% Stage had a general rules document plus a combat rules document.
% Both are included here, in that order, with their own page numbers.
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\documentstyle[fullpage]{article}
\title{All the World's a Stage --- Full Rules}
\author{Jeff Bigler, Kevin Dahm, Heather Grove, Andrea Humez, Jan Maessen}
\begin{document}

\maketitle

\vspace{-2in}
\begin{center} \em
Stage had a general rules document plus a combat rules document.\\
Both are included here, in that order, with their own page numbers.
\StartPageNumbering{General}
\end{center}
\vspace{2in}

\centerline{\Large General Rules}
\bigskip

%********(copyright notice in the title section, 
%taken from whatever rules we emulate the most, with
%our names added.  at the moment I'm using the Mystic rules as a place to 
%start.  As a side note, I think that doing a long and short version of
%the rules for new and old players, as Moscow is now doing, might be a real
%plan.)********

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{5em}

These are the basic rules for the live role-playing game {\bf All the
World's a Stage}.  You should also have a document on combat and healing rules.

Most of these rules are based on the honor system, and there
is no good way to prevent cheating.  We feel that winning by cheating
is no fun and proves nothing; we hope that you agree.  If you're out
to win at any cost, and are ready to cheat to do so, you are playing 
the wrong game.  Please read no further and turn in your Character 
Packet now.  

We give you fair warning that if we find someone cheating, we will
remove him/her from the game.  If you have {\it any} doubt about whether
something you are planning to do might be cheating, please talk to a GM first. 

We hope there will be no need to discuss cheating further. 

\newpage

\section{Acknowledgements}

\begin{itemize}
\item Jen Hawthorne for sanity checking us and zampoliting
\item Ted Allison for help with playtesting
\item Dave Cho for making family trees
\end{itemize}

\tableofcontents

\section{Game times}

\begin{itemize}
\item Game starts at 6 pm on Sunday, May 28.
\item Game ends at noon on Sunday, June 4.  
\item Game wrap-up is at 3 pm on Sunday, June 4, in 3-343.
\end{itemize}

\section{Character Packets}

Your Character Packet doesn't exist in-game and is confidential.
None of the contents, unless clearly stated otherwise,
should ever be shown
to/looked at by any other Player under any circumstances.  

{\bf WORD OF ADVICE:} Before playing and interacting with other
Players, read
{\bf EVERYTHING\/}
in your Packet carefully.  Then go back and
{\bf READ IT ALL AGAIN.\/}
If anything in the packet is still unclear, please talk to a GM about
it before you start playing.  

\bigskip

Your Character Packet {\em WILL\/} include the following:

\medskip

\begin{itemize}

\item {\bf ID Badge}\\
This badge identifies you as a Player.  Wear it at all
times while on campus and involved in this 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 {\bf clearly\/} visible.
In the world of the game, badges do not actually exist.  Do not
make any changes to anything written on the badge.

\item {\bf Stat Card}\\
This card contains statistics about your
character that are used in various game mechanics.  Some of the 
statistics will be discussed in detail below.  Some stats are not 
discussed in these rules and may not be
mentioned anywhere in your Character Packet.     

\item {\bf Appearance Cards}\\
You will have two Appearance Cards (``Appearance A'' and ``Appearance
B'').  These will be explained further in the Appearance section.

\item
{\bf Event Packets}\\
These are small envelopes called event packets.  Some have a colored 
star.  If you see someone with that color star on his/her badge, open the 
packet and read the instructions.  (Don't throw the packet away either- you 
need to follow the instructions EVERY time you see that color star.)

Other event packets will have numbers or letters on them.  
If you receive instructions from a 
GM to open ``event packet N'' please do so.  

\item {\bf Scenario}\\
You will have a copy of the scenario.  This sheet describes the 
setting of the game.  It also lists MIT locations and the in-game
locations which they correspond to.

\item {\bf Character Sheet}\\
This is a description of the Character
you will be playing --- His or her personality, motivations and goals.  
It will be printed on pink paper.

Read it {\bf very} carefully.  

Your Character Sheet will also contain a list of abilities, items, memory
packets and other sheets which your Character Packet should contain.  
Please make sure you have everything.  

\end{itemize}

You MAY also have some or all of the following:

\begin{itemize}

\item 
{\bf Ability Cards}\\
These are cards associated with special abilities your Character may
have.  One side of the card will describe the ability and the rules
and conditions for using it in the game.  Do not show this side to 
another player.  In some cases an ability will allow you to do something
which these rules otherwise wouldn't allow.  In such cases, the ability 
takes precedence.  

Some abilities will have an effect which is noticeable to other characters.
For such cases, the other side of the ability card will describe the effect.
You should show that side to players you use the ability on, or to players 
who see you using the ability.  

If you have an ability you may wish to use in a situation where time is 
critical, you should learn the rules for it now and learn them accurately.
We will not be calling game halts for you to figure out whether or not its
legal to use an ability in the present situation. 

\item 
{\bf Bluesheets}\\
These sheets contain information or knowledge about groups that your 
character is part of.  It is information which all members of the group
know.  In some cases, the facts or opinions expressed in the bluesheet 
may contradict your character sheet.  In such cases, your character sheet
describes what your character REALLY thinks or feels.  (You may wish to 
read your bluesheets before your character sheets as we tried not to 
repeat information when possible.)

\item
{\bf Greensheets}\\
These contain information on abilities or knowledge which your
character has which require special game mechanics to implement.  Again,
these may allow you to do things which these rules would otherwise not 
allow.  The greensheets take precedence.  

\item 
{\bf Memory Packets}\\
These are small envelopes that have something which
may seem cryptic on them.  It may be a description, a number, a set
of conditions, or, if in quotes, a phrase. 
These packets represent something which will jog
your character's memory.  When you see an Item Card or Badge
(or Appearance Card) number which matches the envelope, 
hear or see the phrase verbatim, or encounter the given conditions,
open the envelope and read its
contents.  Memory Packets represent things that your
Character is not even aware that (s)he knows.  While you should keep
your eyes and ears open for the conditions on your memory packets, you should 
not deliberately search them out.  

\item {\bf Item Cards}\\
These are cards that represent items in the game.  They contain a
number and a description of the item they represent.  Some objects 
(especially weapons) will have physical representations.  
In this case the card must still be
kept with the representation; if you do not have the card, you do not
have the item.

Item cards are the one thing in your Character Packet which do exist in game.

If an item card is marked ``Freely Transferrable'' you can pick it up
and show it or give it to others at will.  

Item Cards marked with one or more orange dots represent ``Bulky'' items.
Bulky items cannot be hidden or placed in your pocket, back-pack, or
purse.  Carrying a bulky item requires that you use N hands, where N is
the number of dots.  (More than one character may collaborate in carrying 
a bulky item.)  You can also drag a bulky item of N dots by using N-1 
hands.  

Note that you can wear bulky items (such as swords or armour) without expending
a hand, and you can carry bodies that are wearing them without expending a 
hand.
\end{itemize}

\section{Players vs. Characters}

{\bf All the World's a Stage} is a game.  We're all here to have fun.

At times during the game, emotions may run high.  You may find that
your Character has gotten into an argument with another
Character and is quite angry.  This is OK; if you're playing
the role well, this can 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.  

If you notice that you've crossed this line, you should take
a break for a little while to calm down again.  If you think someone
else is crossing this line, you might politely suggest that they
do the same, but don't push the point.  Some particularly good roleplayers
can portray anger VERY convincingly without actually feeling any. 

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

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

\section{Interacting with\ldots}

\subsection{Game Masters}

The Game Masters are available via email by writing to stage-gms.  During the
game there will be at least one GM at the Control Room (3-343) each day.  We 
guarantee there will be a GM at the control room {\em 
except between the hours of 4 am and noon.}

The Game Masters (or the {\bf All the World's a Stage} 
GM's) are here to help bridge the gap between the real world
and the game world.  If you do something which should effect the
game world and you don't know how to mechanic it in the real world,
ask a GM for help.  If a GM tells you something about the game world,
roleplay accordingly.

If you think your character should know something or have something 
which your player doesn't know or have, talk to a GM.

The GM's are also available to answer any questions you have
about any aspect of your Character, the rules, or the game itself.

The GM's are friendly and want you to have fun.  But there are 
times when they will have to be firm.  A GM's ruling on any 
situation is {\em final}.  Period.  There are a lot of things going on in
the game and no one person is likely to be aware of all of them. 
Please accept a ruling which you don't understand.  You may ask ``Why''
but be prepared for the answer ``I can't tell you now'' and please 
don't ask more than once.  

We will happily explain everything at game wrap-up. 

\subsection{Other Players}

Don't consider another person to be a player unless they are wearing their 
ID badge, even if their name is in the player list.  

If a player uses a special ability on you, he/she will describe what you see or
show you the ability effect card.  Read the description and roleplay 
accordingly.  Otherwise, just act toward the player the way you think your 
character would act toward his/her character.  We've tried to design the game
so that player-player interactions simulate character-character interactions as
realistically as possible.  

\subsection{Non-Player Characters}

Sometimes your Character may interact with a Character who 
exists in the game, but isn't a portrayed by a Player.  This person
is called a Non-Player Character, or NPC.

Often a	Non-Player Character will be played by someone
who was previously acting as an Observer, Player or GM.
While the person is wearing the badge of an NPC, consider him/her
to be that NPC and nobody else.  

Unless otherwise specified, NPCs in ``Stage'' are peasants- people of a 
different social class than you.  You can typically interact with them on a
business level, but not on a personal level.  You can't get them alone and
you can't do anything private with them.  You should assume anything you do
with a peasant, including telling them things or fighting with them, will be 
witnessed by other peasants and the information could become known to others
in the game.

\subsection{Observers}

There will be people around that just want to watch the fun and excitement of
{\em All the World's a Stage}.  We call these people ``Observers.''

Observers will be wearing badges which say ``Observer.''  
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 to see your Character 
Packet, you may show them if you don't mind.  You may tell an Observer
anything about the game you wish.  You are not compelled to answer any
Observer's questions, unless (s)he is running an errand for a GM.  

If at any time you are annoyed by the presence of an Observer or feel 
that his/her presence may have a negative effect on you in the game, 
politely ask the Observer to go away.  

If you know someone who wants to be an Observer, have him/her talk to a 
GM.  Non Players {\em MUST} be briefed by a GM before they can be Observers. 

\subsection{Purple Headbands}

During the game, you might see someone wearing a purple headband.  This person
might be a GM, a Player or a Non-Player.  In all cases, treat him/her as 
follows:

Your character does not see anything.  However, your character does feel some
presence, as if (s)he is being watched.  This feeling should become more 
noticable as the person with the headband gets closer to you.  It should never
be an overpowering feeling, but its definitely there.  Roleplay accordingly.

\subsection{Non-Players}

{\bf NOTE:} {\em There is nothing in\/} {\bf All the
World's a Stage}  {\em
that supersedes\/} {\bf ANY} {\em of the rules in this section.  Period.}

Non-Players are those people who are not involved with {\bf All the World's
a Stage} in any of the preceding ways.  There is one fundamental rule for 
dealing with these people:

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

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

Do {\em not\/} even talk about the game in front of Non-Players.  

If a Non-Player appears at 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, please put them away.  
For more details on game halts, see the section below.  

\subsection{Athena and the Telephone}

These two methods of communication are under the same heading because they
are being treated the same way: They do not exist in game.  This is a live 
roleplying game and live interactions are what will make it enjoyable.

You MAY use the telephone, zephyr or email to set up face to face meetings 
with another player.  (This is a kludge.  We know it's a kludge.  It's a 
concession to help make up for the fact that Players can't be available 24 
hours a day, even when their Characters would be.)  You may NOT use email, 
zephyr or the telephone to convey any other game information, except in the 
case of specific mechanics which may require it.   

IE- ``I'd like to meet you in X time at Y place'' is fine.  

``I'd like to meet you in X time at Y place to discuss Z'' is NOT ok.  

\section{Halts}

Sometimes a situation may arise that the Rules don't
account for, or where the correct application of the rules is
unclear.  In these cases, stop game action by calling a
Halt.  (Other situations which warrant calling a halt are explained in the 
section on ``Interacting with Non-Players.'') 

To Halt the game, call out ``Game Halt!''  or in the case of a
Non-Player situation call ``Non-Player!  Game Halt!''  Anyone can
do this.  {\bf DON'T} do this because you want more time to think.

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 all weapon representations away.  Try to resolve the situation 
among yourselves quickly and reasonably.  If this is not possible, send 
someone to fetch a GM.  If Players wish to sit down or move around at all, they
should take off their badges and place them where they were.

If any other Players wander into the area during a Halt, have them
Halt as well.  

During a Halt {\bf NO} game action may occur.  This means you may not
talk about any aspect of the game, except to discuss 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.  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{Consumables}

Drugs and other things that your Character may wish to consume are
represented in {\bf All the World's a Stage} 
by Item Cards with an envelope attached. 
The Item Card will give a description of the consumable.  For example:
``A purple liquid.''

The envelope will usually give an opening condition for the consumable.  For
example: ``If you drink this, open and read the instructions.''  If they 
envelope says nothing, assume the condition is simply eating or drinking the 
consumable.  
If you meet the condition, open envelope and roleplay the instructions.
For example:  ``Yuck.  That was nasty.  You will be nauseous for 5 minutes.''  

Some consumables (such as potions) may have mechanic effects on the game.  
For example, you may drink a potion which has the effect ``+1 to all 
martial attack stats for 1 hour.''  Record the effect and duration of such 
effects carefully.  If you take more than one potion of the same or similar
type, assume (unless told otherwise) that the effects are cumulative.  

\subsection{Alcohol}

Alcoholic beverages are a fun example of consumables with some special rules.
Your stat card should contain a ``tolerance for alcohol'' stat.  This is how
many beers you can drink without starting to severely lose coordination.  If
you drink a number of beers less than or equal to your tolerance, you are under
the influence of alcohol and should roleplay accordingly.  However, once you
exceed your tolerance for alcohol by one beer, all your martial attack stats
and martial defense stats will be at -1 until a beer wears off.  The effect
is cumulative- exceeding your tolerance by two beers means -2, etc.

Also, when you are under the influence of more than 2*tol beers, flip a coin.
If it comes down heads, you pass out.  You will be unconscious for 10 minutes.
If you remain conscious, or drink more beers after regaining consciousness, 
flip the coin again for each beer you drink above 2*tol.  

Other alcoholic beverages will have a ``beer equivalent'' in their envelope.

Beers wear off at a rate of one per hour.  

\subsection{Food Poison}

There are plenty of poisonous roots and berries and things around.  So, food
poison is freely accessible to all.  

You can try to poison someone by poisoning a consumable game item.  You may 
also try to kill someone by ``poisoning'' real food.

To attempt to kill someone by poisoning his/her food, you MUST do all of the 
following:

1) Look at the file of allergies (it will be available in the same directory
as the playerlist by game start).  
Make a note of anything the potential victim has listed as an 
allergy.  Make sure you do not use anything the player is allergic to in the
``poisoning.''

2) Put something in the player's real life food which noticably alters the 
taste.  If the player eats it and notices the difference, 
(s)he has been poisoned.  Players, be fair about this. 

3) You must at least offer to replace the food you altered for the player.  

\section{Effects}

As mentioned above under ``Consumables'' there may be times when your character
undergoes an ``effect.''  Sometimes these effects will have an identifier, 
either an ``alpha'' or a ``beta'' followed by a number.  Please keep track of
all such effects that you are currently under.  (You may keep track of them 
any way you wish --- 
we recommend listing them on the back of your stat card.)  

Your ``alpha stat'' is the number of alpha effects you are currently under.  
Your ``alpha list'' is a list of the identifying numbers of the alpha effects.
The same applies to beta stats and lists.

Do not tell your alpha or beta stats or lists to any player unless they show 
an ability card.  If a GM asks your stats or lists, please tell them.  

Assume your alpha and beta stats are 0 and your lists are empty at game start
unless your character sheet says otherwise.  

\section{Literacy}

There are characters in game who are illiterate, and characters in game that 
are literate in various languages.  You cannot read any language unless you 
have an ability card which indicates you can do so.  

Every document, note, letter, book and blank piece of paper in game is in an 
envelope.  The item card is on the outside of the envelope.  If anything is 
written on the paper, the item card will indicate what language it's written 
in.  If you have the ability to read that language, you may open the envelope
and read what's inside.  You may also write any language you can read.  You
do this by writing on the paper inside the envelope.  

If you write on a blank piece of paper, please return the paper to the envelope
and modify the item card to indicate that there is writing, as well as the 
language.  

NOTE: Pens and paper were rarer in the fourteenth century.  You cannot 
introduce
these items into game.  You can only write in-game notes on in-game paper and
you must have an in-game pen (for simplicity's sake you're assumed to have
an inkwell as well) to do so.   

\section{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 includes
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 {\em not\/} allowed:

\begin{itemize}
\item Anywhere off-campus, including frats, apartments.
\item Anywhere on campus which is not accessible to ALL players.  This 
	includes rest rooms, dorms, and office space. (eg APO, LSC, your 
	office, etc.)
\item In any Athena Cluster.
\item In any space that you, the Player, are not allowed to be.
      (For example, roofs and steam tunnels.)
\item Any space which the Scenario lists as a Non-Game Space.
\item In front of any Non-Player, as discussed previously.
\end{itemize}

\section{Residences}

No Player residences exist in game.  All Characters have ``virtual'' 
residences in the game (houses, rooms at the inn, etc.)  Players can leave
items at their ``virtual'' residence; these items are stored in the Control
Room and Players should see a GM to leave or retrieve them.   

If you want items to start game in your ``virtual'' residence please deliver 
them to a GM before game starts.  

\section{Money}

The units of money in game are crowns.  There are one crown pieces (black
widgets) ten crown pieces (purple widgets) and hundred crown pieces (white
widgets.)  Smaller units of money are not represented in game.  You are 
assumed to have enough pocket change to buy food and drink, as well as little 
things like ordinary white candles, paper and pens.  Thus if your character 
ends the game with no crowns, this does not mean you're screwed.  It just 
means you're going to be living humbly for a while.  

On the other hand, if you end the game with debts and no money, you probably 
ARE screwed.  

Nobles, who have lands and estates to run, should assume they've left enough
money at home to keep things going until harvest time.  The money they start 
game with is their ``spending money'' for the next few months.  

\section{Theft}

\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
``All the World's a Stage''}) with corresponding explanations.

\subsubsection{People}

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

To search an unwilling person, you must first render
them dead, unconscious, tied up or otherwise unable to resist.  You
may of course search a willing person any time.  

Finding the items takes as long as it takes the Player to hand them over.
Players, be reasonable about this; don't stall.

Search of a person does not mean you've searched their back-pack or
purse.  To search such things {\bf DO NOT\/} actually look through them
yourself.  Tell the other Player, ``I'm searching your
back-pack.''  The other player (if conscious and mobile) may stop you
by initiating combat or by saying ``I stop you'' (if within 
zone-of-control --- see the combat section for an explanation of 
zoc).  
If nobody stops you, ask the owner of the purse
or backpack to hand over the items it contains.     

\section{Locks}

Locks are represented by ``Lock'' signs which have 3 digit numbers.  If you 
have a key with the exact three digit number the lock has, you may unlock the
lock.  

Locks cannot be forced or picked unless you have a specific ability to do so.

\subsection{Stealing}

To steal an item represented by an Item Card, or by a phys rep which was 
clearly supplied by the GMs (boffers, etc.) simply take the Item
Card.  If no one notices or stops you, you have successfully
stolen the item.

To steal an item that is not represented by either an Item Card or GM provided
phys rep (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 right away.

\subsection{Picking Pockets}

Nobody in game has the ability to pick pockets.  

\subsection{Breaking Into Someone's Residence}

All ``virtual'' residences are assumed to be kept locked.  If you think your 
Character has a way of gaining entrance to another Character's ``virtual'' 
residence, talk to a GM.   (All characters are assumed to be staying in 
separate locked rooms.  Yes, it's a kludge.)

\section{Appearances}

Most likely your Character looks different than you do.  {\bf All the World's
a Stage} provides three 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/or manner.  You also have
two Appearance Cards.  On both the Appearance Cards and the Badge, there
will be a 5-digit number (xyabc).  The first two digits of the number 
(xy) represent the apparent age of the character.  

\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 spend 5 minutes in one-on-one conversation with a person and/or within
ZOC of the person (you must pay attention to the person for the entire
5 minutes), you may ask to look at his/her Appearance A card.  

\subsection{Appearance B Card}

Your Appearance B Card lists even more detail about the way your
Character looks.  If you sleep with someone, or see them up close without
clothing for any other reason, you may ask to see their Appearance B card.

\section{Seduction and Sex}

There is no seduction ability card in Stage.  Anybody can try their hand 
at seduction.  Your stat card should contain two 
stats ``seduction'' and ``seduction resistance.''  Your ``seduction'' stat 
measures your ability to lure people into bed.  If you spend at least five 
minutes talking to another character, you may attempt to seduce him/her.  The
conversation must be a one-on-one conversation, but it's ok if other people are
present in the room.  If you decide to attempt seduction, say ``Seduction level
n'' where n is equal to (or less than) your seduction stat.  (Please feel free 
to accompany this with the tacky pick-up line of your choice.)  

Your ``seduction resistance'' is your ability to thwart the plans of would-be
seducers.  Assume you are heterosexual unless you are told otherwise.  If you 
are indeed heterosexual, and someone of the opposite gender attempts to seduce
you, compare your seduction resistance to the level of his/her seduction 
attempt.  If your seduction resistance is LOWER, you are incapable of resisting
and are putty in your suave predator's hands.  Say ``I do not resist'' and 
then roleplay accordingly.  If your seduction resistance is EQUAL TO OR HIGHER
THAN the level of the seduction attempt, you MAY either tell the seducer, ``I 
resist you'' and roleplay accordingly, or you may decide to go ahead and jump 
into bed with the seducer anyway, in which case you again say ``I do not 
resist.''   

When someone uses seduction on you, you do not need to tell them your 
resistance stat.  You only need to tell them whether or not you resist.  

Note that if you are heterosexual, and someone of your gender attempts to 
seduce you, your seduction resistance is infinite.  The same goes for a 
homosexual if someone of the opposite gender attempts to seduce you.    
(As always, you may choose not to resist if you wish.)

When you and another character are going to sleep together, whether as a 
result of seduction or any other reason, simply go off and find a place to be
alone together.  Stay there for at least 15 mins.  If any other character sees
you during this time, they have caught you in the act and you must tell them 
what they see.  

Then as soon as it's convenient, TELL A GM that you've slept together.  The GMs
need to determine whether or not the woman is pregnant, etc.    

\section{Herb Sites}

There are herb sites in game where you can collect herbs.  The ``herb site'' 
sign will include a list of common herbs which can be found at that site.  
Spend five minutes at the site and you may take up to three doses of these 
herbs.  (That's a TOTAL of three doses, not three doses of each.)  There will
be an envelope containing a supply of these common herbs at the site.  If an
herb is listed but you cannot find any of it in the envelope, please come to 
the control room.  We will give you the item cards you need and replenish the
supply at the site.

There are also ``rare herb'' envelopes at the sites.  Don't open these unless
you have an ability which allows you to do so.  

If you have the ability, then once per day you may open ONE of the rare herb
envelopes and take ONE of the item cards inside.  (You may do this once per
day at each herb site.) 

\section{Running}

You should never do anything during the game which may cause you or any other
player to get hurt.  A specific example is running.  We do not want people 
chasing each other around campus.  Your character may, for instance, wish to 
run away from another character who you suspect is going to attack you.  You 
may do so (as long as the attacker has not yet initiated combat) by saying 
``I'm fleeing.''  Then, walk away along the route your character is following.
Other characters may pursue you, but they must do so by matching your pace as
nearly as possible, maintaining a constant distance.  The chase continues as
long as both players feel like keeping it up.  If other players see you, tell
them they see your characters running.  They may join the chase.  

The ZOC and combat rules still apply to you as you're fleeing or chasing.  If
at any time you enter ZOC of somebody, and they initiate combat with you,
you must stop and your character is out of the chase.   For more information
on this, see the combat rules.  

\section{Summary}

To summarize, we'd like to review the most
important Rules of {\bf All the World's a Stage}.  These are:

\begin{itemize}
\item It's a game.  We're 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 Don't do anything illegal.
\item Be reasonable.
\end{itemize}

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

Enjoy!


%%%%%%% Above is Stage's main rules document.
\newpage
\ifodd\value{page}\else % put new page 1 on an odd-facing page
  \leavevmode
  \thispagestyle{empty}
  \newpage
\fi
%%%%%%% Below is Stage's combat rules document

\maketitle

\vspace{-2in}
\begin{center} \em
Stage had a main rules document plus a combat rules document.\\
Both are included here, in that order, with their own page numbers.
\StartPageNumbering{Combat}
\end{center}
\vspace{2in}

\centerline{\Large Combat Rules}
\bigskip

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{5em}

Please read the {\em General Rules\/} before moving on to these combat rules.
\newpage

\tableofcontents


\section{Combat}
 
In {\em All the World's a Stage}, 
combat is, roughly speaking, anything which involves
hitting, poking, or otherwise doing serious bodily harm to others.
This includes everything from elaborately staged duels to bloodthirsty
ambushes.  
 
The most important meta-rule is that {\em the game is theater}.  You
are part of a play staged for your own benefit and enjoyment.  This
has some very simple consequences.  The first is that you should keep
control.  If you feel that you are becoming angry or upset, {\bf
STOP}.  The second consequence is that you should make combat as
much fun as you possibly can.  We encourage---nay, command---you to
ham it up as much as you can possibly manage while in combat.
Remember that you are, in a sense, re-creating {\em stage\/} combat,
whose primary purpose is to look good, and by extension to make you
look good as well.

With that in mind, on with the rules...
 
\subsection{Combat Statistics}
 
\begin{figure}
\begin{verbatim}
Avery Ridge                        Statistics Card
 
Hit Points:  22		HP Recover: 6		Critical: 11
 
        Unarmed
        MA / MD    MA / MD    MA / MD
 
Lunge   10 /  3
 
Attack   9 /  4
 
Parry    8 /  5
 
 
All the World's a Stage        Post-finals 1995
\end{verbatim}
\caption{Sample statistics card for Mr. Avery Ridge}
\end{figure}
 
Much of a player's statistics card is taken up by combat statistics.
They are {\tt Hit Points}, {\tt Critical}, {\tt Hit Point Recovery Rate}
martial attack ({\tt MA}),
and martial defense ({\tt MD}).  Note that there are a number of
martial attack and defense statistics on the card.  Each one
corresponds to a particular combat action (see below).  Several
columns have been provided, the first labeled ``unarmed''.  Players
who are equipped with weapons should write their modified stats for
each weapon in a column on the statistics card.  This will prevent the
confusion of computing bonuses and penalties while combat is going on.
 
\subsection{A combat round}
 
Let's begin in the middle of the action, so to speak.  A round of
combat splits up nicely into a few distinct phases:
\begin{itemize}
\item{The count:} The participants begin counting out loud:
``One!  Two!  Three!''.  Each count marks a Shakespearean
second---which is, of course, the time it takes to say the word
`Shakespeare'.  
\item{The display:} {\em On three}, both players, with great poise and
aplomb, make an attacking action (see below).
\item{Damage:} The winner (or both players if a tie results) declares
the martial attack score appropriate for the attack.  The loser (or
both players in case of a tie) subtracts his appropriate martial
defense score, and subtract the resulting number from their hit point
total.  
\item{Next round:} If there are participants standing and within zone
of control, a new round begins with the count.
\end{itemize}
 
\subsubsection{The count}
 
The count begins when any of the participants in a combat begins
counting.  This is just a complicated way of saying that if your
opponent has started counting, you will be obliged to make an
attacking action soon.  
 
\subsubsection{The display}
 
There are three basic combat actions: lunge, attack, and parry.
\begin{itemize}
\item{Lunge:} An all-out attack.  It is symbolized by extending the
arm at shoulder height.  The player may at the same time take a step
towards the opponent being attacked.  Please do not step any closer
than arm's length.  Use good judgement.
\item{Attack:} A safe, solid, everyday attacking action.  It is
symbolized by extending the arm downwards, so that the hand is at or
below stomach level.  The player must remain in the same position.
\item{Parry:} A defensive move.  It is symbolized by moving the arm in
front of the body, with the elbow clearly bent.  The player may at
the same time take a step away from the opponent being attacked.
\end{itemize}

Note that you are considered to be attacking with the arm you use to make your
motion.  If you have a weapon in each hand, you are not attacking with both of
them; you are only using the one you use to show your martial symbol, and you
only get the bonuses for that weapon.  Note also that your character is 
right handed if you are right handed and left handed if you are left handed.  
If your ``good'' hand is out of commission, or if you happen to be holding your
sword in your ``bad'' hand when someone initiates combat, you may take combat
actions with your ``bad'' hand.  However, there are two penalties for this:

You have a -1 to all MA stats with your ``bad'' hand.

Your bonuses for weapon abilities are all halved.  (Round up.)

The winner of the round is then determined as follows:
\begin{itemize}
\item Lunge defeats Attack
\item Attack defeats Parry
\item Parry defeats Lunge
\item In case of a tie, both players {\em lose}.
\end{itemize}
 
\subsubsection{Computing damage}
 
If you win the round (or tie) announce the martial attack score listed
on your combat card in the row matching whatever action you took.  If
you're unarmed, use the ``unarmed'' column, otherwise use the column
appropriate to whatever weapon is being wielded (you {\em did} fill
them in, didn't you?).

If you lose the round (or tie) use the martial defense score listed on
your combat card in the row matching your unsuccessful action.  Again,
use the appropriate column, depending on how you are armed.  Subtract
this martial defense score from the announced martial attack score,
and if the result is greater than zero subtract that result from your
hit point total.  In case you didn't catch that, here it is:
\begin{equation}
Hp - max(MA - MD, 0)
\end{equation}

You don't have to announce your defense score out loud, and you don't 
have to reveal how mnay points of damage you took.  You DO have to tell
the attacker whether or not you took damage.
   
If you lose a round, but take no damage, and your opponent is using a
sharp weapon, you have just acquired a wonderful slash in your
clothing.  Roleplay accordingly.
 
Any player may, at any time, use a number {\em lower} than the one
indicated by their combat card for either martial attack or martial
defense. 

\subsubsection{Effects of damage}
 
If your hit points drop below zero, you are {\em stunned}.  Say ``I'm
stunned'' and sit down exactly where you are standing.  For more
details on being stunned, see below.
 
Your {\tt Critical} statistic represents how much damage to one
location you can tolerate.  If the amount of damage you sustain in a
round is greater than or equal to your {\tt Critical} damage, you must
lose the use of one limb.  (You decide which limb.)  You will be unable 
to use that limb until it is healed.  (Healing is discussed in detail below.)
Roleplay accordingly.  If you lost the use of an arm, you must drop anything
you were carrying in that hand.  You will also suffer a -2 penalty on 
every MA and MD until healing is complete.
 
\subsubsection{Zone of control}
 
A round may only {\em begin} if the players involved are within zone of
control (ZOC).  Players within zone of control are those who can touch
fingertips by extending one arm.  Players who are armed may use their
boffer as an extension of their arm for the purposes of determining
ZOC.  Note, however, that the resulting zone of control applys to {\em
both players}.  Thus, if I am wielding a sword and attacking an
unarmed opponent, we are both in ZOC if my boffer barely touches my
opponent's fingers when we extend our arms.  If we were both armed, we
would simply need to be able to touch our boffers.
 
There is one exception to the above.  If someone is using a {\em 
halberd}, and
he can touch you with the tip of his halberd, he can attack you.  However, 
you can only attack him if he is in your ZOC (ie, you can touch his fingertips 
with yours or the tip of your weapon, ignore the halberd for this.)  If you
are in his ZOC but he is not in yours, your MA scores are all effectively 
zero (though you still can show symbols and your MD scores are unchanged.)

subsubsection{Forfeiting the round}

A player may at any time forfeit the round of combat.  This permits
the character to perform some other action---pick something up, turn 
around, put down the 16-ton weight, etc.  For example, if a player wishes 
to pick a weapon or other object up off the ground (said object must 
also be in zone of control) this is done by kneeling down reaching for the 
phys rep at the end of the count, instead of showing a combat symbol.  The 
character automatically loses all attacks directed at him or her, and 
has a martial defense of 0 for the round.  

If more than one player reaches for the same object, it remains on the
ground, and they have all forfeited the round.  

Drawing a weapon which you have on your person is a special case which 
does not require you to FULLY forfeit the round.  At the end of the count, 
instead of showing a symbol, simply take out the phys rep for the weapon 
you wish to draw.  (The phys rep must be located in a belt or pocket, or 
somplace where you can draw it in a single, fluid motion with one hand.) 
You are assumed to have parried while drawing the weapon.  YOU CAN NOT 
INFLICT ANY DAMAGE TO ANY OTHER CHARACTER WITH THIS ACTION, however, you 
TAKE damage as if you had shown the parry symbol.  

\subsection{Beginning an attack}
 
To begin an attack, declare ``martial attack'' and point at your
desired opponent.  You should then begin the count immediately.  If
you are attacked, you must respond on ``Three'' or you forfeit the round
of combat.  If you wish to draw a weapon, it must be completely drawn
before the count has ended.  A weapon is certainly completely drawn if
it is in the hand used to take the action for the round.

After this initial round of combat, you can only draw a weapon (or
pick one up off the ground) by the means described above.  
 
\subsubsection{Surprise}
 
An opponent is certainly surprised if they fail to take any action
when their attacker completes the count.  It is also possible to
surprise an opponent by attacking them from behind.  
 
If the attacker and the target are in dispute about whether or not the
attacker is ``behind'' the defender, the question is resolved as follows:
Target, extend your arms out to your sides.  Bend your arms back as far 
as you can KEEPING YOUR PALMS FORWARD AND YOUR ARMS AT SHOULDER HEIGHT.  
Any player who is standing wholly or partially within the arc defined 
by your arms is considered in front of you, and you may take action
against them.  If the attacker is not within this arc, and is within 
ZOC, you are obliged to forfeit the round. (Be reasonable.)  
You may turn toward your 
attacker and/or draw a weapon in the meantime.  Surprise of this sort 
only lasts for one round.
 
\subsection{Multiple attackers}
 
It is possible for multiple people to attack the same target.  All
participants in a multi-way combat must count and take their actions
simultaneously.  If you are the target of multiple attacks, use the
action you took to defend against all of the attacks.  Your martial
defense score is used in turn against all of the opponents who beat or
tie you.  In effect, each attack is resolved as a sort of
self-contained mini-combat.  The major difference is that {\em all}
the damage you take in a given round counts towards critical damage.
Thus, it becomes easier to lose use of a limb when multiple opponents
are attacking you.

If you are surrounded by attackers, your martial defense score only
applies to those in front of you (Where front is defined as in the 
previous section.)  Attackers behind you inflict damage as if you had
forfeited the round.  

\subsection{Multiple targets}
 
A player may only attack a single target during a given round of
combat.  If you have multiple possible targets, you should point to
the person you are attacking as you take your action.  You should
probably be able to do this with the same hand, in fact!  It is also
polite to attempt eye contact with your chosen target.  Your target
can thus vary from round to round.  Note from the section above that
you can still defend yourself against all comers.
 
If multiple attackers are surrounding you, you can only attack those in
front of you.

\subsection{Joining a combat in progress}

If there is a combat in progress, you may enter the combat simply by 
stepping into ZOC of one or more of the participants and saying ``Martial 
attack.''  You do not need to specify who you intend to attack.
When the count for the next round begins, count with the others and show your
symbol.  All the above rules about multiple attackers and multiple targets
apply to you.  

\subsection{Fencing}

Sometimes people wish to have swordfights or honor duels which are intended
to determine a winner, but are not for blood.  This is called fencing.  
Fencing is not deadly but it's not perfectly safe --- any time two people are 
waving swords at each other, someone could get hurt.  

People fence with blunted fencing foils (+2 MA) and wear padded jerkins.  A 
jerkin
acts as armour.  If you get hit by a fencing foil while you're wearing a 
jerkin, compute damage as usual, then divide by 3 and round to the nearest
integer.  This is how many hit points of damamge you REALLY took.  

JERKINS ARE USELESS IN UNARMED COMBAT AND AGAINST OTHER WEAPONS.  THEY PROTECT
YOU ONLY FROM FENCING FOILS.

The winner of a fencing match is determined not by who inflicts the most
damage or who falls unconscious first, but by who first scores a specified 
number of ``hits'' on his opponent.  You score a ``hit'' any time you strike 
your opponent's jerkin with your foil.  In game terms, any round in which
you do one or
more points of damage to your opponent (this refers to damage computed BEFORE
applying the modifier for armour) you have scored one ``hit.''    

(This means you have to keep track of both hit points of real damage and 
``hits'' but most fencing matches will have a referee and/or witnesses to help
you keep track.)

\subsection{Missile combat}
 
Note that there is no ranged combat in 
{\em All the World's a Stage}.  Since when did you see
anyone get shot in an original Shakespeare play, anyhow?  If someone
throws a foam pellet at you or shoots you with a disk gun, you have
just been hit by a foam pellet or plastic disk.  Roleplay accordingly
(Not!).  
 
\section{Stunning}
 
If your hit points drop to 0 or below, you are stunned.  You must sit
on the floor and declare ``I am stunned''.  You will continue to
perceive events which go on around you, but you cannot take any game
action.  If you are not tended to by a healer within half an hour, you
will die.

The body of a stunned opponent may be moved around at will.  Make a
sign saying ``I am carrying a body'' and carry it with you.  {\em A
body counts as a two-sticker bulky item.}
 
At any time you may administer a killing blow to a stunned opponent.
Walk into ZOC of them and say ``killing blow''.  Then count to 3.  If
you reach three, they are then dead.  Another character can stop you
by initiating combat with you or saying ``I stop you'' (if within zoc)
before you've counted 3.

A stunned player may, at their own option, choose to be unconscious.  The
player removes his or her badge and leaves, placing the badge where
they had been sitting.  In order to regain
consciousness, they put their badge back on.  They are then stunned
once again.  Unconscious characters are otherwise treated identically
to Stunned characters.
 
\section{Death and Dying}
 
There are three basic ways to die in 
{\em All the World's a Stage}.  The first is to become
stunned and die after a half an hour because you have not received any
life-saving healing.  The second is by receiving a killing blow after
being stunned.  
 
Finally, it is possible to die of trauma.  If your hit point total is
reduced {\em below} --Critical, you have been so grievously wounded
that you do not stand a chance, and you die instantaneously of the
shock.  
 
If you die, take your badge off, leave it where your body was along with
all your items, and see a GM immediately.  

If you really, really want to do a dying soliloquy, you may --- {\em as
long as you convey NO game-relevant information in so doing}.

\section{Healing}

If you are ``stunned'' or unconscious, and a character administers first aid,
you are conscious again and have one hit point.  Any player character can 
administer first aid.

Hit points are regained once per day while you sleep.  (The number of 
hit points you regain at this time will be on your stat card as a hit
point recovery rate.)
However, if you receive
prompt attention from a healer, the process is speeded.  If another character 
uses the healing ability on you WITHIN A HALF HOUR of the injury being 
inflicted, you immediately regain 1/3 of the hit points that were lost.  This
sort of healing requires a special ability.

Note that you cannot have the same injury ``healed'' more than once.

If you take a critical hit, your combat stats will all be at -2 for the 
duration of the game, and your ``maximum'' hit point total is decreased 
to 4/5 of the original.  Note that a critical hit involves a limb broken 
or similarly mangled.  It will not heal within the one week time frame 
of the game via ``normal'' healing.  However, you can have the limb 
treated by a healer with a special ability to treat critical hits (this is
the equivalent of splinting, etc.)  If your critical hit is treated, the
penalty of -2 to all MA and MD stats is reduced to -1.  You will also 
regain limited use of the limb --- for legs you can walk on it but cannot run, 
for arms you can pick up items with it but cannot pick up bulky items with it
and cannot fight with it.  

This example should clear up any ambiguities:

Romeo has 20 hit points and takes 26 points of damage via a self inflicted 
sword wound.  He's now at -6, stunned but not dead since his crit threshhold 
is 11.  Someone gives him first aid, he's now at 1 and conscious.  A healer 
comes along and heals him, he regains 6 hit points (19/3 rounded off) putting 
him at 7.  He goes to sleep and regains 6 more, putting him at 13.  That day he
takes 11 points of damage in a minor domestic squabble with his bride 
Juliet.  He's now 18 points of damage below normal, but since only 11 of that
is attributable to an ``unhealed'' injury, another visit to the healer will
give only 4 back.  This puts him at 6.  The next day he's up to 12.  The next
day he goes up to 16 and will go no higher, since the sword injury is 
critical and 16 is his new limit.  

If all this is too confusing for you, feel free to ignore healers entirely
and only regain hit points at the standard rate. 

\end{document}
