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\begin{center}
{\large \bf Reign of Terror --- Rules} \\ 

{\tiny \bf This game and all of its text \copyright 1998 MIT Assassins'
Guild}
\end{center}

These rules\footnote{Most of which are shamelessly stolen from the
{\em Catastrophe: Convention II} rules document.}, along with the
Scenario, Timeline, and a couple of information sheets which everybody
gets, should tell you everything you need to know to play {\em Reign
of Terror}.  As with all assassin rules, they are subject to GM
override at any time.  Players are expected to have read and
understand the rules before the game starts.

\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.

At packet handout, we will be distributing some {\bf Information Sheets}
which are printed on pink paper.  These describe mechanics which are
common to every player in game, and which may be discussed freely at
packet handout and in general.

Each character will receive a {\bf Character Badge}, which has the
character's name and ID number on one side, and the words ``Not Here''
on the other side.  The GMs will make badge holders available at packet
handout for these badges.

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,
except when using an ability which instructs you to do so.

You will have a {\bf Seduction Card}, which is used for seduction attack
and defense.  Its use is described under the ``Seduction'' rules.

You may also have {\bf Item Cards} simulating game items.  Every item in
the game, {\em with the exception of pistols and muskets}, is
represented by an item card, which is printed on white cardstock.
Pistols are represented by dart guns with special stickers attached to
them.  (If your packet contains such a sticker, you may attach it to a
dart gun.)  Muskets are represented by dart guns without special
stickers attached to them.  Each item card has a number on it -- this is
the item number.\footnote{Item numbers are not necessarily unique.}  More
about items later\ldots

You might have {\bf Ability Cards}, which can modify these rules.
They'll be explained in your sheets somewhere if you have them.  They're
printed on blue cardstock.  You may have miniature ability cards
which say ``One-shot'' on the card; these abilities are useful once, and
then the ability card is destroyed.  One-shot abilities are sometimes
related to some resource or item; check the description to see if it
should be attached to an item.

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 all of your special
abilities listed on it.

In addition to the items in your packet, you will be receiving
certain items in ``The Box'' (described later) on the first night
of the game.  These include your ``S-packet'' (a medium-sized manila
envelope with the letter ``S'' marked on it) and a ``Status Report''.
The Status Report will be repeated at the beginning of every business
day, with appropriate updates.  The Status Report will be self-explanatory.

\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, etc.)
      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 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.

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 Ren\'e.  Just got back from the butcher shop.''
``Jacques, you're a Monarchist pig, and I'll take you down if I have to
burn the entire city to do it.'')  If the GMs feel that anyone is
crossing this boundary we will remove them from the game.

\section{Random Important Rules}

\begin{tightlist}
\item {\bf Game Halts:}  Game Halts may be called by 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 reversing your character badge.  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 to find you.  (If you
      want to leave your character badge ``at home'' (See ``Houses and
      Other Stash Locations'' below), you should go ``Not Here'' in
      some public location and then return to the control room to
      deposit your badge.)

\item {\bf Bulky Items:} Some items are bulky.  An item card with a
      vertical bar on the right side saying ``N hands bulky'' must be
      carried openly and can be the only thing in the hand carrying
      it.  A two-hand bulky item requires two hands to carry, etc.
      (Cooperation is possible; any player may contribute two hands
      minus the number of hands which are being used for other
      purposes.  Mobs contribute one hand per strength point.)  You
      get the idea.  Note that any body counts as a two- hand bulky
      item, and that any musket counts as a one-hand bulky item.

\item {\bf Running:} Running is not forbidden.  Use common sense or
      we'll slay 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, no in-game
      actions can be taken.  If the player in the room 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.

      If you have left your character badge ``at home'' (See ``Houses
      and Other Stash Locations'' below), you do not have the option
      of recieving a visitor in character unless you return to the
      control room and retrieve your badge.

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

\item {\bf Observers:} Observers (ghosts) will be wearing a
      white-on-black (opposite of players) badge that says ``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 Headbands:} A person wearing a red or green headband is at the
      head of a mob of up to 20 NPC's.  See the Mob Warfare rules (pink
      information sheet) for an explanation of how that works.  A person
      wearing a lavender headband is wearing a flashy disguise which is not
      sufficiently clever for PC's to be fooled by it, but which is
      sufficiently clever to fool all NPC's.  A person wearing a black
      headband is universally unpopular in the city; possible reasons
      for this include a death sentence for some heinous crime, or
      unpopular political activity.  Anyone wearing a headband has a
      special status with regard to mobs.

\item {\bf Game Days:} Many of the mechanics in this game have
      definitions that use the word ``Day''.  The {\em Terror} day
      goes from 6pm to 6pm; things that can be done or used once per
      day may be used once in any given 6pm-to-6pm period.  Note that
      there is an exception on the last weekend of the game.  Other
      mechanics or abilities may say ``cannot be done twice within 24
      hours''.  That doesn't mean once per day; it means you can't do
      it if it was last done less than 24 hours ago.  Please be
      careful to note this difference.  For an exception, see the
      Scenario section entitled ``Business Hours''.

\item {\bf Computers and Phones:} There are no computers or phones in
      1806, and there aren't any in this game either.  You may set up
      a meeting via telephone, zephyr, or e-mail, but you should not
      exchange any substantive information by these methods.  You can
      of course feel free to use any available method to get hold of a
      GM.

\item {\bf Explosives:} Explosions will kill any individual within ZOC
      of the explosion point and disperse any mob within ZOC.
      Explosions will chain-react if explosive material is within ZOC of
      another explosion.  Gunpowder is a fairly commonly available
      explosive, and it usually comes in barrels.  Using more than one
      barrel will make a more impressive bang, but it won't increase the
      lethal radius.
 
\item {\bf Setting Off Gunpowder:} Anyone can set off a barrel of
      gunpowder.  To do this, stand near the barrel (you can use a
      nearby small trash can as a physrep for this) and throw a torch or
      lantern at it.  (Yes, throw the item card.)  If the torch or
      lantern hits the barrel, the gunpowder explodes.  A lantern will
      break after the first try--it's probably better to use a torch.
      Should you succeed in setting the gunpowder off, say ``Boom!'' and
      implement any effects (one hopes the thrower remembered to stand
      out of ZOC of the barrel).

      If you have less than a full barrel of gunpowder, it is useless,
      unless you know otherwise.  {\em If} you try to ignite such a
      barrel, it just burns up harmlessly.  Less chancy methods of
      setting off gunpowder exist, but can only be used by characters
      with the requisite ability.

\item {\bf Ingestibles:} Anything that you can eat, drink, or be
      injected with in game will be represented by a small envelope
      saying, for instance, ``A vial filled with an orange liquid.'' If
      you eat, drink, or otherwise take the stuff into your body, read
      the contents.  (``Mmm.  Orange juice.  Yummy.'')  Once you
      actually open the envelope you are committed, so think carefully.
      Poison in this game is not represented by altering real-world food. 
      Any real-world food is not in-game, so you don't have to worry about
      someone poisoning your lunch if it's not with you at all times.

\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.  Note the restrictions in ``Houses and Other Stash
      Locations'' below.

\item {\bf Getting Stuff:} All PC's have at least one ability card
      which allows them to get hold of one or more small items once
      per day.  This represents you telling your NPC servants,
      lackeys, or whatever to go out into the city and scrounge for an
      item.  To use this ability, go to the Place de Fraternit\'{e}
      (3-270), and take an item card out of the appropriate envelope.
      If the envelope for a given item is empty, they can't be found
      around the city today---bummer for you.  You can feel free to
      check how many items are in an envelope {\em if} that envelope
      contains items that you could scrounge up with one of your
      ability cards.  Each ability of this type allow you to get {\em
      one} item per day, not one of each thing that you could possibly
      get.  In addition to these abilities, each PC is allowed to take
      one item out of the folder marked ``grab bag'' every day.  You
      may feel around in the envelope to try to identify different
      types of items if you wish, but you can't look at them, reject
      and try again.  All sorts of stuff might be in the Grab Bag.

\item {\bf The Box:} A box with hanging folders (one per PC plus a few
      for the GMs, and some for other recipients) will be set up
      outside the control room at all times.  This box is for
      communication between the GMs and the players; you should check
      your folder regularly.  Note that things may not be ``stashed''
      in your box---if you see something there, you should remove it
      and deal with it as soon as possible.  You cannot inspect or
      leave things in other peoples' folders.  You can leave anything in
      the appropriate GM folder, but if it's not really obvious why
      it's there, please leave an explanatory note with it.  The Box
      is a great way to ask the GMs questions that are not
      time-critical.

\item {\bf The Other Box:} Another box with hanging folders, also called
      the ``Buildings'' box, will be inside the control room.  It
      represents the houses of the PC's, along with some other
      locations.  See the rules on ``Houses and other stash locations''.

\item {\bf Death:} 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; neck broken, heavily bruised'' -- NOT
      ``killed by Valjean Sanscleu.'')  Finally, dead people tell no
      tales -- avoid game-areas until your body is found, and then we'll
      make you an observer.

      In Assassin games, death happens.  If you're a good sport about
      it, you'll earn the respect of your colleagues, which may come in
      handy in future games.  (Note that this applies both to killing
      and to being killed.)

\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.

\end{tightlist}

\section{Badge Numbers}
Badge numbers have a specific meaning in this game.  All badge numbers
consist of 5 digits.  The first three digits serve to uniquely identify a
person.  They will be the same for a character for their whole life.
The badge number as a whole is important for mob combat (see the ``Mob
Combat'' pinksheet).

The last two digits, however, can vary over time.  The 4th digit
indicates relative social class.  A `1' is lowest, indicating a
peasant or farmer, and the scale goes up to `5' which indicates the
upper echelons of royalty.  Social class is very important in personal
interactions as those with lower class are expected to defer to those
with higher, and one normally must only associate with those of the
same social standing.  Having a higher social class is a boon to your
political power, as is a marriage to someone of higher social class.
Seducing, or even being seduced by, a person of higher social class is
also advantageous in politics.

The 5th digit indicates age.  That digit x 10 indicates the apparent
age that one is closest to.  For example, a `4' would indicate that a
person appeared to be around 40.  Clearly this will change over time,
so portraits of a person will have their badge number at the time of
the painting.

\section{In-Game Violence}

\subsection{Martial Combat}

Martial combat is mechanicked by a straightforward MA/MD/M$\Delta$ system.
Combat stats are hit points, MA, MD, and M$\Delta$.\footnote{MA stands
for ``Martial Attack value'', MD stands for ``Martial Defense value''.}

A round of martial combat begins when the attacker says, ``Martial Attack''.
The defender must respond with ``Martial Defense'' within 2 seconds.
Each person then decides how to distribute their M$\Delta$ among their
MA and MD.  Then each person announces their modified MA score (ie,
attack 7).  Each person subtracts their modified MD score from the
attack they are told, and loses that many hit points.

In multiple person combat, you choose one person to attack, and you get
to defend equally against everyone.

\subsubsection{Surprise}

If the defender fails to respond within 2 seconds, he is surprised for
this round.  He may make no defense or attack, and is not able to apply
M$\Delta$ to either.

\subsubsection{Modifiers}

Most weapons, anything that might make you temporarily pumped in combat,
and ill effects will affect your stats.  Your M$\Delta$ can be {\em
negative} under the influence of illness, etc.  This means you must
choose how to lower your MA and MD.

\subsubsection{Losing Combats}

When your hit points reach zero, you become unconscious for 10
minutes, then wake up with 1 hit point.  You will recover 2 hit points
with each full night's sleep if you have fewer than your maximum
(starting) hit points.

Average combat stats: HP = 10, MA = 6, MD = 4, M$\Delta$ = 1.

\subsection{Guns}

If you are hit by a dart\footnote{While not leading a mob---if you
are, refer to the ``Mob Warfare'' mechanic.  Also, there exist
abilities which allow a person to ignore dart hits.  If you hit
someone and they say ``no effect'', ask the GMs about it later.}, you
should fall down and drop whatever you were holding in your hands.  If
you were hit in the torso, you immediately become unconscious; if you
were hit in a limb, that limb will be useless until treated.  Other
than that, and the requirement that you fall down, a limb hit imposes
no further immediate inconvenience; you can get right back up and pick
your stuff up as soon as your posterior hits the floor.  A hit to the
head area is equivalent to a hit to the torso.  You should never try
to hit someone's head with a dart (or disk, or other object).

If you are hit in the torso once, you will bleed to death in half an
hour if you are not treated by a doctor.  If you are hit in the torso
twice, you have fifteen minutes.  A third hit will cause immediate
death.  In the case of one or two hits, you will regain consciousness
after five minutes, and you may crawl (or move at a slow walk) for the
remainder of your time on earth; during this period, any physical
attack, in addition to any other effects which it causes, will knock
you out for another five minutes.  If you are treated by a doctor, you
might still die, depending on the skill of the doctor and how many
times you've been shot.  The doctor will inform you of your condition
and any restrictions which you may have afterwards.

If you are hit in a limb, you will bleed to death in one hour if the
wound is not treated.  Multiple limb hits do not affect this time.  If
you are treated before the hour is over, the bleeding stops, and there
is a 50/50 chance (per hit) that the limb will be permanently useless.
As an alternative to bleeding to death when no treatment is available,
you can put a tourniquet on any limb that has been hit.  This will stop
the bleeding, but the limb is permanently useless.  Applying a
tourniquet does not require any skill; you can get some guy on the
street to do it for you.

If you lose the use of one limb, your Martial Attack and Martial Defense
scores are halved (round up).  If you lose the use of two or more limbs,
your Martial Attack and Martial Defense scores are zero.

Each gunshot wound causes you to lose two hit points, in addition to
other effects.  If you are wearing a headband, and are not leading a
mob, any disk which hits you is equivalent to a dart hit for all
purposes.  Read the Mob Warfare rules for an explanation of what disks
will do to you in general.

\subsection{General}

All in-game violence is fake.  We hope that shooting people, and getting
shot at, will give you lots of thrills, but that's as far as it goes.
Anything designed to represent martial combat weapons (sabers, knives,
swords, clubs, etc) should be blunt, soft, and as idiot-proof as
possible --- foam boffers are best.  Remember that this is a game.
Character paranoia is good; player paranoia is optional.

\section{Seduction}

\subsection{Introduction}

In this game, seduction is a two-part process that is more complicated
than past seduction mechanics.  Seduction is a big deal in
France---people regularly sleep their way to the top of political
situations, and romance is a part of the culture.  And there's a big
difference between seducing someone and being seduced by someone.  The
French tend to be more discreet about these things\ldots although the
servants do tend to talk.

Picture the scene of a crowded ball, a young woman has just finished a
dance with a dashing young man\ldots ``Would you like to go somewhere a
little quieter, cherie?'' is just much more appropriate, and more likely
to get a ``yes'', from the charming young woman than ``Can I rip off
your clothes right now?''

The first part of seduction is the Flirting phase: you convince someone
to go off alone with you.  The second part, the Seduction phase, is
where you actually try to get them to sleep with you, starting from
being alone together.

Each person has a set of seduction-related stats.  These include a
Flirting Attack and Flirting Defense, which are printed on your stat
card, and 3 Seduction attacks and 3 Seduction defenses corresponding
to Aggressive, Clever, and Subtle/Suave methods, which are printed on
the back your seduction card.  Flirting attacks are spoken, just like ``Martial
Attack'' would be. 

\subsection{Flirting Phase}

To initiate the first part of seduction, you must talk to the target for
5 minutes while in their ZOC.  You can then say ``Flirting Attack: X.''
They reply with ``Flirting Defense: Y.''  If their defense is less than
your attack, you must go off together to a private place.  You're
prohibited from engaging in violence against each other for the next 20
minutes.  When you get to the private place, the person who won the
flirting attack gets to make a seduction attack first.

\subsection{Seduction Phase}

Seduction must occur when you are alone in a room with someone.  You
can have gotten there through a flirting attack, through just plain
talking someone into going off alone with you, or through a love
letter (see Modifiers/Aids below).  You must have been alone with
someone for five minutes to attempt to seduce them, if you didn't
start with a successful flirtation or a love letter.  If both parties
want to be the first to attempt seduction, and it's not otherwise made
clear who can attempt first, flip a coin.  In a seduction attempt,
both players should hold out their seduction cards, with the option
that they want to play facing the other player, obscured by the
non-holding hand.  Both sides reveal at once, and roleplay
accordingly.  You must (verbally) roleplay what your card suggests
(see below for suggestions).

Seduction Attacks have three different methods.  Aggressive beats
Clever, Clever beats Subtle/Suave, Subtle/Suave beats Aggressive.
(These are written on your card.)  The ``winner'' gets to double the
attack or defense score for the method they played.  Identical
attack/defense methods results in no modification.  If the attack
score is higher than the defense score after any modifications, the
attacker wins (i.e., the defender has been seduced).  After the
``combat,'' you spend 10 minutes alone together carrying out the
seduction.

If defense score is equal to or greater than attack score, the
defender has resisted.  The defender is then allowed to (but is not
required to) follow up with their own seduction attack.  If neither
attacker nor defender succeeds in seducing the other after the first
round (or the defender explicitly decides not to attack), either party
may choose to leave.  If neither wishes to leave, the attacker may
make another attempt, repeating the procedure above.

\subsection{Notes}

The following are roleplaying guidelines, and explanations on why
certain attacks give advantage over certain defenses and vice versa.
Remember that you should be roleplaying with {\em words}, even if the
guidelines describe physical character actions.  It's never okay to
touch another {\em player.}

\begin{tightlist}
\item Aggressive attack beats Clever defense: I sweep you into my arms,
      and you're a little too breathless to come up with a clever
      response. 
\item Clever attack beats Subtle defense: I'm so clever that your subtle
      attempts to ignore me fail.   
\item Suave attack beats Aggressive defense: My suave compliments charm
      your stubborn refusal. 
\item Suave ties Subtle: I'm suave, you're too subtle to notice.
\item Aggressive ties Aggressive: We're both aggressive and put each
      other off.
\item Clever ties Clever: We do clever things in circles around each
      other. 
\item Aggressive defense beats Clever attack: I stubbornly refuse to
      appreciate your clever comments. 
\item Clever defense beats Suave attack: I cleverly steer around your
      suave compliments. 
\item Subtle defense beats Aggressive attack: I don't respond at all
      when you sweep me into your arms, and you get less interested.
\end{tightlist}

\subsection{Modifiers/Aids to Seduction}

\subsubsection{Clothing}

You can buy fine clothing from a tailor that increases your flirting
attack. (If you dress well, they're more willing to give you a chance
and go off alone with you.)  Participating in any violent physical
activity (Martial Combat, leading a Mob) or going into the catacombs
while wearing fine clothing will cause that clothing to get scuffed
and torn sufficiently that it will not longer provide a bonus to your
flirting attack.

\subsubsection{Perfume}

You can buy perfume from a perfumer that affects one of your seduction
attack stats.  High-quality perfumes may either give you more bonus
points to the stat, or affect multiple stats.  Perfumes last 4 hours.
There are 2 uses in a bottle.  Participating in any violent physical
activity (Martial Combat, leading a Mob) or going into the catacombs
while wearing perfume will cause you to sweat sufficiently that the
perfume wears off immediately upon doing so.

\subsubsection{Love Letters}

Letters can be used to affect your flirting attack and your seduction
attack scores.  People without special abilities can use love letters
minimally; those with certain abilites can use letters to greater
effect.  Note that all letters must be addressed to a specific person
and once written cannot be redirected to another person.  Also, each
specific letter can be used only once.  A love letter must be written
on Fancy Stationery, in Ink.  You should handwrite it, and it must
cover at least half of a piece of 8$\frac{1}{2}$-by-11'' paper.

\begin{itemize}
\item {\bf Love Letter 1: Remote Flirting Attack.}  This ability is
      rated; your skill at it may be higher or lower than your normal
      Flirting attack.  The letter has the attack score in it, and if
      the other person's defense is lower, they have to meet you at the
      specified place at the specified time for a seduction attack.  An
      advantage/disadvantage of this type of letter is that neither of
      you have the restriction against violence you would if you'd done
      flirting normally. (Anyone who doesn't have a specific ability can
      write one with an attack of 1.)

\item {\bf Love Letter 2: Weaken Defenses} Another type of letter gives
      you the ability to weaken someone's defenses.

      Person A can reduce Person B's Flirting defense (vs A only) by
      writing Person B a letter.  A normal person without an ability
      can reduce someone's Flirting resistance 1 point.  People with
      an ability can achieve greater effects.  The love letter comes
      with an ``ability card'' attached as a reminder to person B,
      which includes the amount of reduction, who sent the letter,
      etc.  This lasts 24 hours.
\end{itemize}

\subsubsection{Gifts}

Giving romantic gifts to someone can improve your chances at seducing
them.

\begin{itemize}
\item {\bf Flowers.} When combined with a ``Remote Flirting Attack''
      letter, flowers increase that attack score by an additional 1 point.

\item {\bf Good Wine.} ``Fine'' or ``Superb'' wine may be offered at 
      the start of a seduction attack (Normal wine doesn't help).  If
      accepted, it causes the attacker to lower one seduction
      attack stat by 2 points, and the defender to lower one seduction
      defense stat by 2 points for the duration of the seduction
      attempt (until you both leave the room you're alone in).

\item {\bf Chocolate.} When combined with a letter to lower someone's
      flirting defenses, chocolate weakens the flirting defense by an
      additional 1 point.
\end{itemize}

\subsection{Typical Seduction Stats}

Average Flirting Attacks and Defenses are approximately 5 and 6,
respectively.

Average Seduction Attacks and Defenses are about 6 with scores ranging
from 1 to 11.  Average people will generally have 1 higher attack and 1
lower attack, and the same is true of defenses.

\subsection{After you're done\ldots}

The person who made a successful seduction attack may, after the
seduction, pick a slip of paper at random from the loser's ``S''
packet and read it.  Whatever you get should be shown to the loser as
well.  As an alternative to taking a slip of paper from the ``S''
packet, the seducer can ask the GMs any one question which could be
answered by a close physical inspection of the seducee.  {\bf This
slip should then be placed back in the ``S'' packet.}

Also, make sure to let the GMs know about your little escapades since
seducing someone or being seduced affects your political status.  You 
can do this most easily by filling out one of those handy ``Seduction
report form'' which is available in massive quantities in The Box.


\section{Houses and Other Stash Locations}

\subsection{Unstashable items}

Some items are too noticeable to stash effectively in Paris; these
items will have the word ``Unstashable'' printed vertically on the
right side of the item card.  Urchins and the curious are everywhere;
if you hide one of these items around Paris (i.e. if you put it down
or hide it anywhere on campus), it's certain to be found by some
random NPC very quickly.  Thus, you should {\bf never} physically hide
an item which says ``Unstashable''.  The sole exceptions to this rule
are the following public locations: The Tuileries (1-190) and La
Maison Politesse (8-306).  Unstashable items may be left in either of
these locations.  You may want to ask Mlle Politesse for her
permission if you leave anything at her house, but that's up to you.
In-game documents are all ``Unstashable'', even if they were written
up by the PCs themselves.  All bulky items are ``Unstashable''.

Unstashable items can be stored off your person by one of three
methods.  First, they can be stashed subject to the restrictions
above.  Second, they can be stored at your character's residence, or
at a building owned by your character or your character's family.
Third, a dead-drop may be established for them.

\subsubsection{Buildings}

To stash something in an in-game building (as opposed to one of the
MIT buildings), find the folder for that building in the ``Buildings''
box.  (Much like the regular ``box'', but separate --- the
``Buildings'' box is in the Control Room) This folder contains a
packet with a virtual location and a list of people who may freely
enter it.  You are only allowed to inspect, add to, or remove things
from a building which you or your family owns, or to which the owner
has given you access by writing your name in the ``People allowed to
enter'' list on the packet.  Even checking to see whether someone
else's building is empty or not is against the rules.  Having found
this packet, take the packet to the door in the Institute which
corresponds to its ``virtual location''.  Once you are there, you may
add or remove things from the packet.  You should return this packet
immediately after you are done with it.

Your buildings are relatively secure, but your personal servants can't
do much if an angry mob with a cannon arrives and demands entrance.
Your building has a defense strength (noted on a page attached to the
packet); if someone shows up with an angry mob to trash or search your
building, what exactly they can do depends on whether the angry mob
has strength greater than or less than the security value.  For more
information on this, look at the ``Building Defense and Repair''
greensheet, which is available in the ``Buildings'' box to anyone who
wants to look at it.  Your servants will not resist an attempt by the
Minister of Police or the Minister of Internal Security to search your
residence or any other building.  If either of these government
officials searches without proper cause (a warrant from the Directory,
or an {\em ex post facto} conviction in court), their popularity in
the city of Paris will suffer, and discontent will rise.  Your
servants will always report to you the name of anyone who forces his
or her way into any of your buildings by any method.

However, while you are in your house, it cannot be invaded or searched
--- not only that, but you know secret ways in and out of the
building.  When you leave game (to go home, eat, feed the cat,
whatever) you can protect your residence by placing your name badge
(along with its badge holder) in its packet.  If anyone attempts to
force their way into the building while you are home, your servants
will curtly dismiss them, using sufficiently colorful language to
discourage even an angry mob from entering.  Note that they can still
smash the windows or otherwise damage the building\ldots  Allowing
your buildings to be damaged reflects poorly on you, and may damage
your political position.

Note that if you choose to leave your badge in the residence box, you
cannot engage in normal in-game activity or conversation until you
reclaim your badge.  You can, however, communicate under the same
restrictions listed for Phones and Computers in the rules --- you can
set up meetings, but you cannot discuss anything substantive.  To leave
your badge ``at home'', go to the first floor of the Infinite Corridor,
change your badge to ``not here'', and then come up to the Control Room
(8-205) to deposit your badge.

\subsubsection{Dead Drops}

You may establish a dead drop by paying the GMs 1,000 livres.  In the
unfortunate event that you die, the contents of the dead drop will be
given to the person or persons who you have specified in the dead
drop.  You cannot leave instructions to destroy something in the dead
drop, or to simply leave it there, if you die; it must be slated to go
to a PC.  Only one beneficiary is allowed per dead drop; if you want
different things to happen to different items, you must establish
multiple dead drops.  Any number of items may go into a dead drop.
You may remove something from any of your dead drops at any time, or
inspect the contents (you can inspect them yourself without removing
them, but to show them to someone else, you have to remove them), but
if you remove something, you cannot add it back later --- you have to
establish a new dead drop by paying 1,000 livres.  Everyone in game
has access to the sort of shady characters who can set this sort of
thing up, and they're completely secure.

\subsection{Stashable items}

There is only one restriction on stashing things which are not marked
``Unstashable'' and which are not documents: they must be stashed
close enough to the ground that Abbe (one of the GMs--ask around if
you don't recognize her) could reach it.

\subsection{Other Stash Locations}

If you know the name of a building (``Victor Moreau's residence'',
``New World Trading Company's Warehouse 23'', ``The Thirsty
Revolutionary Bar and Grill'') and its virtual location on campus (a
room number), you may go there\footnote{Definition of ``going there'':
Take the packet for that building out of the ``Buildings'' box, and go
the hallway outside the room.  You {\em do not} have to go into the
room; in fact, many virtual locations are random offices and locked
classrooms.  Note that the virtual locations and names of buildings
are in-game information; if you don't know the name of a building (to
a good approximation) or its virtual location, you can't go there.}
with a mob, or a warrant, or whatever else you think might be able to
gain entrance.

You can do two things: you can inquire about whether the owner is at
home, or you may attempt to gain entrance or damage the building.
Inquiring about the owner takes no time; simply go to the virtual
location, and feel around in the packet to see if a badge holder is in
there.  If there is, you can look at it.  If you want to talk to the
person, you may do so by going to a nearby telephone and calling the
person.  Explain that you're at their front door, etc.  Note that you
cannot simply look into the packet and inspect the items therein; the
whole point of having people put the badge holder in the packet with
the badge is so that it will be obvious by feel whether someone is at
home or not.  To attempt to gain entrance, or damage the building,
consult the ``Building Defense and Repair'' greensheet.  Servants are
resourceful, and you can't get rid of them, so don't even ask if you
can slaughter them all to avoid being reported when you invade
someone's home.  The same principles apply to other buildings, such as
warehouses and offices.

\section{Art/Music}

\subsection{Introduction}

Being an enlightened and cultured city, Paris is filled with
opportunities to see and hear fine art and music.  While most characters
do not have formal training in art or music, they know what they like
when they hear it.  This is reflected by a popularity score which is
attached to all works of art and musical compositions.

\subsection{Popularity}

A high popularity score indicates a catchy tune/theme or bold, realistic
painting.  A low score on the other hand indicates something bizarre,
muddled, or otherwise so unusual or unskilled looking that one would
never take a second look (or hearing).

Note that popularity is not necessarily associated with technical skill
or brilliance.  Trite works may prove amazingly popular and technically
perfect items done by a master may be rejected by the public.  Only
those trained in the arts formally can tell the difference.

Popularity scores may range from 1 to 9999.  For reference, items in the
9000 range would include such works as Beethoven's Ninth Symphony and
the Mona Lisa as well as the song Happy Birthday (everyone knows it
after all).  On the other hand, works with a popularity below 1000 would
be considered amateurish, while works below 500 would be generally
ill-regarded at best; such might include images of flag burning and
atonal, dissonant music.

\section{Wrapping It All Up}

There are four basic things to always remember:

\begin{enumerate}

\item If in doubt, ask the GMs before it happens.
\item Always apply your common sense and don't let Non-Players notice
      that you are acting strangely.
\item 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.
\item It's a game.  Have fun.

Alternate ending:

\addtocounter{enumi}{-1}
\item Play to win.
\end{enumerate}

\end{document}

