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{\large \bf Convention Rules} \\ 
{\tiny \em This game and all of its text \copyright 1994 MIT Assassins' Guild}
\end{center}

	You may notice that in an effort to keep things simple, these
rules are shorter than average Assassin rules.  This means two things.
First, we the GMs promise to be extremely patient answering questions
about things not covered or detailing aspects of these rules that may
have been glossed over when asked on an individual basis.  Second,
everyone is expected to read them in their entirety before game
action begins.  The GMs will show no mercy to those who have failed to
learn these rules.

\section{Things you should have}

	Your {\bf Character Packet} will contain many things.  {\bf
 Character sheets}, {\bf Group sheets}, {\bf Information Sheets}, and
any other sheets that are not marked as game items contain information
about your character and should be read but never shown to any other
player.  There will be a few stats at the bottom of your character
sheet, which you should memorize or have with you while playing.

	Each character will receive an {\bf ID Badge}.  You must wear
your badge at all times while you are playing in the game.  Each character
should also have two {\bf Appearance Cards}, A and B.
%* NEW STUFF, last sentence above

	You may also have {\bf Item Cards} simulating games items.  Note
that every game item must be associated with or simulated by an item
card.  Guns are represented by stickers.  If the gun you are using
doesn't have a sticker on it, it's not a gun!  If an item card has one
colored dot on it, it is considered {\bf bulky}.  You must carry this
item openly and it can be the only thing in the hand carrying it.  A
two-dot item requires two hands to carry.  (Cooperation is possible.)
Note that any body counts as a two-dot item.

        You might have {\bf Ability Cards}, which can modify these
rules.  They'll be explained in your sheets somewhere if you have them.

	Finally, you may have {\bf memory packets}.  You may open these
and read them anytime you see/hear the number/description on the front.
Exception: {\bf Memory packets may never be triggered by RTI's!}

	For your convenient, your character sheet should end with a
list of everything your packet contains.  See the GMs if you detect a
discrepancy.  Your character sheet will also have any of your special
abilities listed on it.

\section{The real world}

	The most important thing to remember when interacting with the
real world is that this is only a game.  You may not break any real
laws, violate any real Institute policies, etc.

	The second most important thing to remember when in the real
world is that very few people are actually playing the game.  Ideally,
people not playing the game should never notice that anything odd is
going on.

	To these ends the GMs have adopted the following rules:
\begin{enumerate}
\item Thou shalt not annoy the NPs (non-players) in any way.

\item Thou shalt not initiate game actions of any sort in the presence
of an NP, with the exception of quiet, non-alarming conversations in
groups which do not include NPs.  If you're in such a conversation and
decide you want to take further action, tough.

\item If an NP comes onto the scene of any game action, a game halt shall
be called and held until the NP departs or a GM authorizes a
location change.  (If the players and characters all agree to end
the action or relocate, that may be done instead of calling a GM.)

\item Thou shalt not deliberately use NPs as cover or otherwise attempt
to take advantage of the NP rules.

\item Penalties for breaking these rules may be arbitrarily severe at the
GMs' discretion and need not have in-game explanations.
\end{enumerate}

	Note that in the enforcement of these rules, {\bf anything not
explicitly permitted is forbidden if it violates the GM perception of
the term ``common sense''.} It's a nasty place out there, so use your
head.

	You may only hide game items in your room or in publicly
accessible spaces.  No game action or item stashes are permitted in
private or activity offices (SIPB, LSC, etc.), or in areas in which
access is limited to people of a single sex.

\subsection{Player Reality vs. Character Reality} There is a sharp
distinction between player reality and character reality. Players are
expected to treat each other with courtesy and to explain to other
players what their characters perceive in confusing situations (``My
character's hands are covered in blood.'')  Characters are under no
such restrictions, and should do what it takes to further their goals
(``Uh, Hi Bob.  Just got back from the butcher shop.'')  If the GMs
feel that anyone is crossing this boundary we will remove them from
the game.

\section{Combat}

\subsection{Martial Combat} All martial combat weapons have a combat
rating.  Some commonly known ratings are:

\begin{center}

\begin{tabular}{|l|l|l|}
\hline
Bare handed/Gun: 1 & Club: 2 & Knife or Dagger: 3 \\
\hline
\end{tabular}

\end{center}

%* NEW STUFF - first sentence, removed roleplay clause
All martial combat weapons must be represented by some physical item.
To attack someone with a weapon, you must have it drawn.  You may have
only {\bf one} weapon per hand drawn at any one time, including your
gun(s).  {\bf A weapon is drawn if the ``business end'' of the weapon
is completely unobstructed.} (Even if you have your finger on the
trigger, your gun is not drawn if it is hiding in your coat.)  If you
have more than one weapon drawn, use the higher martial stat.

%* NEW STUFF -- removed ``single combat'' clause
Attacks are done by coming within someone's "zone of control" and
saying "Martial Attack [rating]."  {\bf Once MA is declared, no weapon
may be drawn by either the attacker or the defender.} Zone of control
is defined as follows: if you and the other person can reach our your
hands and touch each other, you are within ZOC.  If the other player
says "Martial Defense [rating]" within 2 seconds of the attack, he
gets his normal rating; otherwise, his rating is 0.  The higher number
knocks out the lower one.  If the numbers are equal, a round of Rock,
Paper, Scissors will determine the winner.  Rock beats Scissors beats
Paper beats Rock.  Continue RPS until the tie is broken.

Ratings may be modified by certain combat abilities.

Several people may attack a single person at once, as long as they
are all within the victim's zone of control.  When one person says,
"martial attack [\#]", anyone who says "martial attack [\#]" before
the defender says, "martial defense [\#]" can add their rating to the
attack.  Anyone who doesn't say it in time is treated as a separate
attack.  The defender chooses a single attacker to attempt to take
down, comparing his defense against that attacker's attack.

A given person may not attack more than one person at a time.  

The loser of a martial combat is unconscious for 10 minutes.

\subsection{Ranged Combat}

{\bf Disk Guns:} These represent standard guns of any type.  All
weapons represented by disk guns may be loaded with twenty disks and
may be concealed.

Anyone hit by a shot from a disk gun attack will fall down and drop
anything they are carrying.  
{\bf It doesn't matter who you are and
how pumped up you are: if you are hit anywhere on your body by a Disk
Gun, {\em fall down.}} This means your backside and both empty hands
are on the floor.  Note that the head and torso are effectively
equivalent, so do {\em NOT} aim for the head.

With one hit to the torso, you are unconscious and dying.  If you do
not receive medical attention in 30 minutes, you will die.  With 2
torso hits, you are unconscious with 10 minutes remaining to live.  If
you are hit in the torso with 3 disk gun shots, you are dead.  Anyone
in game has sufficient skill to use first aid to give someone who has
taken fewer than three bullet hits an extra two hours to live (from
the time they were shot).  15 minutes after treatment, the victim will
wake up, although someone with a bullet wound is effectively
immobilized from the neck down.  The victim will die at the end of two
hours if they do not receive professional medical attention.

Limb wounds are not fatal but will not heal without medical attention.
Until you have received medical attention, you may not use a damaged
limb: this means you may not hold anything in an injured arm, you may
move only slowly with an injured leg, and with two injured legs you
must not only move extremely slowly but also may not hold anything in
your hands while moving.  When you get medical attention, you should
see a GM to find out how long your injuries will take to heal.

{\bf Dart Guns:} These represent paintball guns.  They may be loaded
with a single dart and may be concealed. If you are hit by a dart from
a patrol gun, you have been splashed with bright yellow paint and
bruised.

{\bf Bullet-proof Vests:} Bullet proof vests exist in only one form.
They are 1 dot bulky if you carry them around, not bulky if you wear
them.  You can only wear one at a time.  Anyone wearing a vest {\bf
must} place a colored dot on their ID badge.

If you are hit while wearing a vest, fall down.  {\bf Once you are
down}, begin counting to two seconds.  If you are hit again before
getting to two seconds, start over.  Once you get to two seconds, (One
Convention, Two Convention), your vest resets and you may move
normally.  If you are ever hit more than twice before getting to two
seconds, subtract two from the total number of hits and follow the
above rules.
	


\subsection{Disarming Opponents} If you notice someone standing in your
zone of control holding any object, you may disarm him by immediately
declaring ``Disarm.''  Your target must drop this object to the
ground.  (Or place it if it is delicate.)  Disarming works
automatically.  It is not retroactive.  Disarm him before he pulls the
trigger.


\subsection{Covering Opponents} If you point an object at someone in
Zone of Control and say ``Cover!'' before they respond, they have been
covered.  As long as you keep that object within ZOC, it may not be
disarmed by your target.  You may cover only one person at a time.  You
may only cover with one object at a time.  If Cover and Disarm are
declared at the same time, the Disarm occurs.  Cover's {\em only} effect
is to prevent disarm.  You don't get a free shot.  Don't forget to pull
the trigger.

\subsection{Killing Blow} Any time someone is unconscious, any
character may kill this person, by leaning over them and saying
clearly, ``Killing Blow!''  Any other person in Zone of Control need
only say ``Stop!'' within two seconds to prevent this.  If the killing
blow is not prevented, the victim is dead.

\section{Random Rules}

%* NEW STUFF
{\bf Game Halts:} Game halts are a fundamental right of players who
want to get a GM on the scene or resolve {\em player} confusion.  They
should be called by saying "Game Halt" loudly enough for all players
in the area to hear.  All game action ceases for the duration of the
halt.  A halt is terminated by consensus of all players involved in
the halt.  Halts should also be called when an NP arrives on the scene
of a game action (see above).  {\em Halts may not be used to stall,
gain thinking time, etc.  Use common sense. Use sparingly.}

	{\bf Appearances:} If you have been within zone of control,
facing a character, for for five minutes, you may ask to see his
``A'' appearance card.  After 20 minutes, you may ask to see his
``B'' appearance card.
%* END NEW STUFF

	{\bf Running:} Running is permitted for short distances only.
All chases will switch to walking, keeping even distance, before
changing line of sight (e.g., going around a corner, through a door,
or into a stairwell).

	{\bf Observers:} Observers will be wearing Badges that say
``Observer'' on them and a standard white headband.  Observers cannot
affect the game in any way.  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.

	{\bf Red Headbands:} If you see someone wearing a red headband,
they look strange in some way.  Ask them what you see (from a safe
distance).

	{\bf Codebooks:} To keep secret information safe, it may be
encoded.  To do this you need to possess an item card for a {\bf Code
Book}.  Place the information in an envelope and label the envelope {\bf
Game Item: Code A} where {\bf A} is the number on your Code Book item
card.  You must have your Code Book visible while you do this.  To open
such an envelope, (i.e. decrypt the information) you must possess a Code
Book of the appropriate type, and spend five minutes with it and the
message in front of you.  Note that all encoded information must be in
English and typed or written out by hand.  No cut and paste, no
photocopy, no printing out the US Constitution and encoding it, unless
you have typed in the US Constitution once foreach copy you print out,
and no blueprints or diagrams.  Please note that this is the only way to
encode information in game.

	{\bf Athena:} Feel free to use athena, but {\bf no instance or
class zephyrs are allowed.} Send personals or e-mail only.  Game action
other than sending mail or zephyrs may not occur in clusters.

	{\bf Explosives:} To set a bomb, you need an item card for the
explosive, and a simulation for the trigger.  The trigger must
actually do something when the bomb is supposed to go off.  The GMs
suggest a digital watch alarm or something similar.  If you have a
mercury pressure switch, feel free\ldots To disarm a bomb you must
disarm it's triggering device.  A charge of explosives {\em should}
kill people in {\em about} a ten foot radius.  If you want specifics,
ask a demolitions expert.

	{\bf Ingestibles:} Anything that you can eat, drink, or be
injected with in game will be mechaniced by a small envelope saying
for instance ``A syringe filled with clear liquid.'' If you eat,
drink, or otherwise take the stuff into your body, read the contents.
Once you actually open the envelope you are committed, so think
carefully.  Food you have with you while playing is in game food.

	{\bf Poisons:} You need an item card for poison.  {\bf A dose
of poison} should be simulated by adding something to food to make it
taste different.  (Salt, cinnamon, etc.\ ) There are no forms of
poison other than ingestible poisons and drugs.  If you are poisoned,
you are dead.

	{\bf Adrenaline:} If you have a card labeled adrenaline, you
may use it at any time by tearing it in half and following the
directions written on the card.  This happens in {\bf real time}.  You
may not interrupt combat to use adrenaline. Be prepared.

	{\bf Truth serum:} It exists.  You've heard of it.  It leaves
you with severe mental and physical disabilities after you take it.
You don't want it to happen to you, your friends, or your agents.

{\bf Searching things:} In order to search a public place, go search it.
To search someone's bag, place a note on it that says ``Searched - See a
GM'' and tell a GM what you did.  We'll let you know what happened as
soon as possible.  Stealing such bags works similarly.  To search
someone's room, see a GM.

{\bf Other Special Abilities:} If you have a special ability, it will
be listed on your character sheet.  Follow the directions for its use
as listed.  If someone shows you an ability card, do what it says.

\section{Wrapping it all up}

	There are four basic things to always remember:

	1) If in doubt, ask the GMs before it happens.

	2) Always apply your common sense and don't let Non-Players
notice that you are acting strangely.

	3) The GMs, against all odds, may occasionally make decisions
that seem inconsistent with these rules or each other.  We probably
have a good reason.  Then again, maybe we just screwed up.  It
happens; don't let it bother you.  Just start from there and keep on
playing.

	4) It's a game.  Have fun.

	Alternate ending:

	4) Play to win.

\end{document}
