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{\large \bf General Rules for Peace In Our Time} \\ 
{\tiny This game and all of its text \copyright 1996 MIT Assassins' Guild}
\end{center}

	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 the rules 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 marked as non-game items contain information
about your character and should be read but never shown to any other
player.  Sheets marked as game items should be treated like item cards
below.

	Each character will receive an {\bf ID Badge}.  You must wear
your badge at all times while you are playing in the game.  

	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 Random Technical Items}.  RTIs are
represented by Lego Building Blocks.

	You might have {\bf Specific Technical Items}.  STIs are
represented by normal item cards.

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

	You may have {\bf Memory Packets}.  You may open these
and read them anytime you see/hear the number/description on the front.

	Finally, all characters will have {\bf Combat Cards} and {\bf
Stat Cards}.  You should keep these handy at all times during the
game.  The GMs suggest you keep them in your name badge holder.

	For your convenience, 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.

	Due to a printer error, (Mike broke the color printer),
characters who should possess blueprints will not be receiving them
until game begins.  If you think you should be researching some tech
and don't have blueprints for it, this is why.

\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 Do not annoy the NPs (non-players) in any way.

\item Do 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 other than
conversation, a game halt shall be called and held until the NP
departs.

\item Do 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, {\em 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 publically 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} 

Special Abilities may modify these rules.

Attacks are done by coming within someone's "zone of control" and
saying "Martial Attack" {\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" within 2 seconds of the attack, both players
draw a combat card from thier opponent simultaneously.  If the
defender fails to respond, the attacker need not draw a card from his
combat hand.  You must always present all of your cards to your
opponent.  After revealing the card you have drawn, return it to your
opponent. Combat cards have four results:

\begin{description}
\item[Miss] A person drawing this card takes no damage.  A Miss* combat 
card acts like a miss unless you know otherwise.

\item[Hit (Damage A)] A person drawing this card loses the number of
hit points equal to his opponent's Damage A stat.

\item[Hit (Damage B)] A person drawing this card loses the number of
hit points equal to his opponent's Damage B stat.

\item[Special] If someone draws a Special from your hand you may play a
``Combat Special'' Ability.  If you have more than once such ability
you may choose one.  If you have no such abilities or decline to play
such an ability, your opponent may treat this as a Miss.
\end{description}

In multiple player combat, each player offers his combat hand to one
other.  Players declaring martial attack after the defender has stated
martial defense will participate in the next round.

Any time your hit points reach zero, you are unconscious for 10
minutes. At the end of 10 minutes you wake up with one hit point.
Otherwise, you recover lost hit points at the rate of one per 24
hours.

\subsection{Ranged Combat}

Anytime you are hit with any ranged weapon listed below anywhere on
your body, you must fall down and drop all of your items. This means
your backside and both empty hands must touch the floor.  Only people
wearing colored headbands are immune to this rule.  (Do not wear a
heandband unless you have an ability telling you how.)  You also
suffer the additional effects listed below.

{\bf Disk Guns:} These represent stunners of several types.  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 be
unconscious for ten minutes.  This does not cause any hit point loss.

{\bf Dart Guns:} These represent blasters of several types.  Any time
you are hit with a dart, you will fall down, drop all items you
possess and suffer the following effects.

Torso or head hit:\\
	1 hit - You are unconscious, and will die in 15 minutes.\\
	2 hits - You are unconscious, and will die in 5 minutes.\\
	3 hits - You are dead.

Limb hit:\\
	Lose that limb's function (roleplay) and two hit points.\\ 
	You will bleed to death in one hour. \\
        For limb that is shot, loose 1 to each of your damage stats \\
        until the limb is repaired.  (Not just stopped bleeding.) \\
        This is cumulative. 


If the patrol gun has a ribbon hanging off of its barrel, multiply
the number of hits by three.

If your hit points reach zero as a result of blaster fire, you will
fall unconscious and not wake up as normal.  Leave your badge where
your body lies and see a GM.

{\bf Foam pellets:} The thrower will explain the effect to you after
you fall down.

\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 FIVE seconds to prevent this.  If the
killing blow is not prevented, the victim is dead.

\section{Random Rules}

	{\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 Colored 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 Computers:} If you find a deck of cards, it's a small
personal computer.  They are about as powerful as anyone would need a
computer to be. (Except, of course, a powerful and complex AI, but
that would be illegal.) Anyone can hand a deck to someone else, carry
a deck, stash a deck, etc., but don't look at the cards unless you know
otherwise.

To run a deck, merely hold the deck in both hands and say ``I am
running this deck.''  Then, open it up, don't look at the cards, and
read the little slip of paper which will tell you what happens.

	{\bf Name Badges:} If your character dies, write ``Dead'' on
your name badge and leave it where the body lies.  If you find a name
badge lying around without the word ``dead'' on it, you may consider
yourself to have found an unconscious body that is now at your mercy.

	{\bf Athena:} Feel free to use athena, but send personals or
e-mail only.  Game action other than sending mail or zephyrs may not
occur in clusters.  Please do not send many more personal zephyrs than
are necessary to set up a personal meeting.  Assassin is played face
to face, not over zephyr.

	{\bf Delta and Psi:} All characters have a $\delta$ and $\psi$
stat.  Anytime this stat is reduced to zero, it will return to one
twelve hours later. 
	
	{\bf Bonds:} Combine bonds are how money is transferred in
large denominations.  They can be converted to BDAWF credits on
working days (not weekends) from 9am to 5pm at the Darkstar Bank.
Bonds are very difficult to forge.  The owner of a bond writes his
name on it. He and only he may then give it to someone else by
changing the name.  Stolen bonds may be replaced during banking hours.

	{\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.
Follow whichever instructions are listed by any letter in the {\em
Drug-effects} field of your Stat Card.  If none of the letters on your
stat card are in the packet, then it has no effect on you.  Once you
actually open the envelope you are committed, so think carefully.

	{\bf Interrogation:} To interrogate someone, you must render
the person helpless, either by knocking them unconscious and binding
them with some appropriate material (rope is fine for Lomin; sheet
metal is preferred for T'Nari---assume you can find something
appropriate lying around) or by obtaining their agreement and then
binding them.  You may then proceed to interrogate the person.  Count
the number of minutes between the time that the interrogation was
started and the time that you ask your question.  The question must be
specific and may not be open-ended (see below).  If the time (in
minutes) is greater than the victim's ``break'' stat, but less than or
equal to the sum of the victim's ``break'' and ``window'' stats, the
person is required answer the question truthfully, unless he/she
possesses an ability which says otherwise.  If the time is less than
the victim's ``break'' stat, the victim may say whatever he/she wants,
and if the time is greater than the sum, the victim should say
whatever he/she thinks the interrogator wants to hear.  Immediately
following any successful interrogation, the victim's ``break'' stat
will be reset by a GM or an authorized ghost.  Immediately following
{\it any} interrogation attempt, regardless of the outcome, the victim
falls unconscious for thirty minutes.  Some people may have abilities
that allow more efficient and effective methods of interrogation.

	Acceptable questions:  ``What is the public name of the person
to whom you are most loyal?''  ``Who gave you that RTI?''  ``When and
where is your next scheduled meeting with so-and-so?''

	Poor questions: ``Why did you resign?'' (If there were
multiple or conflicting reasons, the victim may supply any one) ``What
are you planning to do tonight?''  (similar problem)

	Unacceptable questions:  ``Who are your agents?''  ``Tell me
what you're up to?''  ``List and sort, in descending order of your
degree of loyalty to the organization, all groups of which you are a 
member.''

	{\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 Stores:}  Because Darkstar is a warren of small streets 
and alleys, stores are not necessarily easily found.  The mechanic for 
this is 8.5 X 11 sheets around campus that say that they are a store.  A 
list of what the store sells is listed and how much things go for.
If you find a store and want to buy something on the list, go to
the control room and tell the GMs what store you are buying from, where
is it, and what you are buying.

	{\bf Campus:} You may not go above the third floor of any MIT
building unless you know otherwise.  Remember, the third floor of the
infinite corridor connects to the fourth floor of other buildings.

	{\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.

{\bf Acknowledgements: The GMs would like to thank Scott Centurino for
his production assistance, Charles Hope for his helpful advice, and
all of the non-players who showed up to give us food.}

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