage, and can cast spells, then you may take an envelope from someone
else, instead of taking the affixed item cards and returning the envelope
to a GM.  {\bf If you can't cast a spell, then you can't hold an envelope
like this.  The instant you take it, you must remove the item cards.  At 
your earliest opportunity you must return the envelope, unopened, to the
GMs.}

Spell knowledge (ie the ability to cast a spell and prepare its material
components) may be transfered from one mage to another by sharing
spellbooks.  The spell must be transcribed (to the MIKE's satisfaction)
into the new mage's spellbook.  They must then spend 1 hour studying it,
in addition to the time spent transcribing.  They may then cast the
spell as their own.  

\subsection{Scrolls}
Some spell envelopes will have both material components and procedure
affixed.  These are scrolls.  Anyone with magical ability may read a
scroll.  Provided they do so correctly, they have successfully cast the
spell and should act accordingly.  If a spell envelope does not have a
procedure attached, it is {\em material components only, not a scroll}.

\subsection{Magic and Culture}
Of the people in game, most are unused to magic.  Anything that does not
appear to fit the 15th Century view of the physical world is
indistinguishable from magic and should be treated as such.

Several powerful characters are phobic of magic.  Doing anything in
front of them they might interpret as being out of the ordinary could be
hazardous to a mage's health.  Burning at the stake is common.  {\bf Note 
that five characters in game are {\em publicly} witch hunters.}  In
general, overt display of magical power in Bladensburg is frowned upon.

\section{Time}

Time in game is linear and non-negotiable.  The only way to travel
through time is to continue breathing.  We trust a few of you will be
lucky enough to do so.

\section{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.  Several restrictions apply
to all weapons, however.

\begin{itemize} 
\item {\bf Size:} It must be fairly small, so NPs won't notice it.

\item {\bf Appearance:} It must be clearly unreal so NPs won't care if they
do notice it.  Bright colors are usually good.  

\item {\bf Functionality:} It has to simulate what it does.  All guns must
shoot something, bombs must go beep or something, poisons must taste or
feel odd, etc.  Of course, there are no guns or bombs in Bladensburg, and
anything looking like a bomb or a foam pellet in your hands should probably
get you killed.

\item {\bf Safety:}  It must cause no real damage whatsoever, either to people
or property.  Water balloons are out of the question.  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 that
a GM must be able to hit you with it repeatedly and with full force
without causing any damage.  Please let us test this. We need some
exercise.

\end{itemize}

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. 

\subsection{Types of Weapons} 

\begin{description}
\item[Crossbows:] Some of you will have crossbows, either full size or
hand-held.  These are simulated by patrol guns or other single-shot
brightly colored plastic guns.  To use one you must have an item card
and a physical representation.  Full size crossbows are bulky,
non-concealable items and should be worn on a string or otherwise
plainly visible.

\item[Repeating Crossbows:] These are disk guns.  They hold a number of
shots between five and twenty.  If you have one, you'll know.

{\em Note that bolts are an in-game item! You {\bf must} have an item
card for it in order to load your bow, and when you re-load your gun, you
deduct the item!} This is different from standard Assassin rules; pay
attention.

To load your bow you must have an item card for 5 bolts (standard).
Mark off one bolt after each shot you take.  Your current ammo card
should be in your badge holder.  This also means that none of the ammo
you're currently using may be stolen, so you may only have one ammo card
in use at a time.
  
Both disc guns and patrol guns can be purchased from the
Guild.  If you want to buy one, ask James Kirtley; if you want to
borrow one, ask around.  Other sorts of player guns represent unusual
ingame occurances and are not acceptable as representation for crossbows.

\item[Knives:]  If you have a knife, get a short black boffer 
(foam cylinder) to represent it.  The GMs will try to have some in case
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.  A knife boffer must visibly have a piece of
tape around one end; this end is the blade, the other is the hilt.  If
you hold the knife so that the tape is not visible, you are holding the
blade and if you attack someone you are using your knife like a club.
Knives give +1 to your MA.

\item[Swords:]  Swords are a lot like knives (use tape), but 
they are represented by full-length boffers.  Also they hurt the person you 
hit them with a lot more.  Swords take some skill to use effectively.  
Swords should be marked with a piece of white tape on one end to
differentiate them from knives.  Again, the taped end is sharpened.
Swords give +2 to your MA.

\item[Clubs (including blackjacks, tree trunks, etc.):]  Use a
long boffer. Again, you must have it out if you're using it.  Most odd weapons
can be considered to be clubs.  Clubs give you +1 to your MA.

\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[Spells:]  Combat spells require two things: a material component
and a phys-rep.  The Phys-rep is a foam pellet.  The material component
is one or more item cards attached to an envelope.  The caster must also
have directions for the spell {\em in his posession}, though these may be
memorized for the actual casting.  The spell should be cast first, then
the pellet thrown, and finally a time-halt called while the effects are
assessed.  Spell-casters will have more detailed knowledge of this
process.

\item[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 or magical 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} 

Combat may occur at any time.  Combat frequently results in
someone needing a GM.  There will also be a local area halt
for the Patrol games in building 36 during the evening of Saturday April
17th.  Combat 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 they do something you
will not enjoy.  
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, to get the other characters in
trouble too --- will result in very angry GMs who have the power to
kill your character.

\subsubsection{Crossbow Combat}  

Crossbow combat is directly simulated by combat with plastic guns. If you
are hit with a rubber dart in the head (but see Head
Shots, below) or torso, you are knocked down, and drop all items you
are carrying in your hands.  If you are hit once in the torso, you are
unconscious and will bleed to death in 15 minutes unless you receive
first aid in that time.  If you are hit twice, you will bleed
to death in 5 minutes unless you receive first aid attention.  If you
are hit 3 times, you are just dead.  If you are hit multiple times
with several minutes between hits, you are dead 15 minutes from the
first hit or 5 minutes from the second hit or instantly with the third
hit, whichever is shortest.  A hit to a limb causes you to lose the
use of that limb until you receive first aid attention; if it is a leg,
fall down, if it is an arm, drop anything you hold in that hand.  A
hit to a limb also reduces your Martial Score by 1.  However, it is
not possible for your Martial Score to go below 0.  Note that the
regions of the body are considered to be the head/torso, right arm,
left arm, right leg, and left leg --- no further subdivisions.  Limbs
are not considered to bleed.

Even if you are wearing protective gear, the effect of a bolt 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).  Bolts pierce armor.  Shields are
effective against all forms of crossbows.  If you can stop a dart with
your shield phys-rep, you stopped it.  You may dodge bolts.

\subsubsection{Disarming}

It is possible to disarm someone of a crossbow they are holding --- not of
anything else.  To disarm someone, you must be within Zone of Control (see
below) and (clearly) say ``Disarm!'' to them.  Disarm is automatically
successful, but {\bf not} retroactive to getting shot.  The disarmed 
character drops the crossbow immediately.  The player
may drop the gun or, to prevent harm to players' property, gently set it
down.  Anyone who can get the gun can get the crossbow; of course, they 
may just
be disarmed again\ldots If you gently set your gun down, remember that your
character {\bf dropped} it.  You must stand up fully before you may pick it
up.  Reaching down, letting go of it, and grabbing it immediately is illegal.

\subsubsection{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, disarms, or tries to escape.  If so, and the
retroactive shot hits and disables the victim, the attempted attack, disarm,
or whatever failed.  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.  If, on the other hand, he declares martial 
defense, he then has a choice of either defending or taking his free shot.

\subsubsection{Head Shots} 

It is not good for players to shoot at each other's heads.  Never do this.
Any time an attack of yours hits a player in the head, your character hit
that character in the torso.  Aiming for the head in crossbow combat will 
gain you nothing but ill will.

To be able to shoot or stab a character in the head you need essentially the
same circumstances as for a Killing Blow.  To shoot, hold your gun {\em next
to} your victim's head, say ``I am shooting you in the head'' or some such,
and fire {\em past the head.}  As long as your gun does not jam and no one
disarms you before you fire, you have shot the person through the head.  
Your victim should be dead.  To stab or otherwise attack the head, go through
an analogous process with your foam boffer or whatever.

\subsubsection{Hand-to-Hand Combat}

Hand-to-hand or melee combat is initiated by pointing at your opponent while
within Zone of Control (see below) and declaring ``Martial Attack'' {\em and
your Martial Score.} Your victim then has two seconds to respond with
``Martial Defense'' (or ``Martial Attack,'' since they are equivalent.
However, ``huh'' and ``what'' are unacceptable responses.).  If he does not
say ``Martial Defense'' within two seconds, then you surprised him.  His
Martial Score is 0 and he automatically falls unconscious for 15 minutes.

(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.)

If someone declares Martial Attack on you from outside Zone of Control, the
proper response is to declare Martial Defense and {\em then} point out that
they were too far away.  

The combat system we are using is a variation on the Darkover system.
The higher number wins, and the person with the lower
number loses hit points equal to the difference between the two.  If the
numbers are equal, both people remain conscious and may continue to
pummel each other by continuing to declare ``Martial Attack'' and
``Martial Defense'' until they Escape (see below) or someone else comes
along and shoots them all.

You have a base martial stat (MA).  Armor increases your DEFENSE ONLY by
+2.  If you choose to defend, and your number is higher, {\em you do no
damage to your opponent}.  If, in the next round, you both choose to
attack, you may do damage according to who has the higher number.  This
reflects the fact that defenders are fighting to take no damage, while
attackers are exposing more weak spots in their armor.  Swords and clubs
add to BOTH ATTACK and DEFENSE.  Knives add +1 to your ATTACK ONLY.
Remember, Smith and Wesson beats a full house, and a crossbow beats any
Martial Defense except a shield, unless you have a {\em good} reason to
believe otherwise.

{\bf Multi-person combat:}  all attacks declared before defense is declared and
within two seconds of the first attack are taken together.  The Martial Scores
of all people attacking the same defender are added together and compared to
the Martial Score of the defender.  If the defender's score is lower than the
combined score of the attackers, he loses the difference between the two
in hit points.  The defender chooses
one person to counter-attack and compares his Martial Score to that person's
score.  If the origional defender has the greater score, the defender of his 
counter-attack loses the difference in hit points.  (Yes, this does
mean we are encouraging large mob violence.)  If for some reason someone
should get to take multiple attacks per round, the intended victim
HALVES his Marital Defense for the second attack.  The victim may ONLY
DEFEND. Ordinarily, a  single person may only attack one person per round.

You may voluntarily use any integer non-negative Martial Score less than your
own.  However, if you call a score higher than your own, your Martial Score
is 0 and you fall unconscious.  

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 crossbow into the combat, shout for help, or
anything else he may choose to do, regardless of how long the combatants
are fiddling.  Please don't abuse this; {\em stalling to give your friend
time to show up is abusing the rules} and will probably get you killed.

{\bf Drawing weapons:} if you have a weapon out, ie in your hand, ready to
use, you may use it when attacked.  If a melee weapon, you may use it for
combat; if a crossbow, you may fire within two seconds of ``Martial Attack''
instead of martial defending (you may not do both).  If your attacker is shot
down the attack is void.  If you martial attack you may not draw a weapon
during the combat.  The defender may {\em not} draw a weapon during the two
seconds of response time.  People engaged in combat may not disarm, so a third
party with a gun can easily come up and blow you away.  In this case the last
round of attacks made still takes effect.  If you
have a crossbow out (hanging from your neck) and loaded, it is
considered ``out'' and you may use it in Marital Combat.

Weapons may then be drawn between Martial Combat phases.  In other
words, you resolve the first attack, then the participants may draw one
weapon, regardless of who won or lost.  Martial combat then procedes
until someone wins, loses, or surrenders.  You may have only one weapon
drawn at a time, unless you have an ability which tells you otherwise.
You may only draw one weapon per combat unless you are disarmed, in
which case you may draw a weapon in the endphase following your
disarming.

If either combatant says ``Martial Attack'' again before you have had a 
chance to draw your weapon, then you're stuck without a weapon again.
If they give you a couple of seconds, you may draw your weapon and then
show your gratitude by attacking them.

\subsubsection{Zone of Control} 

Your are in another character's Zone of Control, and they are in yours,
if your outstretched arms can touch fingertips.  Fairly simple.

\subsubsection{Escape}

Either party in combat may try to escape.  Simply say ``Escape'' instead of
martial defense or attack when a round has ended.  You do not get to attack
the round you escape.  If the other person chooses to attack, you still get
your defense.  At the end of the round, if you are still conscious, you have
successfully fled; move ten feet away from your opponent.  You probably want
to flee.  Leave.  Say that you are running if you are; under no circumstances
should you actually run.  If someone pursues you, they keep constant distance
unless you enter a dead end or some such.  All characters run at the same
speed unless they have some reason to believe otherwise.

\subsubsection{Killing Blow} 

Any character who is not in a position to resist can be killed almost
instantly.  To do this, you must be within Zone of Control and declare
``Killing Blow.''  Anyone within your Zone of Control or the victim's
capable of moving at all can stop you.  The rescuing player must say
``No'' or ``stop'' or ``I prevent you'' or {\em anything} indicating
that you are opposed, within two seconds.  You are assumed to have
broken your victim's neck, causing death instantly, if you succeed.
Killing Blows may be applied to someone who is unconscious, securely
bound, or otherwise unable to move or defend.

\subsection{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.  If 
you're a good enough sport about it, we may let you
haunt someone after you die.

If you think you may be dead or injured, contact a GM as soon as possible.
If you are unsure about your condition, you are inactive and ``Not
Here'' until the matter is resolved.

If you die, note the time and circumstances of your death so that you can tell
the GMs.  Please try to stay in the area, i.e. role-play the dead body, for at
least fifteen minutes.  If someone searches you, act accordingly; if someone
examines you, tell them what they see.  After fifteen minutes it is probably
OK to leave; you should probably go to the GMs.  Leave a note saying that a
dead body is here and describing any {\em obvious} wounds.  {\bf You are not a
Ghost unless and until the GMs have declared you one officially.} This means
that other players, even ones who know you're dead, should not be giving you
game information.

However, dead (and inactive) men certainly do {\bf not} tell 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.  If you do become a Ghost, you will
be given a Ghost headband and may freely receive information from players
just like any other Ghost, however, {\bf until the game is over, you may still
not convey information to any player.}  If you end up becoming a non-observer
ghost, your restrictions will be great in number.  You must have a long
conversation with a GM before doing this.

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 you have been eaten.  
You should also get together all other items in your possession
(i.e. stashed someplace that no living character knows) to give to the GMs
in case anyone finds them.  Please try to be cooperative with your killer(s),
no matter how bad you may feel.  It was probably nothing personal.

It is {\bf very important} that you tell the GMs when you are dead {\bf soon!}
If you can't go yourself for some reason, send a ghost or the person who killed
who, but {\bf let the GMs know quickly.}  It is much, much preferable if you go
yourself.

\subsection{Kidnapping for Fun and Profit} 

Most kidnappings require considerable planning.  It is strongly
recommended that you discuss your plans with a GM first, even more so
than with ordinary assassination attempts.  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
crossbow 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 who will probably make a fuss.  You should contact a GM
immediately. You're probably not in too much trouble, but your character
is.

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 anything}}.  

\paragraph{Torture} 
Torture is amusing and sometimes effective.  The mechanic for medieval
torture is as follows.  The torturer describes what he would like to do.
The GM or GOD in charge of the session compares this to a list of common
techniques to get a Torture Factor (TF).  This is multiplied by the
skill of the torturer and compared to the Torture Resistance Stat of the
prisoner.  If the stat is lower than the Adjusted TF, the prisoner
breaks and is effected as if by a truth serum.

Special abilities may alter these conditions; if so, they will contain the
appropriate information.

\section{Special Abilities} 
Certain people will have special abilities listed at the bottom of their
character 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
``Swordsmanship,'' are simply listed on your character sheet. Most of these are
fairly straightforward. Their effects and uses are described on the character
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,'' have a card to
play.  If you have such an ability, it will be listed so on your
character sheet; make sure you have the appropriate card.  To use such
an ability, you show the back of 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.  {\em The backs of ability cards do not
usually describe the ability fully --- only what the victim can
discern.}

Sometimes unexpected events (see above) are actually abilities, though 
they never seem to be.  Regardless of whether they are something that your
character does, the player should treat them as ability cards.  
Those who have these should use them
sparingly, lest they become expected events.

If your ability has a card, you should show it to the target if at all 
possible.  However, if you are in combat, or your character is holding 
something
in each hand, or similar circumstances make this very difficult, it is
sufficient to just say what the effects are.  Be sure to give {\em all} the
information on the victim side of the card, including type of ability if given
and any special markings on that side of the card.

\section{Control Room} 

The Control Room for this game will be 1-136 for the duration of game,
Friday through Monday (16th--19th).   Friday the 16th there should be 
at least one GM logged on to
answer questions from 1pm until 6pm, when game action starts.

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
game. Do not go in there without a GM's permission.  It is a good
place to deliver food to.

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.  Typically
the Queue Room will be the same as the Lounge; when it is not, the
queue room is NOT a legal place to hold in-game conversations or carry
out in-game actions.  If you have to see a GM and you are Not Here,
you should put your name on the queue and loiter in the hallway rather
than be in the Lounge if there are people around who might be doing
things.

If you want to just hang out with other characters, try the lounge of the
Bladensburg Inn or Hans Deihna's Alehouse.  These are legal game
locations.  They will be 1-138 (right next to 1-136) all day on the
weekend.  If there are NPs in the room, {\bf don't bother them!}
The Lounge is the place where locals, soldiers, travelers, and
adventurers usually hang out.  Note that you {\em can} be killed there, but
that's the chance you take.  The Lounge is considered to be NPC-free
--- that is, no virtual people will be there (and no non-players
should be in there, either, but treat them normally if they are).  
Evil spirits never enter these places, though you can't figure out why.

All public meetings will be held in 1-180 unless specified otherwise.
Bladensburg has the room reserved.

\section{Statistics Cards}

\subsection{Age}

This is your actual age.


\subsection{Alpha, beta, gamma, delta, lambda}

Your statistics card will have the stats $\alpha$, $\beta$, $\gamma$, 
$\delta$, and
$\lambda$ on it.  These represent things most people don't
know about.  Unless you know otherwise, you have no idea what they are
and you have never heard of them.  You may not discuss them.

Other things may alter these scores, of course.

\subsection{Base Martial Score}

This is your Base Martial Score for unarmed hand-to-hand combat after
any pluses for unarmed combat skills, such as martial arts, have been
added in.  For most people it will be fairly low; for some people it will be
much higher.  This is here for your own reference.  Using a weapon will
increase your martial score.

\section{Miscellaneous}

\subsection{More about name badges}

Name badges in Bladensburg contain the following information:

\begin{itemize}
\item {\bf Race} This is the largest thing on the badge.  It is merely
the race you apparently belong to.

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

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

\item {\bf Number} is an indexing number for the character.  This is the
least apparent thing on the badge.

\item {\bf Appearance} if it is present at all, will be age and
distinguishing physical features, if any.

\end{itemize}

\subsection{Watches}

Everyone who is playing in an Assassins' game should wear a watch.
There are always things that need to be timed, such as unconsciousness
and drug effects, and you may be required to note the time at which
events (such as death) occur.  If you don't have a watch, get one
before Game Action begins.  Besides, it is generally useful to know
what time it is so that you can make it to your secret meetings on
time.

\subsection{Med Center}
This is not a modern world, so there is no med center.  Don't get hurt.

\subsection{Locks}

There are no locked doors.  Key-type locks haven't been invented yet.
No doors in game are locked except those to the castle.  Rooms in dorms
are barred from within by dozens of little kids,  but you can't do 
anything terribly interesting
in the dorms without being mistaken for the Big Bad Wolf and getting 
beaten to death, so don't try.

\subsection{Money}

Cash in Bladensburg is represented by Gold Cards and gold coin item 
cards.  All necessary information is above under Game Packets.

\subsection{Purple Sheets}

You may find purple sheets of paper lablled ``Bladensburg Spring 1993'' posted
around the game area.  If you see a purple sheet, you must read it and
follow the instructions unless you think you have a reason to ignore
it (if you do, you'll know).  Please note: Eit! experienced difficulties
with counterfeiting.  All Bladensburg purple sheets will have Mike
McComas' distinctive initials, an initiation time, and a duration.  If
you find a purple sheet whose duration has expired, or one from either
Eit! or Horrors, please get rid of it.  Purple sheets may change colors
at some point during game.  We'll keep you posted.

\subsection{Headbands}

A headband indicates that the wearer does not look as one would expect.  Please
do not wear a headband during game, especially while Here and near game areas,
except for game purposes.  White headbands indicate that the wearer is a ghost,
GM, or game mommy.  If the white headband is their only one, they are 
invisible. 
Thus you can tell at a glance who the non-players are.  If the ghost/GM is 
also wearing another headband, it means the same for them as it does for a 
player to be wearing it.  It also means the ghost is visible.

Colored headbands mean different things.  When you see someone wearing an
unfamiliar color headband, you should ask (from a safe distance) what you see.
A headband of a particular color (other than those listed below) will not 
always
represent the same appearance, so every time you see a headband, you should
ask what you see.

Some headband colors will not change their meanings during game, and thus 
you will be able to recognize them upon first seeing them.  They are:

Red:    dangerous looking.  Exercise extreme caution.  This is not like 
Hotel.  They are not glowing with power.  They just look like they might be
able to hurt you a little more than others, and might want to.

Green:  weird-looking.  Goblins are weird-looking.  Shoggoths are weird
and obviously dangerous.  Thus they will (hypothetically) be wearing
both red {\em and} green headbands.

Black:  exceptionally hairy.  Barbarians are exceptionally hairy.  The
Big Bad Wolf is both hairy {\em and} dangerous, red and black.  A 6'
wereferret is weird and hairy, but not necessarily dangerous, thus black
and green.

\subsection{Armbands}
Armbands denote military units.  Gray is Copper Hills Shock Troopers.
Black is Eldrin Stormrunners.  Red is City Guard.

\subsection{Lost \& Found}
If you find something {\em in game}, keep it -- it's yours.  If you find
something a player lost, bring it to a GM.  
Similarly, if you lose something {\em in game}, you lost it.  If you lose
something out of game, see if someone has turned it into a GM.  There is
no in game lost and found, this is not a modern world.

\subsection{Computers} 

When using the computer system, please keep in mind that this is a
role-playing 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.

Prior to game, you may use athena, the telephones, or any other way of
contacting anyone on the playerlist, or mentioned in your packet.  This just
simulates the time pregame when you met with them.  Once the game starts, 
you actually have to go to people.

Computers may not be used for {\bf anything} during Bladensburg except
finding a GM or sending email to the GMs.  Any mail to the GMs
should be addressed to blade-gms@athena.mit.edu.  If you have work to
do, by all means, go ahead.  We are not here to make you fail classes.
The GMs are doing well enough at that.  However, you may not conduct
game business via email or zephyr.  To do so would be cheating.

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.

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 minutes.

\subsection{Information}

These rules, the playerlist, and a quick summary of new rules are all 
online.  To access, type

attach mematsa

cd /mit/mematsa/Public

\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 GMs are human, 
except for Matt, he's a shoggath:
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.  This game was also written
extremely quickly, bringing you the finest in entertainment four people
could in the time we had.  If you don't feel your character is detailed
enough or that his/her life is somehow incomplete, come talk to the
GMs and we'll tell you a story.

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
flux since it was begun on February 23, 1993.

We would like to thank the people who have helped us prepare this
game and who originally helped develop Bladensburg as an RPG setting
including: Heather Grove, Len Giambrone, Eric Hankewitz, Mark Orr;
Mohammed al-Hassan of Domino's Pizza for delivering (late) to 77 Mass.
Ave.; Jenise Bushman for leaving the Eit! rules accessible; and all the
people who offered us encouragement when so many thought we'd never pull
it off.

And so, good luck, and remember\ldots

\begin{center}
{\Large
IT'S JUST A GAME\ldots

IF IT WASN'T A GAME, I'D HAVE KILLED YOU ALREADY.
}
\end{center}
%\input{disclaimer}
\end{document}
