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\begin{Large}
{\bf Rules for Showdown}
\end{Large}
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\section{Introduction}

Welcome to Showdown.
These are the basic rules for the game -- familiarize yourself
with them well.

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 Character Matrices} 
%
%These cards tell people who know how to read them, a little more about
%your character.  If you spend 10 minutes talking to a person you can
%see their Primary Physical/Mental Matrix card.  You cannot discuss the
%actual numbers from them, but you can talk about information you have
%figured out from the matrix itself.  Algorithms may not be taught
%to other people.  The Secondary Matrices can only be found out by
%people who know how.  If you know, you know.

\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 
\begin{underline}
{\bf Item Card(s)}:
\end{underline}
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 which say ``N-Dot Bulky'' are bulky and non-concealable. For
each dot of bulkyness, you need one hand to carry it. So, if you have a 2-Dot
Bulky item, you need both hands free to carry it. If you have a 4-Dot Bulky
item, 2 people must work together to carry it.

\end{itemize}

\section{From Perigee:  THE BOX!}
We don't want to see you.  We don't even want to talk to you.  It
takes time, and time you should be talking to each other.  So.. we
have devised THE BOX!  The box is a way for the GMS to invisibly
communicate with you - the players.  It is the filing folder thingie
that will be in the public area.  If we have something
to give to you, it will be in THE BOX!  Please only look at your
folder.  If you need to leave a message for us - put it in the folder
marked  GMS.  Be sure to put your name and the time on it.

\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{Roll Call}

We like to keep track of generally where people are during major
public events.  So if you go to a major public event: presentation/
concert/speech, put a note with your name, roughly how long (quarter, half,
etc.) on it, in THE BOX in the folder marked Meetings.

\section{Miscellany}

\subsection{Game Break}

Game break will occur Tues 6AM till Wed 6PM.  {\bf No talking about
ingame material!}  You may set up meetings for after Game Break
but keep it minimal.

\subsection{Control Room}

The Control Room is in 8-205.  Stop by
if you have questions/need things.  If a you need a GM, send a ghost
there.  If there are no GM's there - there should be a note to contact
us.  The majority of the time, there will be GMs online and subscribed to the
class showdown. Please do not send sensitive information to this class; if you
need to ask a question just say so and a GM will contact you through personal
zephyr. To send to showdown, do this: {\em zwrite -c showdown}.

\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 only after they agree to start conducting game business or
respond in character.

\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 and a
white headband.  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.  Email can be used, but please keep
it to a minimum - being there in person is more fun.  Please also cc:
everything to showdown-gms@mit.edu.  We're curious GMs.  

Zephyr is usable, but please duplicate everything to class showdown.
Try to conduct conversations face to face - it's more fun that way.

There are a few specific exceptions to this rule, which will be made
clear if you encounter them.  

\subsection{Phones}

Phones should also be used only sparingly.  Phones can be used to
arrange meetings, but no other game information should be conveyed.

\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 slug thrower.  Whether it's a Saturday Night
Special or your special Scorpion Sub Machinegun with folding stock,
it's all the same to us - it's a thing that kills people from a
distance that has as many shots as are in the disc gun and fires as
fast as you can fire it. 

Sometimes you will have a need for something other than a standard bullet.
If you load your gun with silver bullets, keep saying ``silver'' as you fire.
You have as many silver bullets as you bought. It takes one minute of frotzing
with the gun to switch from silver to normal or from normal to silver bullets.
Sometimes disk guns will represnt tranquilizer guns. When using tranks, keep
saying ``trank'' as you fire. Trank guns cannot fire normal or silver bullets,
and trank rounds cannot be fired by normal guns.

You have as much ammunition for a normal or trank gun as you have disks. Feel
free to pick disks up off the floro and reuse them.

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.

If you are hit in the head or torso you are down, unconscious and
bleeding.  You die in 10 minutes unless someone binds you wounds.
There is no special skill needed to bind wounds.  You will then die in
an hour, unless you receive medical attention, which is a special
skill or spell.

\subsubsection{Patrol Guns}
Patrol guns (little plastic dart guns) represent crossbows. They
are NON-CONCEALABLE. Plastic darts represent crossbow bolts. In all
other ways\footnote{Unless you know otherwise\ldots}, crossbows behave
like normal disc guns.

\subsubsection{Anything Else}
If you are hit with anything else (i.e. foam pellet, revolving dart
guns, funky weapons\footnote{The GM's should be holding one right now
- if not, shoot them}) you should ask the shooter what
occured.\footnote{You probably should have asked the shooter what they
were holding before they shot you.} If you see somebody walking around
gamespace holding a foam pellet in their hand, that arm is glowing
with demonic flame.

\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}

Hand-to-hand or melee combat is initiated by pointing at your opponent
while within ZOC of him and declaring ``Martial Attack.''  (ZOC, or
Zone of Control, is defined as the farthest distance you can stand
from a person and still touch their outstretched fingers.)  Your
victim then has three seconds to respond with ``Martial Defense.'' The
victim should point at the person he's defending against, although we
will probably be lenient about this. If the victim does not say
``Martial Defense'' within three seconds, then you surprised him.
You do not draw a card this turn, but he does.  Assuming the victim 
is not surprised and responds appropriately, then combat ensues.

To represent martial combat, we are using the MOBS/Calypso/Yendi
cinematic combat system. Every round, each combatant draws a 

Martial combat takes place in real time with respect to anyone not
directly involved in the combat.  Another player may freely join into
the combat on either side (between rounds only), fire a gun into the
combat, shout for help, or anything else he may choose to do,
regardless of how long the combatants are fiddling with cards.  Please
don't abuse this; stalling with your cards to give your friend time to
show up is abusing the rules and will probably get you eited.

Every player also has a Combat Flexibility stat, called $\psi$. $\psi$
lets you do things relating to your combat card in combat:
\begin{itemize}
\item For 1 $\psi$, you can shift any block on your card to any other spot
on your card. Only once per round.\\
\item For 4 $\psi$, you can create a block on your combat card {\bf IF} it 
would leave a "No Block" still available to be hit through.\\
\item For 7 $\psi$, you can create the last block on a combat card, thus
making yourself impervious to damage.\\
\item For 2 $\psi$, you may increment a hit square (HIT becomes HIT2, HIT3 
becomes HIT4, you get the idea) BEFORE you play the combat card. You may do 
this more than once in a given round.\\
\item For 4 $\psi$, you may step in front of (and intercept) the HITs taken
by a friend. Treat this as if the opponent played the card on you. You may
only do this once per round.\\
\end{itemize}


\subsubsection{Escape}

Either party in combat may try to escape.  If you desire to escape, say
``break'' as you play your combat card. You do no damage that round. If you
are lucky enough not to be hit, then you can disengage from the combat.
You will be three steps out of ZOC away from your opponent in a direction {\em
away} from your opponent. You cannot escape by running past your opponent.
At this point, normal rules apply. Either combatant may draw a gun, leave
the area, or re-engage in combat as normal. 

\subsubsection{Killing Blow}

Any unconscious character can be killed almost instantly. To do this,
you must be within ZOC and declare, ``Killing
Blow... 1... 2... 3.'' The victim does not die instantly, but will
certainly die in minutes and cannot speak during that time, so they
are effectively dead.

\subsubsection{Multiple Opponents}

If fighting multiple opponents, everything is done the same way, except
you hold your card 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, the 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) and your gun is already drawn.  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. 

\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.

\section{Healing}
\subsection{Hit Points}

The average human being has 8 hitpoints.  Arnold Schwartzawhathefuck
(I can't spell) has 11 hitpoints as a scale.  Damage capacity is
recovered at the rate of 1 per 6 hours (boy these people heal fast).
Your Character will not recover while in Combat.  You may never have
more damage capacity than the maximum listed on your Stat Card.  If you
are unconscious and not dying, you will become conscious in 10 minutes.
If you were dying, you would die in 10 minutes.

\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.

If you are shot in the torso, but receive prompt medical attention,
you can recover with the help of a doctor or healing mage. 

\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(i.e. snapping of neck, slitting of throat).

\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.

\subsection{Poison}

There isn't any - enough said

\subsection{Addictions}

Your character may be addicted to any number of things, like alcohol
or morphine.   If you do not get a dose of something you
are addicted to on time, you will go into withdrawal. If this becomes
relevant to you, you will be given a greensheet relating to Addiction.

\subsection{Seduction}

The art of seduction is a complex thing, and so is its mechanic in
game.  In this game, seduction is a matter of breaking down someone's
walls of defense.  Every person has a Resistance, Defense and Attack
number.  If you spend 10 minutes talking to someone one-on-one, you
can attempt to seduce them.  After you say ``I attempt to seduce
you,'' say your Attack number.  The victim then mentally subtracts out
their defense from the number - this is how much they feel out of the
attack.  They then subtract this new number from their resistance and
write down the number next to the Attacker's name on a sheet of paper.
If the person's resistance ever reaches 0 for a given person, they've
been seduced, and the seducer may have his(her) way with them for 10
minutes.  No other special effects are gained. Seduction numbers reset
every day -- if you try to seduce somebody and then forget about it for
a day, you'll have to start over from scratch.

Unless you know otherwise, assume that your character is heterosexual
and has an infinite resistance to the same sex.


\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
Showdown}).

If you want to search an out of game area, such as a character's 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 reasonable 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 security system. Security systems typically consist of
physical, magic, and computer-operated locks. Physical locks can sometimes be
blown through with explosives. It may say on the lock. If it doesn't say, try
asking a GM. You might be able to pull something off, if you're creative.
Take the amount (we'll tell you if you have enough) and place it in front of
the door.  Get out of ZOC and say BOOM!  If you do this, tell a GM, as you
may have set off some alarms. Unless you know otherwise you may not bomb
anything but locks.

If you want your Character to break into another players locked home,
contact a GM.

\section{San Francisco - the Sunken City}

Showdown is based around the ruins of San Francisco. {\bf Everything
on the third floor of the Institute and higher is in buried San
Francisco.} Imagine, as you the player go higher, your character
descends lower into San Fran.

\subsection{Buildings}
Every building in San Francisco is physrepped by a building on
campus. It takes a bit of work to go through the wreckage of San Fran
to the interesting places of the sunken city. Thus: Whenever you wish
to enter sunken San Francisco, you must wait 5 minutes at the
staircase you are using to ``descend'' into San Fran. After the 5
minutes, you may wander freely\footnote{Unless you find rooms with
security systems.} {\bf inside that building only.} If you want to
surface from San Francisco, this takes five minutes as well. If you
want to go from building 37 to 35 from inside sunken San Francisco,
you must surface for 5 minutes, (go to the 2nd or lower floor), move
to the new building, and re-enter San Fran, taking the requisite 5
minutes. There may be ways to move around in sunken San Fran easier
than that - if you know, you know.

\subsection{Stuff}
San Francisco was very far from empty when the Cataclysm happened -
there were large offices for the three main Demonic Technology
corporations in San Francisco that are probably still there, along
with myriad other cool places and things. These cool
places\footnote{which usually contain cool things} will be mechanicked
by a set of 3 envelopes on the wall, labeled ``Physical'', ``Computer'',
and ``Magical''. Anyone can open the Physical packet, characters with
the Computer Hacking skill may open the Computer packet, and
characters who can cast spells can open the Magical packet. People
opening envelopes will find sets of packets inside, labeled with
letters or somesuch. {\bf When you open an envelope in sunken San
Francisco, start with internal packet A.} The directions inside the
packet will tell you what to do from there. 

\section{Rumormill}

The Rumormill is a book, found in the common room, which
represents the word on the street.  Anyone may look
through this book, and anyone may write in it.  You may
not, however, pick it up and walk off with it.  (It is
a representation, not an actual in-game book.)

Also, Fr. Simon publishes the San Francisco Daily Rumor-Chronicle. Parties
interested in advertising or writing should contact him.
\section{Summary}

To summarize, we'd like to touch again upon what we feel are the three most
important Rules of {\bf Showdown at the Golden Gate}.  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}











