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\newcommand\gamename{Pirates of Dark Water}
\newcommand\gamedate{Fall 2000}
\newcommand\aKnockOut{[Knockout attack]}
\newcommand\aWound{[Wound attack]}
\newcommand\aRangedAttack{[Ranged attack]}
\newcommand\aAssist{[Assist]}
\newcommand\aDisarm{[Disarm]}
\newcommand\aSubdue{[Subdue]}
\newcommand\aThrow{[Throw]}
\newcommand\stormname{[big storm]}
\newcommand\aNavigator{[Navigator]}

\setstretch{1}
\def\mytype{Basic Rules}
\lfoot{}\rfoot{}

\begin{document}
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\begin{center}\LARGE\bf\begin{tabular}{|c|}
  \hline \gamename\\ \gamedate\\ Basic Rules\\ \hline
\end{tabular}\end{center}

\vfill\vfill

The following are the rules for {\em\gamename}, 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.  Be your own
harshest critic.

\vfill

All rulings made by the {\bf gamemasters} ({\bf GMs}) are final.  The
GMs promise to be as fair and as reasonable as they can when making
rulings; neither the GMs nor these rules are perfect.  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, or if you have any questions or doubts
about anything related to the game, contact a GM.

\vfill

The GMs wish to remind you that this is only a game.  Everyone
involved with the game is expected to act with courtesy,
sportsmanship, patience, and taste.  The GMs reserve the right to
expel from the game anyone whom we believe to be violating the spirit
of the rules or the game.  Emotions may run high; if you think things
are crossing the line from game to reality too much, or if you are
just getting too stressed, you should cool down and maybe take a
break.  Stay in control.  Use common sense.  Always, you should play
safely, then play to have fun.

\vfill

Although this game may refer to things in the real world, 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\vfill

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

\vfill

\clearpage
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\tableofcontents
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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; everything about your part as a
{\bf player-character} ({\bf PC}) in the game.  Read all the contents
thoroughly and, in general, keep them with you during the game.
Character packets are confidential; none of the contents, unless
clearly stated otherwise, should ever be shown or read to any other
player under any circumstances.  You should never look at anything
from someone else's packet.  Often things which cannot be given to
other players will be marked as ``Not Transferable,'' whereas things
which can be given to others will probably be marked as ``Freely
Transferable.''

%% no character names on badges, yes to character descriptions
\paragraph{Name-Badge:}
% A badge with your character name and badge number
A badge with you player name, character description, and badge 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.  Badge numbers on
badges are used only for game mechanics and can not be written down or
referred to in-character.  This name-badge also represents your
character's body in-game.  See the Character Bodies and Badge Numbers
sections below.

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

\paragraph{Greensheets:} These are used to expand on the rules for
abilities and mechanics and/or in-game knowledge.  They are not
physical items and cannot be shown or read to other players.

%\paragraph{Stat Card:} This is a card with your statistics.  You might
%not know what all of your stats mean; regardless, you should not tell
%people what any of your stats are unless otherwise instructed.  The
%reverse side of your stat card has a Death Report to fill out and give
%to the GMs if/when your character dies.

\paragraph{Ability Cards:} These cards explain the rules of using
special abilities your character has.  The only way to show an ability
to someone is to actually use the ability in their presence.  The
front side of a card describes the visible effects and should be shown
when playing the card; the back side contains the rules regarding the
use of the ability.

\paragraph{Items:} Your character may have various in-game items.
These may be transfered from character to character at will, and
should be marked as such.  See the Items Etc. section below.

\paragraph{Money:} Money  represented by painted metal washers.  It
has no item cards.  See the Scenario.

\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.  If the trigger is 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 should not take any game action based on the knowledge
that you have or lack memory packets.

\paragraph{Scenario:} This tells you some general, public knowledge,
including a brief history of recent events.  Some of it may be in-game
information, some may be out-of-game information.

\subsection{Reality and Game Reality}

There is a big difference between reality and game reality, real items
and game items.  This game does 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; e.g.\ ``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;
e.g.\ ``Uh, hi Bob.  Just got back from the butcher shop,'' an {\bf
in-game} statement.

Inferring in-game knowledge that is inappropriate for your character
from out-of-game information you have as a player is called {\bf
metagaming}.  Though limited metagaming may be unavoidable in certain
circumstances, you should do your best to not metagame and to prevent
the risk of metagaming.  Be your own harshest critic.

\paragraph{Mechanics:} Many common things your character can do are
represented by you doing them as a player, like walking, talking, and
general interaction with other characters.  However, some things your
character can do, like combat, are represented by abstract mechanics,
possibly for reasons of safety and/or game balance.  Mechanics,
described in ability cards, greensheets, and rules, may be as simple
as flipping a coin or as complex as a game of chess.  Unless clearly
stated otherwise, the abstract information for mechanics may not be
discussed in-game.  If you want to do something for which there is no
mechanic, use common sense; however, it's a good idea to check with a
GM first.

If you have any mechanics you might want to use in a situation where
seconds count, e.g.\ combat abilities, become familiar with their
specifics before game starts.  You may not interrupt the game for a
mechanic, unless clearly stated otherwise.  Game action will not stop
for memory packets, greensheets, or anything else from your character
packet.

A {\bf kludge} (and derivative forms like ``kludge-ite'') is something
the GMs have declared impervious to logic.  This might be because of
game-balance reasons or because there is no good, realistic in-game
reason for why a mechanic works the way it does.  You can't affect
something declared a kludge unless a mechanic or GM explicitly says
you can.

One thing useful for various mechanics is the concept of {\bf Zone of
Control} ({\bf ZoC}), which is a rough distance measurement.  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, etc.

%% Nothing in DarkWater is using RPS
%
%Another useful concept is the game of {\bf Rock, Paper, Scissors}
%({\bf RPS}).  To play, you and your opponent(s) say ``one, two, three,
%show'' in unison.  On ``show'' everyone displays and compares their
%chosen symbol.  Rock is a closed fist.  Paper is a flat hand with palm
%down.  Scissors is a fist with the first two fingers extended, looking
%vaguely like a pair of scissors.  Rock defeats (crushes) scissors,
%scissors defeats (cuts) paper, paper defeats (covers) rock, and any
%symbol ties with itself.  You may see or be able to play other,
%special symbols; the wielder should know what happens.

\paragraph{Halts:} Game halts should only be used when you 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 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 ``one, two, three, 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 not-here because of mechanics
reasons or because you are in a halt and going to fetch a GM; you
should do this sparingly and only when you 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.  When not-here you
should 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.
%% don't need this for a 1-night
%  If you are leaving game for the
%night/day/whatever, don't just go not-here in front of everyone.  Walk
%to someplace public before leaving game; in other words, give other
%characters a fair chance to interact with (ambush) your character.

\paragraph{Observers:} An observer 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.  Observers have also traditionally been
called ``ghosts.''  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-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 toy guns waved in their faces.  {\em 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 be annoyed by the game in any way.  In addition, they
should not see you doing anything either you or your character would
not want to be seen doing.  If you slip up, even if the NP said he
wasn't bothered, 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 NP walking in on the aftermath of a
shooting in an out-of-the-way classroom would be a few new in-game
rumors; instigating a gunfight in lobby seven would result in your
character exploding in a shower of red gore\ldots

NPs cannot 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.  They may not help you kill someone, much less blow up a bomb
for you.  Using the presence of non-players in order to 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 an abuse 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, call the GMs and let us help
calm them down.

\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/or random people.
Some may have name-badges; sometimes called ``GM plants,'' these are
often not readily distinguishable from PCs.

%% Certainly don't need this for a 1-night
%
%\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; 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{Safety:} This is a game.  Real violence is unacceptable.
Game action should cause no real-world damage whatsoever, either to
people or property.  If something is happening that seems likely to
cause someone to get hurt, call a halt.  Stay in control, use common
sense, and do not endanger yourself or others.  A good rule of thumb
for safety is never try to run or otherwise force your way into or
through someone else's ZoC.  Also, you should never make physical
contact with another player without permission.

%% this is more appropriate for a 10-day
%
%\subsection{Basic Strategy}
%
%Your first priority as a player is to make sure that you understand
%the rules.  If you are completely confused, get a GM and we will try
%to help you out.  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.  Contact people, show up at meetings, and chat.  Try to
%be easy to get in touch with.  Ask people questions on relevant
%subjects.  Sure, they'll probably lie, but you just might find
%something out.
%
%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.  Probably the most trustworthy people are those
%who need you.


\clearpage
\section{Items Etc.}

Many in-game items are represented by little white index cards with a
number and description.  Item cards may be shown to others, passed
around, stolen, etc.  The {\bf item number} on the card, which some
items might not have, is not in-game information and may not be
discussed unless you know otherwise.  Not all in-game items have
cards; whatever they are represented by should be clearly marked
``in-game item'' and/or ``freely transferable.''

As always, 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, you can't stop a bullet with a set of
blueprints, you can't rip apart a metal safe with your bare hands.
Your character can'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.''

\paragraph{Written Information:} If you write in-game information 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.  Don't write
in-game information on your character sheet, bluesheets, or other
stuff that are not game items and shouldn't be in-game.  Don't write
explicitly out-of-game information (e.g.\ mechanics meta-information,
memory packet triggers, etc.) on in-game documents.

\paragraph{Signs and Packets:} Some locations and other things in-game
may be represented by signs and/or packets posted throughout game
area.  You may read any signs and must follow any rules printed on
them.  You may not open packets unless a rule or mechanic says you can
or instructs you to do so.  If a sign or packet doesn't have some sort
of in-game description (i.e.\ it only has out-of-game mechanics
information, like a number, or just a colored dot), then your
character doesn't even see it or know that anything unusual is there,
unless a rule or mechanic tells you otherwise.

\paragraph{Envelopes:} Some items may have an attached envelope (or
just be a labeled envelope/folded paper).  The item card may include
directions for when to open these, e.g.\ ``open packet if you press
the big red button'' or ``open packet if you eat this''; otherwise you
may only open them if a mechanic allows you to.

\paragraph{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}.  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.  By default, all characters can
carry two hands of bulkiness.

\paragraph{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.  It should be clear to
observing players what is going on.  Carry the badge conspicuously.
Tell onlookers what their characters see, e.g.\ ``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.

\paragraph{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.  They can
be carried in bags that can hold them, on straps that are attached to
them, etc.

\paragraph{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 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 small 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 can put as many as
you want into a container; use common sense.

%% Don't need this for this game
%
%\paragraph{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.  You may
%leave it in plain sight in a public area if there are other PCs
%around.

\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 ZoC of either of you can
prevent the search by saying ``I stop you.''  It takes two free hands
to perform any kind of search at a reasonable speed.

To simulate a stereotypical TV cop frisking, you can perform a {\bf
pat-down search}.  This search will only reveal the presence of
weapons.  This takes as much time as it takes your victim to tell you
what you find.

You simulate a mildly invasive complete search of the character's
entire clothing with a {\bf total search}.  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:}
%% all bags should be either totally in-game, totally out-of-game,
%% or just a prop with attached envelope.
% Searching a character does not mean you've
%searched their bags.  To search those, do 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)'' note 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'' note on your bag, come see a GM.  You can put
%a note saying ``out-of-game bag'' or ``no game items'' or such on a
%bag you wish to declare to be completely out-of-game.
%
%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, the
%bag is just a prop and all in-game items should be in the envelope;
%see the Containers section above.

To search a bag that is 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, the bag is just
a prop and all in-game items should be in the envelope; see the
Containers section above.

Note: all in-game bags should either have an attached container
envelope or be fully in-game.


\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.


\clearpage
\section{Damage and Death}

\subsection{Health States}

Characters have four possible states, concerning health and damage:
you can be fine, knocked out, wounded, or dead.  When you are fine,
you may act freely.  When you are knocked out, you will wake up in
five minutes.  When you are wounded, you are unconscious, bleeding,
and will die in five minutes.  When dead, you are dead; see below.

When knocked out or wounded, you should fall down and drop anything
you are holding.  Just lie there.  You won't be doing much of anything
until you wake up.  Try not to listen to conversations going on around
you.

\subsection{Healing}

When you are wounded, you can be bandaged.  Bandaging wounds takes one
minute of uninterrupted work.  Once you are bandaged, you have become
only knocked out, and will wake up and be fine (albeit bandaged;
roleplay accordingly) five minutes after the bandaging is complete.
Any conscious character can bandage a wounded character.  Note that a
wounded character can die while being bandaged, if the bandaging was
started when the wounded character had less than one minute to live.

\subsection{Death}

Death may happen to quite a few characters during the game.  Try to be
a good sport about killing and dying.

If your character has been killed, do not give out any information
about your character or death to any players.  You can feel free to
remain on the scene to play the part of your corpse.  When doing this
you may give out information that's very obvious to on-looking
players, e.g.\ ``I'm lying face-down, not moving, with what looks like
a gunshot wound in my back.''  You 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 front
side of your badge on top of it with a description of the obvious
state of your body, e.g.\ ``several laser burns in back, skull caved
in.''  Take the ``I'm Not Here'' side to wear.  Fill out your Death
Report.  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 receive information from players just
like any other observer, but {\em until the game is over, you still
may not convey game information to any player.}


%\clearpage
\section{Violence}

\subsection{Killing Blows}

To killing-blow someone, your victim must be in ZoC and either
unconscious or immobilized, you must have a weapon (melee or ranged)
to use, and you must say ``killing blow one, killing blow two, killing
blow three'' in a clear, audible voice, at a reasonable pace.  If you
get attacked or hit by a ranged weapon during the incant, you are
stopped.  Otherwise, stopping a killing blow (without an actual
attack) requires you to be in ZoC and say ``I stop you'' or some other
equivalent phrase.  If you are successfully killing-blowed, you are
dead.

\subsection{Weapons}

All weapons have both a physrep and an item card; these two things
should stay together, but when in doubt, the item card represents the
real item.  If someone has taken your weapon item card but not your
physrep, you don't have the weapon; it's OK to keep the item card in
your pocket while the physrep is in your hand.  You cannot hold more
than one weapon in a hand at a time.  You may only use one weapon at a
time; if you are holding two, pick one, the other is useless.  Some
people may have the ability to use more than one weapon at once.

To use a weapon in martial combat, it bust be drawn, i.e.\ in your
hand and unobstructed, not in a sheath or pocket, and not inside a
jacket or something.  If whether or not you have a weapon drawn when
someone attacks you is ambiguous (e.g.\ you were still pulling a knife
out of your pocket or picking a sword up off the floor when the
attacker finishes declaring an attack), then the weapon is not drawn.
When using a weapon, you should have it out in a threatening manner
(without actually physically threatening the player, of course).

Things usable as weapons will have their effects (CR modifier; see
below) printed on the item card.  In general, clubs (physrep'ed by a
foam cylinder) and knives (physrep'ed by a small foam knife) will give
you +1, daggers (physrep'ed by a plastic dagger about a foot long)
will give you +2, and swords (physrep'ed by a boffer sword) will give
you +3.  If you want a club, you can probably find one (e.g.\ a stick
or a broken chair-leg).  See a GM to get a physrep.

\subsection{Ranged Combat}

Ranged combat is real-time and mostly based upon player skill at
firing and dodging physreps.  Please keep it safe.  All ranged
projectiles in this game have the same effect: if and when you are hit
by one, you become wounded (see the Health States section above).
Fall down and drop whatever you are holding.  Start bleeding.

Hits to anywhere on the body (torso, head, limbs) count the same.
{\em Please don't aim for the head.}  If a projectile hits clothing or
long hair in a way such that it would not hit the body when passing
through, it doesn't count.  Hits to an item you hold count as a hits
on you, not the item.  If there is a conflict over whether or not a
projectile hit, the shooter calls the shot.

There are three types of ranged projectiles: magic bolts, thrown
knives, and crossbow bolts.

A magic bolt, which represents a small, fiercely glowing point of
magical energy, is physrep'ed by either a foam pellet or a Koosh ring
(fired from a Koosh ring gun).  This is a projectile, but not a
transferable item.  If you see a foam pellet or Koosh ring on the
ground, your character sees nothing.  However, if you see a foam
pellet in someone's hand, you see their hand glowing as if it were
about to throw a magic bolt.  The use of magic bolts requires an
ability.

A thrown knife is physrep'ed by a small foam knife.  Though using a
knife in martial combat can be done by anyone, throwing one to do
damage requires an ability.

A crossbow bolt, physrep'ed by a foam dart, is fired by a crossbow.
Anyone may load and fire a crossbow.  Crossbow bolts may be reused.
However, you may break a crossbow bolt by saying ``I break this.''
You should not break the actual physrep; instead, hand it to a GM or
observer.

%If you are hit with a thrown knife or crossbow bolt, the knife/bolt is
%sticking out of your character; you should hold the physrep
%accordingly.  If someone wants to remove the physrep, they do so by
%saying ``I remove this one, I remove this two, I remove this three.''

{\em You may not freely make a ranged attack at someone within ZoC of
you.}  For the sake of safety, you should not dodge a ranged attack by
vaulting into ZoC of the attacker.  If you were out of ZoC when the
attack was made, it still hits even if you are within ZoC when the
physrep makes contact.  If the situation is ambiguous, shooter calls
the shot.

\subsection{Martial Combat}

All characters have a {\bf Combat Rating} ({\bf CR}) stat.  This
represents your basic skill in martial combat; you use the same number
for attacking and defending.  Someone with a CR of one can't fight
very well, and someone with a CR of three is reasonably burly and/or
reasonably skilled.  Whenever you use this stat, you may ``pull your
punches'' by using a lower number.

Martially attacking someone requires being within ZoC.  You should
clearly state your attack, followed by your CR, e.g.\ ``\aKnockOut{}
4'' or ``\aWound{} 4.''  To make an attack, you have to have the
ability card for the given attack.  Below is a list of all the martial
attack abilities.  Everyone has the \aKnockOut{}, \aWound{},
\aRangedAttack{}, and \aAssist{} abilities.  Only some people will
have \aDisarm{}, \aSubdue{}, and \aThrow{}.  You are allowed to attack
without actually displaying the card --- you should have the card
easily accessible for reference.

When you are attacked, compare your CR against the attack.  If your CR
is lower, you take the effects of the attack.  If your CR is the same
or higher, you say ``resist'' and the attack has no effect.  If you
fail to to say ``resist'' within two seconds of the attack, even if
you could resist it, you are surprised and the attack works anyway.
If you want to attack back at the same time, you simply declare your
own attack and number (this counts for not being surprised, if you do
it within the two seconds).  They must defend from your attack as you
defend from theirs.  The higher number wins; nothing happens in a tie.

After making an attack, you may not make another attack until your
target says ``resist,'' your target takes the effects of the attack,
or two seconds pass, whichever occurs first.

If multiple people attack you, you defend from all the attacks as if
they were alone.

The \aAssist{} ability allows coordinated attacks.  The attacker
declares an attack (e.g.\ ``\aKnockOut{} 3''), you declare an assist
(``\aAssist{} 2''), and they adjust their attack (``\aKnockOut{} 5'').
A defender still has two seconds to not be surprised, starting from
the modified attack.  In general, the attacker and those assisting
should deal with the extra math, not the person being attacked.

\iffalse  % disabled so as to latex outside Darkwater setup
\begin{description}
  \topsep-\parskip
  \partopsep0pt
  \MAP{Abil}{\item[\MYname] \MYtext\par
    {\em Effect:} \MYeffect\par}
  \aKnockOut{}
  \aWound{}
  \aRangedAttack{}
  \aAssist{}
  \aDisarm{}
  \aSubdue{}
  \aThrow{}
\end{description}
\else % alternative text when disabled
 [sample abilities card/something snipped to let this document latex
  outside the Darkwater environment]
\fi % end disabling

\clearpage
\section{The Harbor}

The \stormname\ (see the Scenario) is raging outside for most of game.
Whenever you go outside during the storm, you get soaking wet within
seconds.  Roleplay accordingly.  This also makes the harbor a very
dangerous place.

Any items that are thrown into the harbor are lost.

\subsection{Rowing}

Rowing in the harbor, of course, requires a rowboat.  You need one
person rowing.  Everyone in the boat must stay within ZoC of the
rower.  If that person stops rowing for some reason, someone has to
take over to keep the boat moving.

While the storm is raging, a rowboat can move at only a slow pace.
Every time you take a step, you need to bring your back foot up to
your front foot, and put it down at a full stop.  This should give the
effect of ``step-stop, step-stop, step-stop\ldots'' The boat moves as
fast as the rower can do this.  Don't cheese the mechanic.  If and
when the storm lifts, a rowboat can move at a normal walking pace.  No
running.

Someone in a boat cannot get into martial combat with someone in the
water, and vice versa.  Ranged combat is allowed.  If you are within
reach, you can pull things out of the water, if there is room on the
boat.  If you are in the water, you can pull yourself into the boat if
there is room.

\subsection{Swimming}

Swimming in the storm is even slower and more dangerous than rowing.
To move, you must step by placing your front heel directly against the
toes of your back foot.  ``Heel-toeing'' like this should also not be
cheesed.  When swimming, you may not carry any items in your hands.

Every minute (on the minute) that you are in the water, you should
flip a coin twice.  If it comes up tails both times, you die.
Otherwise, you're fine.  This is referred to as ``flipping drowning
coins.''  If you enter the water by jumping (or being thrown) off a
dock or out of a boat, you have to immediately flip drowning coins.
When walking into the water from the shore, you don't have to flip
drowning coins (though you still do every minute, on the minute).

If and when the storm lifts, you way swim at a ``stop-start'' pace
(like rowing during the storm), and you don't ever have to flip
drowning coins.

If you go completely underwater, you drown and die after one minute.
Come up for air, you idiot (see the Game Areas section below).
Luckily, you don't have to flip drowning coins while swimming
underwater.

If you die in the water, your body floats.  If you become unconscious
or wounded in the water, you drown and die, regardless of the storm.


\subsection{Sailing a Ship}

You cannot successfully sail a ship during the storm.

A ship has a sign.  If and when the storm lifts, sailing a ship
requires the number of people mentioned by the sign.  At least one of
these people must have the \aNavigator{} ability.  A ship can move at
up to a running pace.

Someone in a ship cannot get into martial combat with someone in the
water, and vice versa.  Ranged combat is allowed.  If you are within
reach, you can pull things out of the water.  If you are in the water
and the ship is sailing, you cannot pull yourself in.


\clearpage
\section{Miscellaneous}

%\subsection{Alcohol}
%
%When you drink, you get more inebriated.  When you spend time not
%drinking, you get less inebriated.  Roleplay accordingly.  There are
%some abilities that require you to be ``Drunk'' (a technical term,
%surely) to work.  Getting ``Drunk'' the first time in-game requires
%drinking one full drink within a fifteen-minute timespan.  The second
%time will require drinking two drinks within fifteen minutes, the
%third time will require you to drink three drinks within fifteen
%minutes, and so on.
%
%Normally, drinking a drink takes five minutes.  This means that you
%normally can't get ``Drunk'' more than three times during the game,
%because the first three drinks will take the full fifteen minutes.
%However, if you have three friends around you, loudly chanting ``Chug!
%Chug!  Chug!\ldots'' you can empty a drink in ten seconds.  This
%allows for much more drunken foolishness.

\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
  yellow & monkeybird \\ \hline
  green & lizzardman \\ \hline
%  black & korb \\ \hline
  red & dragon \\ \hline
  purple & ask from a safe distance \\ \hline
\end{tabular}\end{center}

\subsection{Badge Numbers}

The first digit of your badge number is your character's apparent age
in decades.  The second digit of your badge number represents your
character's apparent burliness.  A ``3'' is pretty skinny, a ``5'' is
average, and an ``8'' is huge and muscular.

\subsection{Game Areas}

%% Closed game area, not open game area
%
%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 judgment.
%
%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 happen to be in them your character is not there.
%These areas are:

Public game area consists of Buildings 2, 4, 6, 8, 12, 16, 24, 26, 34,
36, 38, and the areas outside directly surrounding those buildings.
26-100 is not in-game.  The south stairwell in 4 and the east
stairwell in 8 are not in-game.  On Saturday night, the first floor of
building 36 is off limits due to Patrol.  See the public Scenario for
information about in-game locations.  Inside classrooms counts as
``inside'' for the purposes of the storm.  Corridors and the actual
outside count as ``outside.''  The only exception is the Four Winds
Tavern, whichhas indoor corridors.

\paragraph{The Harbor:} Buildings 4, 8, and everything south of them
(inside and outside) are water.  Basement floors are underwater;
coming up for air requires at least being on the landing between the
basement and first floor.  Every place except the docks where the land
meets the water counts as shore.  You are allowed to enter basement
doors from outside and immediately go to the first floor without
drowning.  This is to create more game-space entrances to the water.
Don't cheese this.  You may not enter the harbor from land on any
floor higher than the first.

\paragraph{Doors and Locks:} In-game locks will have a lock number
printed on the card.  To open the lock, you need a key with the same
number.  The lock card will have ``locked'' and ``unlocked'' marks on
it, with a paperclip next to the appropriate one.  If you find a lock
without a paperclip, assume it is locked. If you find a lock that has
``broken'' on it, it is unlocked.

If a door is locked, you can break the lock by spending one minute
bashing it with an item that is at least four hands bulky.  The item
should be appropriately sturdy; a four-hand bulky pillow just won't
work.  If a box, crate, or other transferable container has a lock on
it, you can't break the lock.  The container item card will say if you
can break the container open.

\paragraph{Yellow Tape:} Yellow (or some other bright color) tape
across the floor by a sign means that you must read the sign before
crossing the tape.  For example, the tape could represent an
impassable barrier.

\paragraph{Athena and Phones:} Game action is not allowed in Athena
clusters.  Don't hide in them, either.  You may not use Athena or
phones for any in-game purpose.

%\subsection{Critters}
%
%A partially-folded bright orange sign on the wall represents some sort
%critter that you encounter.  It will have a basic description printed
%on it in large letters (e.g.\ ``A Big, Scary Wumpus'').  In general,
%it will also have an associated strip of yellow tape, to make it
%harder to miss.  From outside double-ZoC distance (no closer), you may
%attack it with a single ranged attack (see the Ranged Combat section
%below).  If you manage to hit the sheet of paper, you should
%immediately go and read the ``If you hit'' section of the sign (e.g.\
%``It falls over dead'').  This will be under the folded portion of the
%sign.  If your ranged attack misses, you should immediately go and
%read the ``If you miss'' section of the sign (e.g.\ ``It eats you'').
%This will be on the reverse side of the sign.  If you ever get within
%double-ZoC of an orange sign, either willfully or accidentally, you
%should immediately read the ``If you miss'' section (e.g.\ again, ``It
%eats you'').  Note that you do not get to retroactively attack it.
%Also note that you may only read the part of the sign you are directed
%to read (only trial-and-error will let you see both the ``If you hit''
%and ``If you miss'' sections).


\clearpage
\section{Closing Notes}

These rules are imperfect, and poorly typed.  Because of these
imperfections, we the GMs 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 your
interpretation, talk it over with us in advance.  By doing this, you
may avoid honest mistakes that appear to be intentional. {\em 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.

These rules are modifications of those used in previous games.  This
game is generally \copyright2000 by Ken Clary, Peter Litwack 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\nopagebreak
\begin{center}\bfseries\em
  TO ERR IS HUMAN\dots \\* TO FORGIVE IS NOT OUR POLICY.
\end{center}


\end{document}
