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\begin{center}
{\large \bf Catastrophe:Convention II -- Rules} \\ 
{\tiny \bf This game and all of its text \copyright 1996 MIT Assassins' Guild}
\end{center}

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

\section{Things you should have}

	Your {\bf Character Packet} will contain many things.  {\bf
 Character sheets}(white), {\bf Group sheets}(blue), {\bf Information
 Sheets}(green), and any other sheets that are not marked as game
 items contain information about your character and should be read but
 never shown to any other player.  

	Each character will receive a black-on-white {\bf ID Button}.
You must wear your button at all times while you are playing in the
game.

	You will have a {\bf Statistics Card} which describes various
statistics about your character.  If you don't know what a particular
stat means, ignore it.  You should NOT tell people what any of your
stats are.

	You may also have {\bf Item Cards} simulating game 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!  Another special
case, briefcases, are discussed below.  Each item card has a number on
it -- this is the item number.\footnote{Item numbers aren't
necessarily unique.}

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

	Finally, you may have {\bf memory packets}.  You may open these
and read them anytime you see/hear the number/description on the front.

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

\section{The real world}

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

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

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

\item Thou shalt not initiate game actions (combat, interrogation,
...) of any sort in the presence of an NP.  Quiet, non-alarming
conversations in groups which do not include NPs are okay, but if
you're in such a conversation and decide you want to take further
action... tough luck..

\item Thou shalt call a {\em game halt} (see below) if an NP comes onto
the scene of any game action; the halt shall be held until the NP
departs or a GM authorizes a location change.  (If the players and
characters all agree to end the action or relocate, that may be done
instead of calling a GM.)

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

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

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

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

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


\section{Random Important Rules}

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

\item {\bf Not Here:} In some instances, your player may need to do
something or go somewhere the character wouldn't; in that case, you
can go ``not here'' by removing your button.  Tell other players that
you see that you're ``not here'', and therefore not currently playing.
Your character does not see anything your player sees or hears while
``not here''; therefore, it's best if you just avoid the game entirely
when not here.  Not here is a good way to do homework, or to run for a
GM when you're in the middle of a game-halt; you should NOT use it to
leave game in the evening without first walking to a public place
(street, lobby 7, ...) because someone might be trying to follow you
and they deserve the chance.

\item {\bf Bulky Items:} Some items are bulky.  An item card that has one
colored dot on it must be carried openly and can be the only thing in
the hand carrying it.  A two-dot item requires two hands to carry.
Three dots requires three hands.  (Cooperation is possible.)  You get
the idea.  Note that any body counts as a two-dot item.

%{\bf Appearances:} If you have been within zone of control and more or
%less facing a character for five minutes, you may ask to see his
%appearance card.

\item {\bf Running:} Running is not forbidden.  Use common sense or we'll kill
you.

\item {\bf Dorm rooms:} Dorm rooms are in game.  However, there are a
number of caveats to this.  First of all, if someone comes to your
room asking for your character, you can either be there or not there.
(If the player is not there, the character is not there.)  If the
player says that the character is not there, the room is able to be
broken in just as if the player was not there.  If the player who's
room it is says that the character is there, he or she can let the
visitor in or not.  If so, the two people involved can interact
normally.  If the character who owns the room does not let the visitor
in, there is no way for the visitor to get into the room.  However, if
there is game action occurring in the room, the characters in the room
are considered active and so the visitor must be allowed to attempt to
gain access to the room.

Rooms with multiple roommates playing are defined to be in different
rooms for this mechanic.

\item	{\bf Observers:} Observers (ghosts) will be wearing a
white-on-black (opposite of players) Button that say ``Ghost'' 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.

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

\item	{\bf Computers:} Feel free to use Athena for zephyr or email.
We'll arrange non-athena loaner-accounts for people without accounts;
they can access these from the CyberCafe (see scenario).  NO hacking
people's accounts.  NO watching their screens, or trying to guess their
passwords from watching them type.  In short, the Athena Rules of Use
still apply.  Also see the Cyberspace rules.

\item	{\bf Briefcases:} Briefcases are represented by 8x11 expanding
file-folders with an elastic band.  If the band is around the folder,
the briefcase is locked.  If the band is not around the folder, the
briefcase is unlocked.  If the band is not attached to the folder, the
lock has been broken.

To open a locked briefcase non-violently, you need the corresponding
key.  The key will have the same item-number as the briefcase.  If
you've got the key, open the folder.  Relocking can be done without the
key.

To break open a locked briefcase, announce that you're doing so to
anyone in the area.  Then open the folder, {\em completely remove the
elastic band from the folder (give it to the GMs later)}, then
immediately look inside the small envelope pasted inside the cover.  If
the briefcase was booby-trapped, the envelope will explain what happened
-- this could kill you!  Role-play accordingly.  Otherwise,
congratulations, you've pried open the briefcase and have access to its
contents.

\item	{\bf Explosives:} Explosions kill to 5 feet radius, and knock
people down up to 10 feet.  There are no chain-reaction explosions.
 
{\em Setting a bomb:} Any idiot can make a simple bomb.  All you need are
explosives, and the only detonation device available to you is a
timer.  A bomb physrep\footnote{Physical Representation} must be
represented by a 6''+ cube (preferably a cardboard box, but whatever),
and MUST be clearly labeled: ``MIT Assassins' Guild: this is a fake
bomb for a game'' and should not look overly real.  Check with a GM to
make sure a physrep is acceptable before use.
 
A simple bomb MUST be attached to a 2-dot bulky or greater size
non-living object (use tape or string to tie it so it's clear; floors,
walls, etc. are infinite-dot bulky objects for these purposes). After
attachment, you must set the timer on a bomb for at least 1 minute.
 
{\em Removing/deactivating a bomb:} You can't; if you try, it goes off and you
die.  You can, however, move the entire object it is attached to if you
have enough people.
 
{\em Demolitions ability:} people with the demolitions ability can make
spiffier bombs (better triggers, smaller, etc.), and can remove bombs.
 
\item {\bf Ingestibles:} Anything that you can eat, drink, or be
injected with in game will be mechaniced by a small envelope saying,
for instance, ``A syringe filled with clear liquid.'' If you eat,
drink, or otherwise take the stuff into your body, read the contents.
Once you actually open the envelope you are committed, so think
carefully.  Food you have with you while playing is in-game food.

\item	{\bf Poisons:}  Poison exists.  Unless you're a master poisoner,
you can't use poison.  Be careful.

If someone poisons your food, you'll be told after eating it (nothing
will actually be added to it.)  If you touch something covered with
Vaseline, you've been contact-poisoned -- fall down, you're unconscious.
(Clean the surface, too -- contact-poison only gets one victim.)

If you've been poisoned, you fall unconscious; if nobody with a medical
ability comes along within one minute, you die.

\item {\bf Truth serum:} It exists.  You've heard of it.  If it's used on you,
it causes you lasting negative effects.  You probably don't want it to
happen to you, your friends, or your agents.

\item {\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.

\item {\bf Sudden death:}  Many things in this game are more dangerous than
they are in other games.  Do not assume NPCs can't kill you.  Do not
assume packets on the wall won't kill you.  Do not assume someone you've
stripped and searched can't kill you.  We're in a spy genre here!

If you die, write down the circumstances on the back of your
statistics card and bring the card to the GMs.  Leave a piece of
paper with your button stuck to it describing the obvious state of
your body (``dead; two bullets in front'' -- NOT ``killed by Jack
Ryan.'')  Finally, dead people tell no tales -- avoid game-areas until
your body is found, and then we'll make you an observer.

\item {\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.

Any special ability DOES NOT WORK underwater unless you know otherwise.
\end{tightlist}

\section{Combat}

\subsection{Martial Combat}

To perform martial combat:

\begin{enumerate}
\item Get inside your target's {\bf Zone of Control}(ZoC)\footnote{If
your outstretched fingers can reach the outstretched fingers of your
target, you're in their ZoC.}

\item Declare ``Martial Attack!''

\item If your target does not respond with ``Martial Defense!'' in two
seconds (one-catastrophe, two-catastrophe), their Phi stat is reduced
to zero and they are unconscious for ten minutes.

\item Otherwise, you play a round of Rock-Paper-Scissors (RPS)\footnote{If you're not familiar with how to play Rock-Paper-Scissors, ask someone nearby to teach you.} to determine who gets hurt.

\item If the RPS round is a tie, you and your target each lose one point of 
	Phi.

\item Otherwise, you each announce your martial stat for the
round to see how badly the RPS loser gets hurt.  Your martial stat
consists of the sum of your Phi\footnote{Phi is basically combination hit-points and strength.} stat and any bonuses from weapons
you're using.  You may ``pull your punch'' by announcing a number less
than your full martial stat.

\item If you won the RPS round:
\begin{itemize}
  	\item If you announce a martial stat greater than your 
	target's, then your target's Phi is reduced to zero (see below.)
	\item Otherwise, your target's Phi is reduced by one.
\end{itemize}

\item If at any time your Phi drops to zero, you fall unconscious for ten
minutes.  

\item If any combatants are still standing, a new round of RPS begins, with the cycle continuing 
until someone is unconscious, or one or more combatants say ``Break''
while playing their RPS symbol.

\item If all people involved say ``Break'' the combat is over.  

\item People saying ``Break'' do no damage.  If a person who said
``Break'' takes no damage, they walk approximately ten feet away from
the other combatant(s), and then resume play.  Otherwise, they are
stuck in the fight.  (In general this means that you can't escape a
fight if someone is trying to keep you there.)
\end{enumerate}

Other notes: You may not draw a weapon during combat.  You can join a
combat already in progress between rounds.  In multiple person combat,
point your RPS symbol at the person you wish to hurt.  Compare your
symbol against everyone that's pointing at you.  You may only inflict
damage against the person you're attacking.  You take damage from
every person pointing at you.

After the combat is over, you gain back one point of Phi per hour, up
to your original level.  If you were knocked unconscious, however, you
will only recover to your your original level minus one at the hourly
rate; this effect is cumulative, so the more times in a day you get
knocked out, the lower your Phi will be.  You do recover the remaining
Phi points at a rate of one per night, unless you visit a doctor or
the hospital.



\subsection{Ranged Combat}

Weapons: 
\begin{tightlist}
\item {\bf Disk Guns:} An unadorned disk-gun represents a standard gun of
any type.  A disk-gun with a cloth ribbon (headband) tied to it
represents a gun that fires tranquilizer darts.  All weapons
represented by disk guns may be loaded with twenty disks and may be
concealed.  Weapons represented by disk-guns do not normally work
underwater.

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

With one hit to the torso, you are unconscious.  If it was a normal gun,
you're also dying.  If you do not receive medical attention in 10
minutes, you will die.  With 2 normal torso hits, you are unconscious
with 5 minutes remaining to live.  If you are hit in the torso with 3
normal bullets, you are dead.  If you were hit in the torso with a
tranquilizer, you're unconscious for 10 minutes from the time that the
last one hit you (it's not cumulative).

A disk-gun hit to a limb renders the limb useless, and reduces your
Phi by 2 until the limb is operative again.  A tranq-dart to a limb
makes it useless for 10 minutes.  Bullet-wounds to a limb are not
fatal but will not heal without medical attention.  Until you have
received medical attention, you may not use a damaged limb: this means
you may not hold anything in an injured arm, you may only move slowly
with an injured leg, and with two injured legs you must not only move
extremely slowly, but also may not hold anything in your hands while
moving.  When you get medical attention, you should see a GM to find
out how long your injuries will take to heal.

\item {\bf Ping Pong Balls (or plastic eggs):} represent thrown weapons (knives, etc.) and
count exactly as one disk-gun bullet-hit.  It takes special abilities
to use anything represented by a ping pong ball.

\item {\bf Dart Guns:} These represent spear-guns, and are 1-dot bulky items.
If you are hit by a dart from a patrol gun, you take damage equivalent
to a bullet-hit.  Additionally, if you're not underwater, you are
pinned to the nearest inanimate surface (wall, chair, or floor if
nothing else is near).  It takes 15 minutes for one person to free
someone speared to a wall; five for two people; one for three.  You
can be one of these people if you're conscious and have use of both
arms.  (You don't get pinned if you're underwater at the time.)

Spear-gun wounds can not be treated by normal first aid; they require
attention from trained medical personnel and/or hospitilization.

Spear-gun shots go straight through bullet-proof stuff.  (Ow!  That
smarts.)

\item {\bf Foam Pellets:} These represent entangling weapons (whips, nets, ...)
If hit by one, you are immobilized for 10 seconds (one-catastrophe,
two-catastrophe,...) during which time you must walk (not run!)
heel-to-toe, can't shoot, and lose every round of martial combat
during that period.  It takes special abilities to use anything
represented by a foam pellet.
\end{tightlist}

Damage-prevention and recovery:
\begin{tightlist}
\item {\bf Bullet-proof Stuff:} A standard bullet proof vest is 1 dot bulky to
carry, but not bulky if you wear it.  You can only wear one at a time.
There may be other bullet-proof clothing in game.  A vest only
protects your head/torso.  It is not visible if you're wearing it.

If you are hit by a disk-gun or ping-pong-ball on a bullet-proof piece
of clothing, drop everything in your hands and fall down (butt and
both empty hands on the floor).  Bullet-proof clothing protects you
from up to three shots, so if that wasn't the fourth shot you've
taken, you can get right back up.  After it's saved you from three
shots, though, it's useless.  It takes 5 minutes per shot taken to
repair a piece of bullet-proof clothing; anyone can do this.

Some special items are bullet-proof.  Such items\footnote{they're
rare, but may include umbrellas, briefcases, etc.} will all have
physreps; any disk that hits the physrep simply gets blocked -- you
don't fall down or anything.  You can't put a bulletproof item inside
your clothing, backpack, etc. to protect you; you have to be wielding
it deliberately in your defense for it to work.

Bullet-proof clothing or items don't stop spear-guns.

{\bf First Aid:} Everyone in game has sufficient skill to use first aid
to give someone who has taken fewer than three bullet hits 30 minutes to
live (from the time they were shot).  The victim will not recover
consciousness.  The victim will die at the end of the 30 minutes if they
do not receive professional medical attention before then.

\end{tightlist}

\subsection{Killing Blow} Any time someone is unconscious, any
character may kill this person, by leaning over them and saying clearly,
``Killing Blow! One-catastrophe, two-catastrophe.''  Any other person in
Zone of Control of either party need only say ``I stop you!'' within two
seconds (i.e. during the catastrophe-count) to prevent this.  If the
killing blow is not prevented, the victim is dead.



\section{Wrapping it all up}

	There are four basic things to always remember:

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

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

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

	4) It's a game.  Have fun.

	Alternate ending:

	4) Play to win.

\end{document}
