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\def\base{[base]}
\def\lcorp{[lcorp]}

\def\gamename{Nanopunk: Tranquility Base}

%\newcommand{\sheetname}{The Rulez}

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\begin{document}
\begin{singlespace}

%\name{Rules for Nanopunk: Tranquility Base}
\begin{center} {\Huge Nanopunk: Tranquility Base\\} \end{center}

\begin{center} 
{\small Written and GMed by {\bf Jake Beal, Larry DeLucas and Grant Emery}} \\ 
%\vspace{10pt}
{\small This game \copyright {\bf 1999} MIT Assassins' Guild and above GM team}
\end{center}

\tableofcontents{}

\section{Overview}
{\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}.) Although Nanopunk does not use any of the
combat systems outlined in that document, familiarity with the
Rock-Paper-Scissors and MA/MD/HP systems outlined in the appendices
will make it easier to understand Nanopunk's combat system.

In general, all game communication should take place in person.
Unless you know otherwise, you may not use Athena, phones, or other
electronic means of communication for in-game purposes.

In order to make life easier for everybody, characters are assumed to 
have everyday useful items like pencils, paper, rope, etc. 

Please remember that we're all here to have fun! The GMs reserve the
right to eit anybody who they feel is acting contrary to the
spirit of the rules or generally making our lives miserable.

\subsection{Your Character Packet}

Your Character Packet should contain the items listed below.
Most sheets are double-sided - make sure you don't miss information
on the back!

\begin{tightlist}
\item Character Sheet
\item Name Badge
\item Bluesheets {\em (as listed on your Character Sheet)}
\item Greensheets {\em (as listed on your Character Sheet)}
\item Ability Cards {\em (as listed on your Character Sheet)}
\item Ability Cards {\em (as listed on your Character Sheet)}
\item Items {\em (as listed on your Character Sheet)}
\item Money {\em (as listed on your Character Sheet)}
\item Memory Packets {\em (as listed on your Character Sheet)}
\item Stat Card
\end{tightlist}

Note that drugs will sometimes be packaged in packets and sometimes
will not be. In general, doses for drug glands will be unpackaged,
and if you don't have a drug gland, you will either have unpackaged
drugs and packets which you should put them into, or if you have more
than one type of drug, they will be packaged for you already.

\subsubsection{Money}

There are two types of money in game: [lcorp] Credits and
Selenmarks. These are both widely excepted and the exchange
rate between them is 1-1.

\subsubsection{``Mistakes can Afford''}
Please check {\em carefully} to make sure
that you have everything your character sheet says you should
have, and that you don't have anything you shouldn't have.
Let us know immediately if you find anything wrong.

\subsubsection{A quick note about Memory Packets} 
Some people have Memory
Packets which are triggered by times. These times are very
specific - make sure that you open them as close to the 
proper minute as possible.

\subsubsection{Another piece of random info...}
``Om'' is pronounced ``Ohmmmmmmm.....'' like a guru on a mountaintop
contemplating Nirvana.

\subsection{Game Times}

Game runs from 2pm to midnight on Saturday, April 17th. Players
are expected to gather in 34-101 by 1:30pm so that we can panic
if you don't show up. If you are not here at that time, your part
may be given to somebody else.

There is a hard game break for dinner from 6pm-7pm.
During this time players should go find stuff to eat. GMs {\em may}
be accessible during this time - we'll let you know if we aren't.
No in-game conversation may take place during dinner - I know that
this can be really frustrating, but that's how it's gotta be. Players
are expected to be back in game area by 7pm, and play resumes promptly
at 7. You should resume in generally the same area that you were
in when game break started at 6.

Please note that you are expected to be in game areas at all times 
during the game.

\subsection{Game Area}

Game takes place in Buildings 34, 36, 38, 24-3, 26-3 and outside
near to these buildings. 
You can't go elsewhere unless specifically directed to.

Buildings 34, 36, and 38 are Tranquility Base, 26-3 is
the Tranquility Base shuttleport, and 24-3 is the {\em Strider}.
The area outside these buildings is outside, on the surface of 
the Moon. (see the attached map for details)

\subsubsection{Airlocks, Section Seals, and Vacuum}

Doors leading out of 34, 36, and 38 are airlocks. These doors
should all be labeled with their current status (sealed or
operable). You may enter or exit through an airlock after 
a one-minute delay for it to cycle.

If a door is not explicitly labeled, you {\bf must} assume that 
it is sealed (tell the GMs about the problem when you get a chance).
Doors may change status several times during the course
of the game, so what was true the last time you saw the
door may not still hold.

At the beginning of game, Tranquility Base is in Emergency Lockdown
due to the {\em Strider's} crashlanding. In this mode, the
shuttleport doors and the airlocks are all sealed.

In case of pressure loss, most areas of Tranquility Base have
section seals. These are generally at natural chokepoints in
the base layout (e.g. doorways). By default you should assume
that these are open: if they are closed, there will be signs
which make this fact {\bf obvious}.

If you are in an area which is vented to vacuum (outside,
or an area clearly marked as such) and are not wearing
a spacesuit or a chemsuit, you are experiencing the
joys of decompression and take 1 HP of damage every
second until you die.

\subsubsection{``Be Nice To Patrol'' Clause}

Nanopunk shares some game area with Patrol. Patrol runs on
36-Basement,Mezzanine, 1 and 2 from 8:30 to 11pm. Since
most of the patrol action takes place on 36-1, please try
to avoid that area. In all other areas, act with courtesy
and generally be nice to Patrol people - both Nanopunk and 
Patrol should be able to play normally without disturbing 
the others.

\subsubsection{Game Start Location}

You should have a Game Start Location listed
on your character sheet. A few minutes before
2pm, the GMs will ask everybody to go to their
game start locations, at which point you will
go there.

\section{Base Layout}

There are a few places in game that everybody should know
about. Bar (34-301), a favorite [base] watering hole, serves 
as a common room. Across the hall from Bar is the GM room (34-302) 
and the Queue Room (34-304).

\subsection{Queue Room and Da Blueprint Box}

The Queue Room has three purposes in life. First, it is a place
to wait safely to talk with a GM. The Queue Room is {\em out of
game} and no game action may take place there. Second, the
Queue Room is the Physrep Room - if you need a physrep, this
is where to find it. Third, the Queue Room is the home of
Da Blueprint Box. Da Blueprint Box contains Design Specs and 
Blueprints which are obtained via the Research and Design mechanics.
Whenever you have completed a design and need a Blueprint
or your Research Notebook tells you to get Design Specs
from Da Blueprint Box, this is where you go. Blueprints
and Designs are identified by code numbers on their folders.
you may only look at the one you were referred to - no peeking!

\subsection{Shops}

There are several legitimate stores on \base{}, as well as
an active but covert Black Market. There are rumors that
there is a meat-puppet brothel hidden away somewhere as well.

The Shops are good sources of a number of useful items.
Shaw Import/Export sells a wide variety of general goods,
Laurie's Body \& Fender is a cyberwear retailer, drinks
and some medical supplies are sold at Bar, and Sergei's
Gun Shop... well, that's pretty obvious.

Shops are represented by a box labelled with a pricelist and
containing folders filled with the shop's stock. To buy
things from a shop, take items from the appropriate folders
and pay for them by putting your money into the folder labeled
{\bf Cash Register}. If you need to make change, use the 
{\bf Bank} folder, but make sure you only put exact change
into the cash register. (Merchants get to keep a percentage
of the revenue in the cash register) If there is no stock of
a given item, you're out of luck - it's sold out! We aren't
about to cut out every item in game, so scissors are provided
at every shop.

Some items, particularly RTIs, come in packs of 5 or 10 as well
as single items - this is a kludge designed to save paper
and hassle, so if you're buying in bulk please be courteous
and take these instead of singles. You may, in fact, trade
singles in for bulk items. If you need singles and there
aren't any, tell a GM and we'll break a larger denomination 
for you.

Since shops are unattended, they are granted a kludgite 
security system. Nobody is allowed to steal from them or
to mess with the stock in any way shape or form other than
buying it or exchanging singles for bulk. And no, you can't 
sell to the shops either. Anybody who messes with a shop 
will have their soul fed to the BDAWFs.

As for the shadier places... the Black Market is a network
of lowlifes vending a wide variety of ``slightly used'' goods. 
Some people know how to access this network - you should talk to
them if you want to buy things from the black market.
The meat-puppet brothel (if such a thing exists on \base{}) would be
a high-tech house of ill repute: customers are serviced by 
skilled genetically engineered ``puppets'' - each one has a 
beautiful body housing a mind like a large, friendly dog.
Look for it if you like that sort of thing...

\subsection{Shuttles \& Rovers}

There are two means by which people may enter or leave game.
These are the {\em Shuttles} in the \base{} Shuttleport and
{\em Rovers}, which are little moon buggies. While it is technically
possible to simply walk away once outside, this is kludge 
prohibited (unless you know otherwise) because there are no 
publicly accessible locations within walking distance. If
you want to hide outside, you just have to do it within 
game area.

There are two shuttles in the \base{} Shuttleport right now,
accessible via 26-3. If you are able to gain access to a
shuttle and have the ability to pilot a shuttle, you may
fly it away. Shuttles can generally carry as much equipment
as you desire and up to 10 passengers. Note that the 
{\em Strider} is not currently able to be flown.

If you are in a Rover outside of the base, you may freely
drive it into and out of game.

\section{Law \& Order}

In general, the laws of \base{} map well to modern American
laws. The main exception is the Right to Bear Arms, which is
much, much stronger - generally if you aren't a convicted
felon, you can carry whatever you want whenever you want.
Just be careful how you use it...

\subsection{Bounty Hunters}

The other important legal nuance to be aware of is the
rules for Bounty Hunting. Bounty Hunters are essentially
given a Bounty Hunting License and a list of people on whom
bounties are offered. They may use any sort of violence
in bringing their prey to justice so 
long as they hurt only the correct person and don't
violate the terms of the bounty. Bounty Hunters have
also been known to step outside the bounds of the law
on occasion...

\section{Injury, Healing. and Death}

It's a dangerous world out there, and you're probably going
to get hurt at some point. Your Hit Points (HP) determine
how much damage you can take. When your Hit Points are reduced
to zero or less, you fall unconscious. When they drop to
-5 or below, you are dead. Your hit points cannot drop
below -10.

Fortunately, death is not necessarily permanent. Although you
may be dead, you are revivable so long as you haven't suffered
brain death. You can suffer brain death in two ways: either
your brain is explicitly destroyed in some manner (such as
a Killing Blow) or you remain dead for more than five minutes
without recieving first aid.

If first aid is performed on a person who has been dead for
less than 5 minutes, that person is {\em stabilized} and
will not suffer brain death. They may then be healed
in the Base Clinic or elsewhere.

Healing is generally available is three forms: First Aid, 
Physicians, and Drugs. Anyone with the First Aid ability
and a Medkit can heal small amounts of damage. Physicians
using the facilities in the Base Clinic can heal people
at 2 HP per minute of treatment. Some sorts of drug provide
permanent healing, others merely pump a person up temporarily.
(see below for more information).

% damage & HP, unconsciousness, death, revival
\section{Combat}

So now that you know how to get healed, how can you hurt other
people?

\subsection{Ranged Combat}

Ranged combat involves guns or thrown weapons, and uses standard
Assassin rules. Unless otherwise stated, guns have unlimited
ammunition - it's just that cheap. 
Ranged weapons that you may encounter in game:

\begin{tightlist}
\item {\bf Throwing Knife}: Your basic knife, weighted for throwing,
	does 5 HP to the person it hits. {\em Physrep: Maelstrom knife.}
\item {\bf Automatic Shuriken}: A shuriken with motorized buzzsaw
	blades rotating in opposite directions. Does 5 HP to the
	person it hits. {\em Physrep: foam pellet.}
\item {\bf \lcorp{} Wasp III (Needler)}: Your basic mass-produced
	needle pistol. This weapon can fire
	either normal damaging needles or TranQ needles. Normal
	needles do 5 HP of damage, TranQ needles automatically knock 
	the person out {\bf 5 seconds after they hit,} and keep them
	unconscious for the next ten minutes. {\em Physrep:
	disc gun for normal needles, disc gun and yelling ``Trank!''
	with each shot for TranQ meedles. Mixed loading is {\bf not}
	allowed. In order to change types
	of ammunition, you must completely unload your disc gun
	and reload it with the new ammunition.}
\item {\bf \lcorp{} Patton Police-Model (Laser)}: A basic 
	police-style laser pistol. Fires penetrating beams
	for 10 HP of damage. {\em Physrep: dart gun}
\item {\bf NatArm M39b Rapidfire Laser}: A heavy, rapidfire
	laser pistol. Fires penetrating beams
	for 10 HP of damage. {\em Physrep: multishot dart gun}
\item {\bf NADSys Haig IV (Laser Rifle)}: A popular military
	assault laser. Shots do 20 HP of damage. {\em Physrep:
	Larami}
\item {\bf TCArm Verminator}: The original Verminator belt-fed 
	shotgun. It looks pretty much like an M-60, only bigger.
	Shots do 5 HP of damage and are treated exactly like
	needles with regards to armor. {\em Physrep: These two 
	disc guns, and this ghost with these two disc guns.}
\item {\bf EuroTech Jaeger Assault Cannon}: A truly massive
	gun. One hit instantly reduces anyone to -10 HP. 
	{\em Physrep: Rocket Launcher BFG}
\end{tightlist}

\subsection{Martial Combat}

Martial Combat is done in a combination of the RPS and MA/MD/M$\Delta$
systems. Every character has three martial combat stats: MA (general
attacking ability), MD (general defending ability), and M$\Delta$ 
(combat flexibility). In combat, M$\Delta$ may be used to enhance
MA and MD, spread between them however the player decides at the
beginning of each round.

Combat is initiated by saying ``Martial Attack'' in a loud, clear
voice to somebody within ZOC of you. They have two seconds to
respond with ``Martial Defense''. If they do not respond,
they are {\em surprised} and you have one free round of attack
during which they cannot defend themselves. If a person has
a cyberwear Grapple, they may engage in combat farther away
by throwing a ping-pong ball at their intended victim and
declaring ``Martial Attack''. Whoever the ping-pong ball strikes
is dragged back to the attacker and engaged in martial combat.

Note that gunning you down is perfectly legitimate so long as they 
do it before 2 seconds have elapsed!

Once combat has begun, it proceeds as follows:

\begin{enumerate}
\item Both people secretly decide how to spread their M$\Delta$
	between MA and MD.
\item On a count of three, the opponents play RPS. If one person
	wins, the other person is hit. If it's a tie, nobody gets
	hit that round.
\item The attacker says his current MA stat and the defender 
	compares it to his current MD stat. If $MA-MD > 0$,
	the defender takes MA-MD HP of damage, and should
	say something like ``Ow!''. Otherwise the defender
	is unharmed and should say something like ``Whiff!''
\item The round is over: return to Step 1.
\end{enumerate}

Martial Combat ends when one party is incapacitated or when
somebody breaks. If you want to end combat, say ``Break'' before
shooting RPS. If both people say ``Break'', there's no problem
and combat ends immediately. If your opponent continues to 
attack, you spend the round with an MA of zero, and escape combat 
if you are undamaged during that round.

Multiperson combat is a simple extension of single person 
combat. Any single person may attack only one other person,
and no more than three people may attack a single person.
If you are being attacked by more than one person, you shoot
RPS against the person you are attacking, but {\em defend} against
all attackers with the same symbol. If you win against somebody
you are not attacking, you do no damage to them.

If you wish to draw a weapon of item not already in your hand,
you must win a round of combat. Then, instead of attacking,
you draw the weapon or item. Hand weapons generally add to
your MA or M$\Delta$. If you wish to use a gun or other ranged 
weapon, it must be in hand, and you must win a round of combat.
Then instead of inflicting damage with a martial attack, you
may pull the trigger once.
You may not have a gun in hand if you are fighting normally:
either shoot the gun or drop it and fight with your hands/weapons.

If missles are fired into martial combat, they are deadly to
everybody involved. Any missile which strikes a person in
martial combat does its full damage to that person, the
person he is attacking, and everybody who is attacking him.

\subsection{Armor}

Some types of protective clothing that may appear in game:

\begin{tightlist}
\item Kevlar: The good stuff never goes out of fashion. Gives minor 
	protection against needles and shotgun blasts.
\item Monocrys: Like Kevlar, but made of newer, better materials.
	Gives protection against needles, shotgun blasts and 
	throwing knives.
\item Reflex Armor: Active armor which tenses to meet incoming
	blows. Gives protection in Martial Combat.
\end{tightlist}
% killing blow

\subsection{Statistical Information}

For your edification, some martial combat statistics:

An average unmodified human has 
MA = 2, MD = 1, M$\Delta$ = 1, HP = 10

An average person (slightly modified) has 
MA = 3, MD = 1, M$\Delta$ = 2, HP = 15

An average character in this game has
MA = 4.6, MD = 2.2, M$\Delta$ = 2.5, HP = 21.3

\section{Seduction}

Every character has two seduction-related statistics: Seduction
Attack (your ability to be sexy) and Seduction Resistance (your
willpower to pry somebody off of you). 

If you wish to seduce somebody, you need to talk with them alone 
for five minutes. At the end of that time say ``Seduction Attack
N'' (where N is your SA). The other person decides if they want
to resist and compares it to their Seduction Defense. If your
Seduction Attack is greater than their Seduction Defense, you
have overcome their better judgement, and the two of you go
find a room for 10 minutes. At the end of this time you both
have warm, fuzzy feelings towards each other (and therefor may 
not attack one another) for the next half hour.

Note that unless you know otherwise, your Seduction Defense
is doubled against same sex attacks.

\section{Torture}

If you really need to know something, you can always just hurt
somebody until they tell you. Torture generally works as follows, 
although people who are skilled in torture will have a slightly
modified mechanic. 
Nanopunk uses the Torture Threshold/Window System. Every character
has two torture statistics: a Threshold, which indicates how much
pain they can take before breaking and becoming cooperative, and
a Break statistic, which indicates how much pain they can take before
starting to blubber helplessly.

To torture somebody, the subject must be either willing or helpless.
Only one person at a time can act as torturer. Once a torture
session is begun, the victim loses 3 HP at the beginning of each
minute (somebody should keep track with a watch). The torturer may ask 
questions at any time during the session and the victim will respond
according to the amount of damage inflicted so far. If the damage is
less that the victim's Torture Threshold, they are resisting the
torture and may say whatever they like. If the amount of damage is
greater than or equal to the victim's Torture Threshold, but less that
his Torture Break, then he is required to be as helpful as possible
to the torturer and respond truthfully to all questions. If the
amount of damage is greater than or equal to the victim's Torture Break,
he has been reduced to a blubbering mass and will say whatever
he thinks his torturers want to hear.

Torture windows vary wildly from person to person, but a person's
natural torture window is generally about 10 HP in width.

\section{Headbands}

There are several colors of headbands that you may see in game.
Each has a specific meaning, and you may ask anybody wearing
a headband what they see. Commonly known meanings are outlined below.

% we don't mention blue (hologram) or red (nasty bugger)
\begin{tightlist}
\item White: Ghost. This person ain't here.
\item Yellow: This person is wearing a massive mining exoskeleton,
	ZOC in width. (Think of the loader thing from {\em Aliens}).
\item Brown: This person is obviously pumped. You should wear
	a brown headband if your maximum HP is 30 or greater.
\item Green: This person is wearing a chemsuit (a standard NBC 
	contamination suit which also functions as a space suit)
\item Black: This person is wearing a space suit.
\item Purple: This person is carrying a Verminator.
\item Purple \& White: This is the ghost associated with the Verminator.
	They aren't really there, they just provide extra firepower.
\item Black \& Red: This person is in a vehicle.
\end{tightlist}

\section{Cyberwear}
% note inclusion into statistics already

Cyberwear is a general term for all of the biological and mechanical
bodily enhancements that money can buy in the 21st century. Cyberwear
is implemented as Ability Cards: inherent and non-transferable.
Cyberwear can only be installed or removed at Laurie's Body \& Fender:
although you may be able to chop off cyberlimbs, etc, they are no good
to you if you do so, and your victim will still regain them when they
are repaired.

If you start out game with cyberwear, its effects have already been 
included in your statistics - {\em don't} add them again!

Some commonly known types of cyberwear:
\begin{tightlist}
\item Headware Memory: electronic storage in your brain
\item Multi-Optik Eyes: lots of enhancing options exist
\item Chemical Analyzer: allows analysis of drugs
\item Tailored Pheremones: extra sexiness
\item Toxic Filter: protects from many ordinary chemicals
\item Boosted Reflexes: makes you very speedy
\item Trauma Damper: reduces the effects of pain
\item Hand Razors: razor blades from your fingertips
\item Retractable Claws: big, long claws from your fingertips
\item Flesh Pocket: smuggler's aid
\item Grapple: ``Come here, you!''
\item Extra arms/tentacles/tail: limbs for everybody!
\item Integral armor: armor beneath your skin
\item Structural Rebuild: classic cyborging - steel ribs, electromechanical
	muscles, etc.
\item Nanoimmune system: immunity to most natural diseases and many
	types of nanoplague
\item Neural Quickdraw: special quickdrawing circuits
\item Drug Gland: dumps a dose of a given drug into your bloodstream
	whenever you enter combat
\item Prehensile Toes: just what it sounds like
\item Trauma Override: when you fall unconscious, your body runs away
\item Pilot-Link: neural interface to fly shuttles
\item Music Port: neural interface for musical instruments
\end{tightlist}

\section{Drugs}

There is a wonderful array of synthetic drugs available to the
general public. Most are at least vaguely legal, especially
here on \base{}. Drugs are represented by dime packets, 
representing self-injecting ampules - stab and enjoy. When a drug
is expended, the ampule dissolves, leaving no evidence. Drug packets
may be written on at will - it's generally a good idea to make a note
of what sort of drug is inside. Unless you know otherwise, drugs
cannot be mixed in packets.

Unless stated otherwise, drugs take effect immediately upon
use. It is also dangerous to use drugs too often: if you take
a dose of a drug less than 10 minutes after you took your
last dose of that or any other drug, you suffer toxic shock:
the drug you just took has no effect and you lose 3 HP immediately.

{\bf The Law of Dime Packet Conservation} {\em Dime packets are
costly, so we don't want to blow away huge numbers for no reason.
Accordingly, most drugs are simply folded over in stores or other
places they may obtainable from. When you get new drugs, put them 
in dime packets immediately (there will usually be packets 
available wherever drugs are) If you have expended drugs, be nice 
and drop off empty dime packets in the stores or with the GMs.
The existence of dime packets is meta-knowledge.}

Some drugs that you may encounter:

\begin{tightlist}
\item Hexonite: highly addictive pleasure drug manufactured on \base{}
\item Crediline: makes the user very gullible
\item Hypercoagulin: heals wounds
\item Morphazine: sleep agent
\item Superstim: stimulant
\item Dryad: psychoactive
\item Bliss: makes the user feel like a god
\item Sin: uninhibitor, aphrodisiac
\item Castazine: hormone suppressant
\item Lethe: mnemonic blocker
\item Lotus: psychoactive
\item Zen: mental enhancer
\item Hyper: psychoactive
\item Jhodie, Rage, Rush Hour, Kamikaze: combat drugs
\end{tightlist}

\subsection{Alcohol}

There are drinks sold in the bar. They taste pretty good.
If you have 5 or more drinks within the space of an hour,
you are {\em Drunk} - your M$\Delta$ is decreased by 2 and 
you must hold your gun upside down for the next half hour. 
On the other hand, if you're drunk, you're pretty insensible
to pain - your Torture Threshold goes up by 3 for the same
interval. If you keep on drinking while you are drunk, each 
additional drink resets the time limit.

\section{Blueprints, Nanofabs, and RTIs}

Yes, there are RTIs in game. In fact there are a {\bf LOT} of RTIs.
Don't try to hoard them all, you'll just waste your money...
RTIs are little packages clearly labeled with their ID and brand name
(e.g. Y1 ``Sysco Generic Materials Pack A''). These are meant
for use in a {\em Nanofab} - a nanite assembler machine. 

Nanofabs are wonderful machines, about the size of a desk, that can 
build just about anything, 
given an appropriate blueprint. A blueprint is a ROM that can be
inserted into a nanofab; it looks like a floppy disk. Blueprints
have a name, a description, and 4-letter code beginning with B, and
a list of required RTIs. To use a blueprint, take it to one of
the \base{} Nanofabs that is not currently in use, put all
of the required RTIs into the ``Trash'' folder and put the 
Blueprint on top. After five minutes have elapsed, collect the
Blueprint and get your newly manufactured item from the folder whose
code matches the Blueprint's code. It is not possible to disturb
a working Nanofab: once it starts on a blueprint, it will go until
it's done.

Note: some Blueprints require a {\em lot} of RTIs. Save yourself
some hassle and be sure to buy in bulk.

\subsection{An Example of Blueprint Use}

Marshall Bob has just confiscated blueprint for a Zygorthian Deathray
off the body of Jimmy the Rustler. The Blueprint reads:

\begin{center}
{\bf Zygorthian Deathray (BZYG)}\\
{\em Description: The most powerful handgun in the galaxy.}\\
{\em Requirements:} Y2(5), P5(2), B1(1)
\end{center}

Reading this, he knows that he needs 5 ``Sysco Materials Pack B'' RTIs,
2 ``PolyAtomic Transuranic Blend'' RTIs, and one ``BioBuilders NeuroPlus''
RTI. He happens to have these, so he takes it to the Bar Nanofab,
pays Zona to use it, and dumps all 8 RTIs into the Trash envelope.
5 minutes later, he picks up the blueprint again and reaches into
the BZYG folder to get a Zygorthian Deathray.

\subsection{X2 Random Trash}

This is a special type of RTI, representing a handful of random litter
gathered off of the ground. Anyone may gather Random Trash - wander
around mumbling and looking for litter for 3 minutes and at the end
of this time, you may go get an X2 RTI from Da Blueprint Box.

\section{And in the end...}

Go out there and have fun. That's why we're all here.

\begin{twocolumn}
\noindent {\bf RTI reference list:}\\
X1 Mining Ore (Talk to a miner)\\
X2 Misc. Trash 	(May be obtained by wandering around muttering for 2 minutes)\\
Y1 Sysco Materials Pack A\\
Y2 Sysco Materials Pack B\\
Y3 Sysco Materials Pack C\\
Y4 Sysco Materials Pack D\\
Y5 Sysco Materials Pack E\\
Y6 Sysco Materials Pack F\\
Y7 Sysco Materials Pack G\\
Y8 Sysco Materials Pack H\\
Y9 Sysco Materials Pack I\\
Y0 Sysco Materials Pack J\\
A1 Aerospatiale Molybdenum	\\			
A2 Aerospatiale Carbon Silicate		\\		
A3 Aerospatiale HyperComposites			\\	
A4 Aerospatiale"Grade A" Aluminum\\
A5 Aerospatiale	"Grade A" Iron\\
A6 Aerospatiale	"Grade A" Titanium\\			
A7 Aerospatiale	"Grade A" Light Metal Mix\\		
A8 Aerospatiale	"Grade A" Oxides\\
P1 PolyAtomic	Cerametal Basic		\\	
P2 PolyAtomic	Superconductors			\\	
P3 PolyAtomic	Hydrogen Solids			\\
P4 PolyAtomic	Thorium Plus				\\
P5 PolyAtomic	Transuranic Blend			\\
P6 PolyAtomic	Noble Assortment		\\
B1 BioBuilders	"Extra Body"\\
B2 BioBuilders	NeuroPlus	\\		
B3 BioBuilders	"Spectrum A Multi-Vitamins"\\
B4 BioBuilders	"Spectrum B Multi-Vitamins"\\
B5 BioBuilders Collagen\\
B6 BioBuilders	"Sardex: For Him"\\
B7 BioBuilders	"Soltex: For Her"	\\		
B8 BioBuilders	Natural Nucleotides		\\
M1 MediTek Mental Floss\\
M2 MediTek Re-Gro\\
M3 MediTek	Aid Lite - For Small Wounds	\\
M4 MediTek Aid - For Serious Injuries	\\
M5 MediTek Aid Ultra - For the Dead		\\
M6 MediTek Gene Helper\\
M7 MediTek Gorilla Heart\\				
J1 Sony	Camilox 8000\\
J2 Sony	Benedox 8100\\
J3 Sony	Genuflox 8200\\
J4 Sony	Tokiwara 270\\
J5 Sony	Sempra 9500\\
J6 Sony	Sempra+ 9510\\
J7 Sony	Havilox 2000\\
L1 LND L20\\
L2 LND L505\\
L3 LND	L200\\
L4 LND	L202\\
L5 LND	L8000\\
L6 LND	L8102\\
L7 LND	L8888\\
L8 LND	L1090\\
S1 Selentek	Wafer Base\\
S2 Selentek Q Dopant\\
S3 Selentek	Process Developer\\
S4 Selentek	Holomedia\\
S5 Selentek	Liquid Crystal\\
S6 Selentek	Fiber Optic\\
S7 Selentek	Diamondoid\\
S8 Selentek	Lasing Base

\end{twocolumn}

\end{singlespace}
\end{document}


