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\newcommand\gamename{Nanopunk: Tokyo}
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\begin{document}

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

\begin{center}
Written and GMed by \textbf{Jen Clay, Eddy Karat, J Muchnij, and Philip Tan} \\
\copyright MIT Assassins' Guild and above GM team
\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.

You need not read all of the Combat Systems appendix; we use only the
Cinematic system; the actual combat mechanic is a modified form of it.

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

\lsection{Character Badges}
The first digit of a character's Badge Number indicates apparent age:

\begin{tabular}{|l|l|} \hline
0 & Young Child, pre-pubescent \\ \hline
1 & Child, pubescent \\ \hline
2 & Young Adult, post-puberty to early 20's \\ \hline
3 & Adult, mid-20's to mid-40's \\ \hline
4 & Aging Adult, late-40's to early-60's \\ \hline
5 & Wizened, late-60's up to 100 \\ \hline
6 & Ancient, 100+ \\ \hline
9 & Weird \\ \hline
\end{tabular}

\lsection{Stats}

\lsubsection{Angst}
Your angst stat indicates how angstful your character is feeling.  This
is a measure of how unhappy with life in general or anxious about the
future your character is feeling.  A character with an Angst of 0 is
feeling very calm and centered; a character with an Angst above 30 is an
utter wreck.  The average person (well, not at {\tt MIT}), probably has an
angst of about 15.

Angst can never go below 0. 
Solving personal plots is likely to reduce your Angst.  

You may well have memory packets that are triggered by your Angst stat
being in certain ranges.  They apply whenever your Angst is within said
range.  Angst-based memory packets should be opened \emph{immediately}
when triggered.  You'll probably also have ability cards that can only
been used when your Angst is below a certain value.  Some ability cards
may refer to the Angst Skill Bonus:

\begin{tabular}{|l|l|l|}
\hline
Angst & Description & Angst Skill Bonus \\ \hline \hline
0 & Nirvana & +2 \\ \hline 
1-10 & Tranquil & +1 \\ \hline
11-30 & Normal & 0 \\ \hline
31+ & Deeply Troubled & -1 \\ \hline
\end{tabular}

On a chalkboard in the common room, there will be a number labelled
Global Angst.  If your angst moves down a region (to lower angst), you
should at some point in the near future decrement the Global Angst.  If
your angst moves up a region (to higher angst), you should increment
it.  In either case, change it by 1 unless you're moving to or from
Deeply Troubled, in which case you change it by two.  It's not critical
to do this immediately, but do it before you forget.

{\bf Default Angst Frobs:} \\
\begin{tabular}{|l|l|} \hline
Cause & Angst Effect \\ \hline
Death of a Teammate & $+1$ \\ \hline
Witnessing the death of a Teammate & $+2$ \\ \hline
Killing a Teammate & $+3$ \\ \hline
Going to a funeral for a Teammate & $-1$ (once per death)\\ \hline
Above, but Friend or Affection & $*2$ \\ \hline
Above, but Love instead & $*4$ \\ \hline
Betrayed by friend, affection, or teammate & +4 (per betrayal) \\ \hline
Betraying a friend, affection, or teammate & +3 (per betrayal) \\ \hline
End of the World As We Know It & +5 \\ \hline
\end{tabular}

\lsubsection{Chi}

Chi is life energy, a degree of centeredness, and your character's
ability to retain consciousness in the face of large amounts of physical
damage.  If your Chi hits zero, fall unconscious for five minutes; you'll
awaken with a Chi of one. 

Any time something else knocks you out, lose one Chi.

The Chi stat printed on your Stat Card is your max Chi; nothing can
reduce your maximum Chi to less than 1.  If your max Chi is higher than
one, you regenerate Chi at a rate such that you'd regenerate from one
Chi to your max in an hour.  \emph{So, if you have a max Chi of three,
you regenerate Chi at the rate of one per half hour.}

The average denizen of Geo-Tokyo has a Chi of 2.

Your maximum and current Chi are both affected by the Angst Skill Bonus.
This is not reflected in the Chi stat printed on your stat
card. \emph{So, if your stat card says you have a max Chi of 1, and your
angst is currently 9, your actual maximum Chi is 2.  If your angst then
increases 2 to 11, your current and maximum Chi would each drop by one.
Yes, this can knock you out.}

\lsubsection{Income}

This is your daily income in \ien{}, apart from any money you might make
in game.  You may take it once per game day, at any point in the game
day.  At game start, your \emph{actual} daily income is one less than
what's listed on your stat card.  \See{The Economy and the IEN}.

\lsubsection{Fame}

Your fame stat is just that -- how famous you are.  If it is twenty or
higher, you're famous enough that your fame generates income for you.
If your fame is twenty or higher, each ten points of fame generates one
\ien{} of income for you per day.  You can take this income at any point
in a game day.  However, this income is reduced by one at game start.
\See{The Economy and the IEN}.

If your fame is at least 30, you're famous enough that this is very
public information.  There should be a spot in the common room to put up
your character name and next to it your fame stat divided by ten
(rounded down).  

At the end of each game day, reduce your fame by $1/5$ (round normally
after reduction). 

\lsubsection{Piloting}

Your skill at piloting a mech.  {\See{Mechs}}.  Your mech piloting skill
is affected by the Angst Skill Bonus.

\lsubsection{Blood}

Anyone can take a blood sample from a willing or helpless target.  Get
the person's Blood stat from them, and write an item card for ``Blood
Sample'' and label it with the Blood stat.  You may add other
identifying marks to the sample if you wish.

\lsection{Gamespace}

Our room reservations are a little weird; we have nothing during the day
on weekdays, and even our evenings bounce around a fair bit.

The Kitchen Stadium (common room) is 8-302 except for Thursday, when it
is 4-145.

The GM room is 4-231 for the first three days of game.  Then it's 4-370
for Monday, 4-270 for Wednesday and Thursday, back to 4-370 for Friday,
and then back to 4-231 for the rest of game.

The Mechanics Room, where The Box lives, is in 8-306 for the first three
days of game, then moves to 8-205 for the rest of game.  You should not
go into the Mechanics Room when someone else is in there, nor should you
spend more time in there than you need to (and you certainly shouldn't
try to figure out what someone is doing while they're in the Mechanics
Room).  During the day on weekdays, hopefully we'll have The Box
somewhere accessible.

\subsection{The IEN}

The basements are not normally accessible; see the {\bf Diving} public
greensheet.

\lsubsection{Passages}

If you find a sticker that says ``N:T'' and then gives a room number,
you've found a passageway that leads to that location; if the room
number isn't a classroom, it leads to right outside the room.  To take
the passageway, go Not Here and travel to the named location (try to
take an inconspicuous route).  If you're travelling through a passage
with other people, feel free to talk while you're Not Here, but don't
take any other game actions.  Once you reach the location, go Here
again.

You can always go back the way you came; you don't need to find a
passage on the other side to get back.

\lsubsection{Tunnels}
In addition, the E buildings (E25, E51, etc) are not normal game
locations; you can't go there unless specifically directed to, as per
the SR.  If you find yourself in this region you can only move to
another building or floor if a mechanic tells you you can.

\lsection{Game Times}

Game starts at 6pm Friday and ends at noon next Sunday; wrapup is at
 2pm.  There will be a Game Break from Tuesday 6am until Wednesday 6pm.  

\lsection{Athena and Computers}
Mail for the GMs should be sent to \texttt{tokyo-gms@mit.edu}.
GMs can be found online by zephyring -c tokyo-gms; please don't subscribe there
yourself, we'll answer you in personals.

There is an in-game website at \texttt{ien.mit.edu}.  Your character's
account name is the first letter of your character's first name followed
by the first six letters of your character's last name; you will
probably need to create this account when you first log in to \texttt{ien.mit.e
du}.  Do not log in as someone else.

\lsection{Manilla Envelopes}

In general, if you run across a manilla envelope or packet, you cannot
look inside it unless you know otherwise.  Being able to look in one
packet does not mean you can look into packets inside of it.

\lsection{M-Packets}

You may have a memory packet in your character packet labelled an
M-packet.  This operates similar to a normal memory packet, but with
a few differences.  First, you must always open an M-packet immediately when
it is triggered.  Second, you may only have one M-packet at a time.  If
you acquire a new one, toss the old.  If you acquire multiple ones at
once, pick one of the new ones randomly to keep and toss the others.

\lsection{Love}
\lsubsection{Affections}

One of the things in your character packet will be an Affections Card.
Each line on your Affections Card has a letter on it, followed by a
line.  Each of these lines is referred to as a Base. The typical
Affections Card has six or seven Bases on it.  If someone is trying to
seduce you, they'll play a Flirtation card on you, and that card will
have an associated letter or letters (e.g. ``Flirtation: Q'').  If
someone does so and your Affections Card has a Base of that letter, they
have acquired a place in your affections.  At some point in the near
future you should write their name in on one of that letter's Bases,
overwriting any name that might have been there already; if there are
multiple appropriate Bases you can pick whichever you like, with the
following restrictions: you must pick empty Bases over Bases with names
in them, and you can't overwrite someone with their own name if there
are other Bases you can pick.  You may have Bases on your Affections
Card that have no associated letter; don't change those Bases.

You should roleplay appropriately: if someone plays a Flirtation
on you which succeeds (you need to write them into a Base), you are
probably pleased by whatever they did. 

Your feelings of romantic affection towards someone is dependent upon
how many Bases of yours they've got, ranging from one Base being
interested/intrigued with them to four or more Bases indicating that you
feel completely in love with them.  In general, you should try to flirt
with people who appear on your Affections card.

The letters on your Affections Card are out of game information and
can't be shared with other players.

\lsubsection{Heart Cards}

Every character has a Heart card.  If you are in Love with someone (four
or more Bases), you may give them your Heart (no, you can't give someone
your Heart if you're not in Love with them).  If you fall out of Love
with someone who you gave your Heart to, you should ask for your Heart
back.  If someone asks for their Heart back from you, you {\bf must} give
it to them.  In case it's not obvious, having to return a Heart to
someone you're in Love with is a traumatic event.

Dead people don't have or hold Hearts.  If you have given your Heart to
someone who's turned up dead, you should retrieve it (if the player in
question isn't playing their body, the GMs should have it for you).
Similarly, if you have the Heart of someone who's dead, you should drop
it in the GM folder of The Box.

Oh, and in case it's not obvious: Hearts are not ingame items.  They
can't be found by searches and can't be stolen (well, by normal Assassin
mechanics, at least).

\lsubsection{Angst Effects}

For every person who occupies a Base on your Affections Card whose Heart
you do not possess, you suffer an increase to your Angst.  The Angst
increase caused by a person occupying their $N$th Base on your
Affections is $N$ Angst.  Modify your Angst accordingly whenever your
Affections Card is altered or when you gain or lose a Heart.  Your Angst
is \emph{reduced} by 5 if you hold the Heart of someone you're in Love
with (if you somehow manage to be holding 2 Heart cards of people you're
in love with, you still only get the -5 once).  These effects on your
Angst {\bf are} counted in the starting Angst on your Stat Card.

\emph{Example: Hitomi has seven Bases on her Affections card.  Tenchi has
three of them, causing her $1 + 2 + 3 = 6$ Angst. Shinji has two of them,
causing her $1 + 2 =3$ Angst.  Allen and Utena each have one of them,
causing her $1$ Angst each.  That +11 Angst is already counted
into her current Angst of 22.  Shinji gives her flowers, which takes the
Base that Allen had.  So, she loses the one Angst that she was getting
from Allen having one Base, and gains 3 for Shinji getting his third
Base.  Her Angst suffers a net increase of 2, going up to 24.  In the
meantime, though, Shinji has fallen in Love with her and gives her his
Heart.  She now loses the 6 Angst she was getting for Shinji having 3
Bases, dropping her to 18 Angst.  Were Shinji to then take a Base from
Tenchi, her angst would drop by 3 for Tenchi no longer having a third
Base, and by another five for holding the Heart card of someone she was
in Love with; her angst would then be 10.}

\subsection{Teaching}

Some Flirtation cards are marked ``Teachable.''  If you wish to teach
someone else how to use one of your teachable Flirtation cards, you
first spend a little while instructing them on the finer points of your
technique.  Then, they have to witness you using it on three different
people.  For someone to count towards this, it has to be the case that
to the best of your knowledge your flirtation was successful (ie. they
apparently had a Base that matched your flirtation; this is judged by
their reaction, if nothing else), and (again, to the best of your
knowledge) the person you Flirted with was unaware that you were
teaching someone else the Flirtation.  

Once you have taught someone a Flirtation, they should get a copy of it
from the GMs.  

\lsection{Money}
Energy is money in Geo-Tokyo, and the unit of currency is the \ien{}
(pronounced ``yen'').   A \ien{} ingame is represented by a disc, such as
those you'd put in a disc gun ({\see{Guns}}, below).  

You'll need to keep out-of-game discs with you for when mechanics cause
you to gain or spend \ien{}.  Designate a pocket or something the place
where you keep your Out-Of-Game discs; it's not important how you do this as
long as you know which discs are in game and which aren't.

You can hand discs to other characters (and take them from helpless or
willing victims), but you cannot stash them.  If you
find a pile of discs sitting somewhere, they're not in game.

You can keep your money in a bank if you wish; keep track of how much
you have in a bank.  To deposit or withdraw money, spend at least 10
seconds sitting in a fixed seat in a lecture hall in normal game space,
frobbing with an armrest.

Your \ien{} stat indicates your starting cash.

\lsection{Crates}

A lot of things get moved around Geo-Tokyo.  When they're big and heavy,
they've moved in crates.  Crates are too large and especially too heavy
for a human (even a heavily strength-augmented human) to move.  In order
to move crates around, you need a mech.

In general, when a mechanic calls for crates of something, it will tell
you where to get them from (usually by room number).  To get one, take a
mech to the location specified.  It's unlikely that there'll be any sign
there indicating that you can get crates there.  That's all right, just
write yourself an item card for the appropriate crate if you're going to
keep the item for any real period of time (if you're just picking it up
to take it somewhere where it'll go out of game, you don't have to
bother).

You can stash crates if you feel like it.  Just write yourself an
appropriate item card first.

\lsection{Mechs}
Mechs are approximately four meters tall and used for moving heavy
things about and represented by wearing a blue headband.  

To get a mech, go to 34-4 lobby or 10-359 and rent one (the mechanic for doing 
so is on a
sign there; if you find the sign to be missing, tell the GMs). It takes
a five-count to get into or out of a mech (e.g. ``I get into this mech -
one. I get into this mech - two\ldots'').  You can only pilot a mech if
your Piloting stat is at least as high as the level of the mech.  While
driving a mech, you cannot run or jump (so, one foot must be touching
the floor at all times), and you cannot enter rooms.  (If you have a
need for crates of stuff for some purpose and want to do it in a
classroom, you can reach in and dump the crates inside.)  Do not block
doorways and such while you're in a mech; you should not be using the
Mech's invulnerability to normal combat to impede players who are not
driving mechs.

While in a Mech, you are immune to normal combat (discs, waylay, martial
combat, etc) and can engage in combat only against other Mechs
({\see{Mech Combat}}).  You're also riding around enclosed in a large,
noisy, mechanical device that impedes your movement.  You can't do
anything that it wouldn't make sense for you to be able to do in that
environment.  This explicitly includes: participating in research, using
shadowrun skills, hacking, trading items with another player, passing
data or programs from one deck to another.

Private mechs may very well exist.  They will be represented by an item
card that indicates the level of the mech along with the mech's other
stats and any special abilities it may have.  If you wander across one,
feel free to drive off in it, assuming you can pilot it.  It costs 2
\ien{} to activate a mech, and 2 \ien{} to keep it active for every hour
past the first.  (If you want to keep a mech sitting active in a hallway
while you deal with some business inside a classroom, go right ahead.)

Rented mechs generally don't have an item card.  If someone has left a
blue headband lying on the floor, someone probably accidentally
abandoned a rental mech and it went back to the depot; return the blue
headband to the Guild.  

\lsection{Jobs}

It's common to make extra cash by working odd jobs.  Such Jobs
can be found posted randomly about campus as cards on walls.  A Job card
will list what is required to complete the Job, the earliest time you
are permitted to complete it, and how much \ien{} you get for doing it.
If you've completed a Job, take down the card and move the appropriate
amount of \ien{} from your out-of-game discs to your ingame cash; any
items the Job required delivered vanish.

\lsection{The Economy and the IEN}

On the Wednesday before game start, a large explosion severely damaged one of
the main geothermal power exchangers in the IEN.  This is having a
negative impact on the economy.  Your daily income (your Income stat)
and your income from fame (\see{Fame}) are each reduced by one (to a
minimum of zero each), until such time as the power exchanger is
repaired.  In addition, all Jobs are generated producing less income.  

Should any more power exchangers become inoperative, the economic
situation will worsen; if this occurs, further reduce each income source
by 1 per exchanger that is inoperative.  

Any changes in status of the power exchangers will be thoroughly
publicized\footnote{So, if you change the status of a power exchanger,
  let the GMs know.}

\lsection{Combat}
\lsubsection{Autodocs, Damage, and Killing Blows}

Everyone in Geo-Tokyo has an internal autodoc.  This is a
nanoaugmentation that automatically repairs damage to you, even damage
that would have easily killed an un-auged person.  In fact, pretty much
any time a mechanic (such as, say, \emph{Martial Combat}) says it
renders you unconscious, it's probably actually killed you by such
standards as were used in the 20th century.  Fortunately, you've got an
autodoc and will wake up in five minutes.

Using a Killing Blow on someone is doing enough damage to them to render
them beyond the ability of an autodoc to repair; this generally involves
destroying the brain.

In order to perform a Killing Blow, you must use a weapon; you can use a
disc gun, but you must shoot them at least once in the process.

\lsubsection{Guns}
One of the default nanoaugs that everyone has is the Raiden-22: an
energy attack represented by a disc gun.  The nanoaug is an inherent
ability and can't be removed.  If someone's waving a disc gun around,
their hand is glowing with an energy charge.

Feel free to carry any number of disc guns
with you; any that have in-game discs (\ien{}) in them are ingame and
can be taken from you (assuming you're willing or helpless).  Firing a
disc gun consumes the \ien{} you've loaded it with at the rate of one
disc per shot (handy how that works out, huh?).  If you
want to make sure someone can't shoot you, restrain them or take all
their cash.  While you can't remove the augmentation that gives a
character access to a disc gun, you can take a disc gun from them to
take the discs in it from them; if you do so, you should try to get the
disc gun back to the player at some point.

If you're hit by a disc, you're unconscious for five minutes.  If you
shoot someone, and they don't say something like ``dodge'' or
``resist'', they should fall over.

\lsubsection{Waylay}
To waylay someone,
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 five 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 for five minutes.

\lsubsection{Restraint}

To restrain someone, point at them and say 'restrain.'  This only works
if they are willing or helpless.  Keeping someone restrained takes two hands of
carry; if you have more hands of carry than that, it still takes at
least one \emph{player} hand to keep someone restrained.  If you use a
hand that you need to restrain someone for something else, or leave ZoC
of someone you're restraining, they are no longer restrained; if you
have more than two hands of carry, make sure the person you're
restraining knows you only need one hand to keep them restrained before
you use a hand to do something else.

This is the only way to restrain someone; there is no way to tie a
character up.

If you are restrained, you are helpless.  You may still talk, but you
most definitely cannot shoot anyone.

\lsubsection{Martial Combat}

If you want to take someone down or stop them from doing something,
shoot them or waylay them.  If you want to rumble, use Martial Combat.

Martial Combat uses a modified form of the Jeremy Brown Memorial
Cinematic Combat System (referred to in the Standard Rules as
``Cinematic'').  When you play combat cards, you will be able to see
your attack and your opponent's defenses, rather than the other way
around.   Hits do not do damage; instead, they give you Advantage over
that opponent.  You don't tell your opponent how much Advantage you have.

To use the Advantage that you have over someone, play a Finishing Move
card on them.  Finishing Move cards are played like normal combat cards,
but have no attacks.  Instead, they convert all of your current
Advantage over that opponent into a Strike; the Finishing Move card
tells you the conversion rate.  When playing a Finishing Move card, tell
your opponent the value of your Strike.

When someone plays a Finishing Move card on you, compare the Strike
value they tell you to your Defense stat.  If the Strike is greater than
your Defense, you suffer the effects listed on the card.  A
successful Finishing Move typically inflicts the loss of one Chi on its
target.  If the effects aren't obvious, you should tell your opponent
whether or not the Strike hit you.

Any time someone exits martial combat, all Advantage they have and all
Advantage anyone has on them is lost.

\lsubsection{Mech Combat}

Mech combat involves mechs beating each other up.  To engage in Mech
combat, take out a dart gun\footnote{We ordered a bunch of dart guns a
while ago and they haven't come in yet.  We'll have loaner dart guns,
but they tend to suck.  So, if you have your own dart guns, bring 'em
and possibly some extras to loan out if possible.}  and start shooting.
Every time you hit someone with a dart, you gain \emph{two} Advantage
over them, similar to martial combat.  In order to use your Advantage,
play one of your Finishing Moves (the same ones you have for use in
martial combat) by indicating who you're attacking (pointing if they're
looking at you works; using their name also works) and telling them what
you're doing, and announcing the Strike (``I try to boot you in the
head.  12 Strike.'').  You don't have to be in ZoC to do this, but you
should be in reasonable dart-gun engagement range.

If someone does that to you, compare the Strike to the Defense stat for
\emph{your mech}.  If the Strike is higher than the defense, your mech loses
one HP.  Tell your attacker whether or not the attack succeeded.  If
your mech is reduced to 0 HP, it's destroyed, which knocks you out.

You can only play Finishing Move cards that cause Chi loss. If you
play a card that's supposed to cause Chi to be reduced by more than one,
make this clear to your target, as they should take HP loss equal to the
Chi loss that would be caused.  

{\bf Important:} You can only play a Finishing Move card if the Level of
that card is no higher than the Level of the mech you are piloting.

A mech that is firing a weapon \emph{other} than a dart gun (or a disc
gun) is equipped with a powerful ranged weapon of some sort.  Each hit
by one of these weapons does one HP of damage against a mech.  

{\bf Important:} Any weapon other than a disc gun fired by a mech
automatically misses people who aren't in mechs;if you're not
in a mech, don't try to block shots from these weapons.  

If you're driving a mech equipped with one of these weapons, your ammo
is limited; the limitation should be specified on the mech item card.
If expended, the ammo will regenerate after about 15 minutes of not
being involved in combat.

Undestroyed mechs regenerate HP at the rate of 1 per 15 minutes not in
combat.  
 
\lsection{Augmentations}

Everyone in Geo-Tokyo has nano-augmentations.  Some are always
functioning, like autodocs.  Others require activation, usually because
of their high energy costs.  If you have nano-augs that require
activation, you'll have an ability card detailing its effects, duration,
energy costs, and the activation mechanism.

To activate such a nano-aug, you need to hold the appropriate pose or
gesture for the specified amount of time.  

It is possible to acquire new augs in game.  You cannot have multiple
copies of the same aug, however.

\lsection{Fact Cards}
See the {\bf Research} public greensheet.

\lsection{Info Cards}

Info Cards represent knowledge your character has.  You can pass this
knowledge to another character (mechaniced by giving them the info card
or a copy) but cannot be lost or stolen.  You cannot show an info card
to another player without giving it to them.

An info card will list some (possible interesting) information, and will
frequently tell you how to acquire another info card.  

One side of an info card has only the card name on it, and has a ``fold
here'' line down the center.  This is because we're letting you prefetch
info cards.  If you know you're about to advance to a new info card, you
can grab a copy from the mechanics room or print it out from
\texttt{/mit/munch/Public/Tokyo/Info} (you'll have to \texttt{attach
munch} first).  There should be a postscript file there for the info
card.  Do not treat anything you see in that directory as in-game
information (we'll try to keep it from being easy to draw any
conclusions from what's there).  Printing (\texttt{lpr cardname.ps}) the
file in a cluster will print it out such that the name-only side (the
back side of the document) is face-up.  If you don't have the info card
yet when you print it out, cut and fold it without looking at the other
side.  Of course, if you wait until you have advanced to an info card to
print it out, you don't have to worry about seeing something you shouldn't.

Keeping Info cards available online is only a convenience; we should
have copies of info cards available in the Mechanics and GM rooms.  {\bf
Note:} You should only print out info cards if you are supposed to have
the info card in question or if you strongly believe you will shortly
advance to it.

\lsubsection{Checksummed Information}

An info card may tell you to acquire information from other characters
(You're looking for Bob, and you know he went to Kabul in April for
some reason.  An info card tells you to find out what might have been
interesting about Kabul in April.).  In general, this is found by
triggering memory packets of another player.

If someone triggers a memory packet of yours, giving you some
(apparently useless) information (``The first Kabul MCDONALDS opened in
April.''), and one of the words is in all capital letters, it's probably
for one of these.  They word in all caps is the keyword; if you decide
to tell the character what you remember, tell them which word is the
keyword.

If someone seems to be telling you the answer to your question, check
their answer before assuming you have the one you're looking for.  Do
this by adding together the values for each of the letters in the
keyword (A = 1, Z = 26) and making sure it equals the checksum given
with the question (``What interesting thing happened in Kabul in April?
Checksum: 85'').  If they match, you have the answer you're looking for.

\lsection{Shadowruns}

You may find you want to get into a location that has significant
security.  These are represented by manilla envelopes taped to walls
that say something like ``IBM Shadowrun'' on them.

First off, unless a shadowrun packet proclaims itself to be a public
shadowrun (``Public Shadowrun'' instead of ``IBM Shadowrun''), you don't
know how to find the shadowrun; you can't open the packet.  You can
learn how to get into a shadowrun either by a mechanic telling you or by
a player who can get in showing you how.  A mechanic (such as an Info or
Fact card) telling you to get something from the end of a shadowrun
automatically gives you the information to do the shadowrun
(unless it says otherwise); furthermore, you may assume that the item
you're looking for is there and write yourself the item card when you
succeed.  

Inside the packet there should be a piece of paper describing the
shadowrun, and sometimes other manilla envelopes.  You can only open
those manilla envelopes if you are told to by a mechanic.  You should
avoid pulling them out and looking at them until you've completed the
shadowrun. Once you've defeated all the defenses on the shadowrun, you
should look at the envelopes, as they may trigger memory packets for you.

While ``in'' a shadowrun packet, you are still Here and can interact
normally with others nearby -- including getting shot by them.  Anyone
who gets within ZoC of you while you're in a shadowrun is considered to
have been shown how to get in by you.

\lsection{Food}

If you eat something and want to know how good it tastes, compare the
food you ate to your Likes and Dislikes stats.  Take the quality of the
food as a starting point, and add 1 for each time a taste apears on the
item card, up to the number of times it appears in your Likes stat.
Then, for each taste that appears on the item card, subtract one from
the quality for each time that taste appears in your Dislikes stat,
\emph{or} for each time that taste appears on the item card, whichever
is greater.  A
quality above zero tastes good.  \emph{Example:  Someone tries to feed J
a pepperoni and green onion pizza from Pizza Ring.  It has quality 0 and
the taste attributes: Pizza Pizza Pizza Meat Meat Vegetable.  J's Likes stat
includes Pizza Pizza, so he adds two to the zero of the base
quality.  But, his Dislikes stat includes Meat  Vegetable
Vegetable Vegetable, so he subtracts five, dropping the pizza's quality
(for him, at least) to $-3$. He spits it out.}

\lsection{Radiation}

If you see a sign that says "HIGH RADIATION" you are in a heavily
radiated area.  As long as you remain in the area, you lose Chi at
the rate of one per 3 minutes.  If you fall unconscious in a high
radiation area and remain there for five minutes, you die.

\lsection{Headbands}

Any particular headband color will represent pretty much the same thing
each time you encounter it.  Publicly-known headband colors at game
start are listed below.  We've given you some extra lines so you can
fill them in as you discover them ingame.

\begin{tabular}{|l|l|} \hline
Headband Color & What it represents \\ \hline \hline
White & Observer \\ \hline
Blue & Mech \\ \hline
Green & 4-foot tall green lizard \\ \hline
 & \\ \hline % red: lizard mechs + mechs lvl 3 & 4
 & \\ \hline % red&black: gross lizard mechs + lvl5 mechs
 & \\ \hline % silver: shodan
 & \\ \hline % orange: carrie
 & \\ \hline % yellow: people in the IEN post-overlay
 & \\ \hline % black: oni
 & \\ \hline % purple: tengu 
 & \\ \hline % more random weirdshit in the net?
\end{tabular}

% blue - work mech (public - ``mech'')
% red - lizard/combat mech (non-public at game start? ``you've never
%       seen one before, and you probably never will''?)
% silver? - tennis ball (not public at game start?)
% yellow - people in the IEN: Post-overlay only(?)
% green - lizard; probably not used.
%  - color for all the random weirdshit in the IEN?  or multiple
%         colors for that?

\end{document}
