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\newcommand\gamename{Caer Phaedria}

\begin{document}

\begin{center}\Huge Rules for \gamename\end{center}

\begin{center}
Written and GMed by {\bf Jake Beal, Susan Dorsher, J, and Jade Wang} \\
\copyright MIT Assassins' Guild and above GM team
\end{center}

{\bf \gamename} uses the Standard Rules.  If you are not familar with
Guild standard rules, please {\em read that.}  They're available in 
{\tt /mit/jemorris/Rules} and at {\tt http://web.mit.edu/jemorris/Rules}.


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

{\bf Game Times:} Game starts at 6pm Friday and ends at 2am the next
Sunday; wrapup is at 2pm.  We will have GMs available from 6pm to 2am
every day.  Outside those hours, we will endeavor to have GMs available
but can't guarantee it.

{\bf Game Days:} For purposes of things that happen ``once per day'' or
``overnight,'' game days end at 6am.  

{\bf Business Hours:} Various mechanics refer to business
hours.  In general, ``Business Hours'' are 6pm until 12am.  On the first
Saturday and Sunday of game, business hours run from noon until 12am.
On the last Saturday of game, business hours run from noon until game
end.  

{\bf Important Rooms:} The Control Room is 12-122.  The Mechanics room
is 12-102.  The Common Room is 24-307.  The portion of Building 12
that's by the Control and Mechanics rooms is a non-combat area.  You
cannot attack into or out of it, and you shouldn't hang out there when
you're not looking for a GM or dealing with Mechanics.

{\bf Out-of-Game Zones:} Basements (and sub-basements, and mezzainines,
etc) and Building 54 are not normal game locations; you
can't go there unless specifically directed to, as per the SR.
%%%%%
\par\emph{[Errata: Only main campus buildings and E-* are ingame.
Living groups aren't.  W20 isn't.]}

{\bf Phones, Email, Zephyr:} Phones and email are treated as zephyr.
Use them only minimally ingame; they shouldn't be used for more than
trying to arrange meetings. Mail for the GMs should be sent to {\tt
cp-gms@mit.edu}.

{\bf Tying people up:} People can be tied up if they are willing or
unable to resist.  If you are tied up and nobody is in ZOC for 5
minutes, you may free yourself.

{\bf Force-feeding:} You can force-feed herbs and potions to someone who
is helpless or unconscious.  Say ``I'm forcing this into your mouth:
1. I'm forcing this into your mouth: 2. I'm forcing this into your
mouth: 3.''  or somesuch.  Anyone in ZOC an stop you.

{\bf Freely Available Items:} For pretty much anything that would be freely
available in Kesuranople and useless for any real game purpose, you can
write yourself an item card.  If you're uncertain about whether an item
would be freely available or useless, ask a GM.  Also freely available
are swords and daggers.  For those, go to the Mechanics Room and grab a
boffer. 

\section{Badges}

The first digit of a badge number is apparent age in decades.  The
second digit is apparent size/strength.

As per the Standard Rules, badge numbers are not
in-game information, and cannot be discussed with other characters.
However, you may be instructed to alter it at times in-game.  If you are
instructed to increase a digit in your badge number above nine or below
zero, that digit becomes zero or nine, respectively.  If you think an
effect is going to be temporary, you can just tell people you run into
the difference in your badge number; if you think it's going to be
long-term, you should modify your badge to display the new number.

If you notice someone's badge number has changed, you do notice
something different about them.  Unless you know otherwise, you can't
really put your finger on what's changed\ldots{}.

\section{Gamespace and the Flames}

As mentioned above, basements are not in-game.  In addition to that,
each day, the Flames sweep closer to the Citadel, and game occupies a
smaller area.  Each night (between game days, so at 6AM), space mapped
to a set of MIT Campus buildings will burn, and be blocked off from the
remainder of gamespace by the Flames.  Unless you're in discorporate
form (see Astral, below), you cannot cross the Flames, and thus cannot
reach sections of game that have burned.  For game purposes, the Flames
are a barrier that takes up no space.

For purposes of finding your way back inside from outdoors, it's ok to
use building entrances that are technically on the wrong side of the
Flames.  You should really only do this if the entrance is near
someplace that's near the Flames or if there aren't any other reasonable
entrances nearby.  \emph{So, if Building 35 has passed through the
Flames, and you want to come inside from outdoors, feel free to use the
entrance that's right next to Building 37 (which hasn't burned yet).}

If you'd like to walk into the Flames, go right ahead.  Unless you know
otherwise, go ``not here'' and find a GM.  You {\bf won't} be returning to
game.

If you want to toss items (or bodies\ldots{}) into the Flames, go right
ahead, and then put whichever items you disposed of in this fashion in
the ``Flames'' envelope in the Mechanics Room.

\section{Jail}

If a willing or helpless person is delivered to jail by a member of the
Judiciary (see the Politics greensheet), they are incarcerated.  The
jail is the first floor of Building 37 and can hold 50 people (including
NPC's). Any PC can, after a half-hour in jail, go ``Not Here'' and
escape from jail, coming back into game at the edge of gamespace.  A
member of the Judiciary can also let someone out of jail.

\section{Tunnels}

If you find a small white sticker with a number identifying a basement
(or mezzanine, or sub-basement, etc), such as ``24-0'' or ``24-B'', you
have found a way to that location.  From that sticker, you can go ``Not
Here'' and head to the location named on it (go ``Here'' again when you
get there).  Even if the building you're going to is in or behind the
Flames, the location you're going to is not.  Any time you are in a
basement area, you cannot freely leave that building and floor; you can
leave by going back the way you got there or if you are told you can go
to another location (by finding another sticker, for example).  You
should find a large manilla envelope, which will contain a description
of where you are.  If you can't find a manilla envelope, you should find
a GM and tell us where you were that was missing one.

If the Flames pass over the entrance to your location in the basements
while you're in them, they also consume you.

\section{Combat}

Combat falls into four key categories: ranged, martial, dueling,
and waylay. These are, roughly, shooting, brawling, sporting
swordsmanship, and mugging.

Conflicts between types of combat are
resolved in order of
precedence: Ranged $>$ Martial $>$ Dueling $>$ Waylay. So if
you shoot somebody, they get shot, regardless of what they're
doing - this probably disrupts their combat quite nicely.
Declaring Martial Combat distrupts any duels in progress,
and you can't Waylay anybody engaged in Martial or Dueling Combat.

\subsection{Ranged Combat}

With some exceptions, ranged combat is handled as per the Standard
Rules.

Guns are muskets and represented by standard patrol (dart) guns.  They
require no stickers, and are \emph{not} concealable.  If you have a
musket, it should be visible and in your hand at all times.  You can put
them down, but unattended guns are stolen by urchins. Guns are, in
effect, ``one-hand bulky'' as per the Standard Rules. Guns are freely
available whenever you're not in line of sight of any other player; just
go around the corner and pull one out.  However, guns start unloaded.
In order to load a gun, you must pass it all the way around your waist
six times.  You can't load a gun if you've got someting in the other
hand.  Firing a gun means it's unloaded again.

There maybe other ranged weapon types out there, but you've never seen
them before.  If you're hit by a projectile, treat it according to the
Standard Rules (Fall down, drop what you're carrying.  Torso hit: you're
unconscious for ten minutes; you bleed to death in ten minutes, minus
five minutes per additional shot that hit.  Limb hit: lose functionality
of the limb.)

It is possible to rescue a gunshot victim with proper medical attention
from a physician at the military hospital in the Citadel.  This is not
to say that the victim will enjoy life very much for the next little
while.  If a torso gunshot victim is brought to the Citadel hospital
before they die, they are stuck in the hospital, out of game for the
next 24 hours. At the end of that time, they are released, out of danger
but still somewhat the worse for wear - for the next two days, their maximum
Phi is halved (round up) and they may not move faster than a slow
walk. After that, they still hurt but have no mechanics effects.

Limb wounds can also be treated at the hospital: 24 hours of
hospitalization will restore function to all injured limbs.
After release from hospital, the limb is full functional, but
still somewhat the worse for wear and hurting - limps are
prescribed.

A person in the hospital is completely out of game for the whole time
they are hospitalized - they are in a healing trance, unconscious,
and well guarded (it is a {\em military} hospital).

\subsection{Martial Combat}

We're using the martial \emph{Phi} system, as per the Standard Rules.
If a mechanic or effect tells you to lose Phi, that's long-term damage
that you recover at the rate of one per day.  Typical Phi is 3; a
cripple or small child would have a 1, an extremely dangerous fighter
would have a 5.

Unless marked otherwise, all weapons are +1 Phi.  
[Erratum: Muskets are zero-Phi weapons.]
All weapons are physrepped by foam boffers of various lengths - in general
swords and clubs are 18 inches while knives are 8.  You cannot use more than
one weapon in martial combat at a time.  You do not require an item card for
a sword or dagger.

Remember: if your personal phi (i.e. \emph{not} counting weapons, or
bonuses from abilities, etc.) hits zero, you're unconscious.  

\subsection{Dueling}

Dueling is covered in the Dueling public Greensheet.  If someone says
``Dueling attack'' at you and you don't want to duel them, feel free to
ignore them.

\subsection{Waylay}

The gentle art of mugging. In order to waylay, you must have a weapon,
physrepped by a boffer [erratum: or musket].

To waylay, you must be within ZoC of your victim. Form the sign of the
devil (index and pinky fingers extended, thumb holding the 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 5 seconds.  Before this time is up,
your waylay is thwarted if anyone attacks you or if the victim indicates
that they have noticed the symbol.  If they react in any way to the
symbol they have noticed; you as the attacker make the call.

If you notice someone trying to waylay you, make it obvious. ``I notice
you'' is unambiguous; use it if you can.

If you succeed in holding the sign without being interrupted for the
five seconds, say ``waylay'' (and perhaps the victim's name, to make it
clear to them what's befallen them).  If you've been waylaid, fall
unconscious for ten minutes.

Some people may be able to waylay in less than 5 seconds, or might even
not require a weapon to waylay.

\section{Seduction}

In order to try to seduce someone, spend five minutes talking to them
one-on-one, without anyone else interfering.  Then, declare ``Seduction
Attack.''  At this point, you and the person you're trying to seduce
should probably pull out your Stat Cards and consult them.  Then, play a
round of rock-paper-scissors.  Each of you have a seduction stat
associated with each of Rock (Aggressive), Paper (Suave), and Scissors
(Clever).  You as the attacker should then announce the value you have
for the stat you played, saying something along the lines of ``and
that's doubled to $foo$'' if your symbol beat theirs (Rock beats
Scissors beats Paper beats Rock).  The defender compares this to the
stat they played, doubling their stat if their symbol beat yours.  If
the stat you announced (doubled, if appropriate) is greater than the
stat your victim defended with (doubled, if appropriate), then you've
seduced them.  If not, they can either stop the seduction combat or
attempt to seduce you, leading to another round of Rock-Paper-Scissors.
The option to attack alternates between you two until one of you
successfully seduces the other or one of you declines to try to seduce
the other.

If you seduce someone, the two of you should go off together and find
a room to yourselves, and spend 15 minutes having sex \footnote{No,
not \emph{really}, unless you want to.  Roleplay.}.  More, if you both
want to.  You can't attempt to harm each other from the point at which
the seduction occurs until 15 minutes after you've finished having
sex.  Don't use seduction to set up ambushes on your seduction victim.

Unless you know otherwise, assume you can't get pregnant from having sex
in game.  If you wish to change this, talk to a GM.

\noindent The following modifiers affect seduction; add these in {\bf
before} any doubling:
\begin{tightlist}
\item If you believe the person trying to seduce you is your cousin or a
closer relation and of the same generation as you, \emph{subtract} one
from your defense.
\item If the person trying to seduce you is of a different race,
\emph{add} one to your defense.
\item If the person trying to seduce you is of the wrong gender,
\emph{add} three to your defense.
\item If you are torturing or being tortured by the person who's trying
to seduce you, add 15 to your defense.
\end{tightlist}

The average seduction stat is 3.

\section{Going Astral}

Taking discorporate form is the dangerous but occasionally useful
practice of separating spirit from body, usually so that you can go
investigate something without the inconveniences of a physical self.

When you become discorporate, you leave your living body
and all your physical possessions behind.  Leave them in a stack
wherever you were when you became discorporate.  Anyone who comes along
while you're away can move or mangle them while you're gone -- even kill
your body, which is rather a rude surprise to return to.  You have no
special ability to find your body while discorporate, so if it's not
where you left it when you get back, you've got a serious problem.

Put on a purple headband, and start yourself a three-hour countdown.  If
you're not back at your living body when your countdown expires, you
fade out and your body dies.  If you die while astral, try to find your
body and mark it ``Dead.''

Until you run out of time, you are insubstantial.  You look like
yourself, only somewhat translucent.  You cannot pick up or otherwise
manipulate any physical object (see the exception below), but you can
see and hear normally.  You can speak but not shout.  You can pass
through things -- but every time you do this, some extra time will be
taken off of your countdown (see below).  While you can put your head
inside a locked chest or closed book (for the appropriate time penalty),
you can't see in the dark or identify objects by touch, so you can't
inventory closed containers.  You may not perform additional magic of
any sort unless the ability card specifies otherwise.


If you are within ZOC of your living body and your countdown has not
run out, you may return to your body.  Take off your headband and pick
up your stuff.  If you try to return to a dead body or one that isn't
yours, you die -- check first if in doubt.  If you return to find your
body dead, you can remain in discorporate form until your countdown
runs out.

In general, as an insubstantial being, you should try to avoid creating
situations where the fact that your character is insubstantial but
your player isn't interferes with other aspects of game.  For example:
try not to stand in doorways, block people who are trying to move
past/around you, stand between someone and the person they're trying
to shoot, etc.  You should get out of the way of people who have
substantial bodies.

While you cannot martial attack people while astral, people who aren't
astral \emph{can} martial attack you; if they do, you can automatically
break combat after every round.

Some items are marked ``can be moved by astral characters.''  You can
move and/or carry these while astral.  You cannot carry more than
\emph{one} of them at any time while astral, however.  All Crystals and
all Spiffy Items can be moved by astral characters.

If you find items on the far side of the Flames, assume you can move
them through the Flames into normal game space.  Don't try to move items
through the Flames into the region that has burned, that counts as
``tossing items into the Flames.''

\vspace{\baselineskip}

\noindent {\bf Time penalties:}
\begin{tightlist}
\item In general, passing any part of you through any physical object or
person: 10 minutes off of your countdown.  This includes participating
in a round of martial combat (you do no damage), walking
through closed doors, etc.
\item In general, anything that would cause you damage were you not
astral (being shot, a round of martial combat where you would have lost
phi, being waylaid, etc): 20 minutes off your countdown, instead of the
10 above.  Do not use this to block shots aimed at other people, or the
GMs will become angry and smite you.
\item Entering the Flames: 30 minutes off your countdown, entering from
either direction.  Don't get stranded on the other side of the Flames
without enough time on your clock!
\item Passing through citadel stone: impossible.  You fade out while
stuck in a wall, and die.  Note that the {\em doors} in the citadel
are of wood and metal and regular stone.
\end{tightlist}

Note that it's probably easier to keep track of when your time runs out,
rather than keeping track of when you started counting and how much time
you have left.

\subsection{Astral Combat}

Normal martial combat is impossible while astral.  However, astral
characters can waylay each other as if they were holding a weapon.  They
can also Killing Blow each other.  

Some mages are capable of using waylays and Killing Blows against astral
characters while they themselves are not astral.

\subsection{Becoming Astral}

Anyone can go astral by going to Crazy Sergei's Astral Extravaganza on
the fifth floor of 37 and following the directions there.  Your body and
items are kludgite-safe there, as long as you're astral.





\section{Spiffy Items}

Some items are marked with colored stars (or say on them that they have
a colored star on them; if you find one like that, you should get an
appropriate star for it when you get a chance).  These Spiffy Items are
not stashable.  If they're left alone (unless left in a manilla envelope
such as a room packet in the Citadel; see below), urchins steal them;
give them to a GM if you want to just drop it somewhere. Some items
are also Unconcealable: this means that in addition to being unstashable,
they must be worn or carried visibly.

In addition, if you're carrying around or wearing an item with a colored
star on it, you should get a star of the same color and put it on your
namebadge.  Everyone can tell that you're carrying around something
Spiffy.  

\section{Macro-Economic Units}

Some items are marked ``MEU,'' indicating that they're Macro-Economic
Units of stuff.  An MEU is way too much stuff for a single person to
move by themselves.  In order to move one, you need a Labor Mob (see
Mobs, below).  For simplicity's sake, MEU's are indivisible.

In general, MEU's can be stashed \emph{as though they were not bulky!}
This represents finding a discreet warehouse somewhere in which to hide
your goods.  For all other purposes, though, MEU's are bulky.  You
cannot conceal them on your person!

Space inside the Citadel is limited (see the Scenario for a list of
which buildings are in the Citadel).  In order to leave an MEU of
something in the Citadel, you must put it in a room in the Citadel.
Rooms are mechaniced by large manilla envelopes that indicate their
capacity in MEU's.  You can't put MEU's into a room if it would overflow
the capacity of the room.  You can also put non-MEU items into a room if
you wish; these packets are the one place that you can put Spiffy Items
without them wandering off (well, at least until another PC runs across
it).

If you see an MEU sitting around in the Citadel but not in a room
packet, please (as a player; don't spend labor mobs on this) scoop it up
and dump just outside a nearby entrance to the Citadel.  This isn't
critical: if you're not going near an entrance to the Citadel in the
near future, don't bother.


You can't take MEU's outdoors. 

MEU's can be labelled as belonging to a character.  For postgame
purposes, an MEU belongs to whoever its label says is the owner.
Unlabelled MEU's are considered to be owned by the owner of the Citadel
space they're in.  To label an MEU, use Labor Mobs (see below).

Various mechanics allow you to expend MEU's for an effect.  Unless they
specify otherwise, you must have the MEU's at a ``Roiling Mass of
Humanity'' sign to do so.

If you want to destroy an MEU, toss it into the Flames, or blow it up
with gunpowder.

\subsection{Where MEU's Come From}

If you start with MEU's in your character packet, your character sheet
should tell you where they start.  Each such MEU doesn't exist in game
until you spend a point of carry (see Labor Mobs, below) in that
location.  At that point, the MEU you spent the the point of carry on
appears; pull it out of wherever you're keeping it.  You can now pick
it up like any other MEU (again, see Labor Mobs).  If an item is more
than one MEU, you must spend points of carry equal to the number of
MEU's involved to bring it into game.

There are also MEU sources in game.  They operate as a point where
people can spend a point of carry to produce certain MEU's.  Some are
public, where anyone can do so. Hopefully, we'll have packets up with
MEU cards available at public MEU sources;  if not, grab the item cards
from the Mechanics Room before heading off.  Other MEU sources are not
public; only specific people can use them.  If you start with
information in your packet about an MEU source, you can use it.  In
either case, do not assume there'll be a sign or packet indicating the
source is there, just go to the location and use it.

\section{Mobs}

A person wearing a red or green headband is at the head of a mob of NPCs,
typically a dozen or more. These mobs come in two flavors: Military Mobs
(red headbands) and Labor Mobs (green headbands). A Military Mob is a
dangerous group of people with weapons and willingness to use them: it
might be a dozen pinkertons with clubs, or an unruly mob of twenty
drunkards, or five soldiers with bayonets and muskets. A Labor Mob, on
the other hand, is a group of people ready to build things or move heavy
objects.

You use a mob by putting on a headband for it.  Once you've put the
headband on, you've consumed that mob for the day.  It will last for an
hour, or until something causes it to go away (such as you taking the
headband off).  If you're leading a military mob, you can be leading no
other mobs at the same time.  If you're in the Citadel, you can be
leading only one mob; outside the Citadel, you can be leading multiple
Labor Mobs at the same time (no, you don't need to be wearing a
different headband for each one).  

If you have a mob you can use, you can activate that mob for another
willing player.  They put on the appropriate headband, have the use of
the mob until it times out or otherwise dissipates.  If you want to
allow someone to use one of your mobs, you can't grant someone the power
to at some point in the future use the mob -- you have to directly
activate it yourself.

\subsection{Labor Mobs}

A labor mob is represented by a green headband.  When you're leading one
or more
labor mobs, you can carry MEU's.  Each labor mob can be used to transport
up to two MEU's of stuff; this is referred to as giving you two points
of carry.  

A point of carry allows you to pick up an MEU and transport it across up
to one floor boundary or building boundary.  With that point of carry,
you can move it freely around on the floor of the building you started
in, and freely in the new area you moved to, as long as you don't cross
any more floor or building boundaries.  

\emph{Example: You pick up an MEU on the third floor of Building 5,
using a point of carry.  That point of carry allows you to move it
anywhere you want on the third floor of Building 5, and to walk into the
third floor of Buildings 1 or 7, or to take it to the 2nd or 4th floor
of Building 5.  If you take that MEU to the 3rd floor of Building 1, you
now can't carry it into Buildings 3 or 5, nor can you go up or down
stairs without spending another point of carry.}

A single point of carry does \emph{not} permit you to pick up more than
one MEU.  You can't use the same point of carry to pick up an MEU on the
third floor of Building 5, move it somewhere else on the third floor of
Building 5, then pick up another MEU.

Thus, a single labor mob allows you to carry one MEU across two floor or
building boundaries; you could instead use that labor mob to carry two
MEU's across a single floor or building boundary.

While in the Citadel (Buildings 24, 26, 34, 36, and 38), you are limited
to leading only one Labor Mob at a time\footnote{things get cramped in
there}, and thus can only carry two MEU's at a time while inside of it.
Elsewhere, you can use as many labor mobs as you have at once, carrying
a large number of MEU's together.  The Citadel, however, counts as all
being a single building, and all being a single floor.  One point of
carry will permit you to carry an MEU into the Citadel from an adjacent
building and move that MEU to anywhere within the confines of the
Citadel.

When carrying a single set of MEU's across multiple floor or building
boundaries, you don't have to take headbands off and replace them; just
keep track of your expenditure of your labor mobs.


\emph{Example: Bob really likes rocks, and wants to put them in the
Citadel.  He's got a room on the first floor of 38 in the Citadel, and
has a lot of rocks on the second floor of Building 2 he wants to get
there.  He's got four labor mobs available to him, so he puts on a
headband and picks up an MEU, expending one carry.  (Bob's rocks were
already in game.  If he'd had a source for MEU's of rocks on
the second floor of Building 2, it would have cost an additional point
of carry to pull them out of the source.)  He walks down to the first
floor, not expending carry (the first boundary-crossing is included in
the pick-up point) and then crosses into Building 4.  This being the
second floor or building boundary, he needs to expend the second point
of carry of his mob to take the MEU to Building 4.  He then continues
into Building 8, then Building 12, consuming another two points of
carry, and thus a second labor mob, in the process.  From Building 12,
he enters Building 24, which is part of the Citadel.  He's now using his
third labor mob.  He can then walk up to the third floor of 24, into 34,
then 38, and down to the first floor of 38 all on that one point of
carry.  Having gotten to his room in 38, he finds that some dastardly
person has already filled it with sand, which he hates.  Having a point
of carry left on his mob, he picks up an MEU of sand, and deposits his
MEU of rocks in its place.  Now, he's got an MEU of sand he needs to
dump somewhere\ldots{}. }


\emph{Bob could also have used his four labor mobs to pick up eight
MEU's of rocks on the second floor of  Building 2 and carried them into
the second floor of Building 4.  There, he wouldn't be able to carry
them any farther, so he'd be clever and hide his eight MEU's of rocks
somewhere on the second floor of Building 4 so that he can come back
later when he's got more labor mobs.}

Lugging around MEU's with labor mobs isn't the most efficient way to
move large amounts of stuff around the countryside, though.  There are
three rail lines and two river barge lines near the Citadel (see the
Scenario for where they are and who operates them).  Moving MEU's along
a rail line or barge line (i.e. moving from a floor/building that has a
particular rail line to an adjacent floor/building that has the same
rail line) costs nothing, \emph{assuming you have the
permission of the owner} (you do have to spend carry to pick up the
MEU's in the first place, of course).  Any time you get permission to
use a rail or barge line, the owner will tell you how many MEU's you are
permitted to move with it.  


MEU's can be labelled as to ownership.  Labelling an MEU of stuff as
yours requires you to expend one MEU of carry from a mob (essentially,
labelling an MEU requires as much work as lugging it somewhere does).
You can't relabel or unlabel an MEU that's labelled as someone else's.
Exceptions: There are special Judicial Labor Mobs which are assigned to
the Judiciary which have the power to unlabel any MEU's; the
exercise of the governmental power of Eminent Domain allows one to mark
an MEU as ``Seized'' (without expending labor mobs) which gives over its
ownership to the government.  The governmental power of Trade can be
used to unlabel seized MEU's.

Labor mobs are groups of random NPC's.  If you get shot while leading a
labor mob, you got shot, \emph{and} the mob runs away.  If you shoot a
gun, or run, or enter martial combat, or get waylaid\ldots the mob runs
away\footnote{However, if you get into a duel, they'll hang around and
watch.}.  If you're carrying stuff and your mob disperses, the stuff
you're carrying falls where it is.

If you're carrying MEU's around in the Citadel, the only place there's
space to set them down is in the room packets.  If you want to put down
an MEU, find a room to put it in or drop it outside the Citadel.  You
\emph{can} do things that would cause your mob to vanish and end up
dropping the MEU, but don't use this for the purpose of dropping the
MEU.  (Similarly, if you find yourself in the position where you
\emph{can't} carry an MEU out of the Citadel, then feel free to drop it
somewhere inside. 

Don't try to use mobs as witnesses.  They won't see or remember
anything.

\section{Military Mobs}

Military mobs are spiffier than labor mobs.  They're represented by
wearing a red headband.  Military mobs will disperse if you run while
leading them, but do \emph{not} run away when you're shot, or shoot, or
get into a fight.  They'll take the first two gunshots for you (which
disperses them), and they give you a +1 in martial combat.  In addition,
you can't be waylaid while leading a military mob.

Military mobs will not carry MEU's.  However, they are
particularly useful in moving NPC's out of the Citadel (see NPCs below).

Like labor mobs, military mobs aren't any use as witnesses.

\subsection{Notes on Mobs}

While you probably have a certain number of mobs you can use each
day, you can get access to more mobs in various ways.  Almost always,
mobs acquired this way are one-use mobs, and vanish after that use.

If you die, your daily mobs may end up working for someone else for the
rest of game.  When you tell the GMs that you've died \footnote{You
\emph{are} telling the GMs that you've died, aren't you?}, hand over
your daily mobs then.

\section{Non-Player Character Cards}

There are a lot of NPC's wandering around, and most of them want to get
into the Citadel.  

\subsection{NPC Families}

Groups of NPC's, in the form of nonconcealable nonstashable item cards,
can also be stuffed into the Citadel.  Generally, such NPC item cards
will follow around any PC who chooses to lead it (ie. anyone who picks
up the item card).  They are one-hand bulky as per the Standard Rules,
and they take up space in the Citadel just like MEU's of
stuff (one MEU per card of NPC's).  Anyone who has access to a suite in
the Citadel can freely put such NPC item cards into it and take them out
of it.

If the NPC item card in question has been stamped ``Approved'' by the
Citadel Access Authority, they can \emph{not} be freely removed from a
suite in the Citadel.  In order to be able to pick up an NPC item card
that is so stamped and already in a Citadel suite, you must be leading a
military mob.  You can then lead them around normally, but they
\emph{are} still Approved and thus if you put them into a suite, they
won't come out again unless someone leading a military mob moves them.

If you're lugging around one of these groups of NPC's, you should not
freely ditch them.  You can drop them into a suite in the Citadel that
has enough space for them, or hand them to another PC who is willing and
able to take them, or put them into one of the packets marked ``Roiling
Mass of People.''  Similar to lugging
around MEU's in the Citadel, if you have a good reason that you can't
hold them anymore (e.g. you need to reload your gun), that's fine.  Just
try not to leave NPC cards scattered around campus and don't try to hide
them in random places.

You can take an item card of NPC's from someone who is unconscious or
helpless if you wish.  If you die, any NPC's you're leading around
scatter and will reappear in one of ``Roiling Mass of People'' packets
(pocket them and get a ghost or GM to deal).

NPC cards that start in your character packet (such as, perhaps, your
family) do not appear in gamespace unless you bring them in.  You can
take them in and out of game at any ``Roiling Mass of People'' packet.
While in game, they act like any other NPC item card.

Unless you know otherwise, you can't force an NPC card to walk into the
Flames.  

\subsection{NPC Resources}

Wandering around game, you may find an NPC card taped to a wall.  The
side displayed should have a date and time on it.  If that time hasn't
passed yet, you can look at both sides of the card but cannot take it.  

If the time has passed, you may pick up the NPC card as if it were any
other NPC card (one-hand bulky).  The NPC resource card will say what
it's redeemable for.  At the Mechanics Room, you can turn in the NPC
resource card for whatever the card says you get.  Feel free to trade
NPC resources to other players, stuff them in the room packets in the
Citadel, or anything else you can do with other NPC cards.

\section{Doors}

Most rooms in the Citadel have doors on them.  Doors are always openable
from the inside, and are always locked if closed.  To open a door, you
must have the appropriate key.

\section{Gunpowder}

You can use 10 item cards of gunpowder to destroy a door, and 20 per MEU
to destroy an MEU item card.  To blow something up using gunpowder,
assemble the gunpowder with the item to be destroyed, use a three-count
``I blow this up one. I blow this up two. I blow this up three.''
Anyone in ZOC can stop you.  If no one does, say ``Boom'' in a
moderately loud (but not yelling) voice.  The gunpowder and the item
have been destroyed.

A gunpowder explosion will not harm PC's in any way.


\section{Money}

Money is issued by an individual or House.  It indicates on it its value
in fractions of an MEU of something.  If you present an MEU's worth to
the individual or Head of the House, they are legally obligated to
provide you with the MEU within 24 hours.  This is enforced via the
Justice system (see the Politics greensheet).

\section{Riddle Trails}

If you are following a riddle trail, you will know which riddle trail
you're on by it's identification (e.g. ``PQ'').  To start the riddle
trail, find the appropriate folder in The Box (which is in the Mechanics
Room) and locate e.g. ``PQ1.''  It will direct you to a particular
puzzle in The Box.  That puzzle will be either a picture of a location
on campus or a riddle directing you to a location on campus.  Find the
dot near that location with the puzzle's label (which may be on either
side of the Flames), then you've solved the
puzzle.  ``PQ1'' tells you where to go after that.

Once per day, you may ask a GM for the solution to a puzzle you've been
trying to solve for at least 24 hours.

Riddle trail dots are out-of-game information.  You can't
talk about looking for a particular one, and you can't lead people to
dots or tell them where they are.   If you know the place someone
is looking for on a riddle trail because you solved the puzzle yourself
or otherwise know the destination of the puzzle, it's fine to tell them
the location or lead them there.  That's ``You're looking for the bubble
machine? That's by 6-120'' as opposed to ``oh, you're looking for RN3?
That's over near 6-120!''

\section{Public Greensheets}

The following exist:

\begin{tightlist}
\item Dueling
\item Politics
\item Research
\end{tightlist}

\end{document}
