\documentstyle[fullpage, simplemargins]{article}
\title{MYSTIC RULES}
\author{\copyright 1993 Jeremy Brown, Dave Henry, Sean Ningen,\\
Frank Pelkofer, Stephen Rinehart, and Francis Zane}
\begin{document}
\maketitle

Permission is granted to anyone to use or distribute verbatim copies
of this document as received, in any medium, provided that the
copyright notice and permission notice are preserved, and that the
distributor grants the recipient permission for further redistribution
as permitted by this notice.

Permission is granted to distribute modified versions of this
document, or portions of it, under the above conditions.

\vspace{5 em}

Herein are the rules for the live role-playing game {\bf Mystic}.
Much of these rules are based entirely on the honor system, and there
is no easy enforcement system which can prevent cheating.  It is our
hope that you, like us, believe that it is no fun to win by cheating.
If cheating's the sort of game you would like to play, please read no
further and turn in your Character Packet now; to continue would waste
your time and ours.

That said, we reserve the right to remove from the game anyone whom we
find cheating.  It is our hope that this will be the only time we need
to refer to this subject.

\newpage

\section{Acknowledgements}

The {\bf Mystic} Team wishes to publicly thank the following people
for their efforts, without which this game might have been impossible:

\begin{itemize}

\item Jeff Baker, Dave Modiano, and Dan Winship for risking their
mental health by sanity-checking us.
\item Donna Bell and Michelle Goldberg for sending baked goods to
GM meetings. (yum!)
\item Brian Bermack, JMike Hammond, and Dave Modiano for help hacking
out some of the hairy mechanics.
\item The Free Software Foundation for letting us use their
copyright notice verbatim.
\item Matt Goodman and Dan Winship for bunches of generic help.
\item Mark Hamon for being tolerant when his roommate had a raving
group of GM's take over the apartment.
\item Charles Hope for buying us food while we wrote.
\item Ellen Kranzer and Pier Ho for running around to pick things up
for us.
\item Edgar Ngwenya for promising to implement a really spiffy T-shirt.
\item And anybody else whom we've rudely forgotten\ldots
\end{itemize}


\tableofcontents


\section{Live Role-Playing: What Is It?}

The act of live role-playing has sometimes been referred to as
``interactive fiction.''  You can think of it as theatre without the
barrier between the audience and performers.  It's like being part of
a play with no fixed script and no set lines, with all the actors
improvising every minute.

Live role-playing is a game, an out-growth of the original
``dungeon-crawl'' style role-playing games.  Where in those games you
have paper, dice, and rulesbooks, in live role-playing you rely on
your own cleverness, your own cunning, your own fast-thinking, and
your toy gun.  In a live role-playing game everything happens in
real-time; when the bad guy attacks you, you can't pause to think
about what to do, you must react now.  If your Character leaves the
room and therfore can't hear the others plotting behind your back, you
leave the room and you may never know whether or not the others are in
fact plotting behind your back.  Drawing your toy gun to shoot your
foe in the final confrontation will give you an adrenaline rush you
just won't find when you roll dice in a ``dead'' role-playing game.

In order to play, you need only four things: a copy of these rules,
your imagination, your Character Packet, and the Scenario.  You've got
the first in your hands now --- you supply the second and we'll give
you the rest.


\section{Character Packets}

Your Character Packet comes in a big white envelope and contains a
bunch of things relevant to the game.  For the purposes of the game,
your Character Packet doesn't really exist, and is confidential.
Therefore, none of the contents, unless clearly stated otherwise (the
main example being the cards representing items), should ever be shown
to any other Player under any circumstances.  This also means that you
should never look at anything in someone else's Packet.

{\bf WORD OF ADVICE:} Before playing and interacting with other
Players, read
\begin{underline}
{\em EVERYTHING\/}
\end{underline}
in your Packet.  Then when you're done with that go back and
\begin{underline}
{\em READ IT ALL AGAIN\/}
\end{underline}
.  Many Players, even experienced ones, have made embarassing blunders
simply because of overlooking something clearly stated in their
Packet.  Don't let this happen to you.  If anything in the Packet
seems confusing or unclear after you've read through everything,
please feel free to come ask the GM's --- it's part of what we're here
for.

\vspace{1 em}

Your Character Packet will include some or all of the following:

\vspace{1 em}

{\bf NOTE:} Anything listed
\begin{underline}
{\bf Like This}
\end{underline}
is an optional item.  You may have one or more of these in your
packet.  You may have none.  You will have at least one each of any of
the other items.

\begin{itemize}

\item {\bf Badge}\\
This badge identifies you as a Player in this game.  Wear it at all
times while on campus and involved in the game.  The card will say
``I'M NOT HERE'' on one side and will have your character's name and
physical description on the other.  When playing, wear the badge with
the second side clearly visible.

For the purposes of the game, badges do not actually exist.  Do not
make any changes to anything written on the badge.

\item {\bf Stat Card}\\
The front of this card contains some vital statistics about your
character that are used in helping figure out various parts of the
game's mechanics.  The back of the card has a ``Death Report Form''
printed on it.  These will be explained later on in the rules.

The front of the card looks something like this:

\newpage

\begin{center}
{\Huge Stat Card}\\

John Q. Average\\

{\Large \begin{tabular}{rlrl}
\multicolumn{2}{c}{Martial Attacks}& &\\
Scissors & 15 & Martial Defense & 7\\
Paper & 12 & Hit Points & 10\\
Rock & 10 & Mana & 20\\
\end{tabular}}
\end{center}

(The statistics listed here are those for an average mundane human
being and are offerred for comparison purposes.)

\item {\bf Character Sheet}\\
(While called a ``sheet'' this is most likely actually printed on more
than one piece of paper\ldots)  This is a description of the Character
you will be playing in the game --- the Character's personality,
quirks, circumstances which brought the character here, loyalties,
secret identity if any, and game goals. This is quite possibly the
single most important document in your Character Packet.  Become {\em
very\/} familiar with it.

Your Character Sheet will also contain information on any special
abilities your Character may have.  It will describe the mechanics of
how the ability is simulated in the game.  In some cases, use of a
special ability may permit you to do something which these Rules
would otherwise forbid.  In such cases, the rules for the special
ability will take precedence over these Rules.  If you have any
abilities you might want to use in a situation where seconds count
(for example, any combat or defensive abilities), become familiar with
these portions of the sheet now.  We won't be stopping any combats for
people to stop and read their sheets.

\item 
\begin{underline}
{\bf Ability Card(s)}\\
\end{underline}
These are cards associated with special abilities your Character may
have.  Not all special abilities will have an ability card.  Ability
cards exist for those abilities that have some effect that other
players will notice.  When you use the ability, show the card to the
subject of the ability's effect.

\item 
\begin{underline}
{\bf Info Sheet(s)}\\
\end{underline}
These sheets contain information or knowledge that your Character has.
They could describe the Theory of Quantum Pizza Disappearance as it
works in this game, or how to maneuver through the inner workings of
the bureaucracy of the Illuminati.

They might also give information about some group your Character is a
member of.  It could be a description of the work that occurred in the
lab that your Character worked in, where the Theory of Quantum Pizza
Disappearance was first formulated and the people who did that work.
It could be a description of a Hallowe'en party your Character
attended last year.  In any case it is reasonable for you to assume
that any Character who claims to be a member of the same group (i.e.:
worked in the same lab, or attended the same party) would also have
access to the same information.

If any infomation in these sheets is in conflict with that found in
your Character Sheet, the information in the Character Sheet takes
precedence.

\item 
\begin{underline}
{\bf Memory Packet(s)}\\
\end{underline}
These are small sealed envelopes that have your Character's name and
the words ``Memory Packet'' written on the front, and something that
may seem cryptic on the back.  It may be a description, or, if in
quotes, a phrase.  These packets represent something that will jog
your character's memory.  When you see an Item Card, Badge
description, or Appearance Card matching the given description, or
hear or see the phrase verbatim, open the envelope and read its
contents.  Note that Memory Packets represent things that your
Character is not even aware that they know, and as such, should not be
referred to in game.  While it is certainly acceptable to be keeping
your eyes and ears open for the things written on any Memory Packets
you have, it is really bad form to go explicitly searching for them.

\item {\bf Appearance Cards}\\
You will have two Appearance Cards (``Appearance A'' and ``Appearance
B'').  They describe details about how your character looks.  These
will be explained in more detail in the Appearance section.

\item {\bf Item Card(s)}\\
These are cards that represent physical items in the game.  If your
Character owns an expensive three-piece suit, it would be too costly
for us to actually give you one, so instead we give you an index card
with the description ``An Expensive Three-Piece Suit'' printed on it.
(Besides, the index cards fit in the Character Packets much more
conveniently\ldots)

Item Cards, unlike other things in your Character Packet, can be shown
and even given to other Players, or other Players may take them from
you.  As such, all item cards will be marked ``This Card is Freely
Transferable''  If it doesn't say it, it isn't.

Item Cards marked with a big orange dot represent ``Bulky'' items.
Bulky items cannot be hidden or place in your pocket, back-pack, or
purse.  Carrying a bulky item requires that you use both hands and so
cannot carry any other items.

You will have at minimum one Item Card, representing your in-game room
key.  This will be explained later in the rules.  You may or may not
have other item cards as well.

\item {\bf R-Packet}\\
This is a small sealed envelope that has your Character's name and the
letter ``R'' written on the front.  Carry your R-Packet with you at
all times.  You may not open it or look at the contents.  The R-Packet
does not exist in the game and as such, it cannot be taken from you or
referred to.

\item {\bf Poker Chip}\\
This is a poker chip with a number on it.  Carry it with you at all
times.  This poker chip does not exist in the game and as such it
cannot be taken from you or referred to.

\end{itemize}

\section{Scenario}

This is a document containing public knowledge that your Character is
aware of.  It's used to help set the scene as well as the mood for the
game.  It has some additional information on specific mechanics.  It
has a summary of recent events that your Character is aware of.

You should be sure to, at the very least, read the first sections of
the Scenario.  These will contain important information on mechanics
and special locations.

\section{Players vs. Characters}

The key thing to remember here is quite simlply this: {\bf Mystic} is
only a game.  We're all here to have fun.  Repeat after me: {\bf
Mystic} is only a game.  We're all here to have fun.\footnote{This
chant is Francis's nefarious attempt to brainwash you all.  You have
been warned. ---ed.}

You yourself are a {\em Player\/} in {\bf Mystic}.  In the game, you are
playing the part of a {\em Character}.  To some extent, this will
require you to pretend that you're a split-personality --- your
Character may have different likes, dislikes, background, and morals
than you, the Player, has.  Think of yourself as an actor taking on a
role. 

At times during the game, emotions may run high.  You may find that
your Character has gotten into a horrible argument with another
Character and is quite angry.  This is OK; if you're really playing
the role well, this can even be a lot of fun.  If you find that the
argument has crossed that Player/Character line, and you, the {\em
Player}, are getting angry with the other {\em Player}, this is Not
OK.  Generally things have ceased to be fun at this point.

If you notice that you've crossed this line, you should probably take
a break for a little while to calm down again.  If you notice someone
else crossing this line, you might want to politely suggest that they
do the same, but don't push the point.  Some people are good enough
roleplayers that they can play a very convincing angry person without
actually getting angry themselves.

If someone politely suggests that {\em you\/} take a break to calm down,
seriously consider doing so.  Perhaps you crossed the line without
noticing it.

Remember, we're all here to have fun.  If you're not having fun,
somebody's doing something wrong.

\section{Real Space vs. Game Space}

For the purposes of {\bf Mystic} you'll need to pretend that you are
not on the grounds of the Massachusetts Institute of Technology (MIT),
but are instead on the grounds of the Peyote Junction Institue of
Science and Technology (PJIST).\footnote{It is very convenient how
similar the layout of the buildings at PJIST is to that at MIT\ldots
---ed.} For the most part, Game Space at PJIST is represented by Real
Space at MIT.  For example, if you want to attend a meeting that's
being held in PJIST Room 6-120, you can get there by going to MIT Room
6-120.

Unfortunately for us, there exist some Game Spaces at PJIST that don't
exist in the MIT Real Space.  In these cases, we'll use an MIT Real
Space to represent the imaginary PJIST Game Space.  For example, MIT
doesn't have an Astrology Department Lab, but PJIST does.  If your
Character should want to go to this lab, your Player should go to the
second floor of the Building 34 Atrium, as this Real Space will be
representing that Game Space.

The Scenario will contain a mapping of PJIST Game Spaces to MIT Real
Spaces.

\subsection{Non-Game Space}

There are some places that are not part of the Game Space.  No game
action should occur in any of these areas.  Game action inculdes
in-game conversations.  For the purpose of the game these spaces
simply don't exist.

You cannot use this to your advantage in any way.  For example, if you
are being chased down the hall, do not attempt to escape from your
pursuers by entering a Non-Game Space.

Game action is not allowed:

\begin{itemize}
\item Anywhere off-campus.
\item In any bathroom or rest room.
\item In any shared office space (e.g.: the APO, LSC, MITSFS, or SIPB
offices, the office you share with another grad student, etc.).
\item In any Athena Cluster.
\item In any space that you, the Player,  are not allowed to be.
\item Any space which the Scenario lists as a Non-Game Space.
\end{itemize}

\section{Interacting with\ldots}

Throughout {\bf Mystic} you'll be interacting with a variety of
different people in a variety of ways.  Each of these people will take
some different sort of role in this game.  Below, these different
roles are divided into classes.

\subsection{Game Masters}

The Game Masters (also known as the {\bf Mystic} GM's) are the guys
responsible for all of this.  Everything that's in the game is their
fault\footnote{Well\ldots we drew straws and it turns out that
everything is actaully Stephen's fault.  Blame him. ---ed.}.

The {\bf Mystic} GM's represent the world and the forces of Nature as
they affect the game.  Anytime a Character does something that would
cause a reaction from someone or something that is not being played by
a Player, the GM's will be responsible for orchestrating that
reaction.  The GM's will be acting as judges and referees for anything
that happens during {\bf Mystic}.

The {\bf Mystic} GM's are available to answer any questions you have
about any aspect of your Character, the rules, or the game itself.
They're people you can talk to about all your secret plots without
fear.  Use them as a resource.  It's their job.

While the {\bf Mystic} GM's are very friendly fellows, the sometimes
competitive nature of the game will occasionally cause them to be
stern as well.  A GM's ruling on any situation is final.  Period.
It may happen that a ruling goes against you and you don't understand
why.  There are a lot of things going on in the game that you may be
unaware of.  The {\bf Mystic} GM's are aware of it all and understand
the ``Big Picture''.  Chances are if you don't understand a ruling,
it'll become self-explanitory at wrap-up.

So, please, remember, all GM rulings are final.  Please don't argue it
at the time --- we'll be happy to explain the reasoning to you later.
Enough said.

\subsection{Other Players}

Interacting with other Players should be fairly easy.  Players are
easily recognizable by the Badge that they'll be wearing prominently
dislayed.  The Badge will have the other Player's Character name on
it.

Act towards the other Character as you think your Character would act.
A lot of this will be left to your own best judgement.  If you feel
your Character has reason to distrust the other Character, then act
that way towards them.  If you feel yoru Character wouldn't want the
other Character to know that your Character doesn't trust them, you'll
need to be clever about it.  Don't worry.  We have faith in you.

Sometimes, other Characters will use special abilities on you;
sometimes they'll deal with you by using the rules on Combat (further
on in this document).  Sometimes you'll use special abilities on them,
sometimes you'll be the one to initiate the Combat.  In any of these
cases, roleplay accordingly.  React as you think your Character would
react.

\subsection{Non-Player Characters}

Sometimes your Character may end up interacting with someone who
exists in the game, but isn't a Player.  This person is still a
Character, but we call them ``Non-Player Characters'' to make the
distinction clear.

Often the part of the Non-Player Character will be played by someone
who was previously acting as a Ghost, an Observer, or even a GM.  This
can get confusing, and we'll do our best to alleviate that confusion
whenever possible.  Anyone playing the part of a Non-Player Character
will be wearing promiently displayed a Badge with the Non-Player
Character's name on it.  While this Badge is being worn, that person,
regardless of what role they had in the game previously, is for the
moment that Non-Player Character and only that Non-Player Character.

Interact with Non-Player Characters in a fashion similar to how you
interact with other Players, i.e. act towards them as you believe your
Character would act towards this Character.

Just because a Character is being portrayed by a Non-Player, don't
assume that they're ``safer'' than those being portrayed by a Player.
Don't tell a Non-Player Character the secret your Character doesn't
want anyone to find out, and don't assume that a Non-Player Character
won't be able to harm you in a combat.

\subsection{Ghosts}

Your Character may end up interacting with a Ghost at some point.
There seem to be a lot of them in {\bf Mystic}.

Ghosts will be easily recognizable both by their prominently displayed
Badges, which say ``Ghost,'' and by the white headband each Ghost will
be wearing.

Ghosts are non-corporeal, and as such cannot touch you or be touched
by you.  Roleplay accordingly.

\subsection{Observers}

Often, there will be some people hanging about who just want to watch
all the fun and random mayhem that're happening throughout {\bf
Mystic}.  We call these people ``Observers.''

Observers will be wearing Badges that say ``Observer'' on them.
For the purposes of the game, they don't exist and your Character may
ignore them as if they were, in fact, not there.  Observers cannot
affect the game in any way, so if one asks permission to read your
Character Packet, it's OK to let them if you don't mind.  If at any
point you're feeling annoyed by an observer, or think that the
presence of an Observer may compromise you, politely ask them to leave
the area.  They will.

\subsection{Non-Players}

{\bf NOTE:} {\em There are no special abilities in\/} {\bf Mysitc}  {\em
that supercede\/} {\bf ANY} {\em of the rules in this section.  Period.}

Non-Players are those people who are not involved with {\bf Mystic} in
any way, shape, manner, or form.  There is one cardinal rule for
dealing with Non-Players.  That rule is:\\

{\bf DO}
\begin{underline}
{\bf NOT}
\end{underline}
{\bf PISS THEM OFF!}\\

For the sake of clarity, repeat this out loud with me:\footnote{{\em
This\/} part, however, is Frank's fault.  He made me do it.  Blame him.
---ed.}\\

{\bf DO}
\begin{underline}
{\bf NOT}
\end{underline}
{\bf PISS NON-PLAYERS OFF!}\\

Probably the main reason that the Assassins' Guild has been allowed to
run these games is that there have, for eleven years to date, been no
major violations of this rule.  Don't be the person responsible for
breaking this streak.

The easiest way to avoid annoying Non-Players would be for them to
never even discover that a game is happening.  This would, however, be
prohibitively difficult.  Instead, avoid making it blatant.

Do not talk about game things in front of Non-Players.  It really
distresses people to overhear you talking about your clever plot to
ambush and kill someone.

If a Non-Player comes upon the scene where a game action is happening,
call a halt {\em immediately}. (Do this by calling out ``Non-Player!
Game Halt!'')  If you have any in-game weapons out, put them away {\em
immediately}.  After the Non-Player has left the area, ask all Players
involved if any of them object to simply continuing where things were
halted.  See the sub-section on ``Halts'' in the ``Combat'' section.


\subsection{Athena}

{\bf Mystic} is not a game that lends itself to being played on a
computer, either via zephyr or e-mail.  {\bf Mystic} is a Live
Roleplaying game and, as such, will be more enjoyable if played
``live.''\footnote{If memory serves, Jeremy accepts full
responsibility for this part.  Really. ---ed.}

You may use either e-mail or zephyr to set up a face-to-face meeting
with another player.  You may not use it to convey any other in-game
information.  A message of the form, ``I'd like to meet with you and
This-Person at This-Time in This-Place about This-Thing,'' is
perfectly acceptable.  Going into detail beyond that is not.

If you're unsure of whether or not you can use Athena for a particular
purpose, ask a GM.

\section{Special Abilities}

Your Character may have some special abilities.  If you do, they will be
explained in your Character Sheet.

Because of the difficulty of mechanicking some of the special
abilities, some suspension of disbelief on your part.\footnote{This
should be pretty easy since you're probably doing that a lot anyway in
order to simply play {\bf Mystic}\ldots ---ed.}

Abilities that have an effect noticable by another Character will have
an Ability Card associated with them.

If your special ability has no Ability Card associated with it, to use
your ability, simply follow the instructions as described in your
Character Sheet.  If any other Characters would notice, tell their
Player what their Character sees.

If your special ability has an Ability Card associated with it, to use
your ability, follow the instructions as described in your Character
Sheet, and when you actually use the ability, show the subject of your
ability the Ability Card.  If any other Characters would notice you
using your ability, tell their Players what their Characters see.

\vspace{1 em}

If some other Character uses a special ability in your presence,
they'll tell you what (if anything) you notice.  If they use an
ability {\em on\/} you, they'll show you an Ability Card.  Read the card
and follow the instructions on it.

\section{Combat}

It will occasionally happen that the best way for your Character to
accomplish something will be by resorting to violence.  Or perhaps
you'll want to defend yourself from some other Character who's decided
that {\em they\/} should resort to violence.  Because of the reasonably
high likelihood of at least one of these two things happening during
the game, it's {\em vital\/} that you become intimate with this section
of the rules.  Fast-paced combats are part of what makes live
roleplaying fun --- ones that drag on forever through multiple halts
are Just No Fun.

Before we go into the rules for combat, let's go over the Meta-Rules.

\subsection{Meta-Rules}

What are Meta-Rules?  Think of Meta-Rules as rules that rules have to
follow.  The Meta-Rules explain the overall outlook on the rules.  In
any cases where a possible interpretation of the rules would violate
the Meta-Rules, the GM's will have the Meta-Rules take precedence over
the rules.  The Meta-Rules are:

\begin{itemize}

\item Game combats are {\bf NEVER} real combats.  There should be
no chance of anyone getting hurt by anything that occurs during a
combat.  If something is happening that seems likely to cause someone
to get hurt, call a halt {\em NOW}.

\item Players are {\bf NOT} to initiate any combats in front of, around, or in
sight of Non-Players.  Just don't do it.  The guy who draws his Disk
Gun and starts shooting at you in Lobby 7 at noon is just plain {\bf
WRONG}, but if you draw your gun to return the fire, you're just
as wrong as he is.

\item Combats are {\bf NOT} to cause property damage.  You are
personally responsible for repairing or replacing anything you
inadvertantly break during a combat.  Don't break anything on purpose.
Just don't.

\item Anything used by a Player to represent an in-game weapon
used by a Character {\bf MUST} be approved in advance by a GM, and
must meet the standards set by the other Meta-Rules.  Thus, things
like baseball bats and water balloons will not be approved, due to the
damage to Players and property that they can cause.  At the moment,
only six things have been approved for use in representing weapons:

\begin{itemize}
\item{\bf Disk Guns}
\item{\bf Foam Boffers}
\item{\bf Foam Pellets}
\item{\bf Nerf Missile Launchers}
\item{\bf Patrol Guns}
\item{\bf Ping Pong Balls}
\end{itemize}

(How each of these is used and what they represent will be explained
later on in these rules.)  If you have something else you'd like to
use in the game, bring it to the GM's to have them check it out.

\item Nothing should {\bf EVER} be aimed at anyone's head; head and
torso are identical for the purposes of the combat rules.

\item Combats should happen as close to real-time as possible.

\item The combat system should be simple, yet provide enough
options as to keep it interesting and exciting.

\item The combat system should manage to represent actual combat
as closely as possible while still obeying the other Meta-Rules.

\end{itemize}

OK, now that we're got all that out of the way, let's get to the fun
stuff, the actual combat system itself.  We start with:

\subsection{Ranged Combat}

Ranged combat is that combat which happens at a distance.  This will
be represented by projectiles, varying in type as explained along with
their effects below:

\subsubsection{Disk Guns}

These represent a nasty killing attack of some sort.  A plain Disk Gun
represents a normal gun.  A Disk Gun with a ribbon tied to its barrel
(not tied around, tied to so it hangs down) represents something
weird.  The person using this attack is not actually carrying a
physical gun of any sort, but is doing something weird that appears
dangerous enough to kill you.  Roleplay accordingly.

\vspace{1 em}

{\em Effect:\/} {\bf ANYONE} hit by a shot from any type of Disk Gun
attack will fall down and drop anything they are carrying.  It doesn't
matter who you are and how pumped up you are: {\em if you are hit
anywhere on your body by a Disk Gun,\/} 
\begin{underline}
{\bf fall down.}
\end{underline}
Remember, Disk Guns represent big and nasty attacks.

With one hit to the torso, you are unconscious and dying.  If you do
not receive medical attention in 10 minutes, you will die.  With 2
torso hits, you are unconscious with 2 minutes remaining to live.  If
you are hit in the torso with 3 Disk Gun shots, you are dead.

If you are hit in a limb by a shot from a Disk Gun 
\begin{underline}
{\bf fall down}
\end{underline}
and drop anything you are carrying.  That limb is now useless.  If
your wound is bound, you have about 24 hours to live (contact a GM).
If your wound is not bound, you have 1 hour to live.  No special skill
is required to bind wounds; anybody can do it.  You can even bind your
own wounds provided that you have one usable hand.

If the limb that is injured is a leg, you are reduced to moving no
faster than a crawl.  If both legs are shot, you are reduced to a {\em
very\/} slow crawl.  Don't feel as though you need to actually crawl,
simply roleplay accordingly.

For each injured limb, you lose the ability to use one of the 3 basic
types of Martial Attacks (explained in the Martial Combat section).
Lose the attack of your choice by marking it on your Stat Card at the
time of the injury.  {\bf NOTE:} this effect is cumulative.  Thus, if
3 of your limbs have been rendered useless, you are similarly useless
in a Martial Combat.

\vspace{2 em}

{\bf Bullet-Proof Vests}\\

Disk Guns are big and nasty and tend to just win in confrontations.
Ever since the invention of the Disk Gun, mankind has searched for a
way to protect itself against its devastating effect.  Thus far,
nothing has been entirely successful.  The best that Science has been
able to come up with so far is the Bullet-Proof Vest.

Bullet-Proof Vests are represented in {\bf Mystic} by a Item Card
which says ``Bullet-Proof Vest''.  If your Character is wearing a
Bullet-Proof Vest, it is not obvious to anyone who looks at you.
Anyone performing even a cursory ``pat-down'' search (see the
subsection on ``Searching'' under the ``Theft for Fun and Profit''
section), will, however, notice it.  Wearing a Bullet-Proof Vest will
provide some limited protection against Disk Guns.

\vspace{1 em}

{\em Effect:\/} If you are wearing a Bullet-Proof Vest when hit in the
torso (Vests protect the head and torso only) by a shot from a Disk
Gun, you will still
\begin{underline}
{\bf fall down}
\end{underline}
and drop anything you are carrying.  

The Vest provides you with a limited 2-shot immunity from normal Disk
Guns (i.e.: {\em NOT\/} a ``ribbon'' attack).  That is to say, you will
not fall unconscious before the third shot hits you.

Vests will ``re-set'' themselves.  Once you have sat down, or the most
recent bullet has hit you {\em whichever happens last}, you should
begin a 2-second count.\footnote{For {\bf Mystic}, the official unit
of time is ``1 Peyote Junction'' (Peyote is three sylables:
``pay-yote-ee''), so 2 seconds is the time it takes to say: ``1 Peyote
Junction, 2 Peyote Junction.'' ---ed.} You may count silently if you
wish.  If the count is interrupted by another shot hitting your torso,
start the count over.

Once the count has finished, the Vest has ``re-set'' and once again
offers a 2-bullet immunity.  If you are still conscious, you may start
acting normally again.

\vspace{1 em}

The effects of Bullet-Proof Vests are {\em NOT\/} cumulative.  You can
wear as many of them as you want (although if you wear more than 2
it'll be obvious to anyone who looks at you that you're wearing some
sort of armor), but under {\em no circumstances\/} will they ever confer
to you more than a 2-shot immunity.

\subsubsection{Disk Guns with a Back-Pack Attached}

These represent Proton Packs.  The Disk Gun will be quite obviously
attached to the back-pack.

\vspace{1 em}

{\em Effect:\/} If you are hit by a shot from a Proton Pack you will
take 1 Hit Point of damage (Hit Points are explained further in the
Martial Combat section).  {\em Don't\/} fall down.

{\bf NOTE:} Shots from Disk Guns with a Back-Pack Attached, are the
{\em only\/} exception to the ``fall down if hit by a shot from a Disk
Gun'' rule.

\subsubsection{Patrol Guns}

These represent a knock-out attack of some sort.  A plain Patrol Gun
represents a tranquilizer dart gun.  A Patrol Gun with a ribbon tied
to its barrel (not tied around, tied to so it hangs down) represents
something weird.  The person using this attack is not actually
carrying a physical gun of any sort, but is doing something weird that
appears possibly dangerous enough to knock you out.  Roleplay
accordingly.

\vspace{1 em}

{\em Effect:\/} If you are hit anywhere on your body by a shot from a
Patrol Gun, {\em fall down}.  You are unconscious for the next five
minutes.  Patrol Guns will have no effect on your Hit Points.

\vspace{2 em}

{\bf The One Patrol Gun Exception}\\

The one exception to the rules listed for Patrol Guns is as follows:

There may be an attack wielded by someone who will be wearing {\em
both\/} a White and a Red Headband (for more on Headbands, see the
section on Appearances).  This attack is represented by a Patrol Gun.
Any such person using this attack is not actually carrying a physical
gun of any sort, but is doing something {\em really\/} weird.

\vspace{1 em}

{\em Effect:\/} If you are hit by a shot from a Patrol Gun being used by
someone who is wearing {\em both\/} a White and a Red Headband, you are
hallucinating madly.  For the next 5 minutes you will be incapable of
initiating any action; you will not talk, you will not attack, you
will wander aimlessly about.  You are more or less aware of your
surroundings, at least at the most basic level.  If anyone else does
anything that causes you to feel threatened (e.g.: draws a gun,
attempts to attack you in Martial Combat, etc.), you will snap out of
it exactly long enough to react to the situation.  When you are no
longer feeling threatened, you must finish out however much of the 5
minutes you had remaining.

This attack is not deadly or even harmful.  It is, however extremely
frightening.  Roleplay accordingly.

\subsubsection{Nerf Missile Launchers}

These represent a big, bulky, weird-looking gun-type device.  They
fire strange looking high-tech little metal boxes.

\vspace{1 em}

{\em Effect:\/} If you are hit by a shot from a Nerf Missile Launcher,
it has no effect.  Someone has just shot a strange looking high-tech
little metal box at you.  Roleplay accordingly.

\subsubsection{Foam Pellets}

These represent Ectoplasmic Slime.  The Foam Pellets themselves don't
exist in game, so unless you have a special ability that states
otherwise, you can't even pick them up, much less use them.

\vspace{1 em}

{\em Effect:\/} If you are hit by a Foam Pellet you have just been
``slimed.''  It's really disgusting.  Roleplay accordingly.

\subsubsection{Ping Pong Balls}

These represent clay pellets.  The Ping Pong Balls themselves don't
exist in game, so unless you have a special ability that states
otherwise, you can't even pick them up, much less use them.

\vspace{1 em}

{\em Effect:\/} If you are hit by a thrown Ping Pong Ball, someone has
just thrown a clay pellet at you.  There is no other apparent effect.
Roleplay accordingly.

\subsection{Martial Combat}

Martial Combat is that combat that happens at close range.  Some
people may refer to it as ``hand-to-hand'' combat.  Since we don't
mind having Players shoot at each other with toy guns, it's very easy
to map Ranged Combat to a real-time mechanic.  But, since we {\bf do}
mind having Players actually hitting each other, Martial Combat must
be abstracted quite a bit further.  Wherever possible we've tried to
achieve a balance between realism and playability, but when the two
were in conflict, we chose playability.

\subsubsection{The Basics}

The Martial Combat system is based on the game ``Rock, Paper,
Scissors.''  For those of you not familiar with it, ``Rock, Paper,
Scissors'' is a game wherein 2 players show hand symbols
simultaneously and compare them to determine the winner of each round.
The game has 3 different hand symbols that can be used, one for
``Rock,'' one for ``Paper,'' and one for ``Scissors.''

In the Mystic Martial Combat system there are 3 basic
maneuvers,\footnote{Actually, there's four, but the fourth will be
explained in the Special Maneuvers subsection. ---ed.} one for each
hand symbol.  The symbols are:

\begin{itemize}
\item {\bf SCISSORS} This symbol is formed by making a fist and then
extending the first two fingers in a ``peace-sign'' or ``scissors''
type of gesture.  This is used to represent your most offensive
Martial Combat maneuver.
\item {\bf PAPER} This symbol is formed by holding one's hand flat,
palm down, parallel to the floor.
\item {\bf ROCK} This symbol is formed by making a fist.  This is used
to represent your most defensive Martial Combat maneuver.
\end{itemize}

As you can see, the symbols are fairly mnemonic.  While the game is
called ``Rock, Paper, Scissors,'' we're presenting it in the
``Scissors, Paper, Rock'' order.  This is done because scissors, being
sharp and pointy, have offensive connotations, rocks, being hard and
compact, have defensive connotations, and paper, being, well, paper,
has neither.

\vspace{1 em}

To play the game, both players show their symbols at the same time.
{\bf SCISSORS} beats {\bf PAPER} (cuts the paper).  {\bf PAPER} beats
{\bf ROCK} (covers the rock).  {\bf ROCK} beats {\bf SCISSORS} (breaks
the scissors).

\subsubsection{Zone of Control}

Before you can initiate a Martial Attack on another Character, that
person must be within your Zone of Control.  Likewise, before another
Character can use a Martial Attack against you, you must be in theirs.
Someone is in your Zone of Control if you and they could each extend
an arm towards the other, and thus be capable of touching fingertips.

Zone of Control is an important concept that will affect many
abilities and many mechanics.  Make sure you understand it.  Ask a GM
if you're not sure.

\subsubsection{Attacking}

To attack another Character in Martial Combat, they must be within
your Zone of Control.

Start the attack by saying ``Martial Attack''.  Don't shout, but do
say it loud and clear.

Then, make a fist, and bring the fist up to your shoulder.  Bring the
fist down to waist-height and count ``1'' out loud.  Do the same for
counts of ``2'' and ``3''.

After ``3'', bring the fist to your shoulder one last time, and then
extend your hand in the direction of the person you are attacking,
while making your Scissors, Paper, or Rock symbol.  You may only
extend a symbol towards someone you are facing at the end of the
``1-2-3-Show'' count.

Compare symbols, using the ``Scissors cuts Paper, Paper covers Rock,
Rock breaks Scissors'' algorithim to determine who wins the round.  If
you both show the same symbol, neither of you wins.

\subsubsection{Surprise}

If the person you are attacking does not display a symbol at the end
of your ``1-2-3-Show'' count, you have surprised them.  You
automatically win the round.  If you are the one who doesn't have a
symbol ready in time, you have lost the round.\footnote{This rule may
very well be Dave's fault, since he likes the idea that the best
defense is another offense. ---ed.}

\subsubsection{From Behind}

If you are able to {\em gently\/} touch the person you wish to attack
between the shoulder blades with either your fingertips or the Foam
Boffer weapon representation you're using (see the subsection on
``Hand-to-Hand Wepons''), while you declare ``Martial Attack,'' you
have successfully attacked them from behind.  If your would-be victim
notices and either attempts to move out of the way, says ``I stop
you,'' or declares a ``Martial Attack'' on you {\em before you touch
him}, then you have not successfully attacked from behind.

In a successful attack from behind, you still display a symbol at the
end of a ``1-2-3-Show'' count, but your victim automatically loses the
round and does not get an opportunity to display a symbol.  An
unsuccessful attack from behind will proceed as a normal round,
starting at the declaration of ``Martial Attack.''

\subsubsection{Martial Defense}

The winner of the round will tell the loser the Martial Attack score
listed on his Stat Card for the maneuver he used.  For sake of
example, assume that John Q. Average (whose Stat Card appears near the
beginning of these Rules), has been cloned and is fighting his clone,
the evil John Q. Average-2.  If John won a round with a Scissors
attack, he would say ``15.''

The loser of the round will respond by telling the winner the Martial
Defense score listed on his Stat Card.  In the example, since John Q.
Average-2 lost the round, he would say ``7.''

{\bf NOTE:} As long as you are conscious, you get to apply your
Martial Defense to the attack, even if you were surprised or attacked
from behind.

\subsubsection{Hit Points}

The round's loser should now subtract their Martial Defense from the
Martial Attack score used against them.  In the case of the example,
John-2 now subtracts 7 from 15 and gets 8.

If the loser's Martial Defense was higher than the Martial Attack used
against him, nothing happens.  Otherwise, the result is subtracted
from the current Hit Point total on the loser's Stat card.  In the
example, John-2 subtracts 8 from 10 and get 2.  His current Hit Point
total is now 2.

If an attack reduces your Hit Points to or below zero, you are
unconscious.  You should fall down and drop anything you are carrying.

If both combatants are still conscious at the end of the round, start
another round, with both of you making fists and starting another
``1-2-3-Show'' count.  Repeat until one of you is unconscious.

\subsubsection{Break}

You may not wish to continue a fight until one of the combatants is
unconscious.  There might be several reasons why you might not want to
continue --- it could all be a big misunderstanding, someone might be
sneaking up to shoot you with a Disk Gun, you think that you might end
up being the one who falls unconscious\ldots

If you'd like to break off the fight, say ``Break'' at some point
during the ``1-2-3-Show'' count.  If your opponent responds by saying
``Break,'' the count stops and the fight is over.  If your opponent
does not say ``Break,'' but instead keeps counting, the fight
continues.

In the example, John-2 knows that he has only 2 Hit Points remaining,
and says ``Break'' while counting down with John.  John, who knows
nothing about how many Hit Points John-2 has, does know that he did 8
points of damage to John-2, and thinks he can win the fight.  He does
not say ``Break,'' but just continues counting.  The fight continues.

In the second round, John loses to John-2's Paper Attack.  Now that
he's down to 5 Hit Points (7 from 12 is 5; 5 from 10 is 5\ldots), {\em
he\/} says ``Break'' as they start the ``1-2-3-Show'' count for the
third round.  John-2 immediately also says ``Break.''  They stop
counting and the fight is over.

\subsubsection{Hand-to-Hand Weapons}

Possession of certain Item Cards for weapons will help in Martial
Combat.  Besides having the Item Card, you must also be carrying a
Foam Boffer.  The Boffer is the representation of the weapon.  Any
Item Cards for weapons will have a line explaining their effects.

In general weapon effects on Martial Combat are as detailed below:

\begin{itemize}
\item {\bf Club} Adds +2 to any {\bf ROCK} Martial
Attack.\footnote{{\em This\/} particular rule is enitirely Sean's fault.
---ed.}
\item {\bf Knife} Adds +2 to any {\bf PAPER} Martial Attack.
\item {\bf Sword} Adds +3 to any {\bf SCISSORS} Martial Attack.
\end{itemize}

For example, after his last fight with John Q. Average, evil clone
John Q. Average-2 acquires a Knife.  He finds John and, while holding
his Foam Boffer, gets John into his Zone of Control and says ``Martial
Attack.''  John displays ``Rock'', John-2 displays ``Paper'' and wins.
John-2 now says his Martial attack score ``14'' (12 from the Paper
score listed on his Stat Card, plus 2 for the Knife equals 14).  John
says ``7'' (his Martial Defense) and takes 7 Hit Points damage (7 from
14 equals 7), leaving him with 3 current Hit Points (7 from 10 equals
3).

\vspace{1 em}

In order to use a weapon in Martial Combat, you must have the
representation (i.e. the Foam Boffer) in your hand and clear when
``Martial Attack'' is declared.  By ``clear'' we mean that it cannot
be in your pocket or tangled up in your coat, even if you're holding
it.  It must be free and ready to be used.

Once ``Martial Attack'' has been declared, if you are now one of the
combatants, you cannot draw a weapon, even between rounds.  Your
Character's attention is fully occupied by the fight.

\subsubsection{Multiple Opponents}

It will sometimes happen that Martial Combats will be more confusing
than one-on-one.  A fight may be two-on-one, or two-on-two, or even
one-on-one-on-one-on-one.  That's OK.  These Rules account for that,
too.

Martial Combats involving more than two people should begin as usual,
with someone saying ``Martial Attack'' to their intended victim, or
with multiple people simultaneously saying ``Martial Attack'' to their
intended victim(s).  If you are not one of the original attackers or
attackees, you cannot join in on the first round.

The ``1-2-3-Show'' count happens as usual.  Anyone in the combat
extends their symbol towards the person whom they wish their attack to
affect.  {\em Each person can only have a chance to damage one person in
a round.} Your symbol is compared against the symbol of the person
you've extended it towards, and against any and all symbols that are
being extended towards you.  If you win against the person you are
attacking (extending your symbol towards), you tell them the number
for the Martial Attack you used, as in a one-on-one Martial Combat.
If you win against someone who is extending a symbol towards you, but
whom you are not extending a symbol towards, you take no damage from
that attack, but do them no damage either.  If you lose against
someone who has a symbol extended towards you, you take damage as in a
one-on-one Martial Combat.  You get to apply your Martial Defense
against {\em each and every\/} attack that effects you.

If you're still above zero Hit Points the fight enters the second
round.  Anyone who was not involved in the first round, but wants to
join in now can do so by saying ``Martial Attack'' to their intended
victim and joining in on the group ``1-2-3-Show'' count.

{\bf NOTE:} No one will {\em EVER\/} get to display more than one symbol
in a round of Martial Combat.

\vspace{1 em}

I know this all sounds horribly confusing, so let's try an example:

John Q. Average's evil clone, John Q. Average-2, has activated another
of the clones, John Q. Average-3.  John-2 and John-3 decide to work
together to get rid of John.  They move to get John into both of their
Zones of Control.  At the agreed upon secret signal, John-2 and John-3
say ``Martial Attack'' simultaneously and then start the
``1-2-3-Show'' count together.  Both John-2 and John-3 display
``Scissors,'' while John displays ``Rock'' extended towards John-3.

John wins over John-2, but does him no damage, since he has no symbol
extended towards him.  John wins over John-3, and so says ``10'' (his
``Rock'' Martial Attack score).  John-3 says ``7'' (his Martial
Defense score) and takes 3 Hit Points damage (7 from 10 equals 3)
leaving him with a current Hit Point total of 7 (3 from 10 equals 7).

In the second round, John displays ``Paper,'' extended towards John-2.
John-2 also displays ``Paper,'' extended towards John.  John-3
displays ``Rock,'' extended towards John.  Neither John nor John-2
wins against each other so neither does damage to the other.  John
wins over John-3, but does not get to damage him since he didn't have
his symbol extended towards him.  So, no one takes any damage, and the
fight goes on.

In the third round, John displays ``Paper'' again, this time extended
towards John-3.  Both John-2 and John-3 display ``Scissors,'' each
extended towards John.  John loses against both of them.  John-2 says
``15'' (his ``Scissors'' Martial Attack score).  John says ``7'' (his
Martial Defense score), and is left with a current Hit Point total of
2 (7 from 15 equals 8, 8 from 10 equals 2).  John-3 then says ``15''
(his ``Scissors'' Martial Attack score) and John tells him ``7'' (his
Martial Defense score).  John is now at -6 Hit Points (7 from 15
equals 8, 8 from 2 equals -6), and falls down unconscious.

Note, that had there been other attackers, John would not have actually
fallen unconscious until he had finished comparing symbols with
everyone attacking him.  Falling unconsicous will not save you from
damage.

\vspace{2 em}

{\bf Breaks Against Multiple Opponents}\\

Breaks in Martial Combats against multiple opponents work similarly to
the way they work in one-on-one's, with a slight twist.

If you say ``Break'' during the ``1-2-3-Show'' countdown, and everyone
involved in the combat immediately responds ``Break,'' then everyone
breaks and the fight ends.

If you say ``Break'' and none of your opponents do, no one breaks and
the fight goes on.

If you say ``Break'' and one or more of your opponents immediately
responds ``Break,'' but one or more of your opponents simply continues
counting, then you are no longer fighting anyone of the people who
said ``Break,'' but are still fighting those who didn't.

\vspace{1 em}

Let's try the example again:

Having escaped from the nefarious death trap that the evil clones
John Q. Average-2 and John Q. Average-3 put him in, John Q. Average
encounters them in the hallway.  They attack him.  In the first round
John displays ``Scissors,'' extended towards John-3.  John-2 displays
``Rock,'' extended towards John.  John-3 displays ``Paper,'' extended
towards John.

John-2 wins over John.  John-2 says ``10'' and John responds ``7.''
John is now at 7 Hit Points (7 from 10 equals 3, 3 from 10 equals 7).
John wins over John-3.  John says ``15'' and John-3 responds ``7.''
John-3 is now at 2 Hit Points (7 from 15 equals 8, 8 from 10 equals
2).

During the ``1-2-3-Show'' count for the second round, John, figuring
that he can't beat both evil clones at once, calls out ``Break.''
John-3, knowing that if John wins against him again he'll fall over
unconscious, immediately responds ``Break.''  John-2, the only
combatant who remains uninjured at his point simply continues the
count.  John and John-3 have broken off combat with each other; John
and John-2 continue to fight.


\subsubsection{Special Maneuvers}

We confessed earlier that we had lied to you about Martial Combat
maneuvers.  Here's where we make up for it by explaining ourselves.

There is actually a fourth symbol that may be displayed in a Martial
Combat round.  This symbol is:

\begin{itemize}
\item {\bf SPECIAL} This symbol is formed by extending your hand
perpendicular to the floor, palm towards your opponent, while touching
the tips of your thumb and index finger together (the traditional
``OK'' gesture).  This is used to represent a special attack.
\end{itemize}

In order to use a ``Special'' symbol in combat, your Character must
have a special ability that says you can do this.  Sometimes a
``Special'' wins against other symbols, sometimes it loses.  If you
have an ability to use a ``Special'' maneuver this will be explained
to you in your Character Sheet.

If someone uses a ``Special'' against you they will explain to you
what happens.  Take them at their word.  If you use a Special Maneuver
in a Martial Combat, be prepared to show your Ability Card at the end
of the combat.

\subsection{Ranged Combat vs. Martial Combat}

Now that we've explained Ranged Combat and Martial Combat, let's
explain how they work together.

\vspace{1 em}

Ranged Combat simply wins.

\vspace{1 em}

Think about it.  Which would you rather get to use in a fight --- a
great big and powerful killing attack or your bare hands?\footnote{I
know which {\em I\/} would choose\ldots ---ed.}

Both Martial and Ranged Combats happen in real-time, that is, they
take as much time to occur as it takes to play out the mechanic.
Since you can probably pull the trigger on a Disk Gun faster than you
can go through rounds of Martial Combat, you can see why Ranged Combat
wins.

\vspace{1 em}

This has two main effects.

If you have your Ranged attack representation in your hand and clear
(as clear was described in the Martial Combat subsection
``Hand-to-Hand Weapons'') when someone declares ``Martial Attack'' on
you, you have the option of responding to them by simply shooting them
before they complete the ``1-2-3-Show'' count.  If you hit them with a
shot from either a Disk Gun or a Patrol Gun, they will fall down and
must stop the attack.  On the other hand, if your shot misses, and you
don't have a symbol ready in time, then you've been surprised.  Once
engaged in the Martial Combat, you may not reload the representation
for your Ranged attack.

If you do not have the Ranged Attack representation clear when
``Martial Attack'' is declared on you, you may not draw or use it.

If you see a Martial Combat occurring and feel like opening fire upon
the combatants, you may.

\subsection{Disarming}

If you have the special ability ``Disarm'' it is possible for you to
knock a weapon out of someone's hand.

First, they must be in your Zone of Control.

Second, they must be carrying a gun or hand-to-hand weapon.  You
cannot disarm someone of their hands or a ``ribbon attack.''

Third, point at their weapon and declare ``Disarm.''  Be prepared to
show your Ability Card if necessary.  The Character who has been
disarmed should either drop the representation of their weapon, or
place it on the floor.

At this point, both Characters are free to act.  Either (or both) can
attempt to pick up the weapon or not as they see fit.

Once a Martial Combat has started, i.e. one of the parties involved
declares ``Martial Attack,'' Disarm cannot be used.

\subsubsection{Cover}

The way to defeat Disarm is to use Cover.  Cover is a universal
ability, i.e. any one can use it.

To get Cover on someone, you touch {\em gently\/} them with your weapon
representation (either a gun or a Foam Boffer) and say ``Cover.''
As long as your victim remains within your Zone of Control, they
cannot Disarm you.

Cover has no other effect on combat.  If you are Covering someone with
a gun, you start a Ranged Combat by shooting at them.  If you are
Covering someone with a Hand-to-Hand Weapon, you start a Martial
Combat by declaring ``Martial Attack.''  If you are the one Covered,
you may do the same.

\subsection{Halts}

Unfortunately, no matter how much care and thought we've put into
these Rules, sometimes a situation will arise that the Rules don't
account for, or where the proper interactation of the Rules may seem
unclear.  In these cases, you should stop game action by calling a
Halt.  Other times when things should be Halted are listed in the
section on ``Interacting with Non-Players'' and in the Combat
``Meta-Rules'' (these being a Non-Player coming upon a game action or
any situation in which it seems that someone could get hurt).

Call a Halt by calling out ``Game Halt!''  or in the case of a
Non-Player Halting situation ``Non-Player!  Game Halt!''  Anyone can
do this.  {\bf DON'T} do this because you need more time to think.
The {\bf Mystic} GM's will frown most severely on anyone whom they
feel is abusing the Halt rules.

When a Halt is called, stop what you're doing and stay right where you
are.  If any Non-Players are in the area, or are likely to wander into
it, put any and all weapon representations away immediately.  Attempt
to resolve the situation Player to Player as quickly and rationally as
possible.  If this is not possible, have whomever called the Halt go
fetch a GM.  If this happens, all Players should take their Badges off
and place them where their Character was.  (This way people can more
around, sit down, etc. without needing to worry about exactly where
they were.)

If any other Players wander into the area during a Halt, have them
Halt as well.  If someone hasn't gone to fetch a GM yet, send someone
now; they'll be needed to sort out the multiple Halt.

During a Halt {\bf NO} game action may occur.  This means you may not
talk about any aspect of the game, except in regards to resolving the
current situation.

When everything is resolved, either by Player agreement or GM ruling,
all Players should resume the position they were in when the Halt was
called.  Ask if everyone's ready.  When everyone is ready, all players
involved count out-loud together, ``1-2-3 Resume.''  Game action
continues as if there had been no break in the action.

\vspace{1 em}

Hopefully, if any Halts are necessary, they'll be able to be resolved
very quickly.  Be reasonable and be familiar with the Rules.

\section{Healing}

Various things can happen to your Character to cause injury.  Most of
the time this will happen as a result of Combat.  Fortunately for your
Character, {\bf Mystic} provides ways to recover from these injuries.

\subsection{Hit Points}

Hit Points are recovered at the rate of 1 per every 2 minutes.  Your
Character will not recover any Hit Points while in Combat.  You may
never have more Hit Points than the maximum listed on your Stat Card.

If you are unconscious, you will become conscious again when you reach
a positive (i.e.: 1 or greater) number of Hit Points.

Example: John Q. Average's evil clones, John-2 and John-3, have beaten
him in a Martial Combat, and caused him to go to -4 Hit Points.  If
they do nothing else to damage him, he will be aware and awake in 10
minutes (2 minutes per Hit Point, so 8 minutes to bring him to 0 and
then 2 minutes to bring him to 1).

\subsection{Mana}

Mana is recovered at the rate of 1 per hour.  This rate is constant
regardless of whether or not your Character is awake or asleep, is
involved in Combat or not.  You may never have more Mana than the
maximum listed on your Stat Card.

\subsection{Other Injuries}

Recovery from other types of injury will require either the help of a
medical doctor or some type of mystical healing.

\vspace{1 em}

If you receive a Disk Gun wound to a limb, proper medical attention
can make the limb return to full functionality in 24 hours.

\vspace{1 em}

If you receive a Disk Gun wound to the torso, proper medical attention
can save your life.  Under proper medical care, you will be out of the
game for 12 hours per disk, and in game but immobile for an additional
12 hours per disk.

\section{Death}

Death.  It's unpleasant.  None of us looks forward to it --- but it
happens sometimes, even to the best of us.  It could even happen to
your Character.

The possibility of Character death in live roleplaying is one of the
things that helps keep the excitement level high.

\subsection{Things That Can Kill You}

Disk Guns are the most deadly thing in {\bf Mystic}.  If you are hit
in the torso by a shot from a Disk Gun and don't receive medical
attention in 10 minutes, your Character dies.  If you take 2 Disk Gun
shots to the torso and don't receive medical attention in 2 minutes,
your Character dies.  If you take 3 Disk Gun shots to the torso, your
Character dies.

\vspace{1 em}

If you are unconscious, another Character can kill you fairly easily.
They can do this by touching you and declaring ``Killing Blow.''  They
must then count off 2 seconds (``1 Peyote Junction, 2 Peyote
Junction'').  If no one in their Zone of Control attacks them (either
Martially or Ranged), or says ``I stop you'' before they complete
their count, they have killed you.

\subsection{If it Happens to You}

If your Character gets killed in {\bf Mystic}, well, we're sorry.  We
hope you had fun anyways.

You should do the following things immediately following your
Character's death:

\begin{itemize}
\item Be a good sport about it.  If someone managed to kill you, it
probably means that they were doing a good job.
\item {\bf DO NOT} give out any information about your Character
and/or your Character's death to any Players.  You're dead, you can't
convey information in anyway.
\item Feel free to remain on the scene to play the part of your dead
body if you'd like.  Only in this case can you give out any
information, and even then, only what's very obvious.  For example,
you could tell a Player who looks at you, ``I'm lying on the floor
face-down, not moving, with what looks like a bullet wound in my
back.''
\item Fill out the ``Death Report Form'' on the back of your Stat
Card.
\item When you leave the scene, put any Item Cards in your possession
in a stack where your body is.  Place your Badge on top of the stack.
\item Come tell a GM.  We like to keep up on these things.
\end{itemize}

After your death, you are ``NOT HERE'' if you run into any other
Characters.  You cannot explain to them {\em why\/} you are ``not
here,'' since your Character is not there to do so.

\vspace{1 em}

If, after your Character's death becomes generally known to the other
Characters, you're still interested in playing in {\bf Mystic}, stop
by to see the GM's.  We may very well have a Ghost part available for
you.

\section{Drugs and Other Consumables}

Drugs and other things that your Character may wish to consume are
represented in {\bf Mystic} by Item Cards with an envelope attached.

The Item Card will give a description of the consumable.  For example:
``A Piece of Chocolate Cake.''

The envelope will give an opening condition for the consumable.  For
example: ``If ingested, open and read the instructions.''

If you meet the condition, open envelope and follow the instructions.
For example:  ``Mmmm.  Chocolate cake.  It's really good.  Be sure to
thank the person who gave it to you.  For the next 30 minutes you will
be in a good mood.''

\vspace{1 em}

The effects of any drug or consumable are {\em NOT\/} cumulative.  (For
example, if you eat 2 pieces of chocolate cake, you won't be in twice
as good a mood\ldots)

If another drug you take would give a similar effect (for example, the
first drug gave +1 to your Martial Defense score, and the second gave
+2 to your Martial Defense score), you are affected {\em only\/} by the
stronger one.  You will suffer simultaneous effects from anything that
doesn't overlap.

If you take the same or similar drug a second time before the first
dosage has worn off, reset the clock on the time you are affected.

\subsection{Truth Serum}

Sodium pentathol, aka Truth Serum, is a special drug. Unscrupulous
people may attempt to use it on you to get you tell them things you
normally wouldn't.

If Truth Serum is used on you, you may ask that a GM be present, in
order to help you with anything that might be ambiguous.  Call a Halt
and come fetch a GM (or if you know you're planning on using Truth
Serum on someone, tell us in advance and we'll try to show up for it).

While under the effects of Truth Serum, you will have trouble
concentrating.  You will only be capable of answering simple
questions.  Simple questions are hereby defined as questions without
conjunctions, and that only require {\em one\/} answer.  For example, if
you are under the effects of Truth Serum and asked, ``What is your
strongest loyalty?'' you will answer truthfully.

\section{Theft for Fun and Profit}

Sometimes another Character will have something you want.  You may
decide that stealing it from them might be easier than convincing them
to give it to you.

\subsection{Searching}

There will generally be two types of searches that your Character can
do --- searching a place or searching a person.

\subsubsection{Places}

To simulate your Character searching a Game Space, you the Player
should search the Real Space.  Don't damage anything while looking
around.  Success in your search will be indicated by your finding 1 or
more Item Cards or other things of interest (clearly labelled {\bf
``Mystic''}) with corresponding explanantions.

\subsubsection{People}

{\em Never\/} actually search another Player.  All searches of people
are conducted via dialogue.

To search someone, they must willingly submit to the search.  If they
are unwilling, the only way you can search them is if you first render
them dead or unconscious.

Two types of searches can be done on a person.

\begin{itemize}
\item {\bf ``Pat-Down Search''}  This type of search simulates the
stereotypical TV cop ``frisking''.  This search will only reveal the
presence of weapons (guns and hand-to-hand) and Bullet-Proof Vests.
This takes as much time as it takes your victim to tell you what you
find.  (For example, ``You find a gun in this pocket and a knife in this
one.'')
\item {\bf Total Search}  This type of search simulates a mildly
invasive complete search of the Character's entire clothing.  This
takes as much time as it takes your victim to hand over their Item
Cards.  If you're the victim, do this at a reasonble pace; don't
stall.
\end{itemize}

Search of a person does not mean you've searched their back-pack or
purse.  To search those {\em DO NOT\/} actually look through them
yourself.  Tell the other Player, ``I'm searching your
back-pack.\footnote{Or purse. ---ed.}'' They may attempt to stop you by
attacking you, or saying ``I stop you'' if in your Zone of Control.
If they don't stop you, or are otherwise incapable of doing so, the
other Player will give you any Item Cards that are in the back-pack or
purse.

\subsection{Stealing}

To steal an item represented by an Item Card, simply take the Item
Card.  If no one notices or no one stops you, you have successfully
stolen the item.

To steal an item that is not represented by an Item Card (for example,
someone's back-pack or purse), {\bf DO NOT} take the actual item.
Instead, prepare a piece of paper that says ``STOLEN'' on it in big
letters.  Place the piece of paper on top of the item.  If no one
notices you place the piece of paper, or no one stops you, then you
have successfully stolen the item.  Contact a GM and we'll get you the
Item Cards (if any) that you stole.

If you discover a ``STOLEN'' sign on any of your items, assume that
they have been stolen.  Do not use them in the game until told
otherwise by a GM.  See a GM now.

\subsection{Picking Pockets}

In order to pick someone's pocket, you must have a special ability
that allows you to.

Picking someone's pocket is simulated by the pick pocket placing a
mailing label with the words ``CONTACT A GM'' printed on it somewhere.
Place the label on your victim's clothes, back-pack, or purse.  If no
one notices you place the label, or no one stops you, you have
successfully picked the person's pocket.  You will only be able to get
any Item cards from the place you put the label.  (For example, if
placed on the victim's back-pack, you will only get Item Cards from
their back-pack, none that are on their person or in their purse.)
See a GM and we'll get you the Item Cards (if any) that you stole.

\vspace{1 em}

If you notice a mailing label on your person, back-pack, or purse,
assume that any items you have in that place have been stolen.  Do not
use them in the game until told otherwise by a GM.  See a GM now.

If you notice someone trying to stick a mailing label on you, you have
just noticed another Character trying to pick your pocket.  Roleplay
accordingly.

\subsection{Locks}

Sometimes someone will attempt to stop you from stealing something by
putting it behind a locked door.

Some Characters may be able to defeat locks.  This requires a special
ability.  If you see someone standing in front of a locked door with
both hands flat on the door, your Character notices their Character
messing with the lock.

If you wish to be unsubtle in your approach you can simply destroy the
lock.  This requires a Disk Gun.  1 shot from a Disk Gun will destroy
a lock.  Simulate this by shooting the lock with a Disk Gun.

\vspace{1 em}

Anytime you want your Character to break into a locked room, contact a
GM.  You'll need to bring us along.

\section{Appearances}

Most likely your Character looks different than you do.  {\bf Mystic}
provides a number of ways for simulating this.

The first is the decription listed on your Badge.  This will list your
Character's hair color, skin color, build, and manner.  You also have
two Appearance Cards.

\subsection{Appearance A Card}

Your Appearance A Card lists more detail about the way your Character
looks.  These are things that someone would not, at first, notice
about you.

If you remain within 10 feet of someone for 5 minutes, you may ask to
see their Appearance A Card.

\subsection{Appearance B Card}

Your Appearance B Card lists even more detail about the way your
Charcter looks.  These are things that will only be noticed by someone
who spends a lot of time with you.

If you remain within 10 feet of someone for 20 minutes, focusing your
attention on them, you may ask to see their Appearance B Card.

\subsection{Headbands}

Sometimes Badges and Appearance Cards aren't enough to convey all that
can be strange and unusual about someone's appearance.  To help with
this, {\bf Mystic} uses Headbands.

\subsubsection{White Headbands}

Anyone wearing a White Headband is non-corporeal.  You cannot use
Martial Attacks, Disk Guns, or Patrol Guns against them.

\subsubsection{Red Headbands}

Anyone wearing a Red Headband looks {\em really\/} weird --- maybe even
non-human.  If you see someone wearing a Red Headband, you may ask them
what they look like.  They'll tell you.

\section{Summary}

To summarize, we'd like to touch again upon what we feel are the most
important Rules of {\bf Mystic}.  These are:

\begin{itemize}
\item It's only a game.  We're all here to have fun.
\item {\bf DON'T PISS OFF NON-PLAYERS.}
\item {\bf DON'T} do anything that could cause anyone (yourself
included) to get hurt.
\item All GM rulings are final.
\item Be reasonable.
\end{itemize}

And lastly, we'd like to thank the Players, without whom this game
might have happened anyway, but what would have been the point?

Thanks for reading through all these Rules.  We know they're long, but
we wanted them to be complete.

Enjoy!\footnote{Just who {\em is\/} this guy ``Ed'' anyways?  ---The {\bf
Mystic} GM's}

\end{document}
