% This rules document has been edited for the SR data archives to 
% be latex-able withotu having the RCIII style files available.

\documentclass{article}

% added to get document to latex outside RCIII setup
\usepackage{doublespace,fancyhdr,fullpage}
\newcommand\gamename{Reality Check III}
\newcommand\gamedate{October 2001}
\newcommand\aKnockOut{[Knockout attack]}
\newcommand\aWound{[Wound attack]}
\newcommand\aAssist{[Assist]}
\newcommand\aDisarm{[Disarm]}
\newcommand\aRestrain{[Restrain]}

\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 roleplaying 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 game does not give you the
right to do in reality anything normally prohibited by legality or
morality.  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.  These rules are modifications of those used in previous
games.  This game is generally copyright 2001 by 
%\EVERY{GM}{\MYname, } %% replaced the expansion text to latex outside RCIII
Ken Clary, Peter Litwack, Nick Martin,
and the MIT Assassins' Guild.

\vfill\vfill

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

\vfill

\clearpage
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\tableofcontents
\clearpage
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\parskip5pt


\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.  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
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 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{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
it's a phrase, open the packet when you hear someone say it or see it
in writing.  If it's 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.  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.

{\bf Metagaming} is inferring in-game knowledge that is inappropriate
for your character from out-of-game information.  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{Halts:} A halt pauses game action.  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.''  Halts should be called for one of only
three reasons: because a rule tells you to, for safety and similar
out-of-game issues, or to pause game and fetch a GM (try to avoid
this).

\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, helps if you're near other players who
are in-game.  You should go not-here for one of only three reasons:
because a rule tells you to, because you're leaving game, or to fetch
a GM while in a halt (try to avoid this).

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.
%% don't need this for a closed-time 3-day
%  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; 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-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, or random people.  Some
may have name-badges; sometimes called ``GM plants,'' these are often
not readily distinguishable from PCs.

\paragraph{Non-Players:} Not everyone in the world is playing in this
game.  Some non-players ({\bf NPs}) like to sleep or study
undisturbed; others just don't like having toy guns waved in their
faces.  You are encouraged to spread the gospel of real-time,
real-space roleplaying; however, use tact and common sense when
dealing with NPs.

NPs may not knowingly effect the game.  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.  Do
not use the presence of NPs to hide from rampaging mobs that want your
blood or similar.

Avoid conspicuous or threatening game actions in front of NPs.
Shooting your friend outside of a classroom one minute before class
lets out is a bad idea, as is screaming bloody murder down a hallway.
If, despite your most valiant efforts, some NPs do get upset, call the
GMs and let us help calm them down.

%% Certainly don't need this
%
%\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.

\clearpage
\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,
usually for reasons of safety or game balance.  Mechanics are
described in ability cards, greensheets, and rules.  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; it's
often a good idea to check with a GM.

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.  Game action will not stop for memory
packets, greensheets, or similar.

A {\bf kludge} (and derivative forms like ``kludge-ite'') is something
impervious to logic and cleverness.  This might be for game-balance
reasons or because there is no good, realistic in-game explanation 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.

{\bf Zone of Control} ({\bf ZoC}) is a rough distance measurement.
You are in ZoC of someone if your outstretched fingers can touch their
outstretched fingers.  Double-ZoC would be twice this distance,
triple-ZoC is three times, etc.

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

%% Nothing in RCIII 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{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.

\subsection{Basic Strategy}

Your first priority as a player is to make sure 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.  Read through your entire packet a couple of times before
game, and skim through it again right before game starts.  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 a packet 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:} 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{Violence, Damage, and Death}

\subsection{Health States}

Characters have five possible states, concerning health and damage.
When you are {\bf fine}, you may act freely.  When you are {\bf
helpless}, you are immobile and may do nothing but talk.  When you are
{\bf knocked out}, you will wake up in five minutes.  When you are
{\bf wounded}, you are unconscious, bleeding, and will die in five
minutes; a doctor may be able to heal you.  When {\bf dead}, you are
dead.

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.  Do not listen to conversations going on around
you.

You have a {\bf Stamina} ({\bf ST}) stat.  Traumatic things like
torture, excessive bloodletting, and field surgery may lower it.  If
it gets too low, a doctor may no longer be able to heal you.  An
average, healthy character has a ST of two.  All cases where your ST
will affect you or change will be handled by explicit mechanics; all
you need to do is keep track of the number.

\subsection{Weapons}

All weapons have both a physrep and an item card; these should be kept
together.  You may keep the item card in your pocket while the physrep
is in your hand.

To use a weapon in martial combat, it must 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 is
ambiguous, e.g.\ you were still pulling a knife out of your pocket or
picking a gun up off the floor when someone attacks you, then the
weapon is not drawn.  When using a weapon, display it in a threatening
manner (without physically threatening the player).  Weapons will have
their effects (CR modifier; see below) printed on the item card.  You
cannot hold more than one weapon in a hand.  You may only use one
melee weapon at a time; if you are holding two, pick one.

\subsection{Killing Blow}

A killing blow will kill a helpless victim.  To killing-blow someone,
you must have a weapon (melee or ranged).  Your victim must be in ZoC
and either unconscious or helpless.  Say ``killing blow one, killing
blow two, killing blow three'' in a clear, audible voice, at a
reasonable pace.  During the incant, if you get attacked or if someone
within ZoC says ``I stop you'' or some other equivalent phrase, you
are stopped.  To stop a killing blow, either attack the person doing
it or get within ZoC and say ``I stop you.''  If you are successfully
killing-blown, you are dead.

\subsection{Ranged Combat}

Ranged combat is real-time and mostly based upon player skill at
firing and dodging physreps.  Please keep it safe.  Hits to anywhere
on the body count the same; {\em don't aim for the head.}  If a
projectile hits clothing or long hair 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.

All ranged projectiles have the same effect: if and when you are hit
by one, you become wounded (see the Health States section above).
Fall down, drop whatever you are holding, and start bleeding.  There
are two types of ranged projectiles: {\bf bullets} and {\bf throwing
knives}.  Bullets, represented by either plastic discs, plastic darts,
foam darts, or koosh rings, can be fired by various types of guns.
Ammo is limited in-game; ammo physreps are reusable.  Unused ammo will
have an item card.  A throwing 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.

\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.  Someone with a CR of three is somewhat burly and/or
skilled.  When using this stat, you may pull your punches by using a
lower number.

Martial-attacking someone requires being within ZoC.  Clearly state
your attack followed by your CR, e.g.\ ``\aKnockOut{} 2'' or
``\aWound{} 2.''  The attack begins when the incant begins; don't rush
the incant.  You must have the ability card for any attack you make;
you don't need to display the card.

When attacked, resolve the attack by comparing your CR against it.  If
your CR is lower, take the effects; else, say ``{\bf resist}'' and the
attack has no effect.  If you fail to to say ``resist'' within two
seconds of the end of the attack incant, even if you could resist, you
are surprised; the attack works anyway.  You can {\bf counterattack}
with your own attack ability and not be surprised.  The higher number
wins; nothing happens in a tie.

You must wait for your attack to resolve before you can make another.
When attacked, until you resolve, you may only counterattack.
Rapid-fire attacks don't prevent simple actions (talking, drawing a
weapon, ranged attacks) inbetween.

If someone attacks you using the word ``{\bf waylay}'' (``\aKnockOut{}
waylay''), the attack works, regardless of your CR.

\paragraph{Multiple Attackers:} If multiple people attack you, defend
from all the attacks as if they are alone, in the order in which they
occur.  If it is ambiguous, you (the defender) may choose the order.

The \aAssist{} ability allows coordinated attacks.  You direct an
\aAssist{} at an attacker, which allows them to add your CR to their
attack.  They deal with the extra math, not the defender.  \aAssist{}
does not change someone's CR for the purposes of defense; it is
possible for an assisted attacker to mutual with an opponent.

\paragraph{Ranged Combat versus Martial Combat:} If someone
martial-attacks you at the same time you make a ranged attack, you
(the shooter) call which happened first.  Give the benefit of the
doubt to the player saying the incant; the attack begins when the
incant begins.  If the martial attack started first, your shots miss.
Having a loaded weapon in hand does not trump martial combat; either
shoot first or risk losing a contest of CR.

\paragraph{Martial Attack Abilities:} Here is a list of attack
abilities.  Everyone has \aKnockOut{}, \aWound{}, and \aAssist{}.
Only some people will have \aDisarm{} and \aRestrain{}.  Other attack
abilities may exist.\nopagebreak

\iffalse % replacing macros with their expansion text to latex outside RCIII
\begingroup
  \MAP{Abil}{%
    \setbox0\hbox{\phantom{w}{\em Effect}: \MYeffect}%
    \par{\bf\MYname}: \MYtext\hfill\null\hskip\wd0\null%
    \hskip-\wd0 plus1fill\box0%
    \nopagebreak\par%
    }
  \aKnockOut{}
  \aWound{}
  \aAssist{}
  \aDisarm{}
  \aRestrain{}
\endgroup
\else  %%% start replacement text
Knock Out: You can knock someone out as an attack.  Say ``Knock Out'' and
your CR.\\
Wound: You can would someone as an attack.  This requires an edged weapon,
such as a knife.  Say ``Wound'' and your CR.\\
Assist: You can assist someone else's attack.  You must be within ZoC of
both the attacker and target.  Within two seconds of an attack, direct
this at the attacker, saying ``Assist'' and your CR.  Within the next two
seconds, they may restate their attack with your CR added.  This does not
modify their CR for defense.\\
Disarm: You can disarm one item from someone as an attack.  Say ``Disarm''
and your CR.  Point at the item you want to disarm.  If the attack works,
they must drop that item.\\
Restrain: You can restrain someone as an attack.  Say ``Restrain'' and
your CR.  If you succeed, they are helpless.  You may freely drag, attack,
or (if you have a weapon) killing-blow them.  To do anything else, you must
say ``release'' and let them go.
\fi  %%% finish replacement text

\clearpage
\subsection{Stealth}

Stealth abilities represent sneaking up on a victim with obvious
intent to invade their personal space, probably to attack them by
surprise or to pick their pocket.  Stealth abilities require an
ability card.

To use a stealth ability, you must be within ZoC of your victim.  Form
the sign of the devil (index and pinky fingers extended, thumb holding
other two fingers down) and extend it along the direct line from your
shoulder to the victim's head.  There must be no obstruction between
the symbol and the victim.  Hold this position for the time stated by
your ability card.  Before this time is up, the ability is stopped if
anyone attacks you or if the victim notices the symbol.  If they react
in any way to the symbol, they have noticed; you (the attacker) make
the call.

If you notice someone using a stealth ability on you, make it obvious.
``I notice you'' is unambigious; use it if you can.  Once a stealth
ability is finished, you may not retroactively have noticed.

\subsection{Bombs}

Arming or disarming a bomb requires an appropriate ability card.  If a
bomb explodes, it will be made obvious by a halt being called.  If you
are within arm's reach of a bomb when it explodes, you are dead.  A
bomb will have a piece of string attached to it.  If, when stretched
out (even around corners), the string can touch you, you are wounded.
Once the dead and wounded have been determined, game will resume.

\subsection{Contact Poison}

Contact poison is physrep'ed by vasoline.  If contact poison touches
your skin, you die in five seconds.  You may do anything you could
normally do during those five seconds.

An unused dose of contact poison will have an item card.  Contact
poison may only be placed on physrep'ed game items.  It may not be
applied to clothing.  Do not apply it in a way that would damage the
prop.  Once applied, it may not be reused; second-hand contact poison
does not work.  You may never forcibly make a player touch contact
poison; the victim must always willingly touch the poisoned item.  You
may forcibly make a helpless character touch contact poison as a
killing-blow.

\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 may remain on the
scene to play the part of your corpse.  You may give out information
that's very obvious to on-looking characters, 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.  Make sure
the GMs know your character is dead.

After your character's death becomes generally known to the other
characters, if you're interested in watching the game, come to the GMs
and we'll make you an observer.  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{Miscellaneous}

\paragraph{Headband Colors:} A white or yellow headband represents an
observer.

\paragraph{Badge Numbers:} The first digit of your badge number is
your character's apparent age in decades.
%  The second digit is your
%character's apparent burliness: a ``3'' is pretty skinny, a ``5'' is
%average, and an ``8'' is huge and muscular.

%\paragraph{Non-Combat Abilities:} Any ability card which can be played
%on a person will require the target to be either unconscious,
%helpless, or willing.  Martial-attack abilities are the only
%exception.

\paragraph{Rope:} Rope is freely available.  Make an item card for it.
To tie someone up, they must be either willing, helpless, or
unconscious.  If you get tied up with rope, you become helpless.  If
you are conscious and left alone, you can spend five minutes wriggling
free.

\paragraph{Game Times:} Game is divided into four four-hour chunks.
Game runs 8pm--midnight on Friday, 3pm--7pm and 9pm--1am on Saturday,
and 3pm--7pm on Sunday.  Surviving PCs are expected to be in-game for
the entirety.  Game may end early.  Cleanup and Wrapup will
immediately follow the end of game.

\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:

%\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.  If a lock is closed, assume it is locked.

All publicly accessible areas of Buildings 1--8 and 10 and all
courtyards confined therein are in-game (your character can move about
freely in them).  All other buildings on main campus are in-game, but
not regularly accessible.  You may go in-game to these buildings only
if a mechanic or GM tells you to.  Once there, you may only leave the
building if a mechanic or GM tells you to.  See the Scenario for a
map.

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.

\paragraph{Secret Passageways:} A small strip of paper posted on a
wall and labeled with an ``{\bf S}'' (e.g.\ ``{\bf S-125}'')
represents a spot in game area that looks like it might have a secret
door.  Once during each four-hour chunk of game, you may spend one
minute with an S-packet to learn how to open it.  During this, you are
futzing with the wall trying to figure out how the door works.  If
interrupted, start over.

If you already know you can open a given S-packet, you may unfold the
strip and follow the directions.  An S-Packet will have a folded tab
of tape you can use to open the folded paper.  Close the S-Packet by
re-sticking the tab.  Open and close S-Packets gently.  You may keep
an out-of-game list of S-packets you know how to open on your
character sheet.  If you want to write down the location of S-packets
or where they lead, do so in-game.

To show someone else how to open an S-packet that you know how to
open, open it in front of them and say ``I show you how to open this
door.''  Both student and teacher must willingly cooperate for this to
work.


%Some S-Packets will actually lead to secret passageways.  These will
%usually direct you to another S-Packet that represents the other end;
%you automatically learn how to open that one.  If, after searching,
%you can't find the exit S-Packet, assume it exists at the described
%location.


%\clearpage
\section{Closing Notes}

These rules are imperfect.  The GMs reserve the right to violate the
letter of these rules in order to preserve their spirit.  We hope
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.

We should also add, 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.

We hope you have lots of fun.  Good luck.

\end{document}
