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%\sheettitle{\gamename\\ Rules}
\begin{center}
{\huge Maelstrom\\} {\Large Rules\\}
\end{center}


\begin{center}
{\small Written by Jake Beal, Jennifer Chung, Ken Clary, Dudley Lamming,
Patrick Pittman\\
This game and all of its text \copyright
1998 MIT Assassins' Guild}
\end{center}

\section{Introduction}

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 their 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.

{\bf Kludges:} Some rules are written as kludges; i.e., they don't
necessarily have a good in-game explanation, and/or they can't be
worked around no matter what you try.  ``A laptop computer's hard
drive doesn't work unless it's plugged into the network.  It's a
kludge.''  ``You can't destroy crystal orbs.  Why? Because they're
made of kludgeite.''  Kludges happen for all sorts of reasons.

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.

\subsection{Game Time}

Maelstrom will run from 9:00 pm on Friday, October 9 through noon on
Sunday, October 18. Generally, most game action will take place during
the hours of 6 pm and 2 am every night, although that is certainly
variable.

For the purpose of 1 usage a day mechanics, a day ends at 6 am.

Because players (and GMs) can't spend {\em all} of their time engulfed
in game, there will be a Game Break from 6 pm on Tuesday, October 13
through 6 am on Thursday, October 15. During the Game Break, you are
not allowed to do {\em anything} related to the game. Take advantage
of the Game Break to catch up on academics, or sleep.

\subsection{Administrative (out of game) Rooms}

For the first night of game, the Control Room is Talbot Lounge,
located on the first floor of East Campus (an MIT dormitory).
Elsewhen, the Control Room is 1-379, and there is a Queue Room as
1-375. There is no explicit Common Room.

You will always be able to find at least one GM in the Control Room
from 6 pm to 2 am when the game is in session (ie, nobody will be in
there during Game Break). Players waiting to speak with a GM can wait
in the Queue Room until it is their turn. (While you are in the Queue
room, you are still in-game, and specifically you are in the main area
of the ship.)

\subsection{Character Rooms}

Residing in the Queue Room is Da Box. Da Box is a large cardboard box
which contains a {\em player} folder for each player. This is where
players can pick up stuff from the GMs.  Also, there will be a GM
folder, where players can put stuff they need to leave for the GMs.
DO NOT LOOK IN OTHER PEOPLE'S FOLDERS! Players are NOT allowed to
leave notes for other players in the folders. If you want to leave a
note for somebody, see below.

In the back of Da Box there is a medium sized {\em character} envelope
for each character, with their character name and a location written
on it.  This represents your character's room.  To go to your room (or
anyone else's), or to do anything to/with it, you must first get the
packet and take it to the location.  Character Rooms are "Secure,"
(like other manilla envelopes) and you can't get in unless you know
you have access. However, regardless of whether or not you have access
to a room, you may leave a note for another player by taking the
player's packet to the location, putting the note (without peeking
into the envelope) into the packet, and then returning the packet to
Da Box.

Everyone has access to their own character's room.  When you aren't
doing anything with a particular room, please leave it in the box.
DON'T KEEP ROOMS/CHARACTER ENVELOPES INSIDE THE PLAYER FOLDERS.  THE
PLAYER FOLDERS ARE NOT IN GAME.

\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 {\bf Player}.  In the game, you are playing the
part of a {\bf Character}.  (Specifically, a {\bf Player Character},
or {\bf PC}, as opposed to an {\bf 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.

They are:

\begin{desc}
\item {\em Maelstrom's tex-automated list of GMs punted}
\end{desc}

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).

The Game Mommies in Maelstrom are Jenwa Hsung (jhsung@mit.edu) and
Andrew Twyman (kurgan@mit.edu). Both will be around as NPCs; Jenwa
will be Cosette, the lounge singer, and Andrew will be Niles Stentson,
the bartender.  Feel free to ask them questions.  That's what they're
there for.

\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}

An item is represented as a little white index card with a number and
description.  Item cards are ingame (representing the item) and may be
shown to others, given, stolen, etc.

The description on an item card (``a large, glowing, blood-red ruby'')
is ingame information obvious to anyone who looks at the item.  The
{\bf item number} on the card is {\bf 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{Props}

Some items may have {\bf props} --- {\bf ``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.

Items which are {\bf props} are generally as bulky as the prop, unless
otherwise specified.

\subsection{Containers}

Some items are {\bf Containers}, like crates or personal bags.  A
Container usually has 2 things associated with it: Bulkiness and
Capacity.  Bulkiness works the same as for other bulky items; a
container could be 1 or 2 or n Dots (Hands) Bulky, meaning you need at
least n hands to carry it.

A Container also has {\bf Capacity}, which is also measured in Dots or
Hands; this is how many Dots of items can be stored in it.  So, for
example, a crate may be 2 Hands bulky and have 4 Hands Capacity.  So,
yes, a Container can have a bigger Capacity than its Bulkiness.  You
can put its Capacity in Bulky items inside the envelope which should
be attached to the Container item card.  Now you only need to worry
about the Container's bulkiness when carrying.  Also, when dealing
with non-bulky items, you pretty much put as many as you want into a
container, but use common sense.  You can't fit 3,000 rocks in a
purse, and you can't fit 45 cans of beer in a already stuffed
crate\ldots

A little common sense comes into play here.  If you have a shovel (1
Hand Bulky) in a 2 Hand Capacity bag, it sticks out and is visible.
And putting a 2 Hand Bulky crate (4 Hand Capacity) inside a 2 Hand
Capacity bag is a little awkward, and definitely is noticeable.  So
you would have to go around saying out-of-character, ``you see a
shovel sticking out of my bag'' or, ``it looks like there's a crate
stuffed poorly into my bag.''

We're not limiting personal bags in game, meaning you can bring a book
bag or such and assume your character has an equivalent bag (we'll
tell you if this isn't the case for some special reason).  You don't
need an item card for your bag.  Since it is effectively a {\bf prop},
it doesn't have a number for Bulkiness; it is as Bulky as the prop is.
Generally, most bags will have 1 or 2 Hands capacity.

\subsection{Ingestibles}

Anything that you can eat, drink, or be injected with in game will be
mechanized 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 a search.

{\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.

\section{Death}

Your character can die. Your player should not. You can die in three
ways:

1) You die instantly if, at any time, you have 4 Wound Points. (See
Wounding Below).

2) If you have not not received medical attention for an appropraite
amount of time after being wounded (See Wounding Below), your
character bleeds to death.

3) If someone delivers a Killing Blow.

Killing blow: If someone is unconcious or helpless, and you have a
splufty stat of 1 or greater, you can deliver a killing blow. To do
this, stand within ZOC and say ``Killing blow 1...2...3''. The person
is now dead. If someone else standing within ZOC of either you or the
victim says ``I stop you'', or something to that effect, you have been
prevented from delivering the killing blow. Being shot while counting
also prevents you from completing the kill.

*Helpless = tied up, knocked out, or willing. Just being covered by
twenty people with guns does not make you helpless. If someone is tied
up, and you want to make them unconsicous, just say soemhting like ``I
knock you out 1...2...3''

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

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

{\bf 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 {\bf 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 {\bf can't} say ``Joe
shot me,'' ``I was beaten and then killed,'' etc.

{\bf 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.

{\bf 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.

After your death, you are {\bf 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{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{desc}
  \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.
  \item[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.
  \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{desc}

\subsection{ZOC and Rock/Paper/Scissors}

ZOC and RPS are a couple of widely used terms:

Someone is in your {\bf Zone of Control}, or {\bf ZOC}, and you are in
theirs, if you could touch fingertips with arms extended.  Someone is
within {\bf half-ZOC} of you if you can touch them with your
outstretched fingers.

Playing {\bf ``Rock, Paper, Scissors,''} or {\bf RPS}, involves
showing hand symbols to each other.  There are three symbols (See
below).

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.

\begin{desc}
  \item[Rock] is made by a fist.
  \item[Paper] is made by a flat hand held horizontally, palm down.
  \item[Scissors] is made by the first two fingers extended out of a
  fist, looking vaguely like a pair of scissors.
\end{desc}


\section{Headbands}

\begin{desc}

  \item[White] means that the person is ghosting.

  \item[Blue] This will usually be seen on GMs. Blue worn on the 
	arm represents an Aegis security gaurd with a pistol sidearm. 
	Blue worn on the head represents one or more security gaurds
	in full riot gear and loaded for bear. Flee.

\end{desc}

\newpage
\section{Character Packet}

Your {\bf Character Packet} will contain some or all of the following
things.  For purposes of game, Character Packets {\bf do not exist}
and are confidential.  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.  Even if you're positive someone else has an identical
sheet, you still can't look at each other's, nor should you talk about
``well, our Greensheet says\ldots{}'' --- your sheets don't exist
ingame, so Characters shouldn't discuss them, and you might be wrong
about having the same one (GMs love to play tricks).


All sheets are written from the point in time when game action begins.

\begin{desc}

  \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[Character sheet] (white) This is the basis of who you are and
  how you think.  It's sort of your Character's brain, containing your
  personality, history, beliefs, quirks, loyalties, passions, secret
  identity (if any), game goals, who your friends, enemies, and allies
  are, etc.  Your Character sheet will always override other sheets
  when it comes to your opinions, goals, etc.  Your Character sheet
  may also list some number of ``Psychological Limitations''.  These
  are rules of behavior that your character must follow whenever you
  are capable of doing so.  They could simply exist to emphasize
  elements of your character's personality, or they could be due to
  some psychological trauma or conditioning.

  \item[Group sheets] (blue) These are sort of like character sheets
  for an entire group of people.  Tradition prints them on blue
  paper. They give information on motives, history, structure, etc.,
  common to a group.  Keep in mind that what a Bluesheet actually
  contains is what you think {\em everybody else} thinks.  Your
  personal views might not be reflected at all by the Bluesheet.

  \item[Mechanic/Knowledge Sheets] (green) These sheets detail what
  special knowledge your Character may have about a variety of
  subjects, and give some general guidelines for what you can try to
  do with this knowledge.  Tradition prints them on green paper.

  \item[Stat Card] This lists several important statistics about your
  character.  Except in the case of information that your character
  would know anyway (such as your native language) stats should not be
  discussed in character.

  \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
  ability see the ``ability effect,'' and describe what is happening
  (``I form a ball of fiery doom in my hand and throw it'').

  \item[Memory Packets]A memory packet is a folded-and-stapled strip
  of paper something written on it letting you know when to open it
  and read what's inside.  Typically this means that seeing someone
  (whose badge number triggered the packet) or something, or hearing a
  phrase, joggled your Character's memory.  Memory packet triggers are
  frequently a number or phrase.  If a number, open the packet when
  you see a badge, item card, etc.~with that number.  If a phrase,
  open the packet when you hear someone say it or see it in writing.
  If the packet is labeled something odd like ``QK,'' you only open it
  when something instructs you ``open your QK packet now.''  Some
  packets will have more complex instructions, such as ``open if you
  get married.''  {\em Memory Packets are not game items}.  This
  means: You may not take any action based on the knowledge that you
  have (or lack) unopened envelopes.  No one can steal them from you.
  You may {\bf NOT} call a halt or otherwise interrupt the game to
  read a memory packet.

  \item[Item Cards] See Items.

\end{desc}


\newpage\section{Health and Healing}

\subsection{Health-Related Stats}

\begin{desc}
  \item[Max Hit Points (HPmax)] This is a measure of your health.  You
  can never have more Hit Points than this, unless you know otherwise.
  The average person has 9 HP.

  \item[Hit Points (HP)] 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.  After 10
  minutes, assuming no one is stopping you, you wake up in {\bf 10
  minutes with 1 HP}.

  \item[Wound Points (WP)] This roughly represents wounds that you
  have received, i.e. broken bones, bullet holes, knife wounds, etc.
  If you have 1 WP of damage, you are bleeding.  You will become
  unconscious (with 0 HP) in 30 minutes, and will die in another 30
  minutes.  If you have 2 WP, you are unconscious (with 0 HP), and
  will die in 30 minutes.  If you have 3 WP, you will die in 15
  minutes.  If you have 4 WP, you are dead.  Having some fraction of
  WP always rounds down for the efect, but they add up to whole
  numbers.

\end{desc}

\subsection{Getting Healed}
When you ``call for help,'' your character is doing just that: calling
to NPCs and/or PCs.  However, your {\bf player should not} shout for
help down corridors and such if your character is wounded.  NPs should
not here players talking about how bleeding their characters are.
Somebody might get confused and take you seriously (especially if
you're shouting it around a corner).

You can only call for help in the main area of the ship. In the
basement or on deck, no one can hear you scream. However, if guards
wander by, they will help you.

To call for help, just say, ``I call for help.''

If you aren't wounded, you regain 1 HP per hour.  You can't have more
HP than HPmax.

\newpage\section{The Combat System}

\subsection{Rounds and Pairs}

In a round of combat, you may only attack a single character.
However, you can be attacked by up to 3 characters.  Think of it as
having 3 combat ``slots.''  You can't be engaged in combat with more
characters than you have slots.

Each ``slot'' can have a single combat ``pair.''  A ``pair'' is just a
convenient term for 2 characters comparing attack and defense numbers.

Unless otherwise stated below, you play Rock/Paper/Scissors once each
pair.  The winner adds 1 to all combat stats they are using for that
pair.

If a combat actually does involve more than 2 characters, all pairs
happen simultaneously.  You are not affected by the results of a pair
until the round, hence all pairs, are done.

\subsection{Combat Stats}

\begin{desc}
  \item[Brawling Stat (BR)] This is a numerical representation of your
  ability to beat the stuffing out of your fellow humans in a
  knock-down, drag-out bar brawl.  No finesse, just fists of fury.
  This stat is used for both offensive and defensive brawling, as
  well.

  \item[Splufty Stat] Your ability to do cool, funky moves, like
  you've been trained in kung-fu or some other martial art. (Your
  splufty stat is equal to your technique defense or wound attack
  stat, whichever is higher; for instance, if I have a technique
  defense of 7 and a wound attack of 9, my splufty stat is 9.)

\end{desc}

\subsection{Declaring Martial Combat}

A round of combat must be declared in a firm, clear voice.  People
around you should be aware that a fight is happening.  Declaring an
attack also requires being in at least {\bf ZOC} of the target.

Begining combat: The attacker declares either ``Brawling attack'' or
``Splufty attack''.  The defender has three seconds to respond with
either ``Brawling defense'' or ``Splufty defense''.  If the defender
does not respond within three seconds, the defender does not defend
themselves during the first round of combat. The defender may also
choose to shoot you during those three seconds if he already has a gun
in his drawn and free (out and untangled from clothing, etc.).

Anyone who wants to join the round must declare an attack within the 3
seconds, or they must wait until another round.

Attack stat: If you are using ``splufty'' , your attack stat is your
splufty stat. If you are using ``brawling'', your attack stat is your
brawling stat.

A round of combat: If one person is using ``splufty'' and the other is using
``brawling'', the splufty person does splufty stat worth of damage to
the other person. The brawling person should probably say ``break'' as
soon as possible. Otherwise, they will take damage every round they
remain in combat.

If both are using brawling, or both are using splufty:

1) They play rock-paper-scissors-break. If both people say ``break'',
they are out of combat. If only one says ``break'', he takes a full
attack stat of damage from his opponent, then is allowed to
automatically exit the combat by moving out of ZOC.  If neither party
breaks, the winner has a one point bonus to his stat for the duration
of the round.

2) The attacker announces his attack stat. The defender announces his
attack stat. In the case of multiple people attacking one person, the
defender's points are divided (in whatever manner he choses) between
his opponents. You may pull your punches if you wish.

3) Whoever has a lower stat takes damage equal to the difference in
stats. If there is no difference, there is no damage. All combats that
a player is involved in are resolved simultaneously. If any person
falls below 1 HP, they are unconsicous for 10 minutes. (You wake up in
ten minutes with 1 HP). You cannot be killed in martial
combat. (However, someone can killing blow you while you are unconscious)  

4) Return to 1.

You can be killing-blowed if you are unconscious. See the Death
Section above.


\subsection{Hand-to-Hand Weapons}

You may use a weapon in a round of combat only if you had it drawn and
free (out and untangled from clothing, etc.)  before the attack was
declared.

Pipes, clubs, crowbars, and other such blunt weapons are {\bf not}
freely available.  However, if you are using one, it would add 2 HP to
any damage you are already inflicting.  You may not use more than 1 at
a time.

A combat knife, however, would add 3 HP.  Again, only 1 at a time,
unless you know otherwise.

If you have a gun drawn and free, you may use it during the 3 seconds.
Congratulations.

\section{Guns}

Disc guns in game represent semiautomatic pistols of your favorite
variety.  If you shoot somebody, every disc which hits inflicts 6 hp
damage and 1 wound point. This means that four discs will slay the
average person.

In short: Click-Click-Click-Click-Click usually means you're dead.

If you are dumb enough to actually fire in the main (monitored) area,
then you will reap these results: first, you will get your shots off.
So yeah, you'll get to see your target get wounded and carried off to
the Infirmary by hordes of concerned NPCs, where s/he is healed in a
few hours. At this point all the guards go apeshit, and all the NPCs
start freaking. You will be tackled by a large number of of muscular
people about 15 seconds after you shoot.  Roleplay accordingly. Yes,
this is a kludge: don't try to break the mechanic. See the GMs as soon
as you have been dragged away by NPC Security.

Dart guns represent a small plastic dart gun, just like the one you're
holding.  There are usually no serious consequences to firing a dart
gun in a public area.

\section{Thown Weapons}

Usually when somebody throws a physrep of a thrown weapon (i.e. knife)
at you, it will hit you and bounce off, just like the physrep
does. If, however, a character is spiffy with knives, they may yell
``point-hit'' when they throw the projectile, meaning that they intend
to inflict deadly damage. If you are hit with a ``point hit'' knife,
it is the same effect as a gunshot: 6HP and 1WP.

Merely having a combat knife does not mean that you have the thrown
weapons ability.

\section{Disarming}

Some people have the ability to disarm another player with their bare
hands.  This is really pretty straightforward: they walk up to someone
with either a weapon or an item card in their hand, get within ZOC of
them, point at the item which they wish to take and say, in a loud
clear voice, {\bf ``Disarm''}. At this point, the two players engage
in Rock-Paper-Scissors and the winner gets the item. If they tie, the
item drops to the ground and they may fight over it.

If you're going to fight over an item, be civilized and do it with
martial combat, not scrabbling on the ground with the other
player. Likewise, if somebody declares a disarm on a gun, the gun
wielder may not shoot at them until the disarm is resolved. If the gun
wielder wins the disarm, they may shoot at the fool (ie, no cheesing
the mechanic with serial disarmings).

If you try to disarm somebody who has two guns (you fool!), there are
only two realistic outcomes:

1: You get one of the guns

Click-click-click-click-click. You're both toast.

2: They keep both guns

Click-click-click-click-click. You're toast.

Disarms and martial combat are mutually exclusive: a pair struggling
over an item may not be engaged in combat until disposition of the
item is resolved, and you may not try to steal a person's item while
they are in martial combat.

Neutral third parties may of course shoot at a pair of people
struggling over an item, in which case the same rules apply as for
Martial Combat.

{\bf Remember,} you can't disarm unless you know you have the ability.

\newpage\section{Game Area}

\subsection{The Ship}

The \shipname{} is represented by Buildings {\bf 1, 2, 3, 4, 5, 6, 7,
8, 9, 10, 11, 12, 13, 14, 16, 18, and 56, and 66.}  This includes corridors,
unlocked classrooms, and all publicly accessible floors.

\subsubsection{Major Locations}

Engineering is located on the 4th and 5th floors of building 2.

The Bridge is located on the 4th and 5th floors of building 3.

Both the Infirmary and the Brig are located in the GM Control room.

The Moonpool is located in the basement of building 9.

\subsubsection{On Deck}

Killian Court, any outside areas enclosed by ship buildings
(i.e. 3-5-7, 4-6-8), Building 14 courtyard, and the area between the ship
buildings and Miami (essentially everything not directly on Vassar street).

\subsubsection{Basement}

The basement is the machine rooms, the electrical closets, the stores and
all of the other ugly little chunks of game that you don't love showing 
the world at large. (Think of the stuff that's {\bf really} down there!)
Every area of the ship with a basement level is included in this.

\subsubsection{Research Barges}

{\bf Building 66} except the stairwells and the elevator. In order to move
between floors of 66, you must exit to 56 and return through the appropriate
walkway.

\subsection{Miami}

{\bf 24, 31, 33, 34, 35, 36, 37, 38, and 39}

Note: the bridge between buildings 12 and 24 does not exist in game.

\subsection{KludgeSpace}

Building 26 has the special privelege of being designated as Kludge Space.
Essentially, if you wish to travel between Miami and the ship, you must
take the ``ferry trip'' through building 26. Going from the ship to Miami, 
you must walk the length of 26, ascend the stairs to the second floor, walk 
back along the second floor to the far set of stairs, ascend those, then
walk the third floor to arrive in building 36, the port of entry to Miami.

In short: building 26 is accessible by 3rd floor 36 and 1st floor entrance
(near 26-100) only. In order to traverse it, you walk an S-pattern, going the 
lenth of the building 3 times.

Once you have begun to go to Miami, you must complete your trip before
you can come back to the ship.

\newpage\section{Security!}

Many areas of game are {\bf secure}. In fact, all big manilla packets are 
secure. If you are allowed into the secure area, you know it. If not, you'll
have to make various illegal actions to get in. Every secure area has a
secure-system in cyberspace associated with it. This always has an obvious
name (e.g. american-embassy-security-system). In order to break in, you'd
need some way to neutralize the online security and some way to break through
the physical systems.

\subsection{Embassies}

So, citizens of nations which are members of the \shipname{} Treaty
(as well as the U.N.) have free rights to come aboard, assuming no
Security violations.  However, some of the larger nations (or groups
thereof) have actual Embassies aboard; These embassies each have a 
physical area of game (chunks of hallway on the third or fourth floor) 
which is designated as their territory. Within this territory, they have 
several rights.

First, as it is their soil, they have limited diplomatic immunity, 
and the power to grant asylum to anyone coming there. This means that
if you're in trouble with the ship's authorities, you can take refuge
in a friendly embassy until a deal is worked out.

Embassies also have the power to ban people and to take people into
custody. In order to ban, an embassy tells the GMs and they post the
list of banned people (which can in fact be ``everybody'') outside of
the control room. Make sure you look at this with reasonable
frequency.  If you are banned from an embassy, the hallway that it is
in becomes a secure area, and you cannot enter without resorting to
illegal measures.

An embassy can also take people into custody. To be taken into custody,
you must be inside the embassy bounds, and a person empowered by the embassy
gets within ZOC and declares ``You are now in custody of this embassy,''
or something similar. At that point you are placed under house arrest and
must remain within a secured section of the embassy. While in custody, you
are still allowed to connect to cyberspace, and, in fact to do anything
which doesn't involve your character leaving the embassy bounds. This is
a good time to pace around waiting for rescue, to put your name badge in 
the packet and go to a cluster, or to go out of game for a little while.

You can get busted out of custody by friends, if they are able to break into
the secured area. Once out of custody, you may come and go as though you
were never in custody. (ie, if you aren't under ban, you may walk into the
embassy, and when you do, you don't go back to custody)

There are 4 embassies in game:

\begin{desc}
\item[America] 4rd floor, building 10
\item[China] 3rd floor, building 5
\item[European Union] 3rd floor, building 4
\item[United Nations] 3rd floor, building 3
\end{desc}

\subsection{Labs}

Labs are secure areas where research goes on. They are filled with
huge gobs of expensive delicate equipment and NPC grad students.
These NPCs are played by real grad students who inhabit the halls of
building 66, where all the labs are located, so don't piss them off.

Being secure, you cannot enter a lab without defeating both physical
and cyberspace security systems.

There are 4 labs in game, all of which are located in the research 
barges, one per floor of Building 66:

\begin{desc}
\item[Eurodyne Research Laboratory] 4th floor
\item[KBG Research Laboratory] 2nd floor
\item[Project 41] 3rd floor
\item[Project Darwin] 1st floor
\end{desc}

Project 41 is the name of the research project which Dr. Stanley
Tiempo was working on before a lab fire killed him and two graduate
students also working on the same project.

\subsection{Violence}

Throughout significant sections of game there are major restrictions on the
degree of violent behavior in which you can behave. In all of the public
areas of the ship, not only is there high security monitoring, but at almost
any time of day or night, there are large herds of NPCs wandering invisible
through the corridors. If they see you do something nasty, somebody will
probably call the cops on you, and you don't want that. Other areas are
more lenient. A summary follows:

\subsubsection{In Ship} Don't fight. Any fighting, either hand-to-hand or
with weaponry, will cause an unpleasant visit from the ship's security teams.

Additioanlly, please note that it is illegal to possess any weapons
aboard the ship, unless you are explicitly a member of the Crew.

\subsubsection{Basement} The basement is badly monitored, but if you fire
a gun, security will hear it and come looking for you. Essentially, if
you fire in the basement, you have 1 minute to evacuate before
invisible NPCs come running to observe you, and security will probably
try to grab you.

Note that knives, on the other hand, are very quiet and do {\em not}
set off the security.

\subsubsection{On Deck} There is no monitoring - this is a free fire zone.

\subsubsection{In Town} Come on, it's Miami! What do you think?

\section{The Point}

Have fun. Don't get hurt, don't get torqued. Do spiffy things.

\end{document}
