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\def\MWN{Midwinter Nights}
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\centerline{\headfont\kern-0.4em Midwinter Nights}
\medskip\centerline{\subheadfont the rules}
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Copyright \copyright 1993--1994 Abbe Cohen, Ellen Kranzer, Rachel
Molenaar, Stephen Rinehart, Marcus Sarofim, Andrew Shultz, Greg Stark,
Phillip Tiongson, Dan Winship, and Tom Yu.

\dropcap These rules are based on the rules for `Mystic',
copyright \copyright 1993 Jeremy Brown, Dave Henry, Sean Ningen, Frank
Pelkofer, Stephen Rinehart, and Francis Zane.

Permission is granted to anyone to use or distribute verbatim copies
of this document.  Any redistribution of this document must bear the
complete copyright notice and this list of rights.

Permission is also granted to distribute modified versions of this
document, under the conditions stated above.  Any modified versions of
this document must also bear a prominent notice indicating that they
are derivative works.

Permission is also granted to distribute portions of this work,
provided that the conditions above are followed.
\bigskip\bigskip

\dropcap Herein are the rules for the live role-playing game \MWN.
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 is 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.

We also frown upon playing loopholes in the rules.  This is a
role-playing game, not a law school.  We reserve the right to make
decisions which violate the letter of these rules in order to preserve
their spirit.

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.

\section{Acknowledgments}

The \MWN\/ Team wishes to publicly thank the following people
for their efforts, without which this game might have been impossible:

\begin{itemize}
\item Greg Stark and Phillip Tiongson---the Lost GMs---for sticking
with us until we drove them insane\ldots
\item Dave Modiano, Alia Atlas, and Vanessa Layne for sanity checking
our files.
\item Greg McMullan, for shopping for us.
\item Stephen, for telling us when we were being stupid.
\item Marc Horowitz, for cutting cards with the splufty LSC paper
cutter.
\item The High Council, for providing support, supplies, and disk
space.
\item Everyone else who has helped or will help us with small favors.
Your names are too numerous to list here, so we won't try.
\end{itemize}

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

\dropcap 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 rule books, in live role-playing you rely on
your own skills.  Everything happens in real time; if an enemy attacks
you, you must react now---no pauses are allowed.  If you aren't
present to see or hear something, you didn't see or hear something.

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}

\dropcap Your Character Packet comes in a big manila envelope and
contains a bunch of things relevant to the game.  Your packet will
contain confidential information sheets that will have ``NOT A GAME
ITEM'' written on them.  These sheets should never be shown to any
other Player under any circumstances.  Your packet also contains game
items and ability cards that you will use in the course of the game.
You should never look at any other Player's ``NOT A GAME ITEM''
sheets.

{\bf WORD OF ADVICE:} Before playing and interacting with other
Players, read {\bi EVERYTHING\/} in your Packet.  Then when you're
done with that go back and {\bi READ IT ALL AGAIN\/}.  Many Players,
even experienced ones, have made embarrassing 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 GMs --- it's part of what we're here for.

\medskip

Your Character Packet will include some or all of the following: ({\bf
NOTE:} Anything listed {\bi Like This\/} 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.  Wear your badge with the
applicable side clearly visible.

Do not make any changes to anything written on the badge.

\item[\bf Stat Card]
This card contains some vital statistics about your character that are
used in various game mechanics.  Specifically, it will have your
character's name and martial combat statistics.  It also has your
strength and other stats that are used for game mechanics 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,
reason for being 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.  Combat won't stop for people to read their sheets.

\item[\bi Ability Card(s)]
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.  Most of these cards are printed on two sides.
One side summarizes how to use the ability.  The other side explains
the effect of the ability to those who would notice it.

\item[\bi Info Sheet(s)/Mechanic Sheet(s)]
These sheets contain information or knowledge that your Character has.
They could describe the Theory of Ice Cream Theology, or explain How
the West was Won.

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
Temple that your Character worshipped in, where the Theory of Ice
Cream Theology was first formulated, and who did the original work.
It could be a description of a Midwinter's Night 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.:
worshipped in the same Temple, or attended the same party) would also
have access to the same information.

{\bi If any information in these sheets is in conflict with that found
in your Character Sheet, the information in the Character Sheet takes
precedence.}

\item[\bi Memory Packet(s)]
These packets represent something that will jog your character's
memory.  These are small sealed envelopes that have your Character's
name written on the front, and something that may seem cryptic on the
back.  It may be a description, a verbal phrase (denoted by quotes),
or something else.  When you see an Item Card, Badge description, or
Odor Card {\em exactly\/} 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 the existence of a memory
packet, 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 bad form to go
explicitly searching for them.

\item[\bf Odor Card]
Your odor card has two sides. The printed side represents your
personal odor.  The blank side is for accumulated odors acquired
through your daily interactions.  The mechanics of this are described
below.

\item[\bf Item Card(s)]
These are cards, or occasionally $8.5'' \times 11''$ sheets of paper,
that represent physical items in the game.  If your Character owns a
wool traveling cloak, it would be rather expensive for us to give you
one, so instead we give you an index card with the description ``a
wool traveling cloak'' printed on it.  In addition, the card will have
a matrix of numbers printed on it.  This is to facilitate certain
mechanics in the game, and cannot be referred to, discussed, written
down, memorized, or anything else along these lines.

Item Cards, unlike most 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 sticker represent non-concealable items.
Non-concealable items cannot be hidden or placed in your pocket,
rucksack, or coin pouch.

Item Cards marked with a sticker with a number on it represent a
non-concealable, heavy item.  The number on the sticker indicates the
weight of the object (in stones).

\item[\bi Money]
Money is represented by small, round, cardboard or rubber discs.
These represent coinage.  You will probably have at least a little
money in your packet, but you may have none.  Different types of discs
represent different values of coin.  The specific values of different
discs are listed in one of the scenario documents.

\item[\bf 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 a summary of recent events that your Character is aware
of.  (You should have printed out a copy of the scenario pregame, so
there will not be another copy in your Character Packet.)
\end{itemize}

\section{Players vs. Characters}

\dropcap You yourself are a {\em Player\/} in \MWN.  In the game, you
are playing the part of a {\em Character}.  To some extent, this will
require you to pretend that you have a split personality---your
Character may have different likes, dislikes, background, and morals
than you, the Player.  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
roleplaying 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
acceptable---you are no longer having fun.

If you notice that you've crossed this line, take a break for a little
while to calm down.  If you notice someone else crossing this line,
{\em 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 realizing it.

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

\section{Reality Mapping}

\dropcap For the purposes of \MWN\/ you'll need to pretend that you are
not on the grounds of MIT, but are instead in Julesburg, the capital
city of Chelmsland.  There will be parallels between places at MIT and
locations in Julesburg.  Most of them will be non-obvious, as a
university is not much like a mostly-ruined medieval town.

\begin{itemize}
\item Room 2-190 represents the main plaza outside of the Temple of
Saint Beatrice.

\item Room 2-147 represents the common room at the Boar's Head Inn.

\item Room 12-142 represents the dungeon.  It is always guarded by
NPC guards. (See section on NPCs.)

\item The basement and subbasements of buildings 16, 18, 26, 36, 54,
and 56, the mezzanine level in building 36, and rooms 12-122 and
12-102 are off-limits for game purposes.  Your character cannot be in
one of these locations.

\item The Green Building (Building 54) looks like a tall, black,
circular tower. The are no ground level entrances to this tower, and
the basement is in the off-limits section.
\end{itemize}

If you must enter one of the off-limits areas for non-game reasons (to
get to a class or an office, for example), you may not do any
game-related actions while you are there. You should also try to avoid
noticing any game-related signs and items there.  If you do notice
anything related to the game, your Character does not know about it.

Another interesting feature of Julesburg is the large number of hot
springs scattered across it. These hot springs are like oases in the
otherwise snowy city, and plants tend to grow around them. This is
fortunate, since the monks of the Temple need certain herbs to prepare
their healing salves. It is also unfortunate, for witches are rumored
to require other herbs for their own foul magics.

These hot springs a represented ingame by signs (clearly labelled as a
\MWN\ herbsite) postered on bulletin boards across campus. The sign
will tell what herbs (and occasionally other things) can be found
there. To collect them, go to the herbsite, spend a reasonable amount
of time `gathering' the herbs (a minute for each herb you're trying to
find), and them come see a GM to get an item card.

\subsection{Non-Game Locations}

There are some places at MIT that are not part of Julesburg.  No game
action (game conversations, combat, hiding items) should occur in any
of these areas.  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, you may not attempt to escape from
your pursuers by entering a non-game location.

Game action is not allowed in the following places:

\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 In any dorm, ILG, or other personal living space
\end{itemize}

\section{Interacting with\ldots}

\dropcap Throughout \MWN\/ 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 \MWN\/ GMs) are the people
responsible for all of this.  Everything in the game is their fault.
The \MWN\/ GMs represent the world and the forces of Nature as they
affect the game.  The GMs will be acting as judges and referees for
anything that happens during \MWN.

The \MWN\/ GMs 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 GMs are very friendly folks, the sometimes competitive
nature of the game will occasionally cause them to be stern as well.
A GMs ruling on any situation is {\em final}. 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 of which you are probably not aware.
The \MWN\/ GMs are aware of it all and understand the big picture.
Chances are that if you don't understand a ruling, it will become
self-explanatory at wrap-up.

So, please, remember, all GM rulings are final.  Once a GM has made a
ruling, please don't argue about it---we'll be happy to explain the
reasoning to you later.

\subsection{Other Players}

Interacting with other Players should be fairly easy.  Players are
easily recognizable by the badge they'll be wearing.  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 judgment.  If you feel
your Character has reason to distrust the other Character, then act
distrustful towards that Character.  If you feel your Character
wouldn't want the other Character to know that your Character doesn't
trust them, you'll need to be clever about it.  This is called
``roleplaying.''

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'' or ``NPCs'' to
make the distinction clear.

Often the part of the NPCs will be played by someone who was
previously acting as 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 NPC will be wearing a Badge
with the NPC's name and description 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 NPC and only that NPC.

Interact with NPCs 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.  In general, treat NPCs exactly as you would
Player Characters---don't tell them your secrets or assume they're not
dangerous.

\subsection{Observers}

Often, there will be some people hanging about who just want to watch
all the fun and random mayhem that are happening throughout \MWN.  We
call these people ``Observers.''  (In some past games, they have been
called ``Ghosts.'')

Observers will be wearing Badges that say ``Observer'' on them.  In
addition, they will be wearing a white headband.  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 your game play, politely ask them to leave the area.  If
you are having problems with an Observer, talk to the GMs.

\subsection{Non-Players}

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

Non-Players are those people who are not involved with \MWN\/ in any
way, shape, manner, or form.  Examples of Non-Players are Campus
Police officers, random graduate students, the people in your 18.03
lecture, Physical Plant workers---in short, anyone who isn't wearing a
game badge.  There is one cardinal rule for dealing with Non-Players.
That rule is:
\smallskip
\centerline{\xivpt\bf DO {\bi NOT\/} PISS THEM OFF!}
\smallskip
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-related things in front of Non-Players.  It
really distresses people to overhear you talking about your clever
plot to ambush and kill someone.  Do not pull out your toy guns or
otherwise initiate game action in front of Non-Players.  This
distresses them too (and will get you in {\em big\/} trouble).

If a Non-Player comes upon the scene where combat or something that
would appear suspicious to a passerby 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}, and
then see a GM---this represents the fact that you have just been
spotted by some random NPC.  The GM will tell you what happened as a
result.  In general, the less you did to avoid being seen by
Non-Players, the more unpleasant things are likely to be for your
character.  Being seen by a Non-Player during a combat or other
suspicious action is a {\bf BAD\/} thing.

\subsection{Athena and Telephones}

\MWN\/ is not a game that lends itself to being played on a computer,
either via zephyr or email.  Further, phones do not exist in the
milieu of this game.  Remember, this {\em is\/} the Middle Ages.
\MWN\/ is a Live Roleplaying game and, as such, will be more enjoyable
if played ``live.''

You may use either email or phone, but not zephyr, to set up a
face-to-face meeting with another player.  You may not use these 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.

Certain information, such as the playerlist, scenario, and these
rules, are available online. To get to them:
\smallskip cd /afs/sipb/user/abbe/Winter\smallskip
and read the README file there for more information.

\section{Strength}

\dropcap Your strength indicates the number of stones of weight you
can carry.  You can drag an object that weights one stone more than
your strength.  The average person can carry 2 Stones worth of weight,
and may drag up to 3 Stones.  Multiple people can work together to
carry heavier objects---each person helping must have both hands on
the object being carried.  Note that all characters weigh 3 Stones.

\section{Odor Cards}
Your odor card represents how you smell to other people.

The blank side is for your surface odors, temporary odors you pick up
in your interactions with the world.  For example, if your Character
has sex with someone, your Character will temporarily smell a little
like them, at least on the surface.  This is represented by writing
``slightly like'' followed by personal odor of the person they had sex
with.  Other things you do might also cause you to pick up a temporary
odor.  Each temporary odor wears off after 6 hours.  Your surface
odors can be detected if a person spends 5 minutes within smelling
range (closer than zone of control).  You may ask to see someone's
surface odor if you have spent 5 minutes within that person's smelling
range.  Remember, this means that the other person can also ask to see
your surface odor.

The pre-printed side is your personal odor. This never changes. If a
person spends 10 minutes within smelling range of you they smell your
personal odor and may request to see the personal odor listed on your
card. (You should also show them your surface odor if they haven't
seen it yet.)  If, on the other hand, someone `sniffs you all over'
(which they probably need your permission to do unless you're
incapacitated), they may see both sides of your odor card after only
one minute.

\section{Special Abilities}

\dropcap Your Character may have some special abilities.  If you do,
they will be explained in your Character Sheet.  Because of the
difficulty of representing the action some of the special abilities,
some suspension of disbelief on your part is necessary.  Abilities
that have an effect noticeable by another Character will have an
Ability Card associated with them.

If your special ability has no Ability Card associated with it, use
your ability by simply following the instructions as 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, use
your ability by following the instructions in your Character Sheet and
on the back of the ability card.  If the ability is being used on
another Character, show that person the effect side of the Ability
Card.  If any other Characters would notice you using your ability,
tell their Players what their Characters see.

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.

Ability Cards may supersede these rules.  Where there is a conflict
between what is on an Ability Card and what is in these rules, what is
on the Ability Card is what happens.

\section{Combat}

\dropcap It will occasionally happen that the best way for your
Character to accomplish something will be by resorting to violence.
In other cases you'll want to defend yourself from other Characters
who have decided that {\em they\/} should resort to violence.  Because
one of these two things will probably happen to you 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 not much
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 GMs 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 game
combat.  If something is happening that seems likely to cause someone
to get hurt, call a halt {\bf IMMEDIATELY}.

\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 disc 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
inadvertently break during a combat.  Don't break anything on purpose.

\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, water balloons, and nitroglycerin will not be
approved, due to the damage to Players and property that they can
cause.  At the moment, only four 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 Single-shot Rubber Dart Guns}
\end{itemize}

\noindent 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 GMs to have them check it out.

\item Nothing should {\bf EVER\/} be aimed at anyone's head; head and
torso are equivalent 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 happens at a distance.  This will be represented by
projectiles, varying in type as explained along with their effects
below:

\subsubsection{Single-shot Rubber Dart Guns}

These represent crossbows in game.  They are a deadly weapon.  You
should be afraid of someone aiming a crossbow at you.  You can't carry
a loaded dart gun in your pocket since carrying a loaded crossbow in
your pocket would be rather dangerous. Loaded means having a dart in
the barrel and/or having the gun cocked.

You must have both an item card for a crossbow and the physical
representation of the weapon in order to us it.  A dart gun without an
item card is useless. On the other hand, if you have an item card for
a crossbow, but no dart gun, you should either buy one from the Guild,
or borrow one from a friend.

Crossbow bolts are assumed to be readily available to everyone. You do
not need an item card for crossbow bolts.

\subsubsubsection{Effect}
If you are hit by a shot from a crossbow, fall down and drop anything
you are carrying. You are then ``stunned'' for 5 minutes.  Stunned
means that you can't move, defend in martial combat, use abilities, or
pick anything up.  You may not talk either.  Note, however, that you
are still conscious, and may observe events around you.

If you are hit with one crossbow bolt to the torso, you are stunned
and ``dying.'' After five minutes you are no longer stunned, and you
can get up and look for help. Thirty minutes after the shot hit you,
you will die, unless you have successfully been healed.  While you are
dying, you cannot engage in martial combat. If anyone attacks you, you
automatically lose the round. (See Martial Combat below for details.)
Additionally, you cannot move any faster than normal walking speed,
and you must use one hand to hold the shaft of the crossbow bolt so
that it doesn't further skewer you.  (Yanking the bolt out would be
{\em very bad}.) Unless the person who shots you really needs it back,
you should actually carry the rubber dart held up against your body so
that other players will be aware of your unfortunate state. This means
that you can't carry anything else with that hand, so your strength
(see below) is effectively halved. You {\em can} still use abilities,
subject to the other restrictions (one hand, etc.)

Being hit by more than one bolt causes you to die faster. If you are
hit by a second crossbow bolt, you will die ten minutes after the
second hit or half an hour after the first, whichever is sooner.  It
would take an Act of God to save your life.  You will also be stunned
for the first five minutes after the second hit. If you are hit three
or more times, you will die immediately after having your Last Words
(see section on Last Words below).

With one crossbow shot to a limb, you are stunned and ``bleeding.''
After five minutes, you are no longer stunned.  You will bleed to
death in {\bf one hour\/} unless the limb is bound.  Anyone can bind a
limb.  You can bind your own limb if you have use of at least one arm.
The limb is damaged and remains damaged until you are healed.  If your
leg or foot is damaged, you cannot run.  If both legs are damaged, you
can only walk at a slow shuffle.  If your arm or hand is damaged, you
cannot carry objects with that arm.  If one arm is damaged, your
strength is half your base strength.  If both arms are damaged, your
strength is 0 (zero).  Each additional time you are shot in a limb you
are stunned again.  If you are shot in an already damaged limb, there
is no other effect.  If you are shot in an undamaged limb, the newly
shot limb is now damaged also.  Additional limb wounds do not increase
the speed of your death from bleeding.

For each damaged limb, you also 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 injured, you always
lose in a Martial Combat.

\subsubsection{Disc Guns}

In game, these represent a new kind of weapon---the musket. They are
more deadly than crossbows.  You must have both an item card and a
disc gun in order for your character to actually attempt to use a
musket.  {\bi Only people who have learned how to load and fire a
musket in game may do so without killing themselves by accident.}

Unline crossbow ammunition, musket ammunition {\em is\/} an ingame
item. The musket balls (or bullets) are represented by disc-gun discs.
Muskets also require a funny sort of powder to be loaded into the gun.
These are represented by item cards saying `a ball and powder' that
have a packet on the back with a disc in it. Only trained musket users
can load this into a musket. The most anyone else can do is open the
packet and remove the bullet, which leaves you with a metal ball and a
handful of powder.

\subsubsubsection{Effect}
If you are hit by a musket, fall down and drop anything you are
carrying. You are ``stunned'' for 5 minutes.

With one musket shot to the torso, you are stunned and dying.  After
five minutes of being stunned you can get up, but it would take an Act
of God to heal you.  Thirty minutes after the shot hit you, you will
die.  While you are dying, you cannot engage in martial combat. If
anyone attacks you, you automatically lose the round. (See Martial
Combat below for details.)  Additionally, you cannot move any faster
than normal walking speed, and you must use one hand to hold in your
intestines.  This means that you can't carry anything else with that
hand. You {\em can} use abilities. More than one musket shot to the
torso means that you die immediately after having your Last Words.

With one musket shot to a limb, you are stunned and ``bleeding.''
After five minutes, you are no longer stunned.  You will bleed to
death in {\bf an hour\/} unless the limb is bound.  Anyone can bind a
limb.  You can bind your own limb if you have use of at least one arm.
The limb is damaged and remains damaged until you are healed.  If you
leg or foot is damaged, you cannot run.  If both legs are damaged, you
can only walk at a slow shuffle.  If your arm or hand is damaged, you
cannot carry objects with that arm.  If one arm is damaged, your
strength is half your base strength.  If both arms are damaged, your
strength is 0 (zero).  Each additional time you are shot in a limb you
are stunned again.  If you are shot in an already damaged limb, there
is no other effect.  If you are shot in an undamaged limb, the newly
shot limb is now damaged also.  Additional limb wounds do not increase
the speed of your death from bleeding.

For each damaged 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 injured, you always lose in a Martial Combat.

\subsubsection{Foam Pellets}
These represent a magical attack of some sort. The caster should
explain to everyone what they see and what the effects are. If you see
a foam pellet being thrown you have a right to know what you saw. Foam
pellets lying on the floor represent nothing. If you find one, you
should bring it to a GM.

\subsubsubsection{Effect}
If you are hit by a foam pellet, fall down and drop whatever you are
carrying. The person who threw the foam pellet at you will tell you
what is happening to your character.

\subsection{Martial Combat}

Martial Combat is combat that happens at close range.  Some people may
refer to it as ``hand-to-hand'' combat. You should never, under any
circumstances, actually hit another player. 

\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 \MWN\/ Martial Combat system there are 3 basic
maneuvers. 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. 
\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. 
\end{itemize}

\medskip

To play the game, both players show their symbols at the same time. To
facilitate this, count out loud together. Say ``one, two, three,
show!'' You show your symbol when you say the word ``show.''  {\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 and Defending}

To attack another character in martial combat, they must be within
your zone of control. Start the attack by saying ``martial attack---1,
2, 3, show''.  Don't shout, but do say it loud and clear.  If you are
being attacked, you must display a symbol on the word ``show''.
Failing to do so means that you are surprised (see below).

If someone declares a martial attack on you from outside of zone of
control, the proper response is {\em still} to display a symbol. After
displaying symbols, you should check the distance between you. If you
are not within zone of control, then the attack missed and no one is
hurt. No one can ever successfully martially attack you from outside
zone of control.

\subsubsection{Surprise/Not playing a symbol}

If the person you are attacking does not display a valid symbol at the
end of your ``martial attack---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.

A person might also not display a symbol because they are dying or
severely wounded (as above in the Ranged Combat section), and
therefore {\em cannot} play a symbol. In either this case or the
surprise case, the attack automatically wins, just as though the
person who played no symbol actually played whichever symbol would
have lost.

\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 Weapons''), 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 (Scissors-15, Paper-12, Rock-10,
Defense-7, Hit Points-10), 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 or have damaged limbs.

\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
stunned.  You should fall down and drop anything you are carrying.
You may not move, speak, etc. (see explanation of ``stunned'' above).

If both combatants are still active 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 stunned.

\subsubsection{Break}

You may not wish to continue a fight until one of the combatants is
stunned.  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 stunned\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 Card for a weapon will have a line explaining its effect.

For example, after his last fight with John Q. Average, evil clone
John Q. Average-2 acquires a Knife, which gives +2 to his Martial
Attack score.  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).

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{Armor}

There are several types of armor in the game.  These will add to the
defense score of the wearer.  If you are wearing armor, you must
attach the item card to your badge (note also that armor is not
concealable, so it will have a distinctive colored dot).

\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.

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 J{o}hn 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 stunned.

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

\subsubsubsection{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.

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
stunned, 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.


\subsection{Ranged Combat vs. Martial Combat}

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

Ranged Combat simply wins.

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 dart gun faster than you
can go through rounds of Martial Combat, you can see why Ranged Combat
wins.

\medskip

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 dart 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}

There is no way to disarm someone in this game.

\section{Halts}

\dropcap 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 interaction 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 GMs 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 the NP walked in on something suspicious,
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.

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}

\dropcap 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, \MWN\/ provides ways to recover from these
injuries.

\subsection{Hit Points}

If you have less than 1 Hit Point, Hit Points are recovered at the
rate of 1 per every 2 minutes.  Otherwise, Hit Points are recovered at
the rate of 1 per hour while your character is awake and 2 per hour
while your character is asleep.  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 were stunned because you lost all your Hit Points, you will
become unstunned 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{Other Injuries}

Recovery from other types of injury will require the help of a trained
healer.  If you receive a wound from a ranged weapon, proper medical
attention can help you; someone who can help you can also explain the
details of the healing.

\section{Poisons}

\dropcap In order to use a poison you must have an item card for the
poison and do something to actually administer it.  To administer a
poison, you must do something that changes the taste of a food or
drink such that the player ingesting it notices.  For example, adding
a lot of sugar to a slice of pizza or adding hot sauce to ice cream.
(You should plan on buying the victim a replacement food item
afterwards.)

If you notice that your food tastes noticeably strange, you have been
poisoned. Your Character will die five minutes after ingesting the
poison no matter how small the amount that was eaten.

\section{Death}

\dropcap 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}

The two most common causes of death are ranged weapons and killing
blows.  Ranged weapons, and their effects, are discussed above.
Martial combat can cause you to be stunned.  If you are stunned (or
otherwise unable to move), 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 Midwinter, 2
Midwinter'').  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 broken your neck, and you are dead.

\subsection{Things That Can Knock You Unconscious}

Unlike in many past games, people almost never become unconscious
unless you explicitly make them be unconscious. A person who gets down
to zero hit points in combat is {\em stunned\/}, which means that they
are incapacitated, but still conscious. If you are going to be doing
things that you don't want the stunned player to see, you can knock
them unconscious.  This is done just like a killing blow, except that
you say ``I knock you unconscious,'' or just ``Bonk!''. The player
will then be unconscious for 10 minutes, after which they will wake up
and be conscious and un-stunned.

\subsection{Last Words}

If you are about to die, and are conscious, you may speak your Last
Words.  You may say up to one sentence of whatever you wish.  Be
reasonable---a sentence of Joycean proportions is not okay.

Last Words are spoken {\em immediately\/} before you die, when there is
no possible escape from death. For example, if someone deals you a
killing blow, they count off 2 seconds, and, if nobody stops them, you
say your Last Words and then die.

\subsection{If it Happens to You}

If your Character gets killed in \MWN, well, we're sorry.  We hope you
had fun anyway.

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 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.'' However, you could {\em not\/} say something like, ``I look
like I was killed by a very skilled swordsman.''
\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.

If, after your Character's death becomes generally known to the other
Characters, you're interested in staying involved in \MWN, stop by to
see the GMs.  You might be able to become an Observer.

\section{Drugs and Other Consumables}

\dropcap Drugs and other things that your Character may wish to
consume are represented in \MWN\/ 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.''

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.

\section{Theft for Fun and Profit}

\dropcap 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 Item
Cards or other things of interest (clearly labelled ``Midwinter
Nights'') with corresponding explanations.

\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, unconscious, or stunned.

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 armor.  This takes as
much time as it takes your victim to tell you what you find.  (For
example, ``You find a crossbow 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 reasonable pace; don't
stall.
\end{itemize}

Searching 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.''
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 backpack 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 sticker with the words ``CONTACT A GM'' printed on it
somewhere on the victim's clothes, backpack, or purse.  If you notice
a sticker on your person, backpack, or purse, assume that any items
you have in that place might have been stolen.  Do not use them in the
game until told otherwise by a GM.  See a GM immediately.  If you
notice someone trying to stick a sticker on you (or someone else), you
have just noticed another Character trying to pick your pocket.
Roleplay accordingly.  If you notice someone else with a ``CONTACT A
GM'' sticker already on them, you should tell them so that they know
to find us.

\subsection{Locks}

There are no locks in this game.

\subsection{Moving bodies}

If you wish to move a body (whether it be unconscious, stunned, or
dead), you may.  All characters in \MWN\/ weigh 3 Stones.  If you are
moving a body, you should carry a regular size sheet of paper saying
``Unconscious Body''.  You should also point out to any other players
you see that you are dragging or carrying a body.

\section{Appearances}

Most likely your Character looks different than you do.  Your actual
physical description is provided on your badge.

\subsection{Headbands}

Sometimes Badges aren't enough to convey all that can be strange and
unusual about someone's appearance.  To help with this, \MWN\/ uses
Headbands.

\begin{itemize}
\item[\bf White Headbands]
Anyone wearing a white headband is an Observer.  See above.

\item[\bf Yellow Headbands]
Someone wearing a yellow headband represents a squad of City Guards.
They don't like it when people do things that are against the law.

\item[\bf Black Headbands]
Something wearing a black headband is an animal---they should also
have a badge telling what kind of animal they are.

\item[\bf Other Colors]
If you see someone wearing a headband of any other color, you should
immediately ask them what they look like. If you later see a different
person with the same color headband, they look unusual in the same way
as the first one you saw did.
\end{itemize}

If you are supposed to have a headband, it will be in your character
packet. If you are not supposed to have one, then you should avoid
wearing headbands while you are playing.

\section{Summary}

To summarize, we'd like to touch again upon what we feel are the most
important Rules of \MWN.  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.
\item It's only a game. We're all here to have fun.
\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!
%\bye
\end{document}
