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% Put the name of your game here
\newcommand{\gamename}{Blood, Love, and Rhetoric}

\begin{center} 
{\Large Rules for {\bf \gamename}}    \\ \vspace{15pt}
{\small Written and GMed by {\bf Andrea Humez and Jenwa Hsung}} \\ \vspace{10pt}
{\small This game \copyright {\bf 1999} MIT Assassins' Guild and above GM team}
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{\bf \gamename} uses the Standard Rules.  If you are not familar with
Guild standard rules, please {\em read that.}  (They're available in 
{\tt /mit/jemorris/Rules}.)
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% Settle which combat system is used:
You need not read all of the Combat Systems appendix; we use only the
{\em Rock, Paper, Scissors} system.
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This document covers only material that augments or overrides the
Standard Rules.  In particular note that Sections 12, and 13.1 are
overridden.
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Game starts at 6pm Friday in room 24-115.  Game hours are 6pm-1am Friday,
noon-1am Saturday, and noon-10pm Sunday. You must be in game for all
of these hours!
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Game takes place in buildings 24 and 34; you can't go elsewhere unless
specifically directed to.  Buildings 36, 37, and 38 are only
accessible through specific paths; you cannot wander around there
freely.  They represent rooms with rubble and junk strewn about,
making it impossible to move through them except on stated paths.
When moving in these areas, your character sees and hears what your
player does, but cannot interact with anything until reaching your
destination. (The piles of rubble are large enough to be impassible,
but are not totally soundproof, and have some holes you can see
through here and there.)
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There is no Control Room.  24-115 is the Executive Committee meeting room.
Phones do not exist.  Athena does not exist.
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There is no central playerlist; your Character Sheet should include
a list of who is here and what you know about them.
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The first digit of a Player's badge number represent the Character's
apparant age in decades.
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There are a number of mechanics that involve numbers which represent
something non-numerical (for example, District Point values associated
with ammendments).  You cannot discuss these non-numerical issues
using the numbers!
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There are no ranged or melee weapons in game, nor is there armour. 
Typical HP=12, Typical MA=5, and Typical MD=4.  HP regenerate at
the rate of 1 per 10 minutes and never fall below zero.  Your starting
HP is also your Max HP.
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{\bf Mcnair:} Mcnair is the Executive Committe retainer and errand boy. 
He can take official documents back to the boats, which will take
them safely to the mainland.  He is an NPC.
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Mcnair is not attackable, searchable, or truthable.  He is, however,
bribable with alcohol.  For one drink, he will tell you something
about the contents of one document.  However, he's not totally
indiscreet-- he will never divulge names.
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{\bf Alcohol:} 
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Everyone gets 5 drinks per day.
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Everyone is required to have two drinks per day.  Alcoholic effects
last half an hour.  The severity of the effect is a function of the
number of drink you have had within a half-hour of each other.
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{\bf One Drink:} 
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You're feeling relaxed.  Roleplay accordingly.
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During the next half hour, you must tell one person one true fact that
you would normally not tell them (it doesn't have to be an especially
important fact).
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{\bf Two Drinks:} 
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You've lost some of your inhibitions and social judgement.  Roleplay
accordingly.
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During the next half hour, you must tell each person you encounter one
true fact.  The fact can be anything you believe to be true.  You
cannot reuse the same fact for two different people.  You must tell
someone the fact as soon as after you encounter them as you can get
their attention.  You may tell people in groups, provided the group is
all listening to you.
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{\bf Three Drinks:} 
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You're pretty drunk.  Your judgement is impaired, although you can
mange not to do anything blindingly stupid (like betray all your
secret plots).  Roleplay accordingly.
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For the next half hour, you cannot lie.  You do not, however, actually
have to tell people things if you don't want to.
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{\bf Four Drinks:}
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You are totally smashed.  Roleplay accordingly.
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For the first question asked you after you take your fourth drink: you
must state all the true facts and opinions you can think of (or make
up) regarding the subject you were asked about, for five minutes.
These may be in no particular order, but must include mentioning the
things you think are most important about the subject before the five
minutes are up.  After five minutes, you pass out and are unconscious
for 10 minutes; you wake up sober.  If nobody asks you a question
within five minutes after you take your fourth drink, you pass out and
wake up sober after 10 miutes.
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{\bf Influence Actions:} Everyone has a set of Influence Actions that
represent the Influence that the character wields in the outside world,
and can affect the political and/or strategic situation.  They can each
be used once.  Signing a petition counts as one use of Influence.  If you
decide you want to use Influence, you sign a document explaining your
action and give it Mcnair to take to the boats.

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