% The code here has been modified so that it will latex without the Template.
% Also, commented-out paragraphs (i.e. not seen by players) have been removed.

\documentclass{article}

\usepackage{doublespace}
\setstretch{1.2}
\topmargin       -0.5in
\textheight      +9.0in
\oddsidemargin   0in
\evensidemargin  \oddsidemargin
\textwidth       +6.5in

\font\HeaderFont=phvb
\newdimen\InlineHeaderIndent 
\InlineHeaderIndent=\parindent
\newdimen\HeaderOutdent
\HeaderOutdent=\oddsidemargin\relax
\advance\HeaderOutdent by .667in\relax
\ifdim\HeaderOutdent>.5in\relax \HeaderOutdent=.5in\relax \fi
\makeatletter
\newcommand\MakeInline[2]{
  \expandafter\renewcommand\csname#1\endcsname{
    \@startsection{#1}{#2}
      {-\HeaderOutdent}{.5\baselineskip}{-\InlineHeaderIndent}{\HeaderFont}
  }
}
\makeatother
\MakeInline{section}{1}
\MakeInline{subsection}{2}
\MakeInline{subsubsection}{3}

\newenvironment{tightlist}{
  \begin{list}{$\bullet$}{%
    \advance\partopsep by \topsep
    \setlength{\topsep}{0in}
    \setlength{\itemsep}{0in}
    \setlength{\parsep}{0em}
    \setlength{\leftmargin}{1.5em}
    \setlength{\rightmargin}{0in}
    \setlength{\itemindent}{0in}
    \def\tightlist@empty{}
  }
}
{\ifx\tightlist@empty\empty \item[$\circ$] None \fi \end{list}\vspace{1ex}}

\newcommand\gamename{Magic: The Ascension}




\begin{document}

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

\begin{center}
Written and GMed by \textbf{Diane Christoforo and Aaron Finck} \\
\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 will be used
a modified verions of the Dark Water Combat System.  This document
covers only material that augments or overrides the Standard Rules.

\paragraph{Health States}

There are six health states.  Most of the time you should be {\bf
fine}; your health does not hinder your character's actions.  If you
are {\bf knocked out} (or otherwise become unconscious), you must fall
down and remain helpless for five minutes.  Don't listen to
conversations nearby.  Don't try to observe anything either (use
common sense).  You can be dragged by conscious people (bodies are two
hands bulky.  See Standard Rules for more information about
bulkiness).  Being {\bf wounded} is similar to being knocked out,
except that after being unconscious for five minutes you die.  If you
are hit by a disc gun, you become {\bf stunned}; while stunned you
must stand still for fifteen seconds.  During this time you cannot be
affected by anything or anyone unless someone uses an ability that
explicitly states that it can be used on stunned people.  Unless you
know otherwise, you cannot talk or take any actions while being
stunned unless an ability played by someone else forces you to take
some kind of action.  If you are {\bf restrained}, you cannot move,
take any actions, use any abilities, or cast any spells.  If you're
conscious, you can still talk.  There are two main ways of becoming
restrained: being attacked by a Restrain attack (see the {\bf Martial
Combat} section below) or tying up a helpless or willing person.  If
you a Restrain attack on someone, you must use two hands (or the
equivalent thereof, if for some reason each of your hands can carry
more than 1 hand of bulkiness) to keep the person restrained.
\\ If you're {\bf dead}, you're dead.  At least for a while.  Most
people in this multiverse (especially the kind that travel among the
different planes of Dominia) have some way to avoid a final death if
their body is destroyed.  Planeswalkers can come back to life once
(usually).  Legends (mighty but mortal warriors who accompany
planeswalkers on their journeys) can be resurrected with some amount
of time and difficulty.  Summon spirits, if their host bodies are
destroyed, float around as disembodied spirits (also known as free
floating spirits) until their planeswalker master summons a new body
for them to create (or if they decide to materialize their own body,
that's generally a difficult task for them to do).  Thus, death is
usually a temporary thing, although, with some amount of effort and
knowledge, one can deliver a final death to a mystical being or
wizard.

\paragraph{Martial Combat}
As mentioned before, we'll be using a modified version of the Dark
Water Combat System.  To attack someone, move withing ZoC of them and
then say the identifying word for the attack (examples: ``knock out'',
``wound'', ``restrain'') and then your combat rating (CR; you may
choose to pull your punches by calling out a number less than your
CR.).  Be sure to somehow clearly indicate whom you are attacking if
there's any doubt (like pointing at your target).  If your target does
not respond appropriately (like counterattacking or saying
``resist''), then you have caught them by surprise and your attack
works no matter how powerful they are.  If you are attacked, you have
two seconds to respond.  If your CR (with possible modifications) is
equal to or greater than the number that was called during the attack,
then you can say ``resist'' in order to show that the attack did not
work.  If your CR is less than the strength of the attack, then the
attack succeeds.

Regardless of your CR compared to the strength of the attack, you can
always try to counterattack instead.  In this case, declare your
attack (like ``Knock out 4'').  If the number you called out for your
counterattack is equal to or greater than the strength of the original
attack, then you automatically ``resist'' this attack without having
to say ``resist''.  Even if this is not the case, your attacker must
try to defend against this counterattack using their own CR (they
can't try their own counterattack at this point, because that would be
silly).  If their CR is lower than the strength of your counterattack,
then your counterattack succeeded.  If not, they automatically
``resist'' (counterattacks never surprise their targets because the
target is, by definition, already prepared for combat.  Thus, the
original attack isn't penalized if they don't say ``resist'' in
response to the counterattack within two seconds, but they should try
to say ``resist'' as soon as possible anyway, if they can).

All people can assist a martial attack if they act quickly enough and
the original attacker responses appropriately.  Within two seconds of
an attack (but not a counterattack) has been declared, anyone within
ZoC of either the attacker or target may say ``assist M'' (where M is
equal to their CR).  The attacker may then redeclare their attack,
adding the number of the assist to the strength of their attack.  If
the attacker does not redeclare their attack, then they don't gain the
benefit of the assist (sucks to be them.)  Please note that assists do
not increase the attacker's CR for the purposes of defending against a
counterattack.  This is means that it is possible for the attacker and
the defender to successfully hit each other.

Examples: Gwen has a CR of 4.  Ray has a CR of 3.  Gwen wants to beat
up Ray and steal his money.  Thus, she goes up to him and says ``Knock
Out 4''.  Ray only has a CR of 3, so he is knocked out.  Gwen loots
Ray's body, takes a few items that aren't dollar bills but look
interesting nonetheless, and runs off.

Jennifer (who has a CR of 5) gets in Gwen's way while Gwen is trying
to escape.  Gwen wants to make a quick get-away, so she quickly says
``Knock out 4''.  Jennifer (who thought Gwen was her friend) goes
``huh?'' and fails to say anything else after two seconds.  She goes
thud and Gwen continues on her way.

Benedict (who has a CR of 5 and heard that Gwen robbed Ray) goes up to
Gwen and tries to convince her to give back Ray his stuff.  She
refuses and tries to punch him.  She declares ``Knock out 4''.
Benedict quickly responds ``Knock out 5''.  Gwen goes down.

As Benedict tries to recover Ray's items from Gwen's unconscious body,
Gary and Claire (who both have Combat Ratings of 4) see that among the
items that Gwen stole from Ray is a black pearl.  Coincidentally, a
black pearl is the only thing Gary and Claire are lacking for their
ritual to summon Cthulhu.  They go up to Benedict.  Gary says ``Knock
out 4''.  Claire says ``Assist 4''.  Gary says ``Knock out 8''.
Benedict replies ``Knock out 5.''  Eight is greater than five
(Benedict's CR), but five is greater than four (Gary's CR).  Both
Benedict and Gary are knocked out.  Claire takes the black pearl
(leaving behind Gary) and does the ritual of summoning herself, for
which Cthulhu is infinitely grateful.  Claire is well rewarded.

There are five types of attacks (including ``Assist'').  Everyone
knows ``knock out'', ``assist'', and ``wound''.  Only certain, special
people know ``Disarm'' and ``Restrain''.

\begin{tightlist}
\item \emph{Knock Out}: This attack, if successful, knocks out the
target.  They'll wake up in five minutes.
\item \emph{Assist}: This attack adds to the strength of another
attack.  The assist must be declared within two seconds of the
original attack and the original attacker must restate their attack
(adding in the number said after ``Assist'') or they don't gain the
benefits of the assist.
\item \emph{Wound}: This attack, if successful, wounds a target.
They'll fall unconscious and then die after five minutes.  Unless you
know otherwise, you must be holding out an edged weapon in order to
use a ``wound'' attack.
\item \emph{Disarm}: If this attack is successful, then the attacker
points to an item that is being held in the hands of the target.  The
target must drop that item.
\item \emph{Restrain}: If this attack is successful, then the target
becomes restrained by the attacker.  The attacker must devote at least
two hands (or some equivalent, if they're stronger than the average
human) to keeping their target restrained.  If the attacker doesn't
have a free hand (which is assumed to be true, unless you know
otherwise), then they cannot do anything except talk and move (forcing
the target to move with them).
\end{tightlist}

\paragraph{Ranged Combat}
Ranged weapons are split into two categories: disc guns and everything
else.  Disc guns represent elemental blasts that bruise people without
leaving any lasting harm.  If you are hit by a disc gun, you must lose
1 mana from your mana pool (your choice which one) and then become
stunned for fifteen seconds.

If you are hit by any other type of ranged projectile (this includes
dart guns, Rapid Fires, Laramis, spell packets, ring launchers, ping
pong balls, etc.) then you are wounded.  Fall down and then die after
five minutes.  Dart guns either represent crossbows or some sort of
magical attack.  Spell packets represent magical attacks as well.  If
there's anything else, you'll find out what they represent when you
encounter them.

If you are engaged in martial combat, then you may not use ranged
attacks.  If you fire a gun after the attack incant has been declared,
then that shot (or shots) do not count.

If an object you are holding is shot, then you are affected by the
ranged attack.  If a bullet hits your hair or your clothing and, if it
were to keep on going through if the hair or clothing was not in the
way, the bullet would have still hit you, then you are affected by the
ranged attack.  Shots that ricochet off something and then hit you
don't count.  Because so little of game should take place in
stairwells, we'll trust that you people won't be stupid and will keep
fighting in stairwells to a minimum.  Unless you know otherwise, ammo
is unlimited.  However, there will be other constraints on ranged
attacks.

To allow other people to distinguish between guns that represent
physical, transferrable objects (like crossbows) and guns that
represent magical attacks, all guns that represent physical objects
should have rape tape wrapped around the barrel.

\paragraph{Spiritual Attacks}
Spiritual attacks represent using one's spiritual prowess to mess
around with the soul of someone else.  Most (if not all) summon
spirits have the ability to use spiritual attacks.  Spiritual attacks
can only be made by a summon spirit while it is in free floating form.
Spiritual attacks can only be directed toward corporeal (i.e,
non-free-floating) targets.  The details of actually making and
declaring the attack is written on the appropriate ability cards, so
we we won't go over that here, just how to recognize and response to
spiritual attacks.

A spiritual attack is declared in a manner similar to a martial
attack.  The spirit, while within ZoC of the target, declares the name
of the attack and then a number (this number is related to either
their Rage or their Gnosis.  Like martial attacks, you can pull your
ethereal punches with spiritual attacks).  You always defend against a
spiritual attack with your gnosis.  Thus, if your gnosis is equal to
or greater than the strength of the spiritual attack, you may say
``resist'' within two seconds of the attack.  Otherwise, you are
either surprised (you didn't say ``resist'' within two seconds) or
overwhelmed (your gnosis was less than the strength of the attack) and
the spiritual attack is successful.  There are no counterattacks for
spiritual attacks (corporeal targets can't declare spiritual attacks
against free floating summon spirits anyway).

The different spiritual attacks are as follows (note: you cannot use a
spiritual attack unless you possess the ability card corresponding to
it):
\begin{tightlist}
\item \emph{Scan}: If successful, the target must tell the attacker
his or her stats.
\item \emph{Mind Blast}: If successful, the target is stunned for
fifteen seconds (note: unlike disc guns, Mind Blasts don't cause the
target to lose one mana).
\item \emph{Berserk}: If successful, the target must spend ten seconds
attacking the nearest corporeal person.  If this person becomes
knocked out or wounded, your beserker rage wears off.
\item \emph{Soothe}: If successful, the target may not attack or take
any offensive action until either thirty seconds pass or they are
attacked by someone else (whichever comes first).  An offensive action
is something that is intended to directly harm someone's body, soul,
or mind (in a direct sense, so emotional harm doesn't count, but
causing a person to go schizophrenic does).
\end{tightlist}

\paragraph{Killing Blow}
A killing blow is used to finish off an unconscious, willing, or
helpless person.  It requires at least one free hand (weapons are
unnecessary).  To killing blow a person, go within ZoC of them and
incant ``Killing blow 1, killing blow 2, killing blow 3''.  If you
finish the incant and are not interrupted by anything or anyone, then
your target is killed.  To interrupt, either move within ZoC of either
the victim or the attacker and say ``I stop you'' or use a martial
attack, ranged attack, or spiritual attack against the person
attempting to do the killing blow.

\paragraph{Stats}
There are four stats listed on everyone's character sheet.  You may
not directly discuss your stats with other characters (unless you know
otherwise), but you may do so in a qualitative sort (example: ``I'm
one smart bastard.'')
\begin{tightlist}
\item \emph{Combat Rating (CR)}: This represents your general combat
ability.  It's used during martial combat.  Legends generally have
higher Combat Ratings than anyone else.
\item \emph{Intelligence (INT)}: This represents how smart you are and
(more importantly) how much raw magical skill you have.  One cannot
hold more mana in their mana pool than their Intelligence times five.
Each time you tap a land sign for mana, you gain an amount of mana (of
the appropriate color) equal to your Intelligence.
\item \emph{Gnosis (GNO)}: This represents your spiritual strength,
wisdom, and tranquility.  It is used for spiritual combat.  Summon
spirits tend to have higher Gnosis scores than anyone else.
\item \emph{Rage (RG)}: This represents your spiritual anger.  It is
used for spiritual combat.  Summon spirits tend to have higher Rage
scores than anyone else.
\end{tightlist}
There are various spells and effects that give bonuses to your stats.
These bonuses fall into two categories: magic bonuses and equipment
bonuses.  Only your highest magic bonus and highest equipment bonus
can take affect at a given time (that is, if you are under two
enchantments, both that give you a +2 magic bonus to your CR, you only
get one +2 magic bonus.  However, you can enjoy the bonus that is
given by a sword if it gives a +1 equipment bonus to CR.  If a bonus
to a stat is not specified, assume that it is a magic bonus.  Effects
that permanently raise or lower a stat do not count as bonuses, thus
they can stack with each other and true bonuses (which are temporary).

Stat penalties work differently.  One is affected by all stat
penalties.  Thus, let's say that one is affected by enchantments that
give the follow modifications: +1 magic bonus to CR, +2 magic bonus to
CR, +2 magic bonus to CR, +2 magic bonus to CR, -1 penalty to CR, -1
penalty to CR, -4 penalty to CR, -2 penalty to CR.  The total effect
is that one's CR is reduced by six (two minus eight is negative six).
Thus, penalties are cumulative, while bonuses aren't.


\paragraph{Shadow Runs}
Shadow runs in this game represent areas that are protected by the Sun
King's security enchantments.  If you want to get around the dungeons
(i.e., the basements), you might have to go through quite a few shadow
runs.  For safety's sake, you cannot run through shadow runs.  Summon
spirits in free floating form cannot enter shadow runs unless they
know otherwise.  If a summon spirit (while inhabiting a host body) is
killed while in a shadow run (thus being forced to assume their free
floating form), they may remain within, but are fully affected by
whatever wards or barries they encounter, just like a corporeal person
would.

Shadow runs are defined by a signs (Side A and Side B).  Almost
everything in a shadow run (including the boundary signs) is labeled
with something like ``Step 1'' or ``Step 10''.  Each Step represents a
security device that must be overcome (in order).  Steps are arranged
in numerical order in each shadow run.  As you move from Step to Step,
the numbers should either go up or down (if you're curious, if you go
from Side A to Side B, the numbers increment by one.  Side A is
labeled as ``Step 0'' and Side B is labeled as a higher step.).  If
you miss a step, you must go back to the last step you completed (you
don't have to redo that step, however.  Just walk back there and then
move forward in order to find the step(s) you missed.)  Most steps
consist of a sticker labeled appropriately (e.g. ``Step 4'').  In
order to nullify (at least temporarily) these steps, just have someone
in your group tag the sticker and then move on.  Some steps require
one to recite a poem of a given set of parameters (see the {\bf Poem
Mechanics} section below).  Others require you to ``burn'' items (you
just have to burn the required set of items per group per trip through
a shadow run, not one set of items per person).  Some barriers have
unique requirements in order to bypass them.  And sometimes you
encounter things that just hose you.

Any red tape you find on the floor in a shadow run represents weak
forcefields.  They block people from passing over them.  You can't
martial attack or use spells or abilities on people on the other side
of a strip of red tape.  The only thing that can pass through the
forcefield are any projectile weapons.  If you find white tape on the
ground, that means that the floor around that tape is booby-trapped.
In order to avoid the traps, you must walk along the white tape from
one end to the other.  If you misstep, then you are knocked out (your
body is also levitated back to the end of the tape you at which you
started).

We blatantly stole some of the shadow run mechanics (especially
tagging dots in numerical order) from the game ``While Nobody's
Watching''.  We hope the GMs of that team don't mind.
While going through a shadow run, you may at any reasonable time abort
it by simply turning around and walking out towards the sign through
which you entered the shadow run. (unless you're currently walking on
a strip of white tape.  In which case, get yourself to end of the tape
closest to the starting point of your shadow run and then walk about
through the side through which you entered.)

Unless you know otherwise, you must satisfy the requirements of a
shadow run if you want to go through it, even if you are going
backward through a shadow run you've already completed.

Shadow runs aren't limited to the basements, so keep your eye out
everywhere you go.

If for some reason you find yourself trapped in a section of a dungeon
because you no longer have the sufficient resources or skills to go
through the shadow runs blocking your path out of the basements, then
all hope is not lost.  The Sun King has built in a few safeguards to
keep intruders from wasting away in the dungeons.  After waiting for
as long as your willing to wait (at least five minutes), then you may
leave game temporarily.  Stay away from gamespace for the rest of that
particular game session.  At the start of the next game session, you
must return to game in the Sun King's Laboratory with your mana pool
completely drained.  If the Sun King were still living in his
Stronghold, this would probably be a Bad Thing (tm) to happen to
someone (the intruder, stripped of all mana, would be transported
directly to the Sun King's workspace, where the trespasser would be
summarily punished by the Sun King).

\paragraph{Poem Mechanics}
In this game universe, words have power.  But not just any words will
do; one must construct words in a specified pattern.  Thus, poems are
often used as foci for rituals.  Certain mechanics, rituals, spells,
etc require you to recite poetry.  But not just any old poem will do.
The mechanic should specify who needs to write the poem (if it
doesn't, assume that the person who intends to recite the poem needs
to write it himself or herself).  A lot of the mechanics require that
the writer of the poem have knowledge concerning a certain color of
magic.  The reciter of the poem must witness the writer compose the
poem (the reciter must know for sure that they are using an adequately
prepared poem).  The writer of the poem (in order to verify their
claims of knowing a certain color of magic) should show the back of
the appropriate ability card to the intended reciter of the poem (the
back of these appropriate ability cards should say something like ``I
know Red magic.'')

In general, no matter what the size of the poem, unless specifically
specified otherwise, all poems must have some sort of rhyming scheme
(that is, each line in a poem must rhyme with at least one other line.
Repeating lines don't count).  In general, poems don't have to follow
rules of meter or rhythm; the GMs think that writing a poem that
rhymes should be sufficiently difficult (and at least one of the GMs
doesn't know how to do meter or rhythm anyway, so we're not going to
force you to do it either).

The power of a poem is not just in its words but in its physical
representation.  One cannot memorize poems and use them elsewhere
without reading off the poem from a piece of paper; you must read the
poem from the piece of paper on which the original writer composed the
poem.  This must be a genuine copy handwritten by a person with the
appropriate skill.  People who don't have the prerequisite knowledge
of magic for a particular poem cannot write their own copies of the
poem.

A written poem can be used more than once, so long as one always reads
off the poem from a genuine copy.

\paragraph{Mana}
This is just a summary of the rules for mana and magic.  See the Magic
greensheet for details.

Mana is magical energy.  A unit of mana is one mana (also called one
point of mana or something like that).  It is widely known that mana
comes in five colors: white, blue, black, red, and green.  A few
eccentric researchers claim that weird colors like yellow and purple
magic exist, but none of that has been verified, so unless you know
otherwise you can only use white, blue, black, red, and green magic.
Most mana comes from tapping land signs.

Mana is can be transferred between two conscious and willing people.
One does not need to be skilled in the use of a particular color of
magic (as described by having the appropriate ability cards saying so)
in order to hold, acquire, or spend the same color of mana.  That is,
just because you don't know anything about red magic and you don't
know any red spells does not prevent you from tapping a mountain land
sign to get red mana, nor does your lack of knowledge prevent you from
spending that red mana for a particular mechanic.  In general, though,
there's not much point in holding a mana whose color does not satisfy
the casting cost of your spells.

If someone within ZoC points to you and says something like ``Drain
N'' (where N is an positive integer), lose N points of mana of your
choice from your mana pool.

\paragraph{Gamespace and Game Sessions}
Except for the basements, one may freely move around the following
buildings (unless instructed otherwise): buildings 24, 38, 26, 36, and
34.  These represent the portion of the Stronghold that is above
ground.  The Sun King's Laboratory is located in 34-1 lobby (it might
be moved up to 34-3 Lobby if complications arise, however).  The
Control Room is located in 34-302.  This will double as the Mechanics
Room.  Feel free to leave your personal belongings there; they should
be safe. The Private GM Room is next door in 34-304.  The Chamber of
Memory is in 36-372.  The Throne Room is 34-3 Lobby.

Building 12 is also in game and is part of the Stronghold.  For some
reason, however, this section of the Stronghold is particularly
guarded by the Sun King's enchantments.  Entrance to and out of
Building 12 is restricted, but not impossible.  Unless you know
otherwise, the only wway to enter or leave Building 12 is to go
through the hallway that connects 12-1 and 24-1.

The dungeons are located in the basements of buildings 1-14, 16, 18,
24, 26, 36, 54, 56, and 66.  Some of the basements of the E buildings
might also be in game.  Other buildings and their basements might be
accessible.  You can only go down to the dungeon by using specially
marked stairwells.

While you are in the dungeons, passage up or down floors is restricted
(requires using a specially marked, in-game stairwell.)  Except for
basements 12 and 24, one may walk between/among the other basements
with restrictions only where specially marked, so long as you don't go
outside or leave the basements while walking between two different
buildings.  Try to obey normal laws of physics (i.e., you can walk
from basement 10 to basement 9 from basement via basement 13.  You can
also walk from basement 3 to basement 7 (despite the fact you must
quickly go outside in order to do that.)  You can't go from basement 9
to basement 37 because you normally can't do that out of game while
remaining inside the basements.  You can't go from basement 24 to
basement 12 because then you'd have to go outside.)  This means that
basements 12 and 24 are isolated (from each other and from the other
parts of the dungeon), while the remainder of the dungeon area is
connected.

Game will take place during five game sessions (each five hours long):
\begin{tightlist}
\item Friday 8 PM - 12 midnight
\item Saturday 2 PM - 6 PM
\item Saturday 8 PM - 12 midnight
\item Sunday 2 PM - 6 PM
\end{tightlist}

Show up in 34-3 Lobby at 6 PM so you can receive props, badgeholders,
and last minute updates.  You are expected to be in game at all times,
if possible.

\paragraph{Packets, Envelopes, Dots, and Stickers in Gamespace}
If you find a packet or envelope somewhere, you can only look into it
if you are instructed to do so.  You generally cannot talk about such
packets or envelopes with other people (unless both you and the other
person are authorized to identify and/or look through that packet or
envelope).  A similar rule holds true for dots and stickers that you
find in game space (unless you know what it represents, try not to
notice or talk about any labelled stickers and dots that you find).

Any packet or envelope marked ``T0'' represents random treasure that
you can find in the general area.  Each person may pull out 1 item per
2 hours from a particular T0 packet.

\paragraph{Room Enchantments}
A room enchantment is a sign that affects either an entire room or an
entire shadow run.  Room enchantments look kind of like room signs,
except they're marked as ``Room Enchantments''.  Most room
enchantments are temporary; they should have written on them the time
at which they stop working.  If you see a room enchantment whose
duration has expired, please pull it down.  Keep your eye open for
room enchantment signs, especially when entering a shadow run (if a
shadow run is affected by a room enchantment, then an appropriate sign
should be posted next to the boundaries of the shadow run (i.e., the
``Side A'' and the ``Side B'' signs)).

\paragraph{Land Signs}
Land Signs represent mystical connections to a far away land.  They
are the main source of mana in game.  Each land sign has an envelope
from which you pull mana.  There are five types of land signs: Plains
(they generally produce White mana), Islands (Blue mana), Swamps
(Black mana), Mountains (Red mana), and Forests (Green mana).  Even
though this is the expected mapping of land type to mana color, there
are some spells that can screw around with this.  The color written on
the sign dictates the color of mana that a particular land sign
produces.  The folded mana packets in the attached mana envelope are
of the same color mana as what the mana started producing at the start
of game.  If the color on the sign changes for some reason, the color
of the mana packets also change (you'll have to use a pencil to
manually relabel any mana packets you pull from a land whose color has
changed).

\paragraph{Portals}
Portals are passages that connect two points of space.  They are
represented by appropriately marked signs.  Unless you know otherwise,
you cannot step through portals.  Mystic wards (which are thought to
have been first used long ago by the Kludgite Clan of Wizards) prevent
unauthorized people from using portals.

\paragraph{Free-Floating Summon Spirits}
A free-floating summon spirit is a summon spirit that is disembodied;
he or she is currently not inhabiting a host body.  They are
effectively intangible (although the Kludgite magic that protects the
Stronghold prevents them from walking through walls, floors, and
doors); they are not affected by martial attacks, ranged attacks,
spiritual attacks, and most spells and abilities (a spell or ability
can only affect a free-floating summon spirit if the spell or ability
specifically says it can).


\paragraph{Headbands}
\begin{tightlist}
\item \emph{White}: Observer.
\item \emph{Yellow}: White free-floating summon spirit
\item \emph{Blue}: Blue free-floating summon spirit
\item \emph{Green}: Green free-floating summon spirit
\item \emph{Red}: Red free-floating summon spirit
\item \emph{Black}: Black free-floating summon spirit
\item \emph{Silver}: A really scary warrior or monster.
\item \emph{Purple}: Someone who is currently enchanted by a spell.
\item \emph{Orange}: Two people in a duel.  Duelists have the
appropriate green sheets and ability cards.  Until the duel is over,
no one else may affect the duelists with any abilities or attacks.
The opposite is true (duelists will be using dart guns against each
other.  Any non-duelist hit by a duelist's dart is not affected).
Duelists and non-duelists can still talk with each other.  Try not to
cheese this mechanic by taking advantage of the special immunities.
\item \emph{Anything Else}: Ask from a safe distance.
\end{tightlist}
More than one headband might be worn by some people.  This indicates
an overlapping of descriptions.

In general, if you see something with a headband on, you probably
either cannot affect that person (they're an intangible, free-floating
spirit; an observer; a duelist; or a person playing Patrol) or they're
potentially powerful (silver headband or something else).  Thus, a
good rule of thumb is that unless you know otherwise, try to stay away
with people wearing headbands.

\paragraph{Miscellaneous}
The first number on a character's namebadge is their apparent age in
decades.  If the first number of an item number for an object is
greater than 7, then it is very valuable (9's are not necessarily more
valuable than 8's, however).

A spell or effect might refer to something like ``can only affect blue
creatures''.  A person (whether a planeswalker, summon spirit, Legend,
or otherwise) is considered to be a certain color of creature if they
have knowledge of that color of magic.  Hence, if person has knowledge
of Blue and Red magic, he or she is both a Red creature and a Blue
creature.  Another type of group that might be mentioned by a spell or
effect is something like ``non-white creatures'' or ``non-blue
creatures''.  One is considered a non-white creature if one does not
have any knowledge of white magic (similarly, non-blue creatures are
creatures that do not have knowledge of blue magic).

\paragraph{A Few, Final Thoughts}
This being a high-fantasy, high-magic, high-weirdshit game, there are
lots of rules in order to handle the unrealistic mechanics and
metaphysics of the game universe.  The GMs have tried to make the
rules and mechanics as succinct and as easy to understand and follow
as possible.  We've also tried to make things consistent and fair.
However, we might have goofed up somewhere.  The GMs reserve the right
to change the game in order to restore order or to make the game flow
easier.  The GMs also reserve the right to stop or smite anyone who
cheeses the mechanics too much.  We hope everyone will be
understanding and have an open mind about this.

\end{document}
