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{\bf Rules for Moon Over Bourbon Street}
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\section{Introduction}

Welcome to Moon Over Bourbon Street, aka MOBS, aka Bourbon Street.
These are the basic rules for the game -- familiarize yourself with
them.

We have tried to select brevity and clarity over case-completeness;
thus, the rules may not explicity cover strange situations.  In these
cases, we encourage you to 1) apply common sense; if that fails, 2)
contact a GM!  That's what we're here for.

\section{Character Packets}

Your Character Packet contains a bunch of things relevant to the game.
For the purposes of the game, your Character Packet doesn't exist.
Therefore, none of the contents, unless clearly stated otherwise (the
main example being the cards representing items), should ever be shown
to any other Player under any circumstances.

Your Character Packet will include some or all of the following:
(\begin{underline} Underlined \end{underline} objects may not appear
in your packet)

\begin{itemize}

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

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

\item {\bf Maneuver Cards}:  These cards are used to conduct martial
combat.  This will be explained later in the rules.

\item {\bf Character Sheet}:
This sheet tells you everything you need to know about your character, and 
supersedes information in any other sheets you might have.  It includes
a checklist of everything else you should find in your packet.  Please
make sure your packet is complete.


\item 
\begin{underline}
{\bf Ability Card(s)}:
\end{underline}
These are cards associated with special abilities your Character may
have; each one will describe the mechanics of how some 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.


\item 
\begin{underline}
{\bf Info Sheet(s)}:
\end{underline}
These sheets contain information or knowledge that your Character has.
Bluesheets contain information about specific groups you may be a member
of;  Greensheets contain information about mechanics.  The line between
the two is somewhat fuzzy.

\item {\bf Item Card(s)}:
These are cards that represent physical items in the game.  Item
Cards, unlike other things in your Character Packet, can be shown and
even given to other Players, or other Players may take them from you.
Item Cards marked with a big orange dot 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 both hands and so
cannot carry any other items.

\end{itemize}

\section{Scenario}

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

\subsection{Non-Game Space}

There are some places that are not part of the Game Space.  No game
action should occur in any of these areas, including
in-game conversations.

Game action is not allowed off-campus, in any bathroom/lockerroom, in
any office, in any athena cluster, or in any place which you, the player,
are not allowed to be.  If you are unsure about a specific location, 
ask a GM.

\subsubsection{Players' Rooms}

Any player may retreat to his or her room to study, sleep, or whatever
in safety.  If you wish to speak to someone while their in their room,
ask them if you can come in to talk to them in character.  If they 
agree and let you in, then you can discuss game business and take game 
actions such as shooting them while in their room.  If they tell you 
that they aren't in game at the moment, or refuse to let you in, then 
you can't take any game actions in their room.

If someone invites you into their room for a non game reason, and the
conversation then turns to game, you may again take game action in their
room.  But they have to either agree to start conducting game business or
respond in character before you can take any game action in their room. 

\section{Interacting with...}

Throughout the game, you'll be interacting with a variety of
people in several different roles.  The people you'll interact
with come in five flavors.

\subsection{Game Masters}

The GM's will be acting as judges and referees for anything that
happens during the game.  They 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.  Note that all GM rulings are final. If
anyone is caught knowingly violating the rules (or spirit of the
rules), the GMs reserve the right to remove them from the game.

\subsection{Other Players}

You're playing the game with/against them.  Roleplay accordingly.

\subsection{Non-Player Characters}

Sometimes your Character may end up interacting with someone who exists
in the game, but isn't a Player.  This person is still a Character, but
we call them ``Non-Player Characters'' to make the distinction clear.
NPC's are also the biggest wimps.  In most cases, if a fight breaks out
or anything strange happens while NPC is around, they will run away and
completely forget about what just happened.  NPCs are not to be confused
with NPs (see below.)

\subsection{Observers}

Some people like to hang about, just to watch the fun and random mayhem
that're happening in the game.  We call these people ``Observers.''

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

\subsection{Non-Players}

Non-Players are those people who are not involved with the game in
any way, shape, manner, or form.  There is one cardinal rule for
dealing with Non-Players.  That rule is:  {\bf DO}
\begin{underline}
{\bf NOT}
\end{underline}
{\bf PISS THEM OFF!}

The easiest way to avoid annoying Non-Players would be for them to
never even discover that a game is happening.  This is rather impractical, so do what you can to make it unobvious.

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

In general, if an NP stumbles into a game-action in an isolated
location, things should be okay; on the other hand, if someone starts
something somewhere blatantly stupid and an NP shows up, we will eit
them.  In general, if all parties involved agree that the NP was not a
problem, continue as you were; otherwise summon a GM to sort things out.

\subsection{Athena}

For purposes of the game, athena does not exist, and can only be used
within rather stringent limits.  You may use either e-mail or zephyr to
set up a face-to-face meeting with another player.  You may not use it
to convey any other in-game information.  A message of the form, ``I'd
like to meet with you and This-Person at This-Time in This-Place about
This-Thing,'' is perfectly acceptable.  Going into detail beyond that is
not.  If you are unclear about what can or cannot be done on Athena, ask
a GM.

There are a few specific exceptions to this rule, which will be made
clear if you encounter them.  (See telegraphy in the scenario.)

\section{Special Abilities}

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

Abilities have an Ability Card associated with them.  This card will be
shown to anyone who it is played on, and if applicable, to others who
might notice the effect.

\section{Combat}

\subsection{Meta-Rules}

The Meta-Rules explain
the overall outlook on the combat rules, and are never to be broken, even if it means you must violate the normal rules.  These rules are:
\begin{itemize}

\item Game combats are {\bf NEVER} real combats.  No possibility of injury should exist in any martial combat.  If something is happening that seems likely to cause someone to get hurt, call a halt {\em NOW}.

\item Players are {\bf NOT} to initiate any combats in front of, around, or in
sight of Non-Players. 

\item Combats are {\bf NOT} to cause property damage. 

\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.  

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

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

\end{itemize}

\subsection{Ranged Combat}

Ranged combat is represented by projectiles, varying in type as explained along with their effects below:

\subsubsection{Disk Guns}

A disk gun represents a handgun.  Anyone hit
by a shot from a disk gun must fall down and drop anything they are
carrying, no matter where the shot hit.

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

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

If the limb that is injured is a leg, you are reduced to moving no
faster than a crawl.  If both legs are shot, you are reduced to a {\em
very} slow crawl.  Roleplay accordingly.

For each injured limb, you lose 2 hit points, as per martial combat.

\subsubsection{Patrol Guns}

Normal patrol guns represent shotguns.  If you are hit by a dart from a
patrol gun, it counts as if you were hit by 2 disks from a disk gun.
I.e.  a hit anywhere knocks you down.  One hit in the torso gives you
2 minutes to live, two hits in the torso kills you.  Limb hits incapacitate
the limb, do 4 hit points damage.  

Patrol guns with headbands tied to them represent various things; ask
the person holding one what you see -- preferably from a safe distance.
The effect of being hit by a headbanded patrol gun is the same as being
hit by a shotgun, but may not leave as much of a mess.

\subsubsection{Throwing Knives}

Throwing knifes are represented by cardboard disks with foam edges.  It
takes a special abiility to use a throwing knife properly.  If you are
hit by a throwing knife on the torso, take 3 hit points of damage (see
martial combat, below) and fall down.  If you are hit one the limb, fall
down, take one point of damage, and lose all function of that limb (like
with guns above.)

If you are reduced to zero or fewer hit points by throwing knives, you 
are stunned (see martial combat below) You will lose one hit point a minute.
eventually going unconscious (again, see martial combat for the distinction
between being stunned and unconscious)  You will continue losing hit points
at one per minute until you reach -15, at which point you have bled to death.
Anyone can bind your wounds to stop the bleeding, but you won't start to 
recover until you get medical attention.

\subsubsection{The Mess}

Shooting people tends to make a bloody mess.  Such messes are
represented by two different kinds of objects -- red dots and Yukko
signs (normal pieces of paper with ``Yukko'' written on them in big
letters)

For each shot from a disk gun which hits a person, 2 red dots are created,
up to a total of 10 red dots.  When there are 10 or more red dots, a
Yukko sign goes up.  Any shot from a dart gun which hits a person creates
an automatic Yukko sign.  Note: hits on a single person cannot ever create
more than a Yukko sign.  However, if multiple people are involved, the
mess is additive.  

Hits to the limbs do not create a mess unless they leave the victim 
unconscious.  In other words, the mess is only left when a character ends
up on the floor dying.  It is the responsibility of the victim to place 
the dots or Yukko sign.  

To clean up the mess takes time.  It takes 5 minutes to clean up a single
red dot of mess, and 1 hour to clean up a Yukko sign.  Unless you have
some particular talent at cleaning, however, you will always leave a single
red dot, which cannot be removed. 

\subsubsection{Trails}

If messy body (see above) is moved, it will leave a trail of blood.
Each time a the body is taken through a new building or onto another
floor, a single red dot must be placed along the path of the body.
Place the dot on a wall near the floor.  This is the responsibility of
the person dragging the body (the victim's player may well have left by
this time.)

\subsection{Martial Combat}

Martial Combat is that combat that happens at close range.  Some
people may refer to it as ``hand-to-hand'' combat.

\subsubsection{The Basics}

The combat system in M.O.B.S. is call the ``cinematic'' combat system.
This system uses maneuver cards, contained in each persons packet.  To
learn how to use these cards, read on.

\subsubsection{Zone of Control}

To initiate a Martial Attack, the target must be within the attacker's
Zone of Control.  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.

\subsubsection{Attacking}

If in Zone of Control, start the attack by saying ``Martial Attack''.
Don't shout, but do say it loud and clear.  The defender should respond
with ``Martial Defense'', in a reasonable time frame (3 seconds or
less).  At this point, both attacker and defender choose one of their
maneuver cards.  The cards are both then held up, with each person
holding their card with the maneuver name facing them.  Line up the
cards.  For each "Hit" facing you from the other person's card, check
and see if it lines up with a "Hit" or a "Block" on your card.  For each
"hit" that lines up with a "hit", take a point of damage.  Further, if
you are ``hit'', you must enact the role-play effect described on the
other person's card, thus the ``cinematic'' nature of the combat system.
Some cards may have special effects that override these rules.

In general, ALWAYS role-play the effects of being hit, but NEVER NEVER
NEVER role-play attempting to hit someone -- we don't want anyone
getting hurt.

Standing up and falling down are maneuvers which may be used without
cards;  they do take one round of combat to perform.

\subsubsection{Surprise}

Should you attack someone, and their response to ``martial attack'' is
something akin to ''Huh?'', you have surprised them.  Pick a maneuver,
and use it.  They get no defense.  

\subsubsection{Hit Points}

Each round of combat, you're likely to take some ``hit''s.  For each
``hit'' you take, subtract one from your damage capacity ( listed on
your stat card).  When your damage capcity reaches zero, you are
stunned.  You must fall to the floor, and can take no action.  However,
you are still conscious and can hear and see everything around you.  You
are also immune to killing blows while stunned (see below.)

If someone continues to beat on you while you are stunned, you will go
unconscious when you reach negative your damage capacity.  If you are
unconscious, you do not see or hear anything, and can be affected by a
killing blow.

\subsubsection{Break}

You may disengage from hand to hand combat at any time, either by using
a maneuver which allows you to do so, or by calling out ``Break''.  If your
opponent also then declares ``Break'', you have broken off combat.  If he
does not, you are still fighting.

\subsubsection{Movement}

When engaged in martial combat, you may not move back and forth, except to
role play effects of any hits.  You cannot, for example, walk in one direction
pulling the fight towards your friends in the next building.

\subsubsection{Hand-to-Hand Weapons}

Possession of certain Item Cards for weapons will help in Martial
Combat.  Usually, besides having the Item Card, you must also be
carrying a Foam Boffer.  The Boffer is the representation of the weapon.
The effects of weapons are clearly stated on the item cards.  Improvised
weapons (clubs, chairs, broken bottles) do one additional point of
damage in any round where you score a hit or hits on your opponent.  You
must get improvised weapons approved by GMs ahead of time.  Note that
guns may be used as improvised clubs without prior approval or use of
foam boffers.

Knives add one point of damage in any round where you hit your opponent,
and subtract one point of damage from any hits on you in each round.

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.

\subsubsection{Multiple Opponents}

If fighting multiple opponents, everything is done the same way, except
you hold your maneuver up directly towards the person you wish to damage.
You then make comparisons of your card vs. the cards of everyone who is
attacking you, and the person who you are attacking, taking and causing
damage appropriately.  Note, that while you get to use your maneuver to
defend against anyone who is attacking you, you CANNOT damage anyone 
who you do not specifically attack.  Clearly, you can only hurt at most
one person in any given round.

Breaks in Martial Combats against multiple opponents work similarly to
the way they work in one-on-one's, with a slight twist.  You may
disengage in the same ways as mentioned before, except: if you use
a maneuver to break off, it will allow you to break off from one of
your opponents.  However, if more people are still attacking you, you
are still engaged with them.  If you attempt to break by calling out
"break", you can break off only if everyone you are engaged with also
calls "break".  Anyone who does not call "break" is still engaging you.

\subsection{Ranged Combat vs. Martial Combat}

Simple;  guns win.  Martial combat and ranged combat both occur in 
real-time, that is, taking as much time as it really takes.  If you
have a gun out when someone calls ``martial attack'', you may shoot them,
as long as you do so in a reasonable time frame (3 seconds being the 
limit again).  The gun must be ``clear'', as defined
above for hand-to-hand weapons.  Once the three seconds elapse, you are in
martial combat (assuming your opponent is still standing for some reason) 
and can not fire any more.

If you see a Martial Combat occurring and feel like opening fire upon
the combatants, you may.  As long as you are not engaged in the martial
combat, you may draw a weapon and fire at will.  There is NO disarm.

\subsection{Halts}

A halt should be called in any of the previously mentioned situations
(danger, non-players), or if there is confusion about the rules.

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; that
would be cheating.

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.  You may not talk about
any aspect of the game, except in regards to resolving the current
situation.  Hopefully, if any Halts are necessary, they'll be able to be
resolved very quickly.  Be reasonable and be {\em familiar with the
Rules.}

\subsubsection{Non Players and Combat}

We've said it before, but it bears repeating.  Don't piss off non-players!
If a non-player comes upon a scene where game action (such as combat) is 
occurring, call a Halt, and put all weapons away.  Then come get a GM.
If you were using common sense and trying to avoid non-players, nothing
terrible is likely to happen.   If you were stupid enough to open fire
in the infinite corridor, even if there wasn't anyone around when you
pulled your gun, we will come down hard on you.  If someone starts 
shooting when there is a non player around, call a Halt, don't shoot back.

\subsection{Explosives}

If you see a cardbord box with three pieces of string hanging out of it,
and possibly a timer of some sort inside of it (you might even hear
ticking), it is a bomb.  If you know more, you will know more.  If you
don't have any ability to disarm the bomb, you'll probably want to run
away.

If you see such a box and hear it start to ring/beep/whatever, the bomb
has exploded.  As soon as teh ringing starts, you should all freeze in
your current positions.  You are in a Halt until a GM can adjucate the
results.  There will probably already be one nearby.  Odds are that
anyone near the bomb is going to suffer the same effect as being shot
multiple times.

\section{Healing}
\subsection{Hit Points}

Damage capacity is recovered at the rate of 1 per minute.  Your
Character will not recover while in Combat.  You may never have more
damage capcity than the maximum listed on your Stat Card.  If you are
unconscious, you will become conscious but stunned when you have more
than negative your damage capacity points, and you will stop being
stunned when you reach 1 or more.

\subsection{Other Injuries}

Recovery from other types of injury will require the help of a
medical doctor.

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

If you are shot in the torso, but receive prompt medical attention,
you can recover.  Under proper medical care, you will be out of the
game for 12 hours per disk, and in game but immobile, (in the hospital or
at home) for an additional 12 hours per disk.

\section{Death}

\subsection{Things That Can Kill You}

You can be killed by being shot, as previously mentioned.  If you are 
unconscious and not merely stunned, another Character can kill you by 
touching you and declaring ``Killing Blow.''  They
must then count off 2 seconds.  If no one in their 
Zone of Control attacks them or says ``I stop you'' before they complete
their count, they have killed you.

\subsection{If it Happens to You}

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

\begin{itemize}
\item Be a good sport about it.
\item {\bf DO NOT} give out any information about your Character
and/or your Character's death to any Players.
\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 {\em very} obvious.  For example,
you could tell a Player who looks at you, ``I'm lying on the floor
face-down, not moving, with what looks like a bullet wound in my
back.''
\item Fill out the ``Death Report Form'' on the back of your Stat
Card, and bring it to a GM.
\item When you leave the scene, put any Item Cards in your possession
in a stack where your body is.  Place your paper badge on top of the
stack; bring the badge-holder to the GMs.
\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''.  If, after your Character's death becomes generally known to the other
Characters, you're interested in watching the game, come to the GMs.  We'll
give you an ``Observer'' badge, and you can watch as such.

\section{Sex, Drugs, and Rock'n'Roll}

\subsection{Drugs and Other Consumables}

Drugs and other things that your Character may wish to consume are
represented in the game by Item Cards with an envelope attached.

The Item Card will give a description of the consumable.   The envelope 
contains effects of the consumable.  If you imbibe the item, 
open envelope and follow the instructions.
The effects of any drug or consumable are {\em NOT} cumulative. 

If another drug you take would give a similar effect, 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.

\subsubsection{Poison}

Food poisons do exist in game, but they are rare and clumsy.  In
general, you cant' trick anything more intelligent than a horse into
eating poison.  So the only way you kill a player character with
ingestible poison is to knock them unconscious and shove it down the
character's throat.  But at that point it's just as easy to killing
blow, and a lot less hassle.

\subsection{Addictions}

Your character may be addicted to any number of things, like alcohol or
morphine.  If so, you will have an disability that tells you what you
are addicted to.  If you do not get a dose of something you are addicted
to on time, you will go into withdrawal.  The effects of withdrawal are
listed in your sheet; see a gm with questions.

\subsection{Seduction}

You all have a seduction and seduction resistance number on your stat card.
If you want to seduce someone, spend 10 minutes alone with the person, and 
then tell them your seduction number.  If their seduction resistance is
lower than your seduction, then you succeed.  Go off alone to a quiet space
for 10 minutes.  You may not attack each other while off in the private
place, nor for 10 minutes afterward.

\section{Interrogation}

If someone has you helpless, they can interrogate you, which usually
involves nasty things, i.e. torture.  There are stats (``torture threshold'' and 
``torture window'') on your stat card which will help determine how you react to 
the interrogation.

To interrogate someone, declare the amount of time you wish to spend
``softening'' their will.  You and the player must then spend that much
time while you do the ``softening.''  Feel free to role play if you
like.  When you are done ``softening'' your target, you may ask three
questions, each spaced by at least 2 minutes (it takes that long to get
the info out of the subject).  If the time spent is less than the
``torture threshold'' number on their stat card, the subject may say
what he pleases.  If the time spent is greater than the threshold plus
the ``torture window'' number on their stat card, the subject will say
whatever he believes the interrogator wants to hear.  If the time spent
is in the window, the subject must answer the question truthfully.

Once the torturer has asked his three questions, or ten minutes has passed
since his last question, the victim falls unconscious for ten minutes and
{\bf PERMANENTLY loses two hit points}  It is possible to be tortured to 
death over multiple sessions.

\section{Theft for Fun and Profit}

Sometimes another Character will have something you want.  There are several ways to get it.

\subsection{Searching}

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

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
M.O.B.S.}).

If you want to search an out of game area, such as someone's dorm room,
see a GM.  

{\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, stunned, or unconscious.  
Two types of searches can be done on a person.

\begin{itemize}
\item {\bf ``Pat-Down Search''} This search will only reveal the
presence of any weapons.
This takes as much time as it takes your victim to tell you what you
find.
\item {\bf Total Search}  This type of search simulates a mildly
invasive complete search of the Character's entire clothing.  This
takes as much time as it takes your victim to hand over their Item
Cards.  If you're the victim, do this at a reasonble pace; don't
stall.
\end{itemize}

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

\subsection{Stealing}

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

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

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

\subsection{Locks}

Sometimes someone will attempt to stop you from stealing something by
putting it behind a locked door.  The only way to defeat a lock in this
game is to break it.  This can be done by shooting the lock once with a
disk gun.  You MUST actually fire the gun.

If you want your Character to break into a locked room, contact a
GM.

\section{Summary}

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

\begin{itemize}
\item {\bf DON'T PISS OFF NON-PLAYERS.}
\item Use common sense.
\item All GM rulings are final.
\end{itemize}

\end{document}

added on:


Combat:
getting up, falling down are maneuvers that are allowed w/o cards.
can't knock someone down who's getting up.

weapons: 
patrol gun w/ headband attached/dangling is something dangerous -- fear it.

dragging bodies leaves dot-trail
throwing knives exist, how they work

seduction: how it works

patrol gun w/ headband is dangerous.

abilities are relatively rare.

torture leads to psychosis and death.


