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\begin{document}

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

\begin{center}
Written by \textbf{Jake Beal, Joe Foley, and Jim Waldrop} \\
GMed by \textbf{Jake Beal, Joe Foley, Jim Waldrop, Anna Folinsky and rax} \\
\copyright MIT Assassins' Guild and above GM team\\
\rcs$Id: rules.tex,v 1.14 2002/10/24 02:29:14 foley Exp $
\end{center}

\textbf{\gamename} uses the Standard Rules.  If you are not familiar with
Guild standard rules, please \emph{read that.}  (They're available 
at \texttt{http://web.mit.edu/jemorris/Rules} and
in \texttt{/mit/jemorris/Rules}.)  Experienced SR users, see the ``Edition 
History'' appendix.

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

{\bf Game Times:} Game starts at 6pm Friday and ends at 12 noon 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 Break:} will occur from Tuesday at 6am
through Wednesday at 6pm. No game action at all is allowed during game
break: go catch up on your real life.

{\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 Email and Phones:} You may use email, phones, and other forms of
electronic communication freely, even for in-game discussions.
Obviously, it is highly recommended that you do most things in-game if
possible.  If you plan on using FRS radios for communication, avoid
using channels 8-14 as the GMs will be using them.

{\bf Important Rooms:} The GM Control Room is 34-302, retreating
to the 38-3 Athena Cluster outside of business hours.
The Box will be in 34-3 Lobby, retreating to the GM room when necessary.
The Common Room is 34-301. For other rooms, see the section on Game Space.

{\bf Out-of-Game Zones:}
Basements (and zero-th floors, sub-basements, etc) are not normal game
locations; you can't go there unless specifically directed to, as per
the SR.

{\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 drugs 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 (e.g. ``I'm injecting you'' for a needle).  
Anyone in ZOC can stop you.

{\bf Freely Available Items:} For pretty much anything that would be
freely available in a shopping mall and useless for any real game
purpose, you can purchase it for a small amount of money and write
yourself an item card.  If you're uncertain about whether an item
would be freely available or useless, ask a GM.

{\bf Bulkiness:} L5 has the concept of {\bf half-dots} of bulkiness. 
If something is 0.5 dot bulky, then it counts as non-bulky unless you
are carrying another 0.5 dot bulkiness item, in which case the two
together count as 1 dot of bulkiness. Accordingly, a single 0.5-dot 
bulky item can be concealed --- it's about the right size to fit in a big 
BDU pocket --- but if you have two, then {\em both} must be carried
openly.

{\bf Physrep Bulkiness:} Some bulky items have a large/heavy physrep
attached.  If this is so, and you can move the item with less dots of
carry than the card specifies, you can move it anyway.  Kludgite carts
will be at the GM room for people to borrow and haul heavy items
around.  You can only put one item on a cart at a time.

\section{Game Space}

The L5 cluster is respresented by the MIT campus. The habitats of the 
cluster are a makeshift patchwork of castoff space technology, used
equipment bought cheap, and homemade improvisations. There are all
sorts of random modules and habitats, connected by a complicated
webwork of passage tubes. The portion including Habitat 7 and Zion Cluster 
is represented quite well by the buildings of the MIT main campus 
(the area enclosed by Ames St, Vassar St, Mass Ave, and Memorial Drive).

Outdoors is vacuum between buildings: see below.

Habitat 7 is the standard SIK area (Bldgs 24, 26, 34, 36, and 38) plus
16 and 56.  Zion Cluster is buildings 1, 3, 5, 7, and 9.  Areas not
listed are miscellaneous modules, habitats, temporary connectors, etc.
There are observation decks at 34-2, 3-4 and the E40-E51 bridge.

Space taxis are available every hour on the hour from Hab 7 and Zion
Cluster to Delos Station, and every hour on the half hour from Delos
Station to Hab 7 and Zion Cluster. Delos Station is mechanicked on
campus as Building E53. Space taxis leave from 34 lobby (Habitat 7)
and the lobby at the corner of building 3, 1st floor (Zion Cluster).
You must take a space taxi to get from one station to another.

\subsection{Important Game Locations}

There are med labs available at 26-310 and 5-217.
The Street (see below) can be found in 34-1 Lobby and 9-1 Lobby.
(If the Street is low or missing, tell a GM)
The Habitat 7 Captain's Bridge is located in 38-166.
The Habitat 7 Computer Center is located in 38-136.
Zion Cluster's Administrative/Computer Center is located at 3-343.
The Card Shop is on Delos Station, and includes instructions on how
to get cards from it.

\section{Hard Vacuum}

\topquote{The Good Lord must love vacuum, because he sure made a lot of it.}
{Beamjack Folk Saying}

Everything that's not inside is in space. And even though the L5 point's
gravitationally stability means that all sorts of crap, including gas,
tends to accrete there, outside is still hard vacuum. That means if you 
go out without a spacesuit, you're breathing vacuum, groundhog. But that's
why space stations don't have doors, they have airlocks.

\subsection{Airlocks}

Every door exiting a building is a one-man automatic airlock. To use
an airlock, tag the door and begin a 15-count of ``I cycle the airlock
1, etc.'' Once you start an airlock, it's automatic: you cannot abort
the process. Airlocks are also the only system 

When cycling from station to vacuum, the airlock counts as vacuum 
starting at 8. When going the other way, it stops being vacuum starting
at 8.

An airlock can contain at most 3 dots of bulkiness when a person is
involved. That means only one person can use an airlock at a time: you
can't fit two even with squeezing. Nor can you fit more than 1 dot of
bulkiness into an airlock along with you. This also means
that an airlock can only be used in one direction at a time, and that
you can't effectively pursue somebody through an airlock.

You can fit a single item of up to 9 dots bulky if noone is in the
airlock.  This item then will be spaced and slowly drift off if you
don't pick it up afterwards.  (If you space an item, leave it in the
GM folder with a note.)

If someone is helpless or willing, you cycle them through an airlock.
This is a particularly horrible way of killing somebody, though rather
inefficient. It is {\em not}, however, a good means of body disposal:
L5 is gravitationally stable, so the corpse will just end up floating
around the cluster until it's picked up by an inhabitant.

\subsection{Blowouts}

The other way to find yourself breathing vacuum is a blowout. Blowouts
are the sudden decompression of a section of station, generally caused
by violent, antisocial behavior. 

If a gunshot hits a wall, then that area is immediately vented to
vacuum. If a room, then the entire room is vented to vacuum; if a
corridor, then everything within line of sight out to the nearest
building boundary or closable door. If a bomb is set off, then all
areas within double ZOC of the bomb are immediately vented to vacuum:
so if the bomb went off near the door of a room, then both the room
and the area through the door are vented to vacuum. 
It is also rumored that the security systems for some areas may
include the ability to vent those areas to vacuum.

During a blowout, the borders of the area vented to vacuum act are
{\bf sealed}. Nobody can go in or out for 5 minutes. Suck it up,
and hope there's nobody in a vacc suit who wants to play target
practice.

Automated systems repair blowouts quickly, repressurizing the area 5
minutes after the blowout occurs. These repair systems also obstruct
even the path between a bomb blast and the outside, so no, you can't
walk through the walls when an area is vented to vacuum.

\subsection{Surviving Hard Vacuum}

Humans aren't designed to durvive vacuum: if you find yourself unprotected
in vacuum, breath out and yawn. This will keep your eardrums and the 
alveoli in your lungs from rupturing due to pressure differential. You will
experience swelling in your face and other body parts, along with an 
incredible cold, but neither of these effects are actually dangerous,
though every part of your body will hurt like hell.

More importantly, your brain is experiencing oxygen starvation, so
you've got 5 minutes to live. For the first minute, you are
conscious. After that, you fall unconscious in a Vacuum Coma: at the
end of 4 minutes, you are dead.  (Note: you actually stay unconscious
just a little bit longer, so you can't just kill someone by shooting
the wall.  As soon as the repair systems fix the hole, there's just
enough air bring you back to consciousness even if someone shoots the
wall again.)

A better way to survive vacuum is to wear a vacc suit. Vacc suits are
generally rather cumbersome, take some time to put on and take off, 
and are vulnerable to gunfire. Getting injured while in a spacesuit 
also trashes the spacesuit, venting it to vacuum. Vacc suits are available
on the Street, among other places.

There are armored vacc suits, which are resistant against damage up
to and including gunshots. These are {\bf scary} and hard to get, not
to mention very threatening in implication. In L5, wearing an armored
vacc suit is generally considered an overt hostile act.

Finally, L5 has rescue systems in the form of survival bubbles. If
you are in a blowout, then survival bubble dispensers open at the
doors which are sealing your area off from the rest of the station
(e.g. the doors of a room or the building junctions of a corridor).
Anyone tagging one of these locations can get a survival bubble:
basically, a big self-inflating plastic bag. A survival bubble is 1
dot bulky and takes a 10-count to put on. Survival bubbles are also
extremely fragile: while you are in a survival bubble, you may take no
action besides talking and walking heel-toe. Moving faster or being
involved in any sort of combat instantly shreds the fragile bubble,
venting it to vacuum.  When not worn, a bubble is 2 dots bulky.

\section{Explosives}

Sometimes you've just got blow shit up. Fortunately, that's pretty
easy: there's quite a bit of military explosives around the L5
cluster, and what with the ``this side towards Enemy'' and ``pull pin
to start timer'' user-friendly interface, anybody can use one.

Bombs are usually represented by foam blocks with a countdown timing
device strapped to them. There are other form factors, but they are
less common.  To use a bomb, you must emplace it --- no starting a
bomb while it's being carried! Once emplaced, a bomb's timer may be
set for 30 minutes or more (people particularly knowledgable in
explosives may be able to set shorter times). While the timer is
running, the bomb cannot be moved.  When the timer goes off, the bomb
explodes: anybody within ZOC is just dead, and anybody within double
ZOC is unconscious and bleeding with 10 minutes to live. Just to make
things worse, all rooms within double ZOC of the bomb are vented to
vacuum.  Zoc is measured by having a person stand where the bomb was
and measuring outward.

Anybody may attempt to disarm a bomb: flip a coin three times. If it
comes up all heads, you have disarmed the bomb and may stop the
timer. If it comes up all tails, you have set off the bomb --- oops.
If it comes up something else, the bomb is unaffected: you may try to
disarm it again if you wish.  The act of flipping the coins is
instantaneous.  If you are interrupted after you start, finish
flipping the coins before resolving the interruption.

Bombs have distinct chemical compositions which make them
easy for a sophisticated security system to detect. L5 is, of course,
littered with such security systems that make it pretty much
impossible to carry around explosives without being detected --- but
other than that, the security forces don't particularly care. If you
are carrying explosives, then every time you pass a building junction,
or encounter a sign for a bomb-detector, you should say: ``Beep. Bomb
detected.''  Then it's up to the people nearby to decide what they
want to do with this information...

Bombs are available on the Street in Hab 7: see the Street section
for details.

\section{Ranged Combat}

The preferred way of killing people is with guns. Everybody starts
out with one disc gun or two dart guns (your choice). If you are hit with
a projectile of any sort, you are {\em Wounded}: fall down unconscious,
you have 10 minutes to live. Additional hits reduce this by 5 minutes,
so three shots will kill anybody instantly.

Additional disc and dart guns are available on the Street (see below). 
There is a wide variety of weaponry available, though.
{\bf There are means within game to get a gun which uses ANY non-dangerous phys
rep.}
(No CO$_2$ powered or other stupid weapons: if you think something
might be sketchy, get GM approval before bringing it into game.)

Bulletproof vests exist: they are concealable and stop 3 bullets
before becoming trashed and worthless. 

\section{Martial Combat}

Martial Combat uses a modified Darkwater combat system.  Everybody has
an Attack stat and a Def stat, representing your skill at hurting
others and defending yourself. The average untrained schmuck has 
Attack 1 and Def 3. 

Weapons raise your effective Attack, and also make martial combat more
deadly: they will say how much they add on the item card. You may only
use one weapon at a time in martial combat.  In order to use a weapon
in martial combat, it must be drawn when Martial Attack is declared.
Guns aren't useful in martial combat, though if you can drop all your
attackers before your 2 seconds are up, you don't have to defend
yourself.

To attack somebody, go up with ZOC of them and say ``Martial Attack
$x$'', where $x$ is your effective Attack.\footnote{You may pull your
attack if you wish.} Your friends may help you
by also coming in ZOC and saying ``Martial Assist $y$'' where $y$ is
their effective Attack within 2 seconds of your attack (if they 
wait too long, they're worthless.) 

The person attacked now has two seconds the respond to the attack. He
adds up the numbers attacking him and compares it with his Def: if his
Def is equal or greater, he has defended successfully and says
``Resist''. If his Def is less than the total attack, or he fails to
respond within two seconds (i.e. is {\em surprised}), he loses the
combat and falls down unconscious. If anybody attacking him was
wielding a weapon, he is {\em Wounded} and has 10 minutes to live:
otherwise he is {\em Knocked Out} and will wake up in 5 minutes.

{\em Example: Fred and Bob want to take down Jim and Biff. All four
are normal folks with Attack 1, Def 3. Fred walks in ZOC of Biff and
says, ``Martial Attack 1!'' and Bob chimes in ``Martial Assist 1!''.
Biff has no pants and sits there with his mouth open, losing and
getting Knocked Out. Meanwhile, Fred and Bob pull the same thing on
Jim, who has his wits about him and responds immediately ``Resist!''
because his Def of 3 is more than their combined attack of 2. If one
of them had a lead pipe (+1 Attack) he still would have resisted, but
if both did, he would have lost and been Wounded because he was attacked
with a weapon.}

\section{Waylay}

Some people know how to waylay --- bonk you on the back of the head
while you're not looking, and knock you out. {\bf You cannot waylay 
unless you have an ability which allows you to do so.}

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, you are
Knocked Out and will wake up in 5 minutes (see below).

\section{Killing Blow}

If somebody is helpless or willing, you may simply kill them.
Standing in ZOC with a weapon in hand, say slowly, ``Killing Blow 1,
Killing Blow 2, Killing Blow 3'' and brandish the weapon/shoot the gun
once.  If nobody within ZOC says, ``I stop you'', then you have killed
them. Congratulations.

\section{Injury, Death and Recovery}

There are 5 states of health: Conscious, Knocked Out, Vacuum
Coma, Wounded, and Dead.  Conscious is your normal
state. If you are Knocked Out, you are unconscious but otherwise
unharmed, and will wake up in 5 minutes. If you are in a Vacuum Coma,
then your brain is suffocating: if you are not returned to a pressurized
environment in 4 minutes, you are Dead; however, you will return to
Conscious immediately upon re-pressurizing. If you are Wounded, the you
are unconscious and bleeding to death: you have 10 minutes to live,
and will not wake up unless healed. If you are Dead, you are dead.

If you are both in a Vacuum Coma {\em and} Wounded, then it's a race
to see which kills you first.

Whenever your Def is reduced to zero, you become Wounded --- your Def
stat cannot go below zero. Likewise, when you are Wounded, your Def stat
is reduced to zero. 
When you are Knocked Out, your Def is reduced by 1: this may cause you
to become Wounded.

If you are Wounded and something happens that would make you Wounded
(like, say, getting shot again) then your time to live is reduced by
5 minutes or to 10 minutes, whichever is less. (e.g. if you've got 9
minutes to live, it drops to 5. If you're at 20 minutes, thanks to
First Aid, you drop to 10.)

If someone is Wounded, medical help is possible by laymen, EMTs, and
doctors.  Anybody may perform First Aid on a Wounded person: this
takes one minute and triples their remaining time to live (e.g. if you
perform first aid on somebody with 4 minutes to live, then when you
are finished they will have 3x3 = 9 minutes to live).  First aid can
only be performed on a wounded person for a given wound once.

EMTs and doctors can stabilize Wounded people, postponing their death 
indefinitely. As long as the person sits their stabilizing you, with both
hands on you, your countdown to death is paused: the moment they take
any other action besides stabilizing you, your countdown continues.
{\em This includes moving you! If you want to move somebody stabilized,
you need one person to stabilize and another to carry.}

EMTs and doctors can also heal Wounded people: when they have finished
their treatment, you return to consciousness with 1 Def.

If you are Knocked Out, you just have to wait out the time before waking up.

\subsection{Recovery}

There are medlabs in game, at which you can recieve better medical
treatment. Zion Cluster and Habitat 7 have medlabs where you can be
treated by PC doctors. Delos Station has a medlab where you can be
treated by NPC doctors.

In addition to medical intervention, your Def recovers by 1 at the end of
each game day.


\section{NPCs}

In addition to the Player Characters, there are a number of NPCs which
may turn up throughout the course of game. You should, in general, interact
with them just as you would another character. There are a couple of
special categories of NPC which you should know about, however.

{\bf Couriers:} Couriers from the Couriers Guild and DHL EICS enjoy a 
special protected status in L5. Couriers carry information encrypted 
in cyberwear in their heads, as well as items. They are considered 
very reliable, and not to be fucked with. In the past, when bad things 
have happened to Couriers from either organization, investigation and
retribution was not long in coming. Standard courier fee is \$500 for 
local within L5, \$3000 to send something between L5 and Earth, payable
up front. Tipping is encouraged.

{\bf Jackbooted Thugs:} In case of riot or mobs, various official
or unofficial organizations have squads of jackbooted thugs which
they send in to ``keep the peace''. Generally, ``peace'' is defined
as the soothing sound of semiconscious people groaning and the ringleader
screaming soundlessly on the wrong side of an airlock.

\section{Truth Serum}

There is truth serum in game. It forces you to answer three simple
short-answer questions, and hurts you (specific instructions come with
a dose of truth serum). It is generally rumored that truth serum was
originally developed as a combat drug, but abandoned due to dangerous
side effects.  If you think you've used truth serum before, ask the
GM's and we'll give you more info.

\section{Seduction}

Seduction in L5 is WYSIWYG. Roleplay accordingly.

\section{Money}

People use credsticks to access their money, which is held in various
secure electronic forms. Money can be transferred from a credstick to
vendor systems, or between credsticks. A credstick is personalized and 
secure: nobody but its owner can use it.
If you lose your credstick, you can get it replaced the next day (just
write up a new copy of the item card).

\section{The Street}

Usually, the difficulty in acquiring items is not how much it costs,
but how hard it is to find one that is for sale. All sorts of things
go through the L5 cluster. More fascist societies would consider the
bazaars that exist on Zion Cluster and Habitat 7 to be ``black
markets'', but nobody up here cares.

The Street, with these vendors is in 34-1 lobby (Habitat 7) and 9-1 lobby (Zion
 Cluster)
To buy something off the Street, one must first find one of these
bazaars, represented by a sign. A list of items will be present, as
will a list of item numbers. Anyone may attempt to acquire named
items; you may only attempt to acquire item numbers if you have a
good, mechanics-based reason to know what that item number should
represent. (If you are in any doubt, see a GM. This is another one of
those mechanics that we would prefer that you not cheese.)

Each item will have a Difficulty Rating (DR). Each player may also
have a Streetwise rating - this makes it easier to acquire items on
the Street, and players who do not know otherwise have a default
rating of 0. To acquire an item, you must flip a coin and get (DR -
Streetwise) heads in a row. This represents the amount of time spent
finding the item in the bazaar. Some monetary transfer may also be
necessary, depending on the specific Street; this will be detailed on
the sign. You may only flip one coin at a time, and you must wait at
least one second between coinflips. If you have a clever idea for
circumventing the timesink portion of this mechanic, please run it by
a GM so we can figure out if we need to shoot it down.

Generally, after an item is acquired, you may not attempt to acquire
another item for 15 minutes at that Street sign.  Some signs may have
differing directions -- follow them.

\section{The Voice of L5}

This is a daily newspaper published by a consortium of L5 entities,
including Zion Cluster, Habitat 7, and Delos Station, headed by the 
Navigator's Guild. Copies will be available in the common room.

\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. ``PQ-01.''  {\bf Do not take the clue
out of the box!}  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 bright
yellow dot near that location with the puzzle's label (e.g. ``L5
P-25''), then you've solved the puzzle.  You may then proceed to the
next step in the trail (e.g. ``PQ-02'').

Pictures are taken with no zoom, and the dot is visible and within double 
ZOC from where the picture was taken. Riddles are a set of walking directions
from somewhere near the dot to the dot, followed by a short phrase which
identifies the dot.

Once per two days, you may ask a GM for the solution to a puzzle you've been
trying to solve for at least 48 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{Headbands}

\begin{tabular}{|c|c|}\hline
Color&Meaning\\\hline
White & Observer\\
Blue & Courier Uniform\\
Green & Vacc Suit\\
Red & Armored Vacc Suit (Bad News)\\
Other & ask from a safe distance \\ % skelebot has a black headband
\hline\end{tabular}

\end{document}
