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{\bf Rules for Calypso}
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\section{Introduction}

These are the basic rules for Calypso -- please read them in their
entirety.  When making GM rulings, we will not look kindly on
ignorance of the rules as an excuse. 

We have tried to make these rules short and clear.  In strange cases,
we encourage you to apply common sense. If that fails, ask a GM!

\section{Character Packets}

For the purposes of the game, your character packet doesn't exist.
Therefore, none of its 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:
\underline{Underlined} 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 badge has three ``sides'': A normal
side indicating your character's name and physical description, an
``at sea'' side, which indicates you are at sea, and therefore not in the
normal game space, and an ``I'M NOT HERE'' side, for use when you're
not playing.  

If you are in Calypso, and you see someone who is ``NOT HERE'' or ``At
Sea'', you do not notice anything.  If you are ``At Sea'', you only
notice other people who are ``At Sea''.  We know this is difficult,
but it's the best we can do; try not to metagame.

\item {\bf Stat Card}: You may not know what some statistics mean
unless you have a specific ability or information sheet.  Generally,
you cannot talk about/compare any of your stats, unless an ability
tells you otherwise.

\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 \underline{{\bf Ability Card(s)}:} 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.  Special
ability rules take precedence over these rules.

\item \underline{{\bf Info Sheet(s)}:}
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.  

\item \underline{{\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.  An item card that says
``Bulky'' cannot be hidden or placed in your pocket, and takes an
entire hand to carry.  Items that say ``Really Bulky'' must be held
visibly in two hands, and can be moved only slowly by a single person.
Heavier mobile items do exist, and the amount of strength needed to
move them will be indicated on the item card.  An average person has
strength 1.

\item \underline{{\bf Psych Lim Card(s)}:} These cards are reminders
about the various psychological quicks of your character and their
intensities.  You should attempt to roleplay them.

\item \underline{{\bf Memory Packet(s)}:} These are packets that
represent your memories.  They will have one or more ``triggers''
written on the front.  If the trigger is a number, the memory is
triggered when you see a person, item or place with that identifying
number.  If the trigger is a phrase, the memory is triggered when you
hear or see the phrase.  The packet may also say something like
``QK'', in which case you only open it when something tells you to
open your QK packet, not when you hear someone say ``QK''. Your
character is not aware of memory packets so you may not attempt to
trigger them.

\item \underline{{\bf Money}:}
Small red disks represent ``pieces of eight'', the standard gold
currency.  Larger white disks represent Gold Doubloons.  There
are eight ``pieces'' in a Doubloon.

\end{itemize}

\section{Non-Game Space}

No game action or in-game coversations should occur in any of the
following areas:

\begin{itemize}

\item off-campus \item in any bathroom/lockerroom \item  in
any office \item in any athena cluster \item  or in any place which you, the
player, are not allowed to be.  \end{itemize} 

Furthermore, the following locations on the MIT campus do not exist in
Calypso: Building 20 and anywhere ABOVE the 3rd floor.  You cannot go
to any of these locations without a specific ability.  If you are
unsure about a specific location, ask a GM.

\subsection{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 he's in his
room, ask him if you can come in to talk to him in-character.  If
he agrees and lets you in, then you can discuss game business and take
game actions such as shooting him while in his room.  If he tells
you that he isn't in game at the moment, or refuses to let you in,
then you can't take any game actions in his room.

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

\section{Ghosts and Non Players}

\subsection{Ghosts}

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

Ghosts will be wearing Badges that say ``Ghost'' 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.  Ghosts 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 a Ghost, or think that the presence of Ghosts 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.  {\bf DO NOT PISS THEM OFF!}

If a Non-Player comes upon the scene where a complicated or violent
game action is happening (especially one involving guns), 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. 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.


\section{Combat}

\subsection{Hit Points and Damage}

All mortal characters in the game have hit points,
which represent their capacity to take damage.  An average adult
character has about 10 hit points.

There are two types of damage, stunning and killing.  Stunning damage
is recovered at the rate of one point/two minutes.  Killing damage is
recovered at the rate of two points/night, {\em if you took no killing
damage on that day}.

Track the two kinds of damage separately.  Any time your total damage
taken (stunning and killing) is equal to or greater than your hit
points, you are unconscious.  If you take your hitpoints (or more) in
solely killing damage, you will wake up after 15 minutes, and be at 0
hit points.  If you are at 0 hit points (or less) due to killing
damage and you take any further killing damage, you are dead.

Other sorts of injuries will heal in game-time only via special means,
such as the attentions of a loa.  The loa are also known to be able to
help people heal faster.

\subsection{Ranged Combat}

\subsubsection{Patrol Guns}

Normal patrol guns represent muskets.  If you are hit in the limb with
a musket shot, {\em fall down} and {\em drop anything you are
carrying}.  You lose the use of that limb, so hop or act one-armed, as
appropriate.  You take an amount of killing damage equal to the lesser
of 6 or your hit points.

If you are hit in the torso with a musket, you take killing damage
equal to your hit points and are unconscious.  You wake up after
fifteen minutes, at 0 hit points; after forty-five more minutes, you
will bleed to death unless you find someone who can bind your wounds;
this requires an ability.  If you're shot again or otherwise damaged,
you're dead.

Muskets require a horn of gunpowder to load.  For the purposes of
loading muskets, a horn of gunpowder is inexhaustible, but is
otherwise indivisible.

Muskets take some time to reload.  In particular, after firing a
musket, you must pass the musket and the horn of a gunpowder around
your body five times before putting another dart in.

\subsubsection{Disk Guns}

You don't know what disk guns represent, because you've never seen
one.  If you do see one, assume that the things it shoots at you are
at least as bad as mukset shots in terms of the effect: if you get hit
in the limb, act as if you've been shot in the limb, and if you get
hit in the torso, fall unconscious.  If the effect was something
weird, whoever shot you will inform you of consequences.

Disc guns will always represent a physical item, rather than ``My hand
is glowing menacingly.''  Feel free to ask what someone's holding.

\subsection{Martial Combat}

\subsubsection{Zone of Control}

To initiate a martial combat, 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 the target is in your 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
should choose one maneuver card.  Hold up your card with the side that
has the line ``compare this side'' facing you.  Line up the cards.
For each ``Hit'' facing you from the other person's card, check and
see if it lines up with a ``No Block'' or a ``Block'' on your card.
For each ``Hit'' that lines up with a ``No Block'', take a point of
damage.  Further, if you are ``hit'', you should enact the
role-playing 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.

\subsubsection{Surprise}

If 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 and take all of the ``hits'' on the
card.


\subsubsection{Stunning and Killing}

You should have two colors of combat cards, yellow and red.  Yellow
combat cards represent stunning damage; you are hitting someone with
your fists, a club, etc.  Red cards do killing damage, and you need an
edged weapon to use them.

\subsubsection{Hand-to-Hand Weapons}

In order to do damage with a weapon, you must have both an item card
and a physical representation (ie, a foam boffer) for the weapon.  In
addition, you must have the representation in your hand and clear at
the beginning of a round, 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.



\subsubsection{Drawing a Weapon While in Martial Combat}

If you want to draw any weapon in martial combat, you must take a
round of damage.  Instead of playing a maneuver, declare you are
drawing a weapon at the beginning of the round; you get no defense
against the move your opponent plays.  You can draw a ranged weapon or
a hand-to-hand weapon in this manner.

\subsubsection{Disarming}

Disarming is a combat maneuver.  If you play a disarming move on
someone, they are disarmed after martial damage is done for that
round, but {\em before} guns can be fired.  The disarming move itself
does no damage.  Not everyone has disarm, but neither should it be
considered rare or unheard of.



\subsubsection{Disengaging}

To disengage from hand-to-hand combat, call out ``Break'' while
playing your card.  If your opponent also declares ``Break,'' the
combat is over.  If your opponent doesn't declare ``Break,'' play a
maneuver.  However, you do no damage that round. If your opponent does
not damage you, you have escaped from combat.  Otherwise, you're still
fighting.


\subsection{Ranged Combat vs. Martial Combat}

Anyone who's not involved in martial combat may, at will, shoot anyone
who is involved in martial combat.  If you are in martial combat
(i.e., martial attack has been declared) and want to shoot someone,
you have to have a gun out (see Drawing a Weapon, above).  Guns fire
at the {\em end} of a round of martial combat.  Instead of playing a
maneuver, declare, ``I'm going to shoot.''  Your opponent plays a move
on you which you get no defense against, and then you try to shoot him
(or anyone else).  (If you're lucky enough to have a disc gun, you can
open fire on the whole crowd at this point.)  Note that if someone
walks up and martial attacks you, and you've got a musket in your
pocket, you'll have to take {\em two} rounds of damage before you can
shoot him.  Guns may not be reloaded in combat time.

\subsection{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.

You can break out of a martial combat if everyone who's attacking you
says ``Break,'' or if no one who's attacking you does any damage.
Otherwise you're still fighting.

\section{Death}

You can be killed by taking any killing damage after you've already
taken killing damage equal to or greater than your hit points, as
previously mentioned.  Also, if you are unconscious, 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 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 a ``Ghost'' badge, and you can watch as
such.




\section{Halts}

You may, in an emergency, 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 halt.
Hopefully, if any halts are necessary, they'll be able to be resolved
very quickly.  Be reasonable and be {\em familiar with the rules.} The
GMs {\em strongly} discourage the use of halts whenever they can be
avoided.

\section{Miscellaneous}


\subsection{Communication}

Calypso is a 1600's era island; Athena doesn't exist there.
Nonetheless, you can send a piece of email to another player --- this
costs a piece of eight (give it to a GM), and represents hiring a
messenger boy to carry a message for you.  The messengers are not
instantaneous, and thus you should delay sending your mail for five
minutes after writing it, or until you log out, whichever comes first.
In addition, the payment to the messenger will also pay for {\em one}
reply from the message target, if you wish --- if you are telling the
messenger to wait for a reply, make this clear in your letter (and the
payment does not extend to a reply to the reply).  These messengers
are known to be extremely reliable.  We'd like it if you cc'ed email
to us, for our amusement, but you don't have to (you still avh eto pay
the piece of eight, though).  Zephyr doesn't exist.  Athena may not be
used for any other purposes.

You may use telephones as much as you like.


\subsection{The Many Uses of Gunpowder}

Gunpowder has two primary uses: to load muskets, and to arm ships for
sea combat.  The basic unit of gunpowder is the horn.  As mentioned
above, one horn can be used to load any number of muskets over the
course of the game, but cannot be further divided.  

%Additionally, a
%horn that has been used for loading muskets cannot be used as payment
%to a loa.  Keep note of whether a horn has been used to load a musket.

Gunpowder also comes in barrels.  There are twenty horns worth of
gunpowder in a barrel.  A barrel of gunpowder will allow a ship to
participate in 3 sea combats.

Gunpowder can also be used as an explosive.  You'll need something
that creates a spark: matches, flint, etc.  If you light a horn of
gunpowder, it instantly blows up and takes off both your hands ---
treat this as if you were shot by a musket in each hand.  Not
recommended.  If you light a barrel that is less than half full, it
instantly blows up and kills you.  Also not recommended.

If you light a barrel that is more than half full, you can set a fuse
for any amount of time between 1 second and two minutes (you don't
need an item card for the fuse).  Once you've lit the fuse, make a
loud hissing noise to indicate the fuse burning.  (If you can get a
ghost or GM to make the hissing noise, lucky for you, if you can't,
it'll be pretty clear you lit the fuse, and you'll have to stay within
easy hearing distance of the barrel).  Anyone who wants to can put out
the fuse, if they have time.  When the fuse runs out, it blows up,
destroying everything within about 15 feet.

\subsection{Yo Ho Ho and a Bottle of Rum}

Rum is the beverage of choice in Calypso.  It's the only thing the bar
bothers to charge for --- beer and water are considered swill, and are
therefore free, and nothing else expensive is available.  The effects
of rum on the average person are well known: drinking a glass of rum
makes you fairly happy, and gives you +2 hit points for the next two
hours.  This effect is not cumulative.  Once you're no longer drunk,
you're a bit hungover, and are -2 hit points for half as long as you
were drunk.  If you go to sleep for the night, divide your remaining
hangover time by two.  Pirate are notorious drinkers.

A bottle of rum is enough for four glasses.  If you consume one glass
worth, tear a corner off of the item card for the bottle.

\subsection{Karma}

One of the stats on your stat card is karma.  This represents how
lucky or how unlucky you are, and whether the fates are smiling on
you.  Karma has many in-game effects, especially while at sea.  For
example, boats with lots of low karma people on them tend to be
plagued by storms and sea serpents.

Karma can change during the game for various in-game reasons, which
you'll know about if they happen to you.  Karma can also change for
meta-game reasons: for instance, minor violations of the NP rule may
be punished by a substantial reduction in karma.

The average person has karma of 0.  A karma of 30 represents a very
lucky individual indeed, and a karma of -30 represents someone who's
likely to have a piano fall on their head sometime soon.  Inform the
GMs, when convenient, any time your karma crosses a multiple of 10.

\subsection{Mojo}

Your character may have one or more ``Mojo'' cards.  These represent
your Mojo (essence, life energy, soul, or what have you).  You may not
normally show or give them to anyone.  If anyone shows you an ability
or tells you how they can manipulate mojo in some way, follow their
instructions.  Cults are often known to require mojo to create some of
their effects --- for instance, it is well known that a cult healer
can heal someone much more effectively if the healer possesses one of
their mojo.

\subsection{Searching}

To simulate your character searching a game space, you the player
should search the real space for item cards.  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.  If they are unwilling, you cannot search
them unless you first render them dead, stunned, unconscious, or
immobile.

Search of a person does not mean you've searched their backpack 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, place a piece of paper that says ``STOLEN'' on it in big
letters 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{Headbands}

Blue: Small ships\\
Red: Avatar (Physical manifestation of a Loa)\\
Yellow: Loa riding an animal\\
White: Non-player ghost


\subsection{Locks}

Game locks can be opened in two ways: with the appropriate key, or with the
appropriate ability.  It'll be easy to tell if you have the right key
--- either the key or the lock will say which item number the other
has to be.  If you think you have a clever plan that should otherwise
allow you to open something, ask a GM.

\section{Summary}

To summarize, we'd like to touch again upon what we feel are the three most
important rules of {\bf Calypso}.  These are:

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

The {\em Calypso} GMs wish to thank the {\em Moon Over Burboun Street}
GMs for the use of their basic rules-set, Rachel Molenar for
assistance with production, and Charles Hope and Eon Harry for their
advice on and editing of these rules.

\end{document}


