AMNESIA A Short-Run Assassin Game RULES It is customary to insert a disclaimer at this point to the effect that these are experimental rules and the GMs apologize for any problems with them. Well, we're not gonna apologize. Our Rules Are Perfect. So there. And IF there's any debate, ALL GM RULINGS ARE FINAL, REGARDLESS OF ANYTHING ELSE, IN THE RULES OR NOT. This game is copyright (c) 1994 by Jeff Foley and Seth McGinnis. All rights reserved. ------------------------------------------- 1 BASIC IDEAS The important thing to remember about this whole thing is that it's only a game, but it is a role-playing game. This means: o Don't irritate anyone who isn't playing. o If something weird happens, the correct response is to "Role-Play Accordingly." o Try not to Meta-game! 1.1 NON-PLAYERS Non-Players are defined as anyone who isn't playing in the game, a fact that you will be able to tell because they won't be wearing a plastic badge or a headband (see below) Don't annoy the Non-Players because it will make trouble. And then you won't get to have fun anymore. Okay? If you see a Non-Player, act normally. If you have a Silly Plastic Thing, (aka Discgun, since it can be upsetting to call them "guns" around Non-Players) then put it away for a moment. If it is necessary to alert other players, call out "Non-Player Halt" until they go away, then call out "Resume" to begin play again. It is probably a good idea to synchronize the yelling of "Resume" by counting down "3, 2, 1" or some such first. USE YOUR BRAIN. No, you cannot do anything at all during a halt. But you knew that. And remember, if you do manage to annoy a Non-Player, TELL A GM *IMMEDIATELY*! 1.2 GM OBSERVERS, or GMOs There will be a reasonable number of people walking around with badges who aren't players. We don't call them ghosts, because there have been too many games where ghosts actually existed. These are GMOs, GM Observers. They do not exist within the context of the game. You don't see them. Ignore them. They aren't really there. You may use a GMO to summon a GM, and you may tell them to get out of the way, if they're in your line of fire, etc, but they may be watching you for a reason, so the best approach is to ignore them completely. If you wish to observe the game, see a GM. GMOs will be identified by a badge that says "GMO" on it in big letters. They will also be wearing white headbands. 1.3 GMs We are the GMs. We are the ones who are running the game and causing the universe to continue to function. Therefore, We Are God. If the GMs have made a decision, It Is Final. You may, if you feel that we may have been unaware of something that would have influenced our decision, POLITELY ask us if we were aware of it, but DO NOT ARGUE WITH THE GMs, or we will, with malice aforethought, eit you most heinously. A GM will be identifiable by three attributes: the red GM headband, the badge saying "GM" on it, and the pair of horns sticking out of his forehead... 1.4 BASIC APPROACH TO THE GAME Remember, this is a game. It is not reality. If you do something dumb and/or illegal, we're not responsible. You have been warned. If something weird happens (your gun jammed, you dropped all your item cards down a radiator, someone threw a vial of liquid at you and got it in your mouth) the appropriate response is to ROLE-PLAY ACCORDINGLY. That's what the GMs will most probably instruct you to do if called upon to make a judgement. Use your head. 2 CHARACTER PACKET Character packets will contain some subset of the following things. If you're missing something, tell a GM. If you're confused about anything, that's good. You're probably supposed to be. But you may see a GM anyway, on the off-chance that we did screw something up. o Character Sheet: This is who you are. It will be very short. o Scenario Sheet: The name of this game is Amnesia. You don't get one. o Badge: You must wear this visibly at all times during play. It will have a number on the front of it; the first digit indicates roughly how old (in decades) your character appears. o Ability Cards: If you have ability cards, they should be self-explanatory. Read them and follow the directions to make use of an ability. Ability cards should be shown to another player if and only if the card says to do so. o Items: Any items that you have on your person. This game will be minimally costumed; you may be given clothing, etc, on the night of the game. For more details, see section 3. o Memory/Event Packets: You will probably have lots of these. When you encounter the triggers (see/hear/experience them) written on the outsides, you may open the envelopes. DO NOT OPEN THEM BEFORE THAT POINT! If the trigger is a word or phrase, you may open the packet when you see/hear that word or phrase. If it is a number, you may open the packet when you encounter the item/person with the corresponding number. If it is an event, you may open the packet when that event happens. You may have lettered "Unconscious" packets; any time you are knocked unconscious, you may open one and only one of these packets. You may also have packets within packets; if you encountered the trigger on the nested packet before the outer packet was opened, you may NOT open the inner packet; you must wait until you encounter the trigger AGAIN. These envelopes do not exist in game. And remember, Meta-gaming may be hazardous to your health. (N.B.: Meta- gaming refers to taking action based on knowledge that the player has, but the character does not. For example, doing something because of what is written on the outside of a MemEvent Packet.) 3 ITEMS All items existing in game are indicated by an index card with a description and a number. An index card with one colored dot on it is bulky and must be carried visibly in one of your hands. Two dot items are either really really large or somehow attached to their location and are therefore immovable objects. If you think you have an irresistible force, see a GM. Dots on index cards, items, or anywhere else you may find them in game are not removable. Period. If you find an item and can carry it, you may take it. They may be hidden anywhere in the playing area. Searching a non-conscious body takes as long as it takes for the body to pull all the items out of its pockets and hand them to you. Bodies, cooperate and do this as quickly as possible. Backpacks do not exist. 4 VEAPONS o GUNS: Guns are simulated by disk guns. If a gun has disks in it, it is loaded. Otherwise, it's a heavy piece of metal. A gun may not be reloaded unless you have an item card for more ammunition. o POISONS: If you encounter the poison mechanic, it should be quite obvious. IMPORTANT: ALL POISONS ARE LETHAL AND KILL NIGH-INSTANTANEOUSLY. o BOMBS: If you encounter the bomb mechanic, it should also be quite obvious. If you can do something with a bomb, set or unset, you'll know. IMPORTANT: ALL BOMBS EXPLODE IF RANDOMLY TAMPERED WITH. 5 COMBAT Combat may occur anywhere there are no Non-Players except bathrooms. Do not abuse the sanctity of the Holy Privy or you will be eited. Remember, combat is easier and better if you use your head (but even easier than that if you use a gun. Read on...) 5.1 RANGED COMBAT is easy. Take out your gun and fire it. If you are hit by a bullet anywhere on your body, drop everything you are carrying and fall down. Role-play this. You don't get shot every day, you know. It hurts A LOT. You should probably yell and scream and roll around. Remember, you just got SHOT! If you have been hit in an arm or a leg, you lose one hit point for the remainder of the game. Unless someone does First Aid upon your poor little bleeding body, you will fall unconscious in five minutes and die five minutes after that. First Aid is a default skill; ANYONE can prevent someone from bleeding to death by walking up to them and spending thirty seconds performing First Aid. If you are shot in the torso or head, EIT! Go unconscious instantly. If you do not receive significant medical attention (more than just First Aid) in five minutes, you will die. If you have medical skills beyond First Aid, you'll know about it. 5.2 MARTIAL COMBAT This is a new system, so PAY ATTENTION! To attack someone, you must be within their zone of control. The ZoC is defined as arm's reach. That is to say, if you can reach out your hands and touch the other person's outstretched hands, you are within ZoC. An attack if made by coming within ZoC and saying "Martial Attack One Hippopotamus Two Hippopotamus." It DOESN'T COUNT IF YOU DON'T SAY HIPPOPOTAMUS! If the victim of the attack begins to say "Martial Defense" before you finish saying 'MA 1H 2H', then you proceed onto the next paragraph. Otherwise, the victim is knocked unconscious and you may ravage him/her as you wish. Having made the formal exchange of martial intentions as demanded by ettiquette, resolve the round of combat as follows: Face the other person and make both hands into fists. Bang your fists against an imaginary table-top and count "One, two, three, show!" On the "show" beat, reveal each fist as Paper (open hand, palm down), Scissors (Two fingers forward) or Rock (keep the hand in a fist.) Match each hand up with the corresponding hand of your opponent, your right to his left and vice-versa. For each hand that you lose with, you take one point of damage. For each hand that you win with, your opponent takes one point of damage. If you tie, neither of you takes a point of damage. If you screw up and make, say, a paperclip instead of rock, paper, or scissors, or if you forget about your left hand, then you automatically lose on that hand and take at least one point of damage. If one of your hands is not free, (you are carrying a bulky item, you are holding a gun (see below), etc) then you do not get an attack with that hand. Therefore, you will automatically take one hit of damage in a combat round with someone who has both hands free. Yes, you may drop an item to free up both hands. Unless you are notified otherwise, you have two hit points. When you lose both of them, you fall unconscious for five minutes. If someone shows you an ability card relating to combat, follow their instructions. If the round of combat is resolved and both people are still conscious, you may run away, or declare another attack and continue the combat, or kiss and make up, or what have you. The instant you do something other than fight, all hit points lost during a combat come back. If several people wish to attack someone, simply declare "Martial Attack One Hippopotamus Two Hippopotamus" at the same time; everyone who says "Martial Attack One Hippopotamus Two Hippopotamus" before the initial defender finishes saying "Martial Defense" is on the attack side for this round and this round only. Similarly, everyone who starts saying "Martial Defense" before he finishes is on the defending side. Form two lines. Count "One, two, three, show" together. Now, it's just like with two people, but you match your hands against everyone who is on the opposing side. Just iterate through, and don't put your hands away until everyone is done. Yes, it is entirely possible for a four-on-four fight to knock everyone on both sides unconscious. Isn't that neat? If you don't get your attack in before the Hippopotami finish, you may either a) pull a gun and shoot everyone, or b) wait until this round of combat is resolved and join in on the next one. Or you could run away. Or whatever. If you have a gun and someone attacks you, you have until they finish counting Hippopotami to shoot them. THERE IS NO DISARM! If you can't hit them, they knock you out and you fall down unconscious. You suck. OR, you may engage in martial combat. If you say "Martial Defense," you MAY NOT FIRE YOUR GUN UNTIL THE ROUND OF COMBAT IS RESOLVED. You can either drop your gun and fight with two hands, or keep it and fight with one, thereby automatically taking a point of damage. As soon as the round of combat is resolved, you can go back to shooting people. You may not draw a gun once you have said "Martial Defense." BASIC POINTS OF COMBAT: o Attack: "Martial Attack One Hippopotamus Two Hippopotamus." o Response: either "Martial Defense" or "urg!" /thump/. o Resolution: Match hands, "One, Two, Three, Show!" o Scissors cut Paper wrap Stone crush Scissors. o One loss, one hit. Take two hits, fall down. o If they shoot you, they shoot you. There is no disarm. o If shot, drop everything and fall down. Lose one hit permanently. 5.3 DEATH AND UNCONSCIOUSNESS Kinda sucks, donnit? Always note what time you were knocked unconscious so that you know when to wake up. WEAR A WATCH. If someone comes up to you while you are dead or unconscious, tell them they see a non-conscious body and describe any obvious wounds. Tell them nothing else. Cooperate if they search your body for items. 5.4 KILLING BLOWS Crushing someone's windpipe while they lie unconscious on the floor is, let's face it, a difficult thing to do. If your character is constitutionally capable of doing this, you'll know about the mechanic. If not, don't worry about it. 6 OTHER THINGS 6.1 DRUGS Drugs are simulated by yet more small envelopes with a description written on the outside. If a drug enters your system, open the envelope and follow the instructions inside. 6.2 KIDNAPPING AND MOVING BODIES Enough of these silly 8.5x11" signs. If you want to carry an unconscious body, get a GM to help. 6.3 SKILLS You may have abilities or skills which are written into your character description, rather than on an ability card. These should be self-explanatory. If not, or if you wish to do something complicated, see a GM. AND REMEMBER, IF YOU'RE IN DOUBT ABOUT THE RULES, USE COMMON SENSE AND ROLE-PLAY ACCORDINGLY. If something screws up, we're much more likely to come down on the side of realism and role-playing than we are on the side of rules-lawyering and the letter of the law. Meta-gaming may be hazardous to your health. Killing people randomly is liable to screw your character over. You really want to wear a watch. Void where prohibited by law. Right.