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%\sheettitle{{\em Doctor Who?}\\ Shilhar's Stone\\ Rules}
\begin{center}
{\huge\em Doctor Who?\\} {\Large Shilhar's Stone\\} {\large Rules} 
\end{center}

\begin{center}
{\small Written by Ken Clary and Jonathan Monsarrat\\This game and all
of its text \copyright 1997 MIT Assassins' Guild \\ These rules
written and compiled by Ken Clary, who pulled many things from various
places}
\end{center}

\section{Rules}

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.

If you have any doubts about the rules or how the GMs interpret them,
talk it over with a GM in advance.  If you make a mistake because you
didn't read the rules or didn't ask a GM to clarify, you're out of
luck.

{\bf All GM rulings are final and override the rules.}  You may
disagree with a ruling, you may not like the rules, but they apply
equally to everyone.  Remember that there are things you don't know
that may influence GM rulings.

If you're not sure whether something is legal, ask a GM. If you can't
find a GM to ask, assume it's not legal and don't do it.  In general,
try to use ``common sense,'' even though a GM may have a hard time
explaining they're own notion of just what ``common sense'' is.  No
rule is perfect.  So, try to go with the spirit of the rule instead of
the letter.

Please note that many of the rules are almost impossible to enforce,
so the game relies heavily upon the \emph{honor system}.  Remember,
it's only a game.  It's supposed to be fun.  We hope that you agree
that it is no fun to win by cheating.  Be your own harshest critic.

Playing loopholes in the rules is also frowned upon.  This is a
role-playing game, not a law school.  The GMs reserve the right to
make decisions which violate the letter of the rules in order to
preserve their spirit.

Assassin games are often tightly plotted.  People may depend on your
presence and actions in order to complete their own plots.  If you are
not going to spend any time in game, please turn in your Character
Packet so the GMs can give it to someone else.  If you are
unexpectedly hosed, please try to warn the GMs and your allies.


\section{Reality and Game Reality}

This is only a game.  Remember the difference between reality and game
reality. This game does {\bf not} give you the right to do anything
normally prohibited --- hacking is right out.

You yourself are a \emph{Player}.  In the game, you are playing the
part of a \emph{Character}.  (Specifically, a \emph{Player Character},
or ``PC,'' as opposed to an ``NPC'' (see Non-Player Characters).)
To some extent, this will require you to pretend that you have a split
personality --- your Character may have different tastes, background,
knowledge, and morals than you, the Player.  Think of yourself as an
actor taking on a role.

At times during the game, emotions may run high.  You may find that
your Character has gotten into a horrible argument with another
Character and is quite angry.  This is OK; if you're really
role-playing well, this can even be a lot of fun.  If you find that
the argument has crossed that Player / Character line, and you, the
\emph{Player}, are getting angry with the other \emph{Player}, this is
not acceptable --- it is no longer fun.

If you notice that you've crossed this line, you should take a break
for a little while to calm down again.  If you think someone else is
crossing this line, you might politely suggest that they do the same,
but don't push the point.  Some particularly good role-players can
portray anger VERY convincingly without actually feeling any.
 
If someone politely suggests that \emph{you} take a break to calm
down, please consider doing so.  Perhaps you crossed the line without
noticing it.

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.'') As
this example indicates, \emph{while {\bf Characters} may lie to other
Characters at almost any time about anything, {\bf Players} may {\bf
never} lie to anybody about anything}.


\section{People}

\subsection{Non-players}

There are lots of people around who aren't involved in the Guild, some
of whom dislike us.  Games shouldn't annoy these people; this is
impolite and can get the Guild in trouble.  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 we do what we can
to make it less obvious.

The Guild tries to reserve relevant rooms when possible, but there
might always be Non-Players around.  Many of them may even be trying
to do productive work, so disturbing behaviors should be taken
elsewhere.  Disturbing behaviors include: being noisy, especially near
places where they work; running; blocking hallways (it takes very few
people to accidentally do this); taking actions which make people
nervous or uncomfortable (like using threatening body language);
having conversations where the NPs hear snatches like ``bomb'' or
``kill them all'' (some weirdos will think you mean it).

If someone asks what you're doing, tell them you're playing a game
with the MIT Assassins' Guild. If they persist, direct them to the
GMs.  The Campus Police \emph{should} have been told that there's a
game going on, and this \emph{should} have propagated to all the
individual CPs, but this doesn't always work perfectly.  Their job
requires that they investigate odd activity.  If a CP asks you what
you're doing, tell them you're playing an Assassin game.  This will
disturb them much less than if you're evasive; after all, you aren't
doing anything wrong.  Don't argue; be polite.  Answer their questions
and tell them where the Control Room is so they can talk to the GMs.
Then come tell the GMs what happened.

If you are alone, or in a small group of normal-looking people (no
guns out or anything) and you see an NP, just act normal and \emph{walk
past}.  Don't stop; if you're standing still, someone who doesn't
realize that the NP is there may jump out and try to surprise you.
Just try to clear the area at a walking pace.  Similarly, if you are
about to ambush someone and see an NP, it is more important not to
bother the NP than to successfully ambush your target.  Having quiet
conversations with NPs around is OK in itself, but should be avoided
since someone in the group or coming upon you may wish to do something
more, like kill you all.

If you see an NP while in a combat situation, or if there are other
Players nearby who don't realize that a Non-Player is there, you
should call a \emph{Game Halt} (see Game Halts); the Halt should 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.)
 
Once the NP has left the area, play may begin again.  Someone who sees
the NP leave should call ``Resume'' loudly enough for everyone in the
area to hear it.  If things are crowded it is a good idea to have one
person count down, calling ``3, 2, 1, Resume'' so that everyone knows
exactly when play starts.

If, despite your most valiant efforts, some NPs do get upset, {\bf
call the GMs} and let them help calm them down!  Complaints to the
Dean's Office are to be avoided at all costs.

Do not deliberately use NPs as cover or otherwise attempt to take
advantage of the NP rules.  Play the spirit, not the letter; \emph{use
common sense.}

You are encouraged to spread the gospel of real-time, real-space
role-playing to your friends.  However, NPs cannot knowingly have any
effect in-game.  They may not be used to hold items or information or
deliberately spy for Players, nor can anything be hidden in a NP's
room, and they most certainly cannot help you kill someone.


\subsection{Non-Player Characters}

``Non-Player Characters,'' or ``NPCs,'' are something else
entirely. An NPC is a Character that \emph{does} exist in game, but is
being played temporarily by an Observer or GM.  NPCs, unlike NPs,
\emph{can} be spoken to, bribed, attacked, killed\ldots{} in other
words, they are much like a Player Character.  NPCs of specific games
may be ruled to be all stupid, or impossible to persuade out of their
jobs, or always serve as witnesses, or never serve as witnesses,
or\ldots{}.

\subsection{Observers}

A Observer is someone who is observing the game, but not
participating.  ``Ghost'' is an older term for this.  If you are
unsure whether someone is a NP or an observer, assume they are an NP.
Observers will probably be required to wear a white headband and/or an
``Observer'' badge while in game area.

The GMs may use Observers to do helpful things, such as tell you
things for the GMs.  When they're just hanging around, they shouldn't
get in your way, and must leave if you ask them to.

Anyone who wants to be an Observer must first contact the GMs, learn
what rules they apply to Observers, and get an appropriate white
headband/badge.

\subsection{GMs}

Gamemasters (GMs) are the people who wrote and are running the game.
Often they have ``GM'' badges and/or white headbands.

The GMs act as judges and referees for everything in game.  They are
available to answer any questions about your Character, the rules, the
game, whatever.  They know your secret plots already, so you can talk
to them without fear; use them as a resource, it's one of their jobs.

While the GMs are friendly folks, the sometimes competitive nature of
the game will occasionally cause them to be stern as well.  A GM
ruling on any situation is final.  You may not understand a ruling;
keep in mind that the GMs know lots of things about the game you
don't.  Hopefully the ruling will make sense by the time it's all
over.

\subsection{Game Mommies}

Game Mommies ({\bf not} to be confused with GMs, though they have the
same initials) are helpful people who are around to answer questions,
especially for new players.  You can tell them your secret plots (they
won't tell other players) and ask advice.  They're there to help new
players get used to all the concepts, jargon, and traditions that more
experienced players take for granted.  They're not GMs, so they don't
make rulings.  In some cases, they can give more useful answers to
players questions than GMs, since GMs may ``know too much'' to give a
clear answer (GMs tend to respond with ``if you know, you know'' in
situations like this\ldots).

Game Mommies may be playing NPCs, or they may be Observers.  They'll
probably be wearing a badge that says ``Game Mommy'' regardless.  In
either case, feel free to ask them questions.  That's what they're
there for.

\section{Character Packet}

Your {\bf Character Packet} will contain some or all of the following
things.  As usual, character sheets, group sheets, etc. should not be
shown to any other player. All sheets are written from the point in
time when game action begins.

\begin{description}
  \topsep = 0in \partopsep = 0in \itemsep = 0in \parsep = 0em

  \item[Character sheet] (white)

  \item[Group sheets] (blue)

  \item[Mechanic/Knowledge Sheets] (green)

  \item[ID Badge] You must wear your badge at all times while you are
  playing in the game.  The first digit of the ID number indicates
  your apparent age in decades.  ID numbers on badges are used only
  for game mechanics and can not be written down or referred to in
  character.

  \item[Stat Card] You should {\em not} tell people what any of your
  stats are unless otherwise instructed.

  \item[Ability Cards] These are 2-sided index cards that are
  abilities your character has.  They have their own special rules,
  and sometimes an associated greensheet.  To use them, you follow the
  instructions, make sure that other characters seeing you use the
  ablity see the ``ability effect,'' and describe what is happening
  (``I form a bal of fiery doom in my hand and throw it'').

  \item[Memory Packets] You may open these and read them anytime you
  see/hear the number/description on the front. If you see/hear them
  subsequently, the information still holds.

  \item[Item Cards] See Items, below.

\end{description}


\section{Out-of-Game}

\subsection{Game Halts}

Game Halts are for Players who want to get a GM on the scene or
resolve \emph{Player} confusion.  They should be called by saying
``Game Halt'' loudly enough for all Players in the area to hear.

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.  People should not move around or change things; the
situation when the game resumes should be the same as when it left
off.  If other Players wander in, they become Halted as well; a GM may
well be needed to sort out the multiple Halt.  This is one of the
reasons to keep Halts to a minimum.

A Halt is terminated by consensus of all Players involved in the Halt,
or by a GM.  Someone should call ``3, 2, 1, Resume'' so it is clear
exactly when play resumes.

Halts should also be called when an NP arrives on the scene of a game
action (see Non-Players).

\emph{Halts may not be used to stall, gain thinking time, etc.  Use
common sense. Use sparingly.}  Hopefully, if any Halts are necessary,
they'll be resolved very quickly.  Be reasonable and \emph{be familiar
with the rules.}

\subsection{Not Here}

In some instances, your Player may need to do something or go
somewhere the Character isn't; in that case, you can go Not Here by
flipping your badge to the Not Here side.  Tell other Players that you
see that you're Not Here, so they know you're not currently playing.
Your Character does not see anything your Player sees while Not Here;
therefore, it's best if you just avoid game area 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, \ldots{}) because someone might be trying to follow you and
they deserve the chance.

Times to go Not Here are: when you are out of the playing area; when
your Character cannot be there (he's off being brainwashed, for
example); when you are doing real-world work and shouldn't be
disturbed; when an ability, assistant, or GM tells you to.

It is important to understand Not Here and not to abuse it.  Ask
yourself, ``Do I \emph{need} to be Not Here for this?''  If the answer
isn't Yes, and if you're not going to fetch a GM, then be Here.  If
the Player is going to the bathroom, so is the Character... and
someone can follow and shoot you in the hall.

When you are Not Here, you may not act on anything you see or interact
with the other Characters in the game.  You cannot become Here based
on anything you see or anyone you meet, although you can become Here
based on, say, phone calls or messages (see the section on Athena).
You do \emph{not need} to be Not Here to go about your normal
day-to-day activities unless you want to.  If someone asks ``Are you
Here?'' it is never ok to say ``I can be''; you are or you aren't ---
no giving away the information that you're alive and free without also
being Here to be shot.


\section{Items}

Items are represented as little white index cards with a number and
description.  These are ingame and may be shown to others, given,
stolen, etc.

Some items may have props --- ``physreps'' or Physical Representations
--- associated with them, in which case the item card and physrep
should always be kept together.  If they are separated, the item card
is the real item.  Note that weapons cannot be used without a physrep
that Players can see threatening them; see Combat and Weapons.

The description on an item card (``a large, glowing, blood-red ruby'')
is ingame information obvious to anyone who looks at the item.  The
\emph{item number} on the card is \emph{not} ingame information and
may not be spoken of.  It may trigger memory packets.  You may have
special knowledge that lets you learn information from item numbers
(such as detecting counterfeit money); you can only discuss such
mechanics if the GMs say so.  The same applies to badge numbers and
similar things.  Item numbers are not necessarily unique.

There may be explicit restrictions on carrying some items (see below).
Even when there aren't, \emph{be reasonable} with items.  You can't
carry a hundred rocks in your pocket, you can't fold a sword in half,
you can't hide a life-sized statue in a fire hose.  Your Character
shouldn't either.  Only do things with item cards that your Character
would be able to do with the actual items; use common sense.

If you are wearing an item (e.g.~jewelry), you should display both the
physrep (if any) and the item card --- people might have a memory
packet for it, or a special ability that requires the item number.
You can wear an item concealed if your Player is wearing clothing that
covers the appropriate body part (e.g.~if you are wearing gloves, you
can ``wear'' a ring without displaying the card).  If you are doing
this, and another Character sees your Character without the covering
piece of clothing (e.g.~your Player takes off the clothing; your
Character takes it off to show the concealed item; the two Characters
have sex), show the item to the other Player and tell them you're
wearing it.

Some items will have envelopes attached to them (or simply be an
envelope with an item number and description on it).  See Ingestibles
below for the most common case.  In other cases, the envelope will
either have a code or instructions.  If instructions, they should be
self-explanatory (``open if you push the button'').  If it is simply a
code, ignore the envelope unless you know otherwise (e.g.~you have a
relevant memory packet or special ability).

\subsection{Bulkiness}

A \emph{bulky} item is too big or heavy to be carried freely.
Bulkiness is measured in ``hands,'' i.e.~how many hands it takes to
carry it.  An item card with $N$ colored dots on it is $N$-hand bulky.
(A dot with a number on it is that many hands' worth of bulkiness.)

Cooperation is possible.  It should be clear to onlookers which people
are carrying the item (the Players should be holding the item card
together).

A bulky object must be carried openly and cannot be concealed.  It
cannot be put in a bookbag unless otherwise specified.  A hand helping
to carry a bulky object can be doing nothing else.

$N-1$ hands may drag an $N$-hands bulky object at a slow pace.

A body is a two-hands bulky item.

\subsection{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,'' or attached to an item card saying that.
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.

If you take two ingestibles with similar affects, assume you are
affected \emph{only} by the stronger one unless told otherwise.  If
eating a piece of cake makes you feel good, eating two doesn't make
you feel twice as good.  You will experience simultaneous effects from
any ingestibles that don't overlap.

If you take a drug with the same effect before the first has worn off,
reset the clock on effect.

\subsection{Written Information}

Playerlists, recipes, maps, and newspaper clippings are game items.

Anything pre-printed for the game on colored paper --- Charsheets,
Bluesheets, Greensheets, etc.\ --- is not a game item and may not be
traded, read by other Characters, and so on.

If you write something down on a piece of paper, that paper is now an
in-game item and should be clearly marked as such.  It can be traded,
stolen, etc.  Therefore, don't write things on your Character sheet,
Bluesheets, and other stuff that shouldn't be in-game.


\section{searching}


\subsection{Hiding Things}

Items can be carried with you or hidden anywhere in the playing area.
To hide an item somewhere, you must actually hide the item there.  If
someone else finds it, you have to figure out how to get it back.  Do
not hide items in areas that are not Game Locations.  Don't hide bulky
items somewhere a real such item wouldn't fit\ldots{}.

{\bf Stashing Rule:} Don't stash items out of reach of short people.
This pretty much rules out stashing things inside drop ceilings.  We
can give a demonstration of what's too high; though mainly this is
``common sense.''

\subsection{Theft}

If you find an item or item card sitting around, you can take it. It's
yours.  

To steal game items left in someone's bookbag or purse, do \emph{not}
search the Player's belongings.  Leave a ``STOLEN --- see a GM'' note on
it and tell a GM.  The Player will give the contents to the GMs, who
will pass them on to you.

\subsection{Searching Places}

To search a game location, you must actually search it.  If you find
something, wonderful; if you don't, oh well.  Don't bother trying to
search non-game locations; even if it weren't illegal, it won't do you
any good because no one's allowed to hide things there.

\subsection{Searching People}

All searches of Characters (or their belongings) are conducted via
Player dialogue.  You cannot search an unwilling Character unless they
are unable to resist you (immobile, unconscious, or dead).  Even then,
anyone in Zone of Control (see Zone of Control) of either of you can
prevent the search by saying ``I stop you.''

There are two kinds of searches.  If the searcher does not indicate
which, they are performing a Total Search by default.  It takes two
free hands to perform either kind at a reasonable speed.

{\bf Pat-Down Searches} simulate stereotypical TV cop ``frisking.''
This search will only reveal the presence of weapons (ranged and
hand-to-hand) and armor.  This takes as much time as it takes your
victim to tell you what you find.  (``You find a crossbow in this
pocket and a knife in this one.'')

{\bf Total Searches} simulate a mildly invasive complete search of the
Character's entire body and clothing.  This takes as much time as it
takes the victim to hand over their item cards.  Victims, don't stall,
but do be careful to hand them only item cards and not ability cards
and so on.  Anyone nearby can see what the searcher finds, which is
another reason not to hand over an indistinguishable wad of cards, as
the searcher doesn't find a wad of items.  Remember to hand over your
ingame money.

Search of a Character does not mean you've searched their backpack or
purse.  To search those, do \emph{not} actually look through them
yourself.  Tell the Player ``I'm searching your backpack.''  If no-one
stops you, the Player will give you the item cards in their backpack.


\newpage\section{General Combat Info}

\subsection{meta-combat}

This is a game.  This means that you are playing this to have fun, a
fact that's really easy to forget when your Character is about to die.
Do try to keep your temper.  Real violence is unacceptable.

Some games rule some weapons to be freely available ingame --- clubs,
almost always; sometimes guns.  Unless your weapon is one of those,
you {\bf must} have an item card or sticker (as appropriate) to use it
ingame.  You {\bf always} need to have a physical representation to
use the weapon, so that Players can see that you're a threat to their
Characters.  Several meta-restrictions apply to all weapons:

\begin{description}
  \topsep = 0in \partopsep = 0in \itemsep = 0in \parsep = 0em

  \item[Appearance:] It must be clearly unreal so NPs won't care if
  they notice it.
 
  \item[Functionality:] It has to simulate what it does.  All guns
  must shoot something, bombs go beep, etc.

  \item[Safety:] It must cause no real damage whatsoever, either to
  people or property.  Water balloons are out of the question.  Any
  damage must be repaired at the victim's convenience and the
  offender's expense.

\end{description} 

Please try not to walk around areas with NPs with any sort of weapon
visible.  Guns, even plastic ones, sometimes disturb people, and
boffers can look like lead pipes at a distance.

The Meta-Rules explain the overall outlook on combat rules.  They are:

\begin{itemize} 
  \topsep = 0in \partopsep = 0in \itemsep = 0in \parsep = 0em
  \leftmargin = 1.5em \rightmargin = 0in \itemindent = 0in

  \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, \emph{call
  a Halt}.
 
  \item Players are {\bf not} to initiate any combats in sight of
  Non-Players.
 
  \item Combats are {\bf not} to cause property damage.

  \item Combats should happen as close to realtime as possible.

\end{itemize}


\subsection{ZOC and Rock/Paper/Scissors}


Someone is in your \emph{Zone of Control}, and you are in theirs,
if you could touch fingertips with arms extended.

``Rock, Paper, Scissors'' involves showing hand symbols to each other.
There are three symbols:

{\bf Rock} is made by a fist.

{\bf Paper} is made by a flat hand held horizontally, palm down.

{\bf Scissors} is made by the first two fingers extended out of a
fist, looking vaguely like a pair of scissors.

They defeat each other cyclically: Scissors cut Paper, Paper wraps
Rock, Rock crushes Scissors.  (Each ties itself.)

When playing RPS, count off ``1, 2, 3, show.''  On ``show'' each
player displays a symbol.  Determine who wins.



\newpage\section{The Combat System}

\subsection{Health}

You have 2 health-related stats:

\begin{description}
  \topsep = 0in \partopsep = 0in \itemsep = 0in \parsep = 0em

  \item[HPmax] Maximum Hit Points - This is a measure of your health.
  You can never have more Hit Points than this, unless you know
  otherwise.

  \item[HP] Current Hit Points - This is your current health level.
  Taking damage in martial combat and from gunshots will cause this
  number to drop.  If it ever drops to zero, you fall unconscious.
  You can't really ever have less than 0 Hit Points.
\end{description}

You normally heal 1 Hit Point per hour, if you haven't been seriously
wounded by gunfire or such.  If you are unconscious (and not near
death from getting shot), you regain consciousness and 1 Hit Point in
10 minutes.  If damage is done to you while you are unconscious, reset
the 10 minutes.

The average humanoid has a {\bf HPmax of 12.}

\subsection{Martial Attack -- Martial Defense}

You have 1 combat stat: {\bf MC}, or Martial Combat stat.  This is a
numerical representation of your ability to beat the stuffing out of
your fellow humanoids, as well as your ability to defend yourself.

The average humanoid has a {\bf MC of 3.}

To attack someone, you must first get into ZOC of the person, clearly
point at them, and declare ``martial attack.''  This should be done
loud enough such that the people around you can hear; after all, you
did just start a fist fight, which usually is pretty attention
grabbing.  The person being attacked then has {\bf three seconds in
which to respond.}

If they respond with ``martial defense,'' then you do a {\bf Simple}
round of combat:
\begin{enumerate}
  \topsep = 0in \partopsep = 0in \itemsep = 0in \parsep = 0em
  \leftmargin = 1.5em \rightmargin = 0in \itemindent = 0in

  \item Play Rock/Paper/Scissors.  The {\bf winner adds 1 to their MC}
  stat for this round.

  \item Compare your MC stats (you are allowed to say you have a lower
  stat than you really have, i.e. pulling your punches).

  \item If the defender's MC is equal or higher, no damage is taken.
  If the attacker's MC is higher, the defender looses as many Hit
  Points as the difference.

  \item The Round, and the Combat, ends.\footnote{You could think of
  this as an ``automatic break.''}
\end{enumerate}


\subsection{Counterattack}

For some reason, the person attacked might want to fight back, instead
of just defending themselves.  Of course, they could just declare
``Martial Attack'' themselves to start a new Round as the attacker.
But they may want to do immediate damage.  In this case, they can
respond (within {\bf 3 seconds} of the attack) with ``Martial Attack''
and point back at the attaker.\footnote{Same as if 2 people declare
``Martial Attack'' on each other at the same time.}

In this case, the 2 combatants do a {\bf Complex} round of combat:
\begin{enumerate}
  \topsep = 0in \partopsep = 0in \itemsep = 0in \parsep = 0em
  \leftmargin = 1.5em \rightmargin = 0in \itemindent = 0in

  \item Do a {\bf Simple} round of combat (including RPS), with the
  person who declared ``Martial Attack'' first as the attacker.  The
  Defender, however, must {\bf subtract 1 from their MC for the
  purpose of defending}, since they're putting some focus into hitting
  back.

  \item Reset both MC stats to normal.

  \item Play another {\bf Simple} round of combat (again including
  RPS).  This time, the original Defender is the attacking.  The
  original Attacker, now defending, should {\bf subtract 1 from their
  MC stat for the purpose of defending}.

  \item The Round, and the Combat, ends.

\end{enumerate}

\subsection{Multi-Person Combat}

You may never attack more than 1 character in a Round.  However,
multiple people can attack the same Defender in the same Round; they
do this by getting in their ``Martial Attack'' declarations in before
the {\bf 3 seconds} is up (if they're late, they have to wait until
the present Round is over).

For the sake of crowding, player safety, and player sanity, the
maximum number of Attackers who can attack simultaneously is {\bf 3}.
If people tie for the 3rd attack slot, and are unable to quickly
decide amongst themselves who gets it, the Defender chooses one of
them.

A Defender, when attacked by multiple people, can ``split up'' their
MC stat among the Attackers.  So if you have an MC of 3, and 3
Attackers, you can Defend with 2 against one of them, 1 against the
second, and 0 against the last.  Or 1,1,1.  or 0,3,0.  Or whatever.
Non-negative integers only; you get the idea.

Resolve the Round by doing a {\bf Simple} Round of combat with each of
them, using the split MC stat.  Pick an order; the order they declared
``Martial Attack'' in is probably the simplest.  The Round ends when
all the pairings have been compared.

If the Defender is counterattacking 1 of the Attackers (``Martial
Defense'' against all of them, then quickly pointing at one and saying
``Martial Attack''), then the Defender does a {\bf Complex} Round
against that one while doing {\bf Simple} Rounds against the others,
making sure to subtract 1 from MC for all Defending (before you had 3
to split among the Attackers; now you just have 2 to split).

If the Defender happens to Attacking someone else entirely ({\bf Note:
attacking someone takes up 1 of your 3 ``slots,'' meaning now only 2
people can Attack you.  Also, if 3 people are already attacking you,
you can't choose to Attack a 4th person yourself}), they must also
subtract 1 from MC for the purpose of all Defending.  Basically,
anytime you are try to do damage to someone, you must subtract 1 from
MC for Defense.

{\bf Also note:} any time there are multiple people doing things in a
Round (Counterattacks, more than one Attacker, Attacking in a
``chain''\ldots), all Hit Point losses and the effects of Hit Point
losses don't happen until the entire Round is over.  So don't worry so
much about order.


\subsection{Weapons}

A hand weapon will have a combat stat; you add this to your MC when
using it in combat.  A gun does not add to your MC.

To use a weapon in combat, you must have it drawn and in the open
(defined as completely unobscured by clothing, in your hand; behind
your back but out in the open is OK) before ``Martial Attack'' is
declared.  You can't draw a weapon once ``Martial Attack'' has been
declared.  However, if you have a gun drawn, feel free to use it.  If
you shoot your Attacker before the 3 seconds is up, the effects of the
shot happen.

There is no disarming mechanic.

\subsection{No Killing Blow}

There is {\bf no} Killing Blow in this game.


\newpage\section{Ranged Combat: Guns}

There are no Disc Guns in game.

A standard single-shot dart gun (also known as a Patrol gun)
represents a standard in-game gun.  Call it a blaster-ray gun or
whatever.  It's a generic sci-fi hand weapon.

Since these are energy weapons, assume ammunition is freely available.
Sweep ammo from the floor.  However, you can't call an ammo halt.

\subsection{Limb Hits}

Don't bother worrying about limb hits.  They count no different from
other hits.

\subsection{Hits}

{\bf Do Not} aim for the head.  It has no advantage in the game, and
is quite annoying.

Bayonetting (when the dart fires and makes contact, but fails to leave
the barrel because you were too close), doesn't count as a hit.

Richochets, clothing shots, and hair shots also do not count.  When in
doubt, the shooter calls the shot.

\begin{description}
  \topsep = 0in \partopsep = 0in \itemsep = 0in \parsep = 0em

  \item[1st Hit:] Take 8 Hit Points of Damage.  Roleplay accordingly.

  \item[2nd Hit:] You are unconscious, and need healing to regain
  consciousness (10 minutes won't do the trick).  Without medical
  attention, you will die in a couple of days or so.

  \item[3rd Hit:] Like above, except you will die in 30 minutes
  without medical attention.

  \item[4th Hit:] You will die in 15 minutes without medical
  attention.

  \item[More Hits:] Doesn't make a difference.  It's mostly a kludge.

\end{description}

If you were already unconscious before taking a first hit, count it as
a second hit.  If the first hit knocks you unconscious, the second hit
is still the same.

\newpage\section{Death}

You should do the following things immediately upon your Character's
death:

\begin{itemize}
  \topsep = 0in \partopsep = 0in \itemsep = 0in \parsep = 0em
  \leftmargin = 1.5em \rightmargin = 0in \itemindent = 0in

  \item {\bf DO NOT} give out any information about your
  Character or their death to any Players.

  \item Feel free to remain on the scene to play the part of your
  corpse.  It's nice to do this for at least 10--15 minutes or so, so
  that PCs who wander along will see you and not have to spot just
  your badge.  Only in this case can you give out any information, and
  even then, only what's \emph{very} obvious.  For example, you could
  tell a Player who looks at you, ``I'm lying face-down, not moving,
  with what looks like a bullet wound in my back.''  You \emph{can't}
  say ``Joe shot me,'' ``I was beaten and then killed,'' etc.

  \item When you leave the scene, put any item cards in your
  possession in a stack where your body is.  Put the Here side of your
  badge on top of it with a description of the obvious state of your
  body (``sword wound in chest, decapitated'').  Take the Not Here
  side to wear.

  \item Come tell a GM.  Your Stat Card has a Death Report Form; fill
  that out and give it to the GMs.  The form asks for information like
  some detail of your death; try to include this if you can get it
  without impeding the flow of play for the survivors.

\end{itemize}

After your death, you are Not Here (see Not Here) if you run into any
other PCs.  You cannot explain to them \emph{why} you are Not Here.
Dead men tell no tales, nor do Not Here ones.  Neither do they talk on
the phone, drop hints, or fill their conversations with significant
silences.  Do your best to communicate {\bf no} information to {\bf
anyone} (including NPs, as they won't know not to pass it on to
Players).  If someone telephones you about game business, tell him the
phone is still ringing.  If someone sees you in person, tell him
you're 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
and they'll make you an Observer.  In this case you will be given an
Observer headband and may freely \emph{receive} information from
Players just like any other Observer, but {\bf until the game is over,
you may still not convey information to any Player.}  That means you
shouldn't go asking ``why did you kill me?'' or other questions that
tell them what your Character didn't know.

Much the same situation applies if your Character is permanently out
of game without being dead (e.g.~left the space station on a one-way
trip, taken to escape-proof jail in another state).


\section{Headbands}

\begin{description}
  \topsep = 0in \partopsep = 0in \itemsep = 0in \parsep = 0em

  \item[white] Observer.

  \item[black] Android.

  \item[Sparkly ``H'' (with gray)] Hologram.

  \item[Yellow, with prop] Someone driving a DR12 Drill Machine.

  \item[Other] Something interesting.  Ask what you see.

\end{description}

\section{The Point}

Have fun.


\end{document}
