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\def\gamename{{\bf Saturday Morning Massacre}}
\def\name#1{\begin{center} \Large #1 \\ \end{center}}

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\begin{document}

\name{Rules for \gamename}

\begin{center}
Written and GMed by {\bf Jennifer Chung, Alex Fitzsimmons, Richard Tibbetts} \\
\copyright MIT Assassins' Guild and above GM team
\end{center}


{\bf \gamename} uses the Standard Rules.  If you are not familar with
Guild standard rules, please {\em read them.}  They're available in 
{\tt /mit/jemorris/Rules} and at {\tt http://web.mit.edu/jemorris/Rules}.

% Settle which combat system is used:
You need not read any of the Combat System appendices; we our own,
different, variant of the {\em Cinematic} system.

This document covers only material that augments or overrides the
Standard Rules. 

Game start will be in 1-190, where you will be told where game areas
are. They will generally be in the 1-3-5 block.  You can't go outside
the current game area unless specifically directed to.  Note that you
are expected to be in game areas at all times during the game.

On Friday, game starts at 7pm (please meet at 6:30, we can take care
of all kinds of crap that we haven't finished or have screwed up.) and
goes until 1am; Saturday starts at noon and ends at 6pm, meet at
11:30. You are expected to be in game the whole time for your run. If
you don't show by game start, you may be eited out of game.

Many people will receive mail in the next two days about stuff that
might need to be changed.  If the email you gave us is not a good
contact medium, let us know.

{\large Cartoons}

First things first: {\em Your character does NOT know that s/he is a
cartoon!} Roleplay accordingly. Nor did your character religiously
watch '80s cartoon shows. Roleplay accordingly. There are immense
possibilities in this game for metagaming. Don't be a lamer.

That said, your player quite likely is familiar with your character.
Use this to your advantage. Anything you know from watching the
associated TV show that can help roleplaying, and anything which does
not directly contradict something on your sheets is fair game. Costume
if you want to. Sing/hum/whistle your theme song at random times. If
you feel that something on the sheet should be contradicted, or that
we left out an important power or item, let us know. If you are not
familiar with your character, ask a GM. One of us is, and can probably
help you.

Additionally, we stress that just because you see the same player
wearing different name badges at separate times does not mean that you
can assume that all of those characters are related.

{\large Combat}

Martial Combat will be Cinematic. Ranged combat may occur. In general
dart guns represent standard ``gun'', and do 2 points of damage.  For
other physresps, ask what you see.

{\large Martial Combat Rules}

Combat in \gamename{} is handled with a ability card based
system. People have ability cards to do specific moves, which may do
damage, soak damage, or both. Basically, one party plays a card (and
does the move, act it out if you want). Then, the other party plays a
card. At any time you may substitute the word ``break'' for a card,
and leave combat.

Combat ability cards can (by default) be used only once per combat
(its lame the second time). Some cards will be multiple use
(repeatable), and some will say ``usable $N$ times.'' A combat is
defined as starting when the first combat card is played, and not
ending until someone says ``break.''

You can play combat abilities against anyone within ZOT, unless the
card says otherwise. Only two people can be involved in the same
combat (no ganging up).


{\large Range Combat}

Simple. If you are hit, you are hit. Shooter calls. Take damage that
shooter tells you. You can assume that ranged weapons do 2 points
unless told otheriwise. Fairly simple.

{\large Types of Combat}

Within the cinematic combat system, combat will be divided into 4
classes, reflecting different types of combat in different
cartoons. You may be told at any time during game what combat is in
effect. Allowable types of combat may be affected by area, ability
cards, and anything else we think of. Types are as follows:

\begin{enumerate}
\item {\bf No Combat:} Just what it says. Your character may take no
offensive action towards another character. Your character is aware of
this ban, and although s/he may feel the urge to hurt, maim, kill, or
step on the other character, cannot perform any of the above-stated
actions. Harsh words may be used in an attempt to hurt the feelings of
a rival character, but foul language should be avoided. In short,
characters may not take or issue damage. There is no way to forcefully
do {\bf anything}. Suck.

\item {\bf Cartoon Martial Combat:} No ranged weapons will be used.
Martial combat is allowed, and will be played out as per the rules
below. Damage can be taken by a character down until zero hitpoints,
when the character becomes incapacitated. At this point, the character
can be searched, and items taken away, etc. Characters recover from
incapacitation in two minutes (120 seconds). Characters recover
instantly if ``bandaged'' by another character. Bandaging requires no
special skill, and takes about 15 seconds, during which the two
characters involved in the bandaging can take no action. There is no
killing blow, and, in general, no character death.

\item {\bf Realistic Martial Combat:} Ranged weapons may be used in a
threatening manner. Ranged weapons do standard damage to vehicles. If
shots are fired at characters, you can assume that the target dodged
in a really spiffy manner, and no one got hit (remember G.I. Joe and
the Teenage Mutant Ninja Turtles?). Shots fired at two characters
involved in martial combat end that combat instantly, as per a
successful break by either character. Characters who have shots fired
at them take no damage, but should roleplay according to the
assumption that they could have been hurt. Martial combat inflicts
damage and is played out as per the normal rules. Characters can go
negative in hit points, but will never die. At the end of a scene, all
characters regenerate half of the hit points (round up) lost during
that scene. Characters regenerate the remaining hitpoints according to
their Regeneration(RG) stat.  (see Stats) A bandaged character (which
requires someone with the ability bandage and 2 minutes of
concentration) regenerates twice as fast. Conscious characters with
the bandage ability can self bandage.

\item {\bf Standard Combat:} These are the combat rule for
bellow. Character death is allowed. Characters die when they reach -6
hitpoints. A character with 0 or fewer hit points no longer
regenerates until they are bandaged, but may remain incapacitated
indefinitely (ie, no bleeding to death, thats lame). A bandaged character
regenerates at his normal rate. Ranged weapons function normally.
\end{enumerate}


{\large Stats}
\begin{description}

\item[Hit Points(HP)] Measure the characters health. If they go to
negative 6 you die, 0 is incapacitated.

\item[Regeneration($\rho$)] How fast you heal. Heal one hitpoint every RG
minutes.

\item[Cynicism($\psi$)] This is mostly a roleplaying stat. The lower
the stat, the more naive about the world in general you are. Ranges
from 10 to -10. Care Bears have -9, MIT students have 0, Death Row
inmates have 9. This stat may change during game. Roleplay
accordingly.

\item[Gamma($\gamma$)] Generally reflects your sense of well being. 20
is about average at game start, less than 20 and you should be
desparate to acquire more. You gain $\gamma$ from many things. Some
items and places grant $\gamma$, which is only in effect while you
possess the item/ reside in the place. Completing plots grants
permanently higher $\gamma$. Some things will lower $\gamma$.

\item[Mu($\mu$)] This indicates your level of musical skill. It is
cumulative when working together in a band, with 20 being the minimum
to actually do anything. Actual decent music comes at about 60, with
100 the theoretical maximum.

\item[Nu($\nu$)] If you know, you know. Some stuff will increase or
decrease $\nu$. Keep track.

\end{description}

{\large Size}

Cartoon characters come in many sizes. You may assume a non-headbanded
character to be between 2 and 8 feet tall. Headbands denote the the
following sizes:
\begin{itemize}
\item {\bf Blue} Really small. Less than 2ft tall. Blue characters can
	only move at a walking pace. They can only lift one-dot bulky
	items. They themselves are one-dot bulky (zero-dot if stuffed
	in a shirt pocket), and can be carried if they consent. Can go
	into small places.
\item {\bf Red} Really tall. Taller than 8ft tall. Can lift up to
	4-dot bulky (or any combo up to 4).
\item {\bf Green} Disgustingly huge, big enough to step on you as an
	attack, unless you are also Green. Interaction with Green
	characters are difficult at best. Green characters can only
	stand up/move around in certain game areas.
\end{itemize}


{\large Vehicles}

Characters inside vehicles should wear a black head band. Characters
inside the same vehicle should stay within ZOC. Characters within
vehicles are immune to attack, until the vehicle is destoyed. Vehicles
will have a Damage Resistance attached to them, which maps directly to
hitpoints. Note that vehicles are immune to martial attack (and thus
cannot be harmed in the first two combat types.)

{\large RTI's}

Yes, we have RTI's. They are repped with lego's. Different colors mean
different types of RTI. More dots means spiffier. Basically, tech
items are built from legos, using a couple of different types of
legos. If you know how to build stuff, you know. Anybody can use tech
items, anybody can collect parts, anybody can collect blueprints
(these are item cards with info on them), you just can't do anything
with them.

The Control Room is 1-190.\\
There is no Common Room.\\
The Queue room is right outside 1-190.

Mail for the GMs should be sent to {\tt massacre-gms@mit.edu}.

\end{document}
