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\begin{document}

% Put the name of your game here
\newcommand{\gamename}{Macondo}

\begin{center} 
\Large
Rules for \textbf{\gamename}

{\scriptsize
\verb$Id: macondo-rules.tex,v 1.50 2001/01/11 18:22:55 foley Exp $
}

\small
Written and GM'd by \textbf{Gerald~Britton, Jessica~Fry, Rachel~Greenstadt}\\
Zampolited by \textbf{Jenwa Hsung}\\
Insanity Checked by \textbf{Joe Foley}\\
Game Mommy: \textbf{Courtney Shiley}\\
With help from Minions: \textbf{Nick Martin, Rickland Powell, Jen Selby, and Antoinio Vincente}\\

This game \copyright\textbf{2000-2001} MIT Assassins' Guild \& above GM team.
\end{center}

\vspace{30pt}

\textbf{\gamename} uses the Standard Rules.  If you are not familiar with
Guild standard rules, please \emph{read that.} (These are available 
at {\tt http://web.mit.edu/jemorris/Rules} and in {\tt /mit/jemorris/Rules}.)

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

\section{Stupidity}
Note: Macondo is a rather hostile world with unforgiving consequences
for obvious stupidity.  If you do something that seems really dangerous
in the real world,  there is a chance
that it will kill you: 
\begin{tightlist}
\item \emph{Don't} drink the random bubbling goo to see what it does.
\item \emph{Don't} shoot a hole in the bottom of your boat in the middle
of the ocean.
\item \emph{Don't} taunt the heavily armed NPC border guard. You won't like it.
\end{tightlist}

\section{The Box}
There are a number of sections in the box that everyone may use:
\begin{tightlist}
\item {\bf GM Questions:} If you don't want to wait in the queue to get
your question answered, chuck a note in this folder and we'll get
to it when we can.
\item {\bf Boating:} When you use the boating mechanic, put money
in here.  More about this in the boating Greensheet.
\item {\bf Island $<$letter$>$:}  These are the island you can go to
if you know their coordinates.  More about this in the boating Greensheet.
\item {\bf Bank:} This is a repository of money for making change.  Please
be honest.
\item {\bf Blank Item Cards:} These blank item cards are for when a mechanic
tells you to create an item.
\item {\bf Trail $<$letter$>$:} These are for the trails in game.  Refer to
the Trail section(near the end).
\end{tightlist}


\section{Gamespace}
\subsection{Normal}
Gamespace takes place on Main Campus.  The first floor of a building
represents a cleared area where there are buildings and other
civilized stuff to see.  The floors above that represent the jungle
and vegetation in the surrounding area.

Player living areas are not game area---no game action, no game talking.

Macondo is a small town, you can get to any location and around town as quickly
as you can walk there.  
\subsection{Islands}
The Islands in the Caribbean are represented by the far East bldgs:
E51, E52, E53, E40.  You can only get there by means of the Boating
mechanic.  In general, if you don't know where you're going to go, you
won't end up anywhere useful.  It might make for a pleasant trip though.
\subsection{Dreamspace}
Dreamspace is the basements of all the buildings on main campus.
For more information, refer to the greensheet.
\subsection{Out of Town}
Some places are farther away. First you go to the room that's the
``closest point,'' where there'll be a manila packet representing the
faraway place. It will tell you how long you have to spend there
``traveling'' onwards. When the time elapses you get there and look
inside the packet to see what it's like. It takes the same time to get
back. If you travel part way somewhere and change your mind, it takes
as long to get back as you'd already spent going away. Other people at
the ``closest point'' or the faraway place or traveling between
\emph{can} see you (and tell you're traveling) and can also talk to
you, fight you, exchange items, etc! The known faraway locations are:
\begin{tightlist}
\item {\bf The Macondo Harbor (38-1XX)} : There are some boats there and a big 
blue wet thing.  Refer to the boating mechanic for details.  You can 
get there in 15 minutes on foot or 5 minutes in a jeep.
\item {\bf The Old Ruins (13-XXX)} : Takes 15 minutes in a jeep or an hour
on foot.
\item {\bf Someplace far from Macondo:} Getting into Macondo was hard for
anyone thats from out of town.  Mountain passes, confusing roads,
storms at sea...  Doing it again is impossible in Gametime.  To get
out it takes half an hour in a jeep or 2 hours on foot.  
Go to the edge of campus and disappear.  Tell the GMs if you do this.
You cannot forcibly send someone out of Macondo unless you go with
them\footnote{They can sneak back somehow.}.  
\end{tightlist}
\subsection{Jeeps}
If you have a Jeep, it takes less time to get to distant places, and
you usually have some hauling capacity. A Jeep is a manila packet,
stuck to the wall when parked. To start driving a Jeep, hold an item
card for a Jeep Key whose number matches the Jeep's number up to the
Jeep packet and take the packet off the wall. (You can put the key
back in your pocket now.) To park, stick the packet onto the wall (no
key needed). Jeeps can also be moved by tow trucks. Jeeps have no other
security---you can look in a Jeep packet and take stuff even if you
don't have the key, as long as there's no one there stopping you. The
Jeep's capacity for bulky items is printed on the packet.
Each passenger takes two dots of capacity; the driver is free.

When you are driving a jeep around, please make sure you have the
packet in both hands in front of you.  Passengers and cargo should be
clustered around the driver to make it obvious that they are in the
vehicle.  You can't get in the jeep if anyone inside stops you,
otherwise interactions are normal.

Obviously you can't bring a Jeep into any classrooms.  It just doesn't fit.

Note: Jeeps are \emph{not} carried in your pocket.  You only carry
the key.

\section{Clothing}
There are clothes in Macondo.\footnote{It's a good Catholic town, not
a nudist colony!}  Typically you are wearing ordinary clothing, which
doesn't have item cards. There is some special clothing in game which
\emph{does} have item cards.  If you wish to put on or take off any of
this special clothing, it requires one minute of standing still and
changing.  Once you have changed, attach the clothing item card to
your namebadge to indicate that you are wearing it.

\section{Explosives}
Explosives are kinda neat.  They make a big bang and damage
things.  Only people with demolitions skill can handle most
explosives.  However, anyone can use a {\em single} stick of dynamite
without worrying about blowing yourself up.  Using it is simple.  You
place it and light it.  You now have three seconds before it blows up --
make sure you keep track.  A single stick only has a one ZOC of range
and does 10 HP of damage.  For anything bigger, the GMs or the person
involved will tell you how much damage it does.  Bigger explosives
make bigger, more deadly explosions, obviously.  NO THROWING EXPLOSIVES!
Explosives do cause bleeding if you survive the blast.

All of the explosives will have an obvious physrep attached.  If you don't
see something attached to the card, it is not an explosive!

If you are unskilled and mess with any larger explosives, flip a coin.
Heads you blow up, tails nothing happens for a minute.  Flip again
when the minute is up if you're still messing with the explosives.
Make sure a GM is around so we can tell you what happens.

Also, if you hear a watch beeping, an explosive may have gone off.
Call a halt and make sure a GM is around(they should be already) to
resolve what happens.

\section{Stashing Stuff}

Some items are particularly critical to some major plots in game.
These items have ``Plot Device'' on them.  The universe recognizes the
fact that they are important and makes it remarkably hard to take them
out of game.  However, that doesn't mean that you can't stash them so
you don't have to carry them.  But there is an additional step you
have to take when stashing a ``Plot Device''.  

You must write a note to yourself non-encrypted saying where you put
it -- at least which floor and which building you put it in.
Don't kludge this; we will eit you.  You don't have to say what it was
and you don't have to be more specific so there's at least some
protection.  You cannot stash these notes, give them away, or fake them;
\emph{they are a mechanic, \textbf{not} a game item.}

If you should come across a ``Plot Device'' item stashed somewhere, you
are free to take it.  However, you MUST leave a note saying, ``Taken: item
012345.'' (where 012345 would be replaced with the item number of the item
you took).  You should also inform a GM of the item you found, and where
you found it.

If your item mysteriously vanished from its location and there was a note
taunting your stupidity for leaving the Holy Grail sitting under a desk in
building 24, too bad.  You lose.  Throw out both the ``Taken'' note
and your ``Stashed'' note for the snatched item.
However, if you should discover that your
Holy Grail is missing and there is no note, see a GM.  You might get your
Grail back if physplant or some other NP grunged it.  (NOTE: you might still
lose, since physplant could just as easily grunge the note as well).

The ``Taken'' notes are also a mechanic, \emph{not a game item;}
you \emph{do not see the note} if you are not the particular person 
who stashed the stolen item.

If you die, make copies of any ``Stashed'' notes you have to give to 
the GMs.  Attach the originals to your badge (which now represents your
corpse).  Any Player can now read the notes when their Character sees
your body.  The notes are still not game items and cannot be removed or
destroyed.  Kludge.

If a group is hiding something, there must be a last person to put it
down; that is the single person who actually stashed the item, has
a ``Stashed'' note, and can see a ``Taken'' note.

Plot Devices may only be stashed indoors and only where any of the GMs 
could easily get to them.  (No drop ceilings, no behind radiators.)

\section{Interrogation} 
%stolen wholesale from MOBS

If someone has you helpless, they can interrogate you, which usually involves
nasty things, i.e. torture.  There is a stat (``torture window'') on your stat
card which will help determine how you react to the interrogation.

To interrogate someone, declare the amount of time you wish to spend
``softening'' their will.  You and the player must then spend that
much time while you do the ``softening.''  Feel free to role play if
you like.  When you are done ``softening'' your target, you may ask
three yes-no questions or two one-word answer questions.  They must be
asked all at the same time, but you don't have to plan the questions
ahead of time\footnote{You can ask a different question depending upon
previous answers.}.  If the time spent is less than their ``torture
window,'' the subject may say what he pleases.  If the time spent is
greater than the ``torture window'' the subject will say whatever he
believes the interrogator wants to hear.  If the time spent is within
the window, the subject must answer the question truthfully and it must
be the most informative answer you can give. For yes/no questions 
"don't know" is a valid answer.

Once the torturer has asked his questions, or ten minutes has passed
since his last question, the victim falls unconscious for ten minutes and {\bf
PERMANENTLY loses two hit points}.  It is possible to be tortured to death over
multiple sessions.

NOTE: For all intents and purposes names count as one word. 

\section{Appearance Number}
If you talk to someone for at least 5 minutes, you can now ask them
for their $\Omega$ stat\footnote{Commonly known as an Appearance
Number in other games.}.  This represents a slightly better
understanding of who they are and how they act.  This number is
out-of-game, and non-transferable.

\section{Seduction}
%stolen wholesale from Terror

Every person in game has seduction attack and defense cards.  Typically, these
consist of 3 Seduction attacks and 3 Seduction defenses corresponding to
Aggressive, Clever, and Subtle/Suave methods (one attack and defense of each
type) There are also stats listed on each card referring to their strength.   

Seduction must occur when you are alone in a room with someone.  You can have
gotten there through talking someone into going off alone with you.  You must
have been alone with someone for five minutes to attempt to seduce them, if you
didn't start with a love letter.  A love letter allows you to dispense with
the five minute alone time.  You must still get someone alone to seduce
them, a love letter in no way compels them to come with you. 

To write a love letter, you must acquire an in game pen and in game paper,  and write an appropriate
note to the object of your affection. This must be clearly marked
as a love letter and must contain both of your names and some mushy stuff.
You must SEE them receive, pick up, or
touch the note.  Then you can dispense with the five minute waiting period
before seduction. 

If both parties want to be the first to attempt seduction, and it's not
otherwise made clear who can attempt first, flip a coin.  In a seduction
attempt, both players should hold out their seduction cards, with the option
that they want to play facing the other player, obscured by the non-holding
hand.  Both sides reveal at once, and roleplay accordingly.  You must
(verbally) roleplay what your card suggests (see below for suggestions).

Seduction Attacks have three different methods.  Aggressive beats Clever,
Clever beats Subtle/Suave, Subtle/Suave beats Aggressive.  (These are written
on your card.)  The ``winner'' gets to add one to the stat on the card that
they used.  Identical attack/defense methods results in no modification.  Any
OUTSIDE modification occurs at this point, for example a ``Cool Hat'' can give
you +1 on any suave seduction attack, and a ``nuns habit'' can give you +5 on
any seduction defense.  If the attack stat is higher than the defense stat
after any modifications, the attacker wins (i.e., the defender has been
seduced).  After the ``combat,'' you spend 10 minutes alone together carrying
out the seduction.

If defense score is equal to or greater than attack score, the defender has
resisted.  The defender is then allowed to (but is not required to) follow up
with their own seduction attack. The defender may instead declare the 
seduction ended, in which case the count of their time together starts
over from zero.  The defender may also choose to do neither.  

If neither party successfully seduces the other, either may
choose to leave.  If both stay, and the defender didn't declare it ended,
either may make another attempt (previous attacker has dibs if both want to),
repeating the procedure above.

Note:  You cannot ``pull your punches'' in Seduction.  You must use
the full stat printed on the method you use.

\subsection{Notes}

Someone must be conscious in order to seduce them.. They can be tied up,
and you can seduce someone while you are tied up, being tortured, the 
torturer, etc.   Note that you MUST be alone with the other person
in the room for this to work.

\subsubsection{Same-gender Seduction}
Macondo is a good Catholic town.  If you are in a same-gender seduction attack,
the defense stat listed on the seduction card is doubled unless you know
otherwise.


\subsubsection{Roleplaying guidelines}
The following are roleplaying guidelines, and explanations on why certain
attacks give advantage over certain defenses and vice versa.  Remember that you
should be roleplaying with \emph{words,} even if the guidelines describe
physical character actions.  The game seduction does \emph{not} make it
ok to touch the other \emph{Player.}
\begin{tightlist}
\item Aggressive attack beats Clever defense: I sweep you into my arms,
      and you're a little too breathless to come up with a clever
      response. 
\item Clever attack beats Subtle defense: I'm so clever that your subtle
      attempts to ignore me fail.   
\item Suave attack beats Aggressive defense: My suave compliments charm
      your stubborn refusal. 
\item Suave ties Subtle: I'm suave, you're too subtle to notice.
\item Aggressive ties Aggressive: We're both aggressive and put each
      other off.
\item Clever ties Clever: We do clever things in circles around each
      other. 
\item Aggressive defense beats Clever attack: I stubbornly refuse to
      appreciate your clever comments. 
\item Clever defense beats Suave attack: I cleverly steer around your
      suave compliments. 
\item Subtle defense beats Aggressive attack: I don't respond at all
      when you sweep me into your arms, and you get less interested.
\end{tightlist}

\subsection{After you're done\ldots}

After sleeping with each other, both parties are still enamored of eachother
and cannot attack each other for 15 minutes.  If you were leading them
into an ambush, you now must tell them about it.  Do not cheez this! Roleplay
the post coital glow. 

\subsection{Consequences}
If you are female and you did not use a condom you need to draw from the
pregnancy packet in the box.  If it says you are pregnant then change your p
stat to 1 and tell the GMs.  Also, let the GMs know if you take any drugs or
get wounded.

Condoms are not reusable (sheesh).  Either destroy the item card or 
mark it as 'used'.

\section{Character Health}
The health of your character is obvious to anyone within ZOC of you.  If
someone wants to know if you are unconscious and bleeding, you cannot yell
across the room to them, they must come to within ZOC of you and {\bf ask}.
Character health is mostly determined by your current HP.  The HP marked on
your statcard and in your character sheet is your MaxHP.  You must keep track
of your current HP mentally to know your current health.  Your current HP is
never negative it falls to 0 and remains there.  If your MaxHP should ever
fall to or below 0, your body cannot sustain you and you die.

\subsection{OK, Just Fine, Awake, Conscious, etc.}
Yay you.  You can do everything you normally do.

\subsection{Self Healing}
If you are not bleeding (OK), you will regen 1 HP every 30 minutes on the
half hour.

\subsection{Bleeding}
You become bleeding if you are cut, attacked with an edged weapon, shot, or
caught in an explosion.  While you are bleeding, you will lose 1 HP every 5
minutes.  Any conscious individual may stop Bleeding by bandaging.  It takes 1
minute of constant effort, while remaining still and using both hands.  You may
bandage yourself, but you must stay still and use both hands to do so for the
full minute.  You DO continue to bleed while unconscious.

\subsection{Dazed}
When you are dazed, you are not fully awake.  While in this state, you may not
walk or perform any combat, you may freely talk to anyone nearby though.  You
may not bandage yourself while Dazed.  When transitioning from dazed to OK or
Bleeding, you gain 1 HP.

\subsection{Unconscious}
This happens if you are bonked over the head (waylayed), or knocked down to 0
HP without bleeding.  You do not lose hit points while you are unconscious
unless you happen to be both unconscious and bleeding.  You remain unconscious
regardless of your HP for 10 minutes at which point you wake up and become
Dazed.  You must stir and state ``I wake up,'' at this point.

\subsection{Coma}
You fall into a coma if your HP ever reaches 0 while you are bleeding.  You
have been beaten within an inch of your life.  You will remain in a coma for 30
minutes.  If you are bleeding at the end of the 30 minutes, you die.  If you
have been are bandaged, you will wake up and enter the dazed state.  Your
MaxHP is lowered by 2 in this case.\footnote{You're never the same again after
being beaten into a coma.}  (NOTE: if your MaxHP ever falls to or below 0, you
die immediately).

\subsection{Killing Blow}
A Killing Blow will take anyone from any character state and make them dead.
In order to do a killing blow, the victim must be helpless or willing an you
need a gun or a sharp implement.  This speeds their exit from the living world.
If you are using a gun, say ``Killing Blow 1, Killing Blow 2, Killing Blow 3''
punctuating each number with a shot from your gun.  If you are using a sharp
implement, you must say the same thing, but punctuate each number by touching
the victim with your sharp implement, then turning in place.  Even if you are
suicidal, you have to go through this.  It's hard to go through with it, you're
Catholic.

The killer can be stopped at any time by someone within ZOC stating,
``I stop you.''

\section{Combat}
\subsection{Ranged combat}
\subsubsection{Throwing Knives}
Throwing knives are represented by foam pellets.  They do 4 HP of damage, but
are reusable and silent.  They can be thrown as a bunch.  Suck it up.
\subsubsection{Guns}
Guns come in many shapes and sizes.    
Macondo attempts to emulate guns in the real world, with some
simplification.  Most, except for the shotgun have limited ammunition.
There are four main classifications of guns: rifles, pistols,
sub-machineguns, and shotguns.  Anything else is bigger, deadlier and
weirder -- don't get shot by it.

Guns require an item card.  The item card should be attached.  If you
find a gun with no card, it's just a physrep, not a real gun.

\begin{tightlist}
\item {\bf Shotguns} are represented by patrol guns.  They are the wimpiest
of the guns, but have infinite ammo.  They do 5 HP worth of damage
per hit.
A normal shotgun has a long tube attached to
it.  A normal shotgun is a patrol gun with one 2.5' .75"diameter
PVC tube.  A sawed off shotgun with one 1.5' .75" diameter PVC tube.
Either can be double barreled, in which case you need 2 guns and 
2 tubes. A shot-gun can be used ``point-blank''\footnote{One ZOC} at
which point it does double-damage -- 10 HP per hit.  ZOC is from the 
tip of the tube to the victim.
\item {\bf Pistols} are represented by disc guns and multi-shot dart guns.
They tend to have fairly limited magazine size.  They have to be
reloaded with fresh bullets\footnote{Probably from a box}.  Discs may
be reused, but make sure you keep track of how much live ammunition
you still have.  Some pistols may be able to take Armor Piercing
bullets.  These guns will have it clearly marked on the card.  Disc
hits do 4 HP of damage. A normal pistol is a disc gun with no tube.
A large revolver is a disc gun with 12" tube PVC.
\item {\bf Sub-Machineguns} are also represented by large-capacity disc
guns with small tubes attached.  They shoot normal bullets,
as far as you know.  Disc hits still do 4 HP of damage.  Disc gun with
with 1.5' .75" PVC.
\item {\bf Rifles} are represented by a variety of devices.  The light
rifles are disc guns with large tubes attached.  The heavy
rifles are represented by larami/nerf guns possibly with tubes.  The
advantage to a rifle is that it converts normal ammunition into
armor-piercing.  The disadvantage is that you can't stick an M16 in
your back pocket.  
Disc gun/larami/nerf with 2.5' 1.25" diameter PVC.  
Disc hits still do 4 HP of damage.  Larami hits do 12 HP
of damage.  Suck it up!
\end{tightlist}

\par{Noises} 
Another slight change from the standard gun rules is that
of noise.  There are peasants everywhere, and they are afraid of
gunshots.  However, soon after hearing gunshots, the more curious
peasants will form a mob and storm into the room, trying to be
helpful\footnote{Which they usually aren't.}.  Players who are in the
area also might be told that they heard gunshots from a particular
area.  This is mechaniced by a requirement that the people involved
dispatch a ghost to the GMs if anyone uses a non-silenced gun in an
area on the mainland.  The NPC mob will only appear if there is reason
for the NPCs to be there.  You most likely won't run into any on the
islands or while sailing.

If you can't get notice to a GM through any means, assume that the mob
sees you in 5 minutes.  This means that after you have left the
scenario, anyone in the room should tell the GMs later what was going
on in the room, and who was there as best you can.

\par{Silencers} 
This leads us to the subject of silencers.  Silenced guns are ones
with a silencer attached or have an integral silencer.  A silenced gun
looks like a standard gun of the appropriate type with a tube attached
to the front.  It is well known that silencing a rifle eliminates its
armor piercing capability, but does indeed make it quiet enough.

You may hear people say things\footnote{Holy Armor Piercing, Batman!}
while shooting guns or attacking with other weapons.  They refer to
particular effects that a gunshot might have:
\begin{tightlist}
\item Nothing -- Normal weapon.  Yay!
\item Armor Piercing -- Blows right through body armor
\item Holy -- A blessed weapon.  If you know, you know.
\item Thup -- A silenced weapon.  Doesn't attract attention.
\item Point-Blank -- A shotgun at close-range.  Double damage and gut-spraying action!
\end{tightlist}

\subsection{Armor}
Body armor comes in a variety of forms too.  They are measured in
terms of normal hits and armor piercing hits.  This is not the same
thing as HP damage.  A hit from a disc and a dart are the same single
hit.  Your run-of-the mill BP vest will stop 5 normal bullets but no
armor piercing bullets\footnote{They are armor piercing, after all}.
There are other types of armor around, some stronger.  The number of
normal and armor piercing hits are counted separately, but the first
one to run out renders the armor unusable: A 3 normal 2 AP vest can
stop 2 normal and 2 AP or 3 normal and 1 AP.  NO STACKING ARMOR!

\subsection{Martial combat}
Martial combat is the paper, scissor, rock, cheat, special system.
The sequence is paper beats rock, rock beats scissor, scissor beats
paper.  Cheat(Thumbs up) beats all of those.  Special(A-OK) beats all.
As mostly in the standard rules.

Damage:  When a normal round of fighting finishes, the loser loses a
number of HP -- the winner says how much according to these rules and
any applicable abilities:
\begin{tightlist}
\item A normal fists and feet brawl does 2 HP of damage per round
\item If a person has martial-arts skill of some sort damage may be more.  
\item If a person has a weapon in hand, damage is 
increased by one. If the weapon is edged is causes bleeding.
\end{tightlist}

A blunt weapon can not be made out of random items.  It should say on
the card if it is a blunt weapon.  If you think something should say
as such on the card, you should check with the GMs first.

A person involved in hand-to-hand combat may not draw a weapon.
However, there's nothing to stop a bystander from hosing one person
or both with a weapon.

You can pull your punches and declare less damage.  However, this can
only be taken down to a minimum of 1(you have to do {\em some}
damage).

\subsection{Waylay}
This style of combat represents sneaking up behind someone and hitting them
over the head with a blunt object (eg. a lead pipe, not a gun).  Blunt
objects are represented by boffers.  Ask a GM for a boffer if you think
you have a blunt object.  To do this, you
need a specific item that says it is applicable.  Then you get behind
the person without them and say ``Waylay'' while touching them on the
back with the boffer.  If the person noticed, they say
``I noticed you'' or something else and the attack failed.  Please do
not cheez this mechanic as attacker or defender.  If you are afraid of
such a thing, try to have a ghost or gm call it.

Waylay does 1 HP damage to the victim and immediately makes them
Unconscious.  (NOTE: when they emerge from the dazed state, this HP is
restored).

\section{Cockfighting}

Everybody loves a good cock fight!  Many people in Macondo have fighting
cocks.  These are high performance cocks which require feeding 
every day.  If your cock is not fed for a day it loses half its 
hit points.  The following day it will die if it is not fed.   Cocks
are kept in the kludgite chicken coop near the common room.  You 
may only take your chicken out of the chicken coop.  Roosters are
two dot bulky items (they squawk and claw and require your full
attention to control them).  When roosters fight, they use a
cinematic combat system.  The average rooster has 6 hit points.
They fight until one rooster is unconscious.  Roosters regenerate
up to full hit points every day at 6 am.  Like most animals in 
Macondo, chickens are nigh invulnerable you may not kill one
unless you know otherwise.

\section{Your Soul}
Souls are important in Macondo.  As a souled individual, every player
will keep track of two stats,  quantity and quality of soul.

\subsection{Soul Quality: $\Delta$}
Your soul quality is determined by how good or bad you've been.  During game
various activities may alter your soul's quality making you better or worse
with respect to your religion.  Everybody starts game with a soul $\Delta$ of
0.  This is your baseline soul quality, it does not necessarily represent the
total quality of your soul, only the amount it has changed during game.  Many
religions believe that the state of your soul greatly affects what happens to
you in the afterlife.  See your religion Greensheet for specific information
regarding your religion.

\subsection{Soul Quantity: $q$}
You have a limited quantity of soul.  A full
soul consists of 32 soul points.  You may freely sell your soul in integral
soul points, by writing out a contract and signing it in blood.  More 
about contracts in the next section.
Losing or gaining soul may have qualitative effects
on your soul as well depending on your religion.  Check the Catholicism 
Greensheet for these effects.  For every 4 points you actually lose above 16
and every 1 point below 16, draw an effect from the lost soul folder in The Box
(NOTE: You should only do this upon actually losing the soul points as some
contracts might not involve the soul being lost immediately.  You should draw
effects within an hour of actually losing the soul).  Unless you know
otherwise, the body cannot be maintained without a soul, if you should ever
have your $q$ reach 0, please find a GM immediately.

\subsection{Soul Contracts}

Souls are out-of-game items which are non-transferable.  The
only way to transfer them is via the contract.  The contract
must be written on in-game paper and signed in blood. BY BOTH PARTIES
PARTICIPATING IN THE CONTRACT.  To
sign in blood you need an in game sharp thing, you can poke yourself
with a needle, or an edged weapon, or shoot yourself if you really want
and sign your name with a hit point of blood.  You are then bleeding
and must spend a minute bandaging yourself\footnote{You could stay
bleeding, but that would be dumb}.  The contract must be in this
format unless you know otherwise:\\
I, (your name here) sell (integral number) points of (person's
name whose soul is being sold\footnote{Must be a soul you
possess, no selling on credit and contracts which haven't gone through
yet}) for \\
(n) pesos OR \\
(name) item OR \\
(simple task)\footnote{If you have ANY doubt whether or not the
task is simply enough it almost certainly isn't.  Ask the gms.}\\
Examples of simple tasks are:\\
Killing someone\\
Telling someone (insert phrase here)\\
Seducing someone\\
The contract does not go through until the conditions are met.  You 
cannot contract out more soul than you have.

\subsection{Coercion and Soul Contracts}

Coercion is ok but it has to be one person removed.  If someone
is directly or indirectly threatened and has knowledge of this
they cannot sell their soul and this is WELL KNOWN.  Examples
of tricky cases follow.

NOT OK\\
Jessica Greenie and Joe are in a room.
Jessica wants Greenie to lose some soul,
so, she holds a gun to Joe's head and tells
Joe in clear hearing of Greenie, he must 
buy her soul, or she will kill him.
Greenie doesn't want Joe to die, so she
sells her soul to Jessica.
However, the transaction can't go through 
since Greenie was indirectly threatened.

OK\\
Jessica blackmails Joe with some sensitive info
telling him he must buy some of greenie's soul
to keep Jessica from releasing the blackmail.
So, Greenie sells Joe her soul for 1 million pesos
completely ignorant of the bargain.
The contract goes through once the million pesos
is paid.

NOT OK\\
In the situation above, if greenie finds out about the blackmail 
before she gets her money, the contract is null and void.

Being tricked/deceived is different from being threatened
the GMs can't save your soul here.

\section{Headbands}
We have a few headband colors that mean something in addition to the standard white:
\begin{tightlist}
\item \textbf{White} means Non-Player Ghost/Observer.
\item \textbf{Yellow} means a Player Ghost.  You can't see them but
you get a spooky feeling when they are around.
\item \textbf{Green} means someone wearing a military battle
outfit. (BDU's\footnote{Battle Dress Uniform}, Cameo, Body Armor, etc.)
Ask for the information on what type of equipment.
\item \textbf{Red} means someone who has a mob attached to them
\item \textbf{Black} means something that looks scary.  Ask from a distance.
\end{tightlist}

\section{Mobs}
A person may be able to summon a group of 15 NPCs together as a ``mob''
usually to protect someone, usually the person wearing the mob headband.
The mob will do it's best to protect the person, even jumping in the way
of bullets and people who try to Martial Combat the person.
\subsection{Shooting}
You need to shoot everyone in the mob before you can shoot the
individual.  This means you need to shoot them 15 times before they
start taking damage.  Oh, except for heavy weapons(nerf/larami) which
kill 3 people in a row\footnote{Go serious penetration power!}.  You
can shoot out of a mob with whatever guns you have.
\subsection{Martial Combat}
If you are a mob, the mob stops your attacker.  If the attacker
continues to try, your mob clobbers and knocks him unconscious unless
you know otherwise.  You also can't get at the person to attack them
personally, so you can't engage in martial combat either while in a
mob.
\subsection{Waylay}
A mob cannot be waylayed, there are too many of them and they notice you.
A mob cannot waylay anyone, they make too much noise and can't sneak up on
anyone.
\subsection{Limitations}
Mobs can't go into dreamspace.  Sorry.  You also can't take them off
Macondo (islands, ruins, etc.)  Also, when you go to try to seduce someone, your mob
disappears to give you some privacy.  Lastly, your mob can't all fit into
a jeep.  When you're in a jeep, you can only fit as many mob members as there
are seats and carrying capacity(every person is 2 dots bulky).

\section{Paper Colors}
\begin{tightlist}
\item \textbf{Money} is on pink paper.
\item \textbf{Items} are on white cards.
\item \textbf{Abilities} are on peach cards.
\item \textbf{Cockfighting cards} are grey cards.
\item \textbf{Seduction cards} are grey cards.
\end{tightlist}

\section{Dots}
Now and then, you might find dots around campus(more about that in a bit). 
They come in two flavors:
\begin{tightlist}
\item {\bf Brightly Colored Fluorescent Dots(medium)}: These are trail
waypoints.  If you find one, yay, this might be useful information for
you or someone else.
\item {\bf Dark Blue Dots(small)}: These are on objects in game(items,
doors, etc.).  You don't see these objects and should stop reading
as soon as you notice the dot.
\end{tightlist}

\section{Trails}
All trails use fairly similar mechanics.  In most cases, you're trying to find
a brightly-colored dot somewhere on campus.

If you run into a random dot, and aren't expecting one, you may only
access this mechanic if the number after the letter is 1!  (Indicating
the start of a trail).  You cannot talk about the numbers and letters on
a dot, but you can take people to places you have seen dots.

If you are working on a trail and you find the dot marked ``A-4''
You should go to the folder marked ``DOTS: A'' in the Box and take
out the packet marked ``A-4'' and look inside for the next challenge
in the trail.

Also, some of the trails may go through slightly restricted areas such
as dreamspace.  This is an intended feature, not a bug.

\subsection{Riddle Trails}
A riddle trail is a series of clues which lead to successive sites on
campus which have a dot.  These tend to be fairly hard.
\subsection{Picture Trails}
A picture trail is a series of pictures which lead to successive sites
on campus.  The dot may be near what the picture is taken of or near
where the picture is of.
\subsection{Puzzle Trails}
A puzzle trail is a series of puzzles that lead to other puzzles.  Sorry, no sites.
You shouldn't write on the original, as someone else might need to go through
the puzzle.  Make a copy using a copier or pencil and paper, even though there
may be multiple copies in the packet.
\subsection{Hybrid Trails}
You might also have a ``hybrid trail'' described somewhere.  This is a
trail that consists of a trail consisting of elements of all the
previously mentioned trails.

\end{document}
