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\begin{center}\huge\bf
\begin{tabular}{|c|}
  \hline Nanopunk:~Jersey \\
  BASIC RULES \\
  IAP 2000 \\
  Assassin Game \\ \hline
\end{tabular}
\end{center}

\vfill\vfill

The following are the rules for {\em Nanopunk:~Jersey}, a real-time,
real-space role-playing game sponsored by the MIT Assassins' Guild.
You are responsible for knowing these rules. If you make a mistake
because you didn't know the rules or didn't ask a GM for
clarification, tough.  Please note that many of these rules are
well-nigh impossible to enforce, so the game relies heavily upon the
{\bf 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.
Playing loopholes in these rules is likewise not permitted; the GM is
the one who calls whether or not you are playing fair.

\vfill

We do, however, have one method of exacting compliance with these
rules. By willingly choosing to play in this game, you enter into a
tacit agreement with us as follows: If you knowingly violate any of
the rules contained in this document, we the GMs receive ownership of
your eternal soul. Furthermore, upon receiving ownership, we reserve
the right to negotiate ownership of the aforementioned soul with any
Blood-Drenched Apparition With Fangs (hereafter referred to as BDAWF)
of our own choosing. Upon successful negotiation, the receiving BDAWF
may collect at any time of its choosing.  This agreement may be
referred to as the {\bf Soulcatcher Clause}.

\vfill

Above all, the Gamemasters (GMs) wish to remind you that this is only
a game. Although it refers to real (in as much as anything is real)
organizations, it does so only for the sake of the scenario. It is not
meant to make any sort of political, social, economic, religious,
philosophical, technological, governmental, revolutionary, or
geographic comment of any kind, and certainly does not represent the
GMs personal opinions on anything.  As a matter of fact, we're all
willing to deny under oath that we wrote it, and we hope that you will
have lots of fun.

\vfill

If for whatever reason you find yourself in a situation where you are
unsure as to how to proceed, if you have any doubt that what you want
to do is considered fair and legal under these rules, if you are
unhappy about how the game is going for you, if you have any questions
or doubts about anything related to the game, {\em contact a GM}.

\vfill\vfill

\begin{center}
{\bf WARNING: METAGAMING IS HAZARDOUS TO YOUR HEALTH}
\end{center}

\vfill

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\section{Getting Started}

\subsection{Character Packets}

Your character packet comes in a big manila envelope.  It has your
role: who you are, what you're up to\ldots{} everything about your
part in the game.  Read all the contents thoroughly.

For purposes of game, character packets {\em 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.  You
should never look at anything from someone else's packet.

\paragraph{Character Sheet:} This tells you who you are, how you think,
why you are here, who your friends and enemies are, etc.  This is the
single most important sheet in your packet.  As this represents your
personality, history, and beliefs, it may never be shown to anyone.
Your character sheet contains a list of everything else that should be
in your character packet.  If you are missing something or find
something which doesn't seem to belong to you, tell one of the GMs.

\paragraph{Scenario:} This is a brief history of recent world events
which is public knowledge at the start of game. Keep in mind that it
describes {\em public} knowledge and perceptions of events, which are
often false.

\paragraph{Stat Card:} This is an index card with your combat ratings,
as well as a number of other statistics whose use will be covered
later in this document. You should {\em not} tell people what any of
your stats are unless otherwise instructed.

\paragraph{Name-Badge:} A badge with your character name and ID number
on it shows that you are playing in the game. You must wear it visibly
at all times while you are playing in the game.  ID numbers on badges
are used only for game mechanics and can not be written down or
referred to in character.

\paragraph{Bluesheets:} These are sort of like character sheets for an
entire group of people.  It simply gives the information which is
common knowledge to members of that group.  Bluesheets, like character
sheets, are not physical items and cannot be shown to other players.
Your personal views might not be reflected at all by the
bluesheet. When in conflict, your character sheet will {\em always}
override the information in a bluesheet.

\paragraph{Ability Cards:} These cards explain the rules covering the
use of an ability. The only way to show this ability to another player
is to actually {\em use} the ability in their presence.  The front
side of the card describes the visible effect of the ability and
should be shown when using the ability; the back side contains the
rules regarding the use of the ability.

If you have any abilities you might want to use in a situation where
seconds count (for example, any combat or defensive abilities), become
familiar with their specifics before game starts.  Combat won't stop
for people to read their character packets.  Any abilities that can be
used in combat situations will clearly say so on the card.

\paragraph{Greensheets:} These are used to expand on abilities or
knowledge and, like bluesheets, are not physical items.

\paragraph{Item Cards:} See the Items section below.

\paragraph{Memory Packets:} These are small envelopes or stapled
strips of paper.  They have a trigger written on them letting you know
when to open and read them.  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 trigger is something odd
like ``Q,'' you only open the packet when something instructs you
``open your Q packet now.''  Some triggers may be complex
instructions, such as ``open if you get married.''

You may {\em not} call a halt or otherwise interrupt the game to read
a memory packet.  You {\em can} be shot, attacked, etc.~while reading
a memory packet. It will frequently be to your benefit to read a
memory packet as soon as you can, but it is also usually a bad idea to
let the person to whom you were talking know that they just triggered
one of your memories by opening the packet in front of them.
Decisions, decisions.

\subsection{Reality and Game Reality}

There is a big difference between reality and game reality, real items
and game items.  This game does {\em not} give you the right to do in
reality anything normally prohibited by legality or morality.  If you
are caught in an illegal location or action, don't mention the
game. We are not responsible. We will not protect you.  You have been
warned.

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.'' --- an {\bf
out-of-game} statement).  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.'' --- an {\bf in-game}
statement).

\paragraph{Non-Players:} Not everyone in the world is playing in this
game. Some people like to sleep or study undisturbed; others just
don't like having guns waved in their faces. {\bf Don't piss them
off.}

You are encouraged to spread the gospel of real-time, real-space
role-playing to your friends.  However, non-players ({\bf NPs}) should
not see anything (such as a toy gun) which would allow them to guess
that you are anything more than a slightly abnormal regular person.
Along the same lines, they may not be affected by the game in any
way. ``If I had a real gun, he would do what I ask'' just doesn't
work.  Neither can NPs knowingly effect the game in any way.  They may
not be used to hold items or information, nor can anything be hidden
in a NP's room.  And no matter how many times you have let Joe borrow
your notes, he is not going to help you kill someone, much less blow
up a bomb for you.  If you slip up, even if the NP said he wasn't
bothered or wouldn't tell, call a GM.  Your character will be hosed in
direct proportion to how likely the action was to annoy or be spotted
by the NPs. The most likely result of a NPs walking in on the
aftermath of a shooting in an out-of-the-way classroom would be a few
new rumors in the common room; instigating a gunfight in lobby seven
or climbing down the outside of a parking garage will result in your
character exploding in a shower of red gore.

Using the presence of non-players in order to converse in safety with
your enemies, hide from rampaging mobs that are screaming for your
blood, or otherwise take actions that you would not or could not take
if those NPs were not present is considered to be an abuse of this
rule and is not permitted.

In general, you are expected to make an effort in good faith to avoid
conspicuous game actions in front of non-players.  This means that
things like shooting your friend outside of 26-100 one minute before a
class lets out is probably not a good idea. Please use your common
sense to avoid troublesome situations.

If, despite your most valiant efforts, some non-players do get upset,
{\em call the GMs} and let us help calm them down!

\paragraph{Observers:} An observer\footnote{These have also
traditionally been called ``ghosts.''} is someone who is not playing
the game but has agreed to watch.  They generally wear a white
headband and/or an observer name-badge.  They should stay out of the
way; you can always ask an observer to leave.  If a friend who is not
playing wants to hang around the game to see what's going on, send him
to us and we'll arrange observer status.

\paragraph{Non-Player-Characters:} Non-player-characters ({\bf NPCs})
are characters in the game's universe not played by a full-time
player.  They are minor characters, bit parts, and random people who
usually have no effects on the PCs.  Some may have name-badges; often
these are not readily distinguishable from PCs.\footnote{These are
sometimes called ``GM plants.''}

\paragraph{Player Rooms:} Players may retreat to their rooms to study,
sleep, or whatever in safety.  Your character may not enter another
player's room unless specifically invited by the other character,
obviously in-game.  This is often referred to as the {\bf Jhereg
Rule}.  This may not be abused; {\em don't} use your room as an
impenetrable meeting place or stash site.  If your character is
in-game in your player's room, they can be interacted with (shot,
mugged, tortured\ldots).  Roommates, housemates, and the like are
considered to have separate rooms for all game purposes.

\paragraph{Halts:} Game halts should only be used when you {\em need}
to get a GM to resolve an issue or when you have to stop game action
due to extraneous out-of-game reasons.  Halts should {\em never} be
used to stall for time, avoid in-game interactions, or otherwise
cheese the rules; as such, use them sparingly.  To call a halt, say
``game halt'' in a clear and audible voice; you want other players
just around a corner to hear you, but you don't want to scare some
poor grad student.  When a halt ends, a resume is called by saying
``1, 2, 3, resume.''

\paragraph{Not Here:} You can go not here by turning your name-badge
around so the ``I'm Not Here'' side is showing (or by removing your
badge entirely, if you are leaving game).  Putting a hand on your
head, visible from a distance, also helps if you're near other players
who are in-game.  You might need to go out-of-game this way because of
game-mechanics reasons or because you are in a halt and going to fetch
a GM.  Like calling a halt, you should do this sparingly and only when
you {\em need} to.

When you are not here, your character is just that: not there.  Your
character cannot see, hear, or remember any game actions or
information you, the player, happen to encounter (that would be
metagaming).  When not here you should try to avoid interaction with
other players, being in common game areas, reading game signs and
packets on the walls, or any sort of game interaction at all.  If you
are leaving game for the night/day/whatever, don't just go not here in
front of everyone.  Walk to someplace public, like 77 Mass. Ave.,
before going out-of-game; in other words, give other characters a fair
chance to interact with (ambush) your character.

\paragraph{Safety:} This is a game.  You should be playing to have
fun, which may be easy to forget if your character is about to die.
Try to keep your temper.  Real violence is unacceptable.  In-game
violence should cause no real-world damage whatsoever, either to
people or property.  No possibility of injury should exist in any game
action.  If something is happening that seems likely to cause someone
to get hurt, {\em call a Halt}.

One useful safety precaution is the concept of {\bf Zone of Control}
({\bf ZoC}), which is a rough distance measurement used by various
mechanics.  You are in ZoC of someone if your outstretched fingers can
touch their outstretched fingers.  This distance is also considered
one ZoC, so double-ZoC would be twice this, triple-ZoC is three times
this\ldots

\subsection{Basic Strategy}

Your first priority as a player is to make sure that you understand
the rules. If you are completely confused, call a GM and we will try
to fix you up.  After that, make sure you know enough about your
character to role-play him or her when you start talking to other
people. If there is something about your character you don't know, ask
a GM.

As a character, your first priority should be to open lines of
communication. Call people up, show up at meetings, and chat. Ask
people questions on relevant subjects. Sure, they'll probably lie, but
you just might find something out. Try to be easy to get in touch
with: a day's delay can mean the difference between winning and
losing.

There are no guarantees that you can trust anyone, but since
cooperation is the key to accomplishing things, you will be forced to
trust people anyway. There are ways of proving loyalties, some of
which might change those loyalties\ldots{} Probably the most
trustworthy people are those who need you.

As a rule of thumb, kill only when you are sure of it. The game is set
up so that random killing will most probably hurt the killer. It is
quite possible to kill the only person who has abilities or
information that can win you your plots.  Oops.  Tough.


\section{Items etc.}

An item is represented as a little white index card with a number and
description.  Item cards are in game representing the item and may be
shown to others, passed around, stolen, etc.  The {\bf item number} on
the card is {\em not} in-game information and may not be discussed
unless you know otherwise.

As always, {\em use common sense}.  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.
Even if your bag can carry a shovel in it, the shovel noticeably
sticks out, so you would have to go around saying out-of-character,
``you see a shovel sticking out of my bag.''

\subsection{Bulkiness}

A bulky item is too big or heavy to be carried freely.  Bulkiness is
measured in {\bf hands}, (how many hands it takes to carry it) or {\bf
dots}.\footnote{Round stickers have been traditionally used to
indicate a bulky item.}  Cooperation is possible.  It should be clear
to onlookers which people are carrying the item (the players should be
holding the item card together).  Any hands 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.  Note: some people with cyberware may
have more than two hands worth of carrying capacity, due to either
enhanced strength or extra limbs.

\subsection{Props}

Some items may have 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.  Items which are props are generally as bulky as the prop,
unless otherwise specified.

\subsection{Containers}

Some items are containers, like crates or personal bags.  A container
usually has two statistics associated with it: bulkiness and {\bf
capacity}.  Bulkiness works the same as for other bulky items; a
container could be one or two or $n$ dots (hands) bulky, meaning you
need at least $n$ hands to carry it.  A container also has capacity,
which is also measured in dots or hands; this is how many dots of
items can be stored in it.  For example, a crate may be two hands
bulky and have four 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.  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 forty-five cans of
beer in an already stuffed crate\ldots

\subsection{Unstashable Items}

Unstashable items can't be hidden (or just left lying around) in
random places in the game area.  Maybe they look too important,
valuable, or interesting; for whatever reason, NPCs and the like will
not let it stay there.  If you're not leaving an unstashable item in
another PC's care, and you want to drop it somewhere and leave it
behind, give it to a GM or observer.  It's OK to leave it in plain
sight in a public area if there are other PCs around.

\subsection{Written Information}

Anything pre-printed for the game (character sheets, bluesheets,
greensheets, etc.) except for item cards are not game items 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.

\subsection{Destroying Items}

The first digit of each item number indicates how difficult that item
is to destroy.  It takes a single {\em non-melee} attack with a damage
of ten times that number in hit points to destroy the item.  For
example, a dart or disc gun can destroy any item whose first digit is
one, a Larami gun can destroy an item whose first digit is a one or a
two.  An item card with no number is considered to have one for the
first digit.  An item with a zero for the first digit is
indestructible.

\subsection{Signs and Packets}

Locations and some other things in-game are sometimes represented by
signs and/or packets posted throughout game area.  In general, you may
read any signs and must follow any rules printed on them.  Also, you
may not open packets unless a rule or mechanic says you can or
instructs you to do so.

\subsection{Character Bodies}

To move a character who is unconscious, immobilized, or dead, you must
carry them (the character, not the player).  A body is two hands bulky
by default, though may be different (see the Badge Numbers section
below).  It should be clear to observing players what is going on.
Carry the badge conspicuously; tell any players who see you what their
characters see (``We are carrying an unconscious body''; they can't
tell if it's dead without close examination, unless it's headless or
some such).

If you want to tie a character up, you need an appropriate item (duct
tape, rope, etc.), and you should describe what you are doing.  Note:
if they are unattended for fifteen minutes, NPCs will come along, rob
them, and untie them.

\subsection{Searching and Stashing}

\paragraph{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 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 either kind at a reasonable speed.

A {\bf pat-down search} simulates the stereotypical TV cop frisking.
This search will only reveal the presence of weapons (guns and
hand-to-hand).  This takes as much time as it takes your victim to
tell you what you find.  (For example, ``You find a crossbow in this
pocket and a knife in this one.'')

A {\bf total search} simulates a mildly invasive complete search of
the character's entire clothing.  This takes as much time as it takes
your victim to hand over his game items.  In addition to item cards
and physreps, this includes any notes your character has made. If
you're the victim, do this at a reasonable pace; don't stall.

\paragraph{Searching Bags:} Searching a character does not mean you've
searched their bags.  To search those, do {\em 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.

To search an unattended bag that is not obviously in-game (no visible
item card attached), spend thirty seconds by the bag, put a ``searched
(see a GM)'' sign on the bag, and come tell a GM yourself.  You should
tell any onlookers that they see you searching through the bag.  If
you find a ``searched'' sign on your bag, come see a GM.

To search a bag that is obviously in-game (has an attached and
prominently displayed item card), search the physrep.  Item cards in
the bag should be in reasonable places (e.g. don't sew a gun item card
into the seam).  If the item card has an attached envelope (see the
Containers section above), then the bag is just a prop and all in-game
items should be in the envelope.

\paragraph{Searching Places:} To search a place, search it.  Normal
items can be stashed in any reasonable place (use common sense) that
is also legal.  Don't put items behind locked doors, inside ceilings,
in construction sites, or in hacking locations; consequently, don't go
rummaging through such places for game items.  As always, don't stash
or search in places that are not in-game (see the Game Areas section
below).


\section{Morale}

\def\gam{$\gamma$}
\def\gmax{$\gamma_{max}$}
\def\gdel{$\gamma\Delta$}

Morale abilities are often cool, cinematic things your character can
do.  Some common ones may allow characters to dodge bullets, attack
more than once in a round of combat, or get a free break from combat.
Others may have less to do with direct combat, like surviving
explosions or disappearing into crowds.  Your character's
morale\footnote{or happiness or karma or coolness or chi/ki or
whatnot} affects how often you can perform these abilities, and a few
other things.

\subsection{Morale Stats}

\paragraph{\gmax:} This represents your character's general
psychological state of being, as well as the maximum number of {\bf
gamma points} you can have at any given time.  It can range from zero
to sixty.  At zero, you would be utterly suicidal and depressed; at
sixty you would be utterly exuberant and happy.  Most normal people
feeling average have a \gmax{} of twenty-five to thirty-five.  You are
encouraged (but not required) to roleplay accordingly based on your
\gmax.  Some things may change your \gmax{} over the course of the
game, like the success or failure of major plots, but in general this
number doesn't change much.  Any effects that would make \gmax{} go
below zero or above sixty still happen, but it stays in the zero to
sixty range.

\paragraph{\gam:} This is the current number of gamma points you
have at a given time.  Obviously, you can never have more \gam{} than
\gmax.  When your \gam{} is zero, you may not spend any more morale
points; your \gam{} may never go below zero.

\paragraph{\gdel:} This is the maximum amount of \gam{} that you can
spend in a single day (see the Game Day section below).  Your base,
default \gdel{} is determined by dividing your \gmax{} by two and
rounding.  Some things may temporarily add to or subtract from your
\gdel.  At the beginning of the day, set your \gdel{} five closer to
its default.  Unless explicitly stated otherwise, any changes to your
\gdel{} are temporary in this fashion.  Any effects that would make
this stat go below zero still happen, but the stat stays at zero.

\subsection{Morale Abilities}

You can spend gamma points by playing morale abilities, which all have
a point cost.  To play a morale ability, you must spend the required
points and say in clear, audible, and reasonable manner how many
morale points you are spending.  Caveat: when in martial combat, you
may only play one morale ability per round.

Example: Let's say you have the ability to cut through a glass bottle
with a single slice of a butcher knife (good for wagering with your
friends); it costs two morale points.  Your \gdel{} is three and your
\gam{} is currently five; you have also spent only one morale point so
far today.  You have the \gam{} and \gdel{} to spare, so you can play
your ability and say ``I cut through this bottle with this knife,
spending two gamma'' (or some equivalent phrase).

Counterexamples: Sometimes you can't quite cut through the bottle,
because your heart's just not in it (``my mind and spirit were going
north and south!'').  Let's say your \gam{} is only two, or your
\gdel{} is three but you've already spent two gamma points today:
either way, you can't play a morale ability that costs two or greater
gamma points.

If you are in ZoC of someone who is playing a morale ability of cost
$n$, you can stop them by spending $n+1$ gamma points and saying so
within three seconds.  You may only stop one morale ability at a time.
Example: Bob plays his cut-through-a-bottle ability, saying something
like ``I cut through this bottle with this knife, spending two
gamma.''  You are in ZoC and want to stop him, so you say something
like ``I stop you, spending three gamma.''

\subsection{Gaining and Losing Morale}

Once a day, you can get a free morale point by going to the GMs and
telling us what you've been up to, be it good or bad for your
character.  The idea is to get players to talk to the GMs and help the
GMs know what is going on, so {\em don't} try to bullshit or otherwise
con the GMs into giving you more points.

Enjoying in-game food, sex, drugs, and performing a killing blow all
affect your morale (see the Food, Seduction, Drugs, and Killing Blow
sections below).  Other things may also have effect.


\section{Things You Ingest}

\subsection{Food}

Food is easy to come by, even with a war raging just across the
river. The local government ensures that everyone who cannot afford
better is supplied with whatever they could pick up most cheaply, or
whatever is filling up the warehouses of some of the local merchants.
You never {\em need} to buy food with your hard-earned money in order
to avoid going hungry.  However, there is no comparison between
microwaving something at home and enjoying your favorite foods in the
company of your friends.  This affects your morale.

Three of the stats printed on your stat card indicate your favorite
types of food: your favorite drink, your favorite entree, and your
favorite snack.

% Drinks: Soda, Beer, Wine, Milk, Orange Juice, Apple Juice
% Food: Hamburgers, Hot dogs, Steak, Spaghetti, Lasagna, Potatoes
% Snacks: Potato chips, Pretzels, Ice cream, Chocolate, Cake, Apple Pie

In order to fully {\bf savor} (receive the morale bonuses from) the
experience of eating, you have to spend at least fifteen minutes in
one of the common rooms (which all serve in-game food), eating food
bought there, while in the company of at least two other PCs.  For
each type of food that you savor in a given day (max one item of that
food type per day), you gain one \gam.  If it was your favorite food,
gain another \gam{} (bringing your total possible gain per food type
per day to two).  If you manage to savor your favorite food in all
three types in a given day, you also raise your \gdel{} by two.  If
you go for a whole day without savoring {\em any} food of the three
types (favorite or not), you lose two \gdel.  You may not stock up on
your favorites; they need to be fresh (bought the same day).

\subsection{Alcohol}

There are alcoholic drinks sold in the bars in Hoboken.  They taste
pretty good.  If you have three or more drinks within the space of an
hour, you are {\em drunk}; your M$\Delta$ is decreased by two 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 (see the The Truth is Pain section below) goes up by three
for the same interval. If you keep on drinking while you are drunk,
each additional drink resets the time limit.

\subsection{Drugs}

Drugs can affect all sorts of things, including your morale, combat
ability, health, etc.  Drugs are represented by dime
packets,\footnote{Dime packets are the small manila envelopes like
those sometimes used for memory packets.} representing self-injecting
ampoules; stab and enjoy. When a drug is expended, the ampoule
dissolves, leaving no evidence.  Drug packets may be labelled at will
(see below); 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 ten 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 three HP immediately.

Most drugs are simply folded over in stores or other places they may
obtainable from.  When you get drugs, put them in dime packets; when
you expend drugs, drop off empty dime packets in the stores or with
the GMs.  Do not write directly on a dime packet; to label, use
masking tape.  Feel free to remove and replace masking tape labels at
will.


\section{Violence}

\subsection{Hand-to-Hand Combat}

We are using a {\bf MA/MD/M$\Delta$/HP} system for martial combat.  It
has four stats: Martial Attack (MA; measures offensive ability),
Martial Defense (MD; measures defensive ability and/or damage
resistance), Martial Delta (M$\Delta$; measures speed and skill), and
Hit Points (HP).  Whenever you are called upon to use your MA, MD, or
M$\Delta$, you may choose to ``pull your punch'' and use less than
your full score.\footnote{Only positive integers, please.}

In order to attack someone who is within ZoC, declare ``martial
attack.''  Your victim has three seconds in which to declare ``martial
defense'' or else be {\bf surprised}.  If you are surprised, then your
MA and MD are both {\em zero} for the first round (only) of combat;
you get no attack and take a lot of damage.

Combat occurs in rounds.  Each round, the attacker declares his MA for
that round, then the defender declares his MA for that round.  Each
player should then subtract his MD score from his opponent's MA, and
then lose that many\footnote{If your defense is higher than your
opponent's attack, you do {\em not} gain hit points.} hit points.  Do
not state your MD, your HP, or how much damage you took, but do say
whether you took any damage or not; the attacker(s) can tell if they
got through.

Use M$\Delta$ to increase your MA and MD, splitting it between them as
you wish at the start of each round, just before MA scores are
declared.  That is, if your M$\Delta$ is 5, you can choose to take +5
MA, +0 MD, or +4 MA, +1 MD, or +3 MA, +2 MD, etc.; any combination of
pluses that adds to no more than 5.  You may vary this from round to
round. M$\Delta$ is added after all reductions due to surprise,
drawing a weapon, or running away are calculated.

In multi-opponent combats, you may only attack one person, and must
divide your MD between anyone against whom you are defending.  Any
M$\Delta$ points applied to defense are not split between opponents;
instead they are applied to all your defenses.

You may run away rather than attack, unless you are cornered.  You
announce you are trying to run away; your MA is zero and your MD is
halved for the round, but if you are still standing afterwards, you
move to double-ZoC from your closest opponent and are no longer in
martial combat.  Feel free to flee.

During martial combat, participants may move around and dodge ranged
shots, as long as they stay within ZoC of their opponents.  Also,
after each round, if you neither declare ``martial attack'' nor have
it declared against you for three seconds, you are no longer in
martial combat.

There are three ways to draw a melee or ranged weapon (that you didn't
already have drawn when ``martial `attack'' was declared) during
martial combat.  First, you may have cyberware melee weapons (or
quickdraw) that can be ``drawn'' at will at no penalty.  Second, you
can take a full round during which your MA nd MD are zero to draw a
single weapon.  Third, if you had your hand on a weapon when ``martial
attack'' was declared and were able to draw it while saying ``martial
defense'' then you have that weapon out for the combat.

\subsection{Melee Weapons}

All melee weapons (knives, clubs, chainsaws, etc.) need some sort of
boffer physrep;\footnote{Retractable cyberware does not require a
physrep, but the GMs think it would be cool.} foam ones can be
supplied by the GMs.  If you have a physrep you want to use, get it
approved by the GMs before using it.  Melee weapons have any relevant
combat information (stat bonuses, etc.) on the item card.  A simple
club equivalent (bat, pipe, blunt stick) is trivially available; if
you want to find one on the street, see a GM for an item card and
boffer.  You may one wield {\em one} melee weapon at a time.

\subsection{Ranged Combat}

If you have any guns drawn when in martial combat, you may fire each
of them {\em once} per round at characters in or out of martial
combat; your stats are the same as being surprised during the round.
Any shots fired from outside martial combat that hit someone who is
engaged in martial combat do full, equal damage {\em to that character
and any characters they are directly fighting}.\footnote{Characters
you are attacking or being attacked by, only to one hop; this effect
doesn't chain.}

When hit by a ranged weapon, you don't need to fall down or drop
anything, but you should roleplay the hit to make it clear to the
shooter that you noticed.  If a shot goes past someone and then hits
their long hair, cloak, or something similar, the shot missed.  If
there is a conflict over whether or not a shot hit, the shooter calls
the shot.  Hit location is irrelevant; {\em don't} aim for the head.
Hits to an item you hold count as a hits on you, not the item.

You are allowed to and even encouraged to pick up ammo off the floor
(and reload it if you can); ammo is considered freely available
in-game and we don't want to clutter hallways with it.  Don't hoard
ammo from other people.

\begin{center}

\begin{tabular}{|l|l|c|} \hline
  Weapon Type & Physrep & Damage per Shot \\ \hline \hline
  Commercial Laser Pistols & Dart Guns & 10 \\ \hline
  Rapid-fire Laser Rifles & Four-shot Dart Guns & 10 \\ \hline
  Military-grade Laser Pistols & Single-shot Larami guns & 20 \\ \hline
  Military Squad-level Heavy Weapons & Eight-shot Larami guns & 20 \\ \hline
  Cybernetic Grapples & Ping-pong balls & none \\ \hline
  \em Automatic Shuriken & Foam Pellets & 10 \\ \hline
  \em BFG\kern1pt\footnotemark & Nerf rings and arrows & 100 \\ \hline
  \em Alien Ray Guns & Disc guns & 10 \\ \hline
\end{tabular}
\footnotetext{Really Big Gun}

\advance\leftskip1.3in \advance\rightskip1.3in {\em Unless you know
otherwise, you do not know how to fire, reload, or move a BFG, and do
not know how to fire or reload an alien ray gun.  Automatic shuriken
require special ability to use.}

\end{center}

You cannot hold more than one weapon in a hand at a time.  Four-shot
dart guns are nonconcealable, two hands bulky, and require two limbs
to use. Eight-shot Larami guns are nonconcealable, three hands bulky,
and require a minimum of two limbs to use.

Cyberware grapples will pull the target into ZoC of the thrower; if
one hits someone who is engaged in martial combat, they should finish
the round they are in before being dragged.

\subsection{Things That Go Boom}

Chemical explosives have become obsolete. They're just too hard to
nano-fab and aren't powerful enough to be effective against a
cyberware-enhanced target.  Modern bombs start spinning rapidly and
then shatter into many tiny superheated fragments that ricochet
around, causing large amounts of damage to anything unfortunate enough
to be nearby.  Bombs are physrepped by an item card taped to a foam
brick.  Arming or armed bombs cannot be moved or hidden inside a bag,
under a coat, or otherwise concealed by anything of a dubious
in-game/out-of-game nature.  Bombs require a considerable amount of
time to spin up, resulting in bombs having three states:

\begin{center}\begin{tabular}{|c|c|}
  \hline Bomb State & Item Card Color \\ \hline \hline
  Unarmed & White \\ \hline
  Arming & Yellow \\ \hline
  Armed & Red \\ \hline
\end{tabular}\end{center}

When a bomb is set, the white item card will be replaced with a yellow
item card with the time at which the bomb will be completely armed
written on it.  When a bomb is armed, the yellow item card will be
replaced with a red item card. If you notice this, congratulations:
you just heard the change in pitch of a spinning bomb.

It is rumored that explosives can hard-kill people unfortunate enough
to be sufficiently close to ground zero.

\paragraph{Arming:} Arming a bomb requires the demolitions skill. 

\paragraph{Disarming:} Anyone may attempt to disarm a bomb by flipping
a coin three times. If the coin reveals the same face all three times,
you have successfully disarmed the bomb.  A successfully disarmed bomb
will start spinning down and disarming.  If the card is red, it will
be replaced by a yellow card by a GM or ghost. The yellow card will
have the time at which the bomb will be completely unarmed written on
the card.

An unsuccessful disarm attempt will detonate a red bomb, and will
prevent anyone else from trying to disarm a yellow bomb again for five
minutes.

\subsection{The Truth is Pain}

If you really need to know something, you can always just hurt
somebody until they tell you.  {\em Nanopunk:~Jersey} uses a {\bf
Torture Threshold/Window} system.  Every character has two torture
statistics: a {\bf Torture Threshold}, which indicates how much pain
they can take before breaking and becoming cooperative, and a {\bf
Torture Break}, 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 three 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.

The victim can not read while being tortured, give incredibly long and
complex answers, nor can he or she answer any questions which require
thought, conjecture, or deduction.  Suspicions, theories, and beliefs
can be acquired, if you can figure out how to ask for them.


\section{Healing}

You naturally heal one hit point at the beginning of every day (see
the Game Day section below).

\subsection{Autodocs}

Autodocs are located at building junctions, one per floor per
junction.  There are no autodocs at dead ends.  Autodocs heal {\em
three hit points of damage per minute} to anyone inside one. Only one
person can be in any single autodoc at a time.

In order to enter an autodoc, go to the location, declare ``I enter
the autodoc one, I enter the autodoc two, I enter the autodoc three''
and go not here.  This action may be interrupted during this count by
someone within ZoC either declaring ``I stop you'' or engaging you in
martial combat.  Shooting someone will not stop them from diving into
an autodoc.  Someone who is unconscious or dead may be dumped into an
autodoc by another PC.

You must remain not here in the intersection for the duration of your
stay in the autodoc.  Any passers-by can peer into the autodoc and see
who is inside, and likewise, any conscious person inside an autodoc
can see what is going on around them.  You cannot take any game
actions while inside an autodoc; this includes working on scientific
research, chatting with nearby characters, and shooting yourself.

While in an autodoc, your bank account (see the Bank Accounts section
below) is billed \$2 per HP healed.\footnote{This is a kludge,
autodocs can just do this.}  If your bank account doesn't have enough,
it will go negative.

Autodocs may not be opened from the outside when they are occupied
and, like most buildings in modern times, are built out of the
nano-fabricated nigh-indestructible material called ``Kludgeite.''
Autodocs may be opened from the inside by a conscious person.
Autodocs will automatically eject someone once they are fully healed.
When exiting an autodoc, you must declare, ``I exit the autodoc one, I
exit the autodoc two, I exit the autodoc three,'' before moving or
taking any other game actions, including dodging bullets; during the
count you are vulnerable but can't dodge/defend yourself.

Someone who is left unconscious or dead for fifteen minutes with no
conscious PCs nearby will be stripped of all of their possessions and
dumped into the nearest empty autodoc by NPC urchins.  Any items so
taken should be dropped off in the ``Urchins'' folder of the Box along
with a note describing the circumstances of your unconsciousness and
robbery.


\section{Damage and Death}

In {\em Nanopunk:~Jersey}, death is not as permanent as it tends to be
in most Assassin games. When the aliens invaded, military-grade
auto-stabilizing cyberware was made available to the general public.
So, unless you know otherwise, you have auto-stabilization cyberware
and require a killing blow or an equivalent amount of massive trauma
to permanently kill.

\subsection{Unconsciousness}

Any character between zero and negative nine hit points inclusive is
unconscious.  When unconscious, just lie there.  You won't be doing
much of anything until you wake up, which probably won't be until
after a trip to the autodoc.  Try not to listen to conversations going
on around you.

\subsection{Soft Kills}

When your character reaches negative ten hit points, your body is
dead.  However, unless you have been killing-blowed or told otherwise
by a GM, you are only soft-killed and your auto-stabilizers have kept
your brain alive.  Your body can be healed or rebuilt through any of
the normal means.  Just lie there; you won't be doing much of anything
until you wake up, which probably won't be until after a trip to the
autodoc.  Try not to listen to conversations going on around you.

You can never go below negative ten hit points. 

\subsection{Killing Blows}

The most common way of hard-killing someone is to killing-blow them by
destroy their brain.  Due to the nanites scurrying about in almost
everyone's systems trying to keep their brains alive and intact, this
can be a very difficult task, and usually involves jumping up and down
on their head until it finally cracks, splattering blood and gore on
everyone within ZoC.  ``Carving the turkey'' with a laser or
tenderizing your victim with a large stick are also viable
alternatives, but take the same amount of time and result in the same
amount of gore.  Roleplay accordingly.

Only helpless (immobile, unconscious, or dead) characters can be
killing-blowed.  In order to killing-blow someone, stand within ZoC of
your intended victim and declare ``Killing blow one, killing blow two,
killing blow three, killing blow four, killing blow five, killing blow
six, killing blow seven, killing blow eight, killing blow nine,
killing blow ten.''  Anyone within ZoC of you or your victim can stop
you during that count, by declaring ``I stop you'' or by attacking or
shooting you.

Killing blows are messy, gory, and very unsettling.  Anyone performing
a killing blow will lose ten \gdel; anyone witnessing a killing blow
will lose five \gdel.

\subsection{Hard Kills}

Death.  It happens to all of us sooner or later, and to quite a few
characters during the game.  Try to be a good sport about killing and
dying, and you'll earn the respect of your colleagues.  If your
character has been hard-killed, there are a few things you should
do/keep in mind:

{\em Do not} give out any information about your character or their
death to any players.

Feel free to remain on the scene to play the part of your corpse.
Only in this case can you give out any information, and even then,
only what's {\em 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 laser burn in my back.''  You {\em can't} say ``Joe shot me,''
``I was beaten and then killed,'' etc.

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 (``several
laser burns in back, skull caved in'').  Take the Not Here side to
wear.

Come tell a GM.  Make sure that we know your character is dead.

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 we'll make you an observer.  In this case you will be given an
observer headband and may freely {\em receive} information from
players just like any other observer, but {\em until the game is over,
you may still not convey game information to any player.}


\section{Miscellaneous}

\subsection{Mechanics We Don't Have}

{\em Nanopunk:~Jersey} has no mechanic for pickpocketing, contact
poison, food poison, weapons disarm, or cover.  Rejoice.

\subsection{Seduction}

Every character has two seduction-related statistics: {\bf Seduction
Attack} ({\bf SA}; your ability to be sexy or whatnot) and {\bf
Seduction Resistance} ({\bf SR}; 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 Resistance.  If your
SA is greater than their SR, you have overcome their better judgment,
and the two of you go find a room for ten minutes.  You both have
warm, fuzzy feelings towards each other (and therefor may not attack
one another) for the next half hour.  When your character has sex, you
gain two \gam.  This effect only works once per day.  Note: unless you
know otherwise, your Seduction Resistance is doubled against same sex
attacks.

\subsection{Cyberware}

Cyberware is a general term for all of the biological and mechanical
bodily enhancements that money can buy in the 21st century.  Cyberware
is implemented as ability cards: inherent and non-transferable.
Cyberware can only be installed or removed at a cyberware store; when
you get healed (see below), your cyberware is repaired.  {\em If you
start game with cyberware, the effects have already been included in
your statistics; don't add them again!}

\subsection{Bank Accounts}

All characters have an electronic bank account that only they can
access; the security of this is a kludge.  Characters can transfer
cash from their account to e-cash cards using an ATM.  There is an ATM
in every common room and City Hall.  Your account cannot go negative
except via autodoc charges; if this happens, tell a GM.  Anyone can
trade, steal, or spend money off of an e-cash card; the amount
currently stored on an e-cash card should be written on the item card.
Money can be freely transferred between e-cash cards without an ATM.

\subsection{Headband Colors}

Headbands represent obvious visual effects; they should be worn
visibly on the head.  If you see a headband and don't know/remember
what it represents, ask.  If you are wearing a headband you should
freely tell people what their characters see.

\begin{center}\begin{tabular}{|l|r|}
  \hline Color & What You See \\ \hline\hline
  white & observer/ghost \\ \hline
  green & alien ``lizardman'' \\ \hline
  yellow & environment suit \\ \hline
  blue & riot gear \\ \hline
  purple & scuba gear \\ \hline
  red & ask from a safe distance \\ \hline
  orange & slack-jawed target\footnotemark \\ \hline
\end{tabular}\end{center}
\footnotetext{See the {\em Nanopunk:~Jersey/The Gathering} crossover
document.}

\subsection{Badge Numbers}

The first digit of your badge number is your apparent age in decades.
This might not be a {\em reliable} measure of age, given the wonders
of nanotechnology.

The second digit represents your apparent physical strength, in terms
of how big and muscular you look.  A larger number means a larger,
more pumped character.  Average, unmodified characters have a three to
four.  Anyone with a six or seven has a body that is actually three
hands bulky to carry; characters with an eight or nine are four hands
bulky (note this is how bulky the body is, not necessarily how much
they can carry).  Arnold Schwarzenegger is a six or a seven, depending
on the movie.  A nine, by the way, looks inhumanly, unbelievably huge
and muscular.

\subsection{Game Day}

For the purposes of all mechanics, in-game days begin and end at 6am.

\subsection{Game Areas}

Most publicly-accessible areas on campus are considered in-game (your
character can move about freely in them).  As usual, avoid places it
is illegal for you to go, areas under construction, etc.  Don't take
game actions in bathrooms, private offices, activity offices, and
other places not all players would be allowed to enter.

When in living areas, such as dorms, be mindful of the Jhereg Rule
(see the Player Rooms section above).  Also, many living areas on
campus are not technically accessible to all players.  Whether or not
to take game action in your living area is left to player judgement.

There are some areas on campus that are not publicly in-game.  You may
not enter them in-character unless explicitly instructed to by a GM or
mechanic; if you, the player, happen to be in them you are not here.
These areas are: {\em buildings 18 and 54, any non-dorm building that
has an ``E'' in the number (e.g. E38, E51, NE43, etc.), the second and
higher floors of building 13, and the 5th and higher floors of
building 36}.

\subsection{Athena and Phones}

Game action is not allowed in Athena clusters.  Don't hide in them,
either.

Zephyr may be used to locate someone and/or set up a meeting, but it
may not be used to pass any game-related information of any kind other
than a location and the time to meet.

Email exists in-game and can be used for non-real-time communications;
don't use short and frequent email exchanges to replace zephyr.  All
in-game email should be cc'd to {\tt nanopunk-gms@mit.edu}.

Telephones are in game and can be used normally.
 

\section{Closing Notes}

These rules are imperfect, and poorly typed.  Because of these
imperfections, we reserve the right to violate the letter of these
rules in order to preserve their spirit.  We hope that these rules are
reasonably clear, but if you have any doubts about our interpretation,
talk it over with us in advance.  By doing this, you may avoid honest
mistakes that appear to be intentional. {\bf ALL GM RULINGS ARE FINAL,
REGARDLESS OF WHAT THE RULES SAY.}  We reserve the right to expel from
the game anyone whom we believe to be violating the spirit of the
rules or the game.

We should also add that, as much as we hate to admit it, we GMs are
human: when all of our carefully laid plans are going haywire, we may
lose our cool.  Remember, the best way to deal with people is by
remaining calm and friendly, especially when everyone is tired and
hungry.

Note: These rules are modifications of those used in previous Assassin
Games.  This game is generally \copyright2000 by Jake Beal, Jen Chung,
Ken Clary, Dave Kern, and the MIT Assassin's Guild.  Certain elements
of it, however, like the ones that we stole, are owned by other
groups.

And so, good luck, and remember\dots

\begin{center}
{\bf TO ERR IS HUMAN\dots \\
TO FORGIVE IS NOT OUR POLICY.}
\end{center}


\end{document}
