% The latex of this document has been edited some so as to be latex-able
% without special style files.  (Some of the required special stuff has
% been put in explicitly; calls to other stuff have been simplified.)

\documentstyle[simplemargins,psbox]{article}

\makeatletter
\newenvironment{tightlist}{
  \begin{list}{$\bullet$}{%
    \setlength{\topsep}{0in}
    \setlength{\partopsep}{0in}
    \setlength{\itemsep}{0in}
    \setlength{\parsep}{0em}
    \setlength{\leftmargin}{1.5em}
    \setlength{\rightmargin}{0in}
    \setlength{\itemindent}{0in}
    \def\tightlist@empty{}
  }
}
{\ifx\tightlist@empty\empty \item[$\circ$] None \fi \end{list}\vspace{1ex}}
\let\normalitem@macro=\item   % make the above auto-insertion work right
\def\item{\def\tightlist@empty{Nope}\normalitem@macro}
\makeatother

\settopmargin{.75in}
\setbottommargin{.75in}
\setleftmargin{.75in}
\setrightmargin{.75in}

\parskip=3pt

\begin{document}

%\name{Nexus Rules}
%\name{\PSbox{nexuslogo.epsi}{2in}{.55in}}
\begin{center} {\Huge Nexus\\} \end{center}

\begin{quotation}
\em It is said that in each age there is a single event which changes the
world around us.  A Nexus if you will. \par
\hfill Delenn, Babylon 5: In the Beginning
\end{quotation}


These are the game rules for Nexus.  They are intended as a supplement
to the Assassin Standard Rules, and as such they cover only the points
in which the rules for Nexus differ from the Standard Rules.  Please
ensure that you are familiar with those rules before you read these.
Ignorance of the Standard Rules, or these rules, will not be
considered an excuse for violating the rules.  The GMs reserve the
right to take arbitrarily harsh action against anyone who willfully
breaks these rules.  Assasssin is a game based heavily on the honor
system, and players are expected to act in accordance with the rules
at all times, even though their characters may be doing their best to
get past every authority in the book.

{ \raggedright%To make the long addresses look right.

Copies of the Standard Rules can be found in {\tt
/mit/jemorris/Rules/} or at {\tt http://web.mit.edu/jemorris/Rules/}.
Copies of these rules, along with other public documents, can be found
at {\tt /mit/kurgan/Public/Nexus} or at {\tt
http://web.mit.edu/kurgan/Public/Nexus}, or in the Box.

}

\section{The Basics}

\subsection{Public Information}

The publically available playerlist provides a listing of players in
the game, along with their contact information, and their character's
name.  No more information about characters is provided publically,
since each character will have different amounts of information.
Among your bluesheets you may have one (or several) marked as
Scenarios, which provide information common to many people who share
the same background (such as residents of Hol).  Keep in mind, though,
that this information is still not public, and you should not show
anyone these Scenario sheets, though you may talk about this
information freely (and lie about it if you wish).  Players may well
decide to publish their own ``Playerlists'' or ``Scenarios'' based on
information they have gathered in game.  This is fine, though you
should ensure to maintain the distinction between player-published
materials (which are game items), and GM-published materials (which
are not game items and should not be shown to anyone).

There may be characters not listed on the playerlist.  Anyone you see
wearing a game badge is a player, whether or not they happen to be on
the playerlist.  While on teh subject of badges, the first digit of a
character's badge number indicates their apparent age in decades.

There are also some materials in game printed on paper which are
actually game items, printed on paper which exists in game, and thus
freely transferrable.  The most notable will be in-game documents,
descriptions of rituals, etc.  In general, any sheet printed on white
paper which does not have the standard header and logo found on your
Charsheets, Bluesheets, etc. is an ingame item and can be taken,
copied, or destroyed normally.

\subsection{Communications}

\subsubsection{Communicating With Other Players}

Players may feel free to use any method of communications that they
wish to communicate with each other -- speech, telephone, email,
zephyr, charades, etc. -- for any reason.  This is primarily for
convenience and not all forms will have an in-game representation
(they could be message boys, telepathic biotech phones, or what have
you, but we'd prefer to just call a kludge a kludge).  Of course, this
is a {\em live-action} role-playing game, and thus players are
encouraged to interact in person rather than online.  Please CC any
in-game email to cc@nexus99.mit.edu so the GMs can keep an eye on
what's going on.

Abusing the lack of game-action in Athena cluster is considered an
abuse of the rules.  If someone wishes to have a conversation with you
(beyond a few words passed between terminals\ldots{} use common sense)
when you are in an Athena cluster, you must leave the cluster in a
timely fashion and have your conversation outside, where normal game
action can take place.  In addition, computers may not be used for any
other in-game purpose (such as codebreaking, sending timed messages
(such as deaddrops), etc).  Any normally illegal actions, such as
interception of email, are also disallowed, of course.

\subsubsection{Communicating With GMs}

The names and contact info for the individual GMs is provided on the
playerlist, but contacting individual GMs (who may be getting
much-needed sleep) should only be attempted as a last resort.  The
best ways to contact a GM are to come to the control room (37-187), to
send email to {\tt nexus@mit.edu}, or to send a zephyr to the {\tt
nexus-help} zephyr class (by typing {\tt zwrite -c nexus-help}) and
wait for a personal response (you should {\em not} subscribe yourself
to this class).  Less time-critical communications can also be left in
the GMs' folder in The Box.

When GMs wish to contact you, they will typically use your folder in
the Box, as well as email if the matter is time-critical.  You should
try to check your folder in the Box at least a few times per night,
especially when you first come into game, and check email as often as
is convenient.

For any licensed HAMs out there, the GMs may well also be listening in
on the MIT repeater, so you can try to contact them that way if you
wish (our callsigns are on the playerlist).  The GMs will also be
using their own simplex frequency to communicate with each other.
Players listening to this frequency is right out.

\subsection{Game Times and Areas}

Game action begins at 6pm on Friday January 15, and ends at 12 noon on
Sunday January 24 (though continuing actions will be allowed to finish
with GM permission.  There is no game break.  For the purposes of any
mechanics, a ``game day'' is assumed to begin and end at 12 noon
(i.e. Day 1 ends at 12 noon Saturday Jan 16).  Daylight hours on Hol
are assumed to run from 7am to 5pm.

Game action may take place anywhere, with the exceptions and caveats
mentioned in the Standard Rules, or below.

\subsubsection{The Surface and the Underground}

Since Hol's society is separated between underground and aboveground
dwellers campus is similarly split.  There is a jagged imaginary line
drawn from the North to the South of campus in such a way as to split
building 37 in half, and leave buildings 13 and 10 on the West side
and buildings 8 and 4 on the East side.  A map is available (with the
other public documents) which makes this more clear.  All indoor
on-campus locations on the West side of this line are considered to be
above ground.  All indoor on-campus locations on the East side of this
line are considered to be below ground.  Any outdoor or off-campus
locations are considered to be above ground.  Buildings 37 and 35 are
considered to be in-between, as are all residences.  Building E23 (the
Medcenter) is an exception to the rule.  It is considered aboveground,
and is the location where a large entrance to the underground world
emerges on the shores of a large inland sea known as the Sea of Tears.

Every character has a stat called Light Level (LL), which is either
``Surface'', ``Underground'', or ``Both'', representing what
environment that character is accustomed to.  Any ``Surface'' dweller
who goes underground must be in the presence of an in-game light
source (such as a torch or lantern) or suffer limitations on their
actions.  They cannot move at faster than a walking pace, and they
cannot fire a ranged weapon, and cannot perform martial combat
(i.e. they play no cards, do no damage, and take all damage dealt to
them).  Any ``Underground'' dweller who goes above ground during
daylight hours must wear in-game sunglasses or suffer the same
limitations.  (These required items must actually be game items, not
just provided by the player.)  Anyone rare and lucky enough to be
comfortable in ``Both'' light conditions will never have such
limitations.  In addition, nobody suffers limitations in the
in-between areas.

\subsubsection{The Jungle and the Tunnels}

The 4th floors and above of all on-campus buildings, with the
exception of the Student Center and dormitories, represent the many
wild and unexplored jungles, wastelands, and underground tunnels of
Hol.  Those on the West side of campus are jungles or wastelands,
while those on the East side are tunnels.  Characters should not enter
these areas unless they find a tunnel or jungle entrance, and all
movement between buildings and floors in those areas should be done
only when instructed by an appropriate packet.  The Jungle/Tunnels
greensheet is a publically available document, and includes full
details on how to enter and explore these regions.

\subsection{Items, Physreps, and Ammo}

Most game-items in Nexus will have item cards, and many will also have
physreps.  Some items, though (most notably guns, and various
technological items) will have only physreps with a sticker saying
``Nexus'' and some number of numbers or letters to identify them.
Those letters or numbers can be treated as item numbers for all
purposes.  These are game items nonetheless, and players should do
their best to ensure that the sticker doesn't get separated from the
item.

Item numbers may trigger memory packets or encode information for
those who know how to read them.  One thing that everyone can see is
that any item number which ends in a 0 is an obviously-hardtech item,
while any item number which ends in a 1 is an obviously-biotech item.
If two people or items have the same number, they look pretty much
identical (give or take hairstyle, method of dress, wear-and-tear on
an item, etc.)


The ammunition for some forms of weapons is limited (see below), and
thus must be considered a game item.  This kind of ammunition must
either have a sticker, be loaded into a gun, or be in a ziplock
bag\footnote{Meaning a bag provided by the GMs.  There will be empty
bags in the Box which you can use to hold your in-game ammo, but you
may not simply take a bag and some physrep ammo and make it into a
game-item.  That would defeat the purpose.} in order to be considered
a useable game item.  If you find ammunition which is not in any of
these three situations, you should certainly pick it up to avoid it
littering campus, but it is {\em not} a game item and cannot be used
to load a gun or for any other reason.  It does, however, represent
signs of firing (such as scorchmarks or bulletholes in the wall or
floor), and you can use this information accordingly.


\section{Combat}

\subsection{Damage and Healing}

All damage in this game is taken from your Hit Points (HP) stat.
There are two types of damage: Stun and Kill.  In addition to
remembering how many points of damage you have taken, you should keep
track of how many of those points are Kill damage, and how many are
Stun.  Kill damage is caused by all ranged weapons, any martial combat
maneuver which makes use of an edged weapon, or any other damage which
causes open wounds.  Stun damage is caused by everything else.

If your hit points are reduced to 0 by any combination of Stun and
Kill damage, you fall unconscious.  At this point, further Stun damage
can be ignored.  Further Kill damage will first take the place of Stun
damage, and then begin lowering your HP total below 0.  You will wake
up only when your HP total is increased above 0 by healing.  If your
HP total ever reaches -5 you are dead.

Kill damage also causes bleeding, and must be bandaged.  If you have
taken any Kill damage which has not been bandaged you will take an
additional point of Kill damage every 5 minutes.  You can bandage
yourself if you are conscious, or anyone else can bandage you.  Doing
so requires only 10 seconds of uninterrupted work.  Stun damage heals
at a rate of 1 point per 5 minutes.  Kill damage heals at a rate of 1
point per day.  All 5-minute counts in these rules occur on even
multiples of 5 minutes (on your own watch), to avoid confusion as to
which bit of damage was taken when.

For example, let's say you have 6HP (the normal human average) and are
taken down in combat after taking 2 points of Kill damage, and 4
points of Stun damage.  You then take another hit from a stray bullet
which does 3 HP of Kill damage.  Your hit point total is now still 0,
because 3 points of Stun damage have been replaced by Kill damage.  5
minutes later, the final point of Stun damage heals, but unfortunately
nobody has bandaged you, so at the same moment you take a point of
Kill damage due to bleeding.  You are thus still unconscious, with 6
points of Kill damage, and 25 minutes to live before you bleed to
death.  Another stray bullet at this point would bring you to -3HP,
with 10 minutes to live.

\subsection{Martial Combat}

Martial Combat in Nexus uses the Cinematic system described in the
Standard Rules, with a few exceptions.  The first is the existance of
multiple blocks (``Block~$n$) as well as multiple hits.  When hits and
blocks match up against each other, you take damage equal to the
difference between the numbers (with no number being treated as 1),
rather than a single block being able to nullify a multiple hit.  The
second is the addition of the Combat Flexibility (CF) stat.  This stat
represents a pool of points that you can use to do things relating to
your combat card in combat.  All such things must be performed before
the card is actually played.  The pool regenerates completely at the
end of combat.

\begin{tightlist}

\item For 2 points, you can create a block on your combat card.

\item For 1 points, you can increment a block square (BLOCK becomes BLOCK2,
BLOCK3 becomes BLOCK4, you get the idea).

\item For 1 points, you may increment a hit square (HIT becomes HIT2, HIT3 
becomes HIT4, you get the idea)

\item For 2 points, you may step in front of (and intercept) the HITs taken
by a friend. Treat this as if the opponent played the card on you. You may
only do this once per round.

\end{tightlist}

An average person has a CF of 1.  A well-trained soldier might have 3,
while a martial-arts master might have 5.

Note that special abilities, including supernatural abilities, are not
usable in combat unless they specify otherwise, or unless they
specifically effect the combat.

\subsection{Ranged Combat}

\subsubsection{Ranged Weapon Effects}

There is no distinction between head/torso and limb hits in Nexus.  A
hit on any part of your body is equally effective.  A hit on an item
you are carrying is considered to hit you if the shot would've hit you
were the item not there (i.e. no blocking with your notebook).  Rather
than having instant effects as described in the Standard Rules, ranged
weapon hits simply do normal HP damage.  There is no need to fall down
or drop anything when hit, unless you have been reduced to
unconsciousness.

Guns and other ranged weapons in Nexus come in two types, stun/tranq
and standard.  Stun or tranq weapons do Stun damage, while all other
ranged weapons do Kill damage.  For every shot taken by a character
with a standard gun, that character should call out the number of
points of damage done.  A character firing a stun gun should call out
``Stun N'' with each shot, where N is the number of points of stun
damage done by each shot.  Average guns do 3 HP of damage (of
whichever type), and characters may omit the number if their shots are
doing 3HP of damage (they must still say ``Stun'' if using a tranq
gun).

\subsubsection{Types of Guns and Ammo}

There are several different types of ranged-weapon physreps used in
Nexus, so you should assume that anything which is launched or thrown
at you (especially by a character shouting a number of points of
damage) will effect you as a ranged weapon.  Standard dart guns (those
which fire standard patrol darts) represent some form of biotech
weapon.  Ammunition for these guns is unlimited (it grows back) so you
may pick up and re-use darts freely.  All other forms of gun physreps
have limited ammunition.  Standard disc guns represent hardtech
bullet-firing weapons similar to modern-day revolvers or semiautomatic
weapons.  Other forms of guns may be anything from a biotech spore
rifle to a hardtech plasma gun.  Check the sticker or itemcard for
more information, but ammo for these guns is always limited.  Even
stranger forms of ranged weapons (such as blowguns or slings) may
exist, and other ``ranged'' abilities (such as a K'sh'likti mage's
fireball) will be represented by other thrown or launched physreps.
Guns with tape wrapped around them represent some form of special
ability (e.g. ``I shoot lightningbolts from my fingers.'', rather than
a physical weapon.


\section{Other Mechanics}

\subsection{Headbands}

Anyone wearing a white headband is an Observer, as per the Standard
Rules.  Anyone wearing a green headband is surrounded by a mob of
people.  Ask them if you want to know exactly how many, or what they
look like.  Seeing anyone wearing a headband of any other color means
you see something special.  Ask them what you see, and be prepared to
run.

\subsection{Prayer and Worship}

Religion in the world of Nexus is real, and its effects can be felt.
Prayer is encouraged, and God, the Saints, Dark Gods, or whatever you
want to call them do listen.  If you know the name of the entity you
wish to pray to, you may do so by sending email to {\tt
name@nexus99.mit.edu} using that name (for instance {\tt
god@nexus99.mit.edu}).  You should leave off any title from the name
(e.g. Saint Bob could be prayed to as {\tt bob@nexus99.mit.edu}),
along with any punctuation (e.g. the Dark God C'thulhu could be prayed
to as {\tt cthulhu@nexus99.mit.edu}).  If the entity in question
wishes to respond to your prayer, you will receive email describing
the insight, vision, divine voice, etc. which results.

Along with prayer, the most common method of showing religious
devotion is through a worship ceremony, which provides power to the
entity worshipped and the priest involved.  Leading a worship ceremony
requires a priest (if you're a priest you'll know) but anyone may
participate.  All characters have a Worship (WO) stat, which indicates
how much devotion they can provide in a worship ceremony.  The priest
leading the ceremony will (at the very least) speak the name of the
entity to whom the ceremony is dedicated, and ask each participant
(you need not participate, even if you are present) for their WO stat.
For every worship ceremony you participate in, you should decrease
your WO by 1.  Your WO regenerates to its initial value every day (at
12 noon).  Thus, a character can participate in multiple worship
ceremonies per day, but will provide less devotion to each subsequent
ceremony.  The nature of the ceremony itself will depend on the entity
being worshipped, but ceremonies often include recitations, chants,
singing, sermons, and sacrifices (of items or animals).  In general,
the more impressive a worship ceremony is, the more power it will
generate (i.e. the GMs may increase the effectiveness of the ceremony
if they think it was well role-played).

\subsection{Rituals}

Religious rituals are a common sight in Cathedrals, and thus everyone
has at least a small idea how they work.  There is a Rituals
greensheet which is publically available, along with all public
documents, or in the Box.

\subsection{Seduction}

The battle of the sexes in Nexus feels even more like a battle than
normal.  The mechanic for seduction is the same as the Cinematic
combat system.  Each character will have a number of seduction cards
which look very similar to combat cards.  A character can attempt to
seduce another character (of the opposite sex only, unless you know
otherwise) only after they have talked to each other (in a private
conversation, though not necessarily in private) for 5 minutes.  At
this point, the seducer says ``Seduction Attack''.  The target can
then choose whether to resist by saying ``Seduction Defense'', or to
attempt to seduce the seducer by saying ``Seduction Attack''.  From
this point on, neither party may take any action until the seduction
has played out, though if someone else interrupts them (which requires
action more forceful than simple speech, though declaring ``I
interrupt you.'' is good enough) the seduction attempt ends.
Additionally, if either party is attacked the seduction attempt ends
-- quickly enough for them to dodge in the case of a ranged attack.

Seducers (the original one, or both parties in the case of a
counterseduction) can only use seduction attack cards, and when they
take ``damage'' it is subtracted from their Seduction Persistance (SP)
stat.  Resisters may use only seduction defense cards, and when they
take ``damage'' it is subtracted from their Seduction Resistance (SR)
stat.  Otherwise, the seduction proceeds exactly like combat.  If a
Resistor is the winner, then the attempt fails and there are no
further results.  If a Seducer succeeds, then the two must now go off
and find a room where they can be alone to\ldots{} {\em ahem}\ldots{}
for 10 minutes.  During this time they may feel free to speak in
character (pillow talk) but may not take any other game actions unless
interrupted.  Regardless, neither of the people involved in the
seduction can take hostile action towards the other for 15 minutes
after those 10 minutes are up.

Sorry, but there is no seduction with more than two people (unless you
know otherwise).  SP and SR regenerate fully as soon as the seduction
(and its aftermath if any) is complete.  The winner cannot declare
``Seduction Attack'' for 15 minutes after this, while the loser cannot
do so for 45 minutes.

\subsection{Radiation}

Some areas of Hol -- most notably the wastelands, jungles, and tunnels
-- are high in radioactivity.  Exposure to radioactivity is not a
healthy thing, and comes in the form of Rad points.  If a mechanic
tells you to take Rads, you should keep track of the cumulative total.
This total will halve every day (round down) as your body heals the
damage caused by the radiation.

Every character has a Radiation Tolerance (RT) stat which indicates
how well their body can deal with radiation exposure.  If your total
number of Rad points ever exceeds your RT you begin to feel ill and
disoriented and cannot move faster than a walking pace.  If your total
number or Rad points ever exceeds 150\% of your RT, you are extremely
week, and incapable of firing a gun or performing martial combat (just
as if you were in the wrong light level).  All of these effects last
until your Rads drop below the relevant total.  If your total number
of Rad points ever exceeds 200\% of your RT you take a point of Kill
damage for each Rad point above the 200\% mark, and this damage will
not heal until your Rad total drops below 200\%.  If you exceed 200\%
you should drop a note to the GMs in the Box saying that you have done
so, and the GMs will inform you if there are more long-term effects.

\subsection{Mental Effects}

Some ability cards or other mechanics will have a Mental Strength (MS)
listed as part of their effects, or the person playing the ability may
declare an MS for the ability.  Any effect with an MS is a mental
effect, and can be resisted.  A person's ability to resist such
effects is their Mental Resistance (MR) stat.  If the MS of the effect
exceeds the target's MR, then the ability has its normal effect.
Otherwise, the ability has no effect.  There is no need for the target
to reveal his MR.  He should simply state that the ability is
resisted.

\subsection{Food}

Like most people, your characters must eat.  This means that you must
obtain food in-game.  Food will be available at various in-game
establishments, and some characters may have the ability to produce
edible food from appropriate raw materials (such as a cow).  You need
to eat a meal once per day.  For each day you do not eat, you take 1
point of Kill damage.  This damage cannot be healed by {\em any}
method until you have eaten (though other damage heals normally).
Once you eat the damage from hunger will heal normally.

\subsection{Livestock}

You may find yourself in posession of an animal at some point, and it
will be represented by a physrep (probably a stuffed toy) and will
have a size in hands of bulkiness.  Of course, just because a cow is 6
hands bulky doesn't mean you have to carry it.  Any animal is assumed
to have a leash or harness such that, if alive, they can be led around
using only one hand.  You can also use the harness to tie the animal
down (just represented by putting down the physrep), so it won't
wander away unless taken by another character.  Any animals
represented by items will be docile enough to go where they're led and
not run away if tied down.

\subsection{Genetics}

Every character has a Genotype (GT) stat, which contains a series of
numbers which only some characters will know how to interpret.  A
character's Genotype should be included with any sample of that
character's blood or tissue (you knew we had biotech, right) which is
taken from the character.  In general, a blood or tissue sample is
1HP, and causes 1 point of Kill damage, though if a character is
already bleeding a 1HP sample of blood can be collected without
causing any additional damage.  An appropriate container (a large vial
or beaker) is required, and it should be labelled with its contents
(blood or tissue) and the GT stat of the character.  Some characters
will have a GT stat which says ``See packet'' in which case they will
have a ``Genotype'' packet which provides more information to anyone
taking a sample from them.  They should also show this packet to
anyone who asks who is present when they take kill damage in combat or
have bleeding wounds.  A copy of the contents of that packet should be
included with the sample.  A tissue sample significant enough to be
useful will leave a permanent scar.

If you wish to take a sample from an unconscious or otherwise unaware
character you may do so, and you needn't tell them you are doing so.
You should simply tell them to take an appropriate amount of damage
and ask for their Genotype.  You should also specify what sort of
wound you cause (removing a chunk of flesh, a sliced vein in the
wrist, etc).  A syringe can be used to subtly take a blood sample
without causing any visible wounds (though it still causes damage).

\subsection{Mobs}

If a player is wearing a green headband, his character is surrounded
by a mob of people (probably about 20, you can ask the player how many
and what they look like).  Each person in a mob provides the mob's
leader with one extra hand of carrying ability.  Mobs may also be used
to break through obstacles (they can break through any non-kludgite
obstacle in 100/mobsize minutes.  If a character at the center of a
mob declares Martial Attack against another character, that character
automatically takes one extra point of Stun damage per round for each
5 mob members.  Mobs may only move at a walking pace, and the person
at its center cannot use any ranged weapons.  No character can go
closer than the edge of ZOC to a mob, and they will be pushed if the
mob moves and they are too close.  Any damage the character at the
center of the mob would normally take (whether from martial combat or
ranged weapons) is applied first to the mob.  Each HP of damage he
would normally take reduces the size of the mob by 1, but he takes no
damage himself until the mob is reduced to 0, at which point he should
take off his headband.

\subsection{Homeworlds}

One of your stats is the homeworld stat.  This is there so you can
know where your character is from.  There is also an itemnumber
listed, which will allow you to recognize the scenery of your
homeworld should you ever see it in game (such as in a picture).

\section{Things of Note}

\subsection{Notable Locations}

\begin{tightlist}

\item {\bf 37-187} -- {\bf The Control Room}  Here be GMs.

\item {\bf 37-186} -- {\bf The Queue/Mechanics Room}  This is the place to
wait to see a GM, or to deal with a few public mechanics which will be
posted around the room.  The Box is also in here.

\item {\bf 37-212} -- {\bf The Nostromo Bar}  A common hangout on Hol, built
into the wreckage of a large hardtech ship.  It's even almost upscale
enough to not be an embarassment for visiting diplomats.

\item {\bf 35-225} -- {\bf The Grand Cathedral of Hol}  As well as a place of
worship, this is the location for most large official functions on
Hol, including trials, press conferences, etc.

\item {\bf 36-372} -- {\bf The Council Chambers}  A meeting room usually used
by the Theocracy, which has been given over for use by the Council of
Worlds during its visit to Hol.

\item {\bf 9-150} -- The shuttle landing pad.  This large flat area of rock is
the only place that orbital shuttles can safely land.

\item {\bf 24-114} -- The TWN studios, where daily news reports are scheduled
to be broadcast.

\end{tightlist}

\subsection{Events to Remember}

The following public game events will be taking place.  News travels
fast on Hol, so you may assume your character has heard about them,
even though they're not listed in any of your sheets.  Other events
will likely be announced during game, especially if important
diplomatic decisions (such as the peace accord) are made.

\begin{tightlist}

\item {\bf Wed 1/13, 7:00pm -- 6-120}: New-player introduction and
Standard Rules seminar.

\item {\bf Wed 1/13, 9:00pm -- 6-120}: Packet Handout.

\item {\bf Fri 1/15, 6:00pm}: Game action begins.  Unless your sheets
tell you otherwise, you may begin game at any point after this, at
whatever location you choose.  The Nostromo Bar may be a good place to
start.

\item {\bf Fri 1/15, 7pm -- Nostromo Bar}: A reception to welcome the
visiting dignitaries to Hol.

\item {\bf Nightly, 8pm -- The Cathedral}: A Church worship ceremony
is scheduled to be held.

\item {\bf Nightly, 9pm -- TWN Studio}: The nightly news broadcast is
scheduled to happen every evening at 9pm.

\item {\bf Nightly, 10pm -- The Cathedral}: Any public trials of criminals
will be held at this time.

\item {\bf Sun 1/24, 2:00pm -- 6-120}: Game Wrapup.  This is where you get to
find out what everyone was really up to.

\end{tightlist}

\end{document}
