% This document has been modified by inserting linebreaks into long lines. Anachronic Nonsense Basic Rules Spring 2002 Written by Aaron Finck, Beth Baniszewski, and Diane Christoforo The following are the rules for Anachronic Nonsens, a real-time, real-space role-playing game sponsored by the MIT Assassins' Guild. You are responsible for knowing these rules. If you make a mistake because you didn't know the rules or didn't ask a GM for clarification, tough. Please note that many of these rules are well-nigh impossible to enforce, so the game relies heavily upon the honor system. Remember, it's only a game. It's supposed to be fun. We hope that you agree that it is no fun to win by cheating. Playing loopholes in these rules is likewise not permitted; the GM is the one who calls whether or not you are playing fair. Be your own harshest critic. All rulings made by the gamemasters (GMs) are final. The GMs promise to be as fair and as reasonable as they can when making rulings; neither the GMs nor these rules are perfect. If for whatever reason you find yourself in a situation where you are unsure as to how to proceed, if you have any doubt that what you want to do is considered fair and legal under these rules, if you are unhappy about how the game is going for you, or if you have any questions or doubts about anything related to the game, contact a GM. The GMs wish to remind you that this is only a game. Everyone involved with the game is expected to act with courtesy, sportsmanship, patience, and taste. The game does not give you the right to do in reality anything normally prohibited by legality or morality. The GMs reserve the right to expel from the game anyone whom we believe to be violating the spirit of the rules or the game. Emotions may run high; if you think things are crossing the line from game to reality too much, or if you are just getting too stressed, you should cool down and maybe take a break. Stay in control. Use common sense. Always, you should play safely, then play to have fun. And watch out for swinging boffer swords. Although this game may refer to things in the real world (although we highly doubt it), it is not meant to make any sort of political, social, economic, religious, philosophical, technological, governmental, revolutionary, or geographic comment of any kind, and certainly does not represent the GMs personal opinions on anything. WARNING: METAGAMING IS HAZARDOUS TO YOUR HEALTH Contents 1 Getting Started 1.1 Character Packets 1.2 Reality and Game Reality 1.3 Basic Strategy 2 Items Etc. 2.1 Searching and Stashing 3 Violence and Death 3.1 Health States 3.2 Weapons 3.3 Killing Blow 3.4 Ranged Combat 3.5 Martial Combat 3.6 Gladiator Duels 3.7 Death 4 The Antara 4.1 Game Areas 5 Miscellaneous 5.1 Song Incants 6 Closing Notes 1 Getting Started 1.1 Character Packets Your character packet comes in a big manila envelope. It has your role: who you are, what you're up to; everything about your part as a player-character (PC) in the game. Read all the contents thoroughly and, in general, keep them with you during the game. Character packets are confidential; none of the contents, unless clearly stated otherwise, should ever be shown or read to any other player. You should never look at anything from some one else's packet. Often things which cannot be given to other players will be marked as "Not Transferable," whereas things which can be given to others will probably be marked as "Freely Transferable." Name-Badge: A badge with your player name, character description, and badge number on it shows that you are playing in the game. You must wear it visibly while you are playing in the game. Badges numbers on badges are used only for game mechanics and cannot be written down or referred to in-character. The only possible exception to this rule is the first digit in the badge number; this represents the character's apparent age in decades (for example, someone with badge number 37972 looks like they are between the age of 25 and 35). This name-badge also represents your character's body in-game. Character Sheet: This tells you who you are, how you think, why you are here, who your friends and enemies are, etc. This is the single most important sheet in your packet; it represents your personality, history, and beliefs, and may never be shown to anyone. Your character sheet contains a list of everything else that should be in your character packet. If you are missing something or find something which doesn't seem to belong to you, tell one of the GMs. Bluesheets: These are like character sheets for an entire group of people. A bluesheet gives the information which is common knowledge to members of that group. Bluesheets are not physical items and cannot be shown or read to other players. Your personal views might not be reflected at all by a bluesheet. When in conflict, your character sheet will always override the information in a bluesheet. Greensheets: These are used to expand on the rules for abilities and mechanics and/or in-game knowledge. They are not physical items and cannot be shown or read to other players. You might be able to acquire certain greensheets during the course of the game. Stat Card: This is a card with your statistics. You might not know what all of your stats mean; regardless, you should not tell people what any of your stats are unless otherwise instructed. The reverse side of your stat card has a Death Report to fill out and give to the GMs if/when your character dies. Ability Cards: These cards explain the rules of using special abilities your character has. The only way to show an ability to someone is to actually use the ability in their presence. The front side of a card describes the visible effects and should be shown when playing the card; the back side contains the rules regarding the use of the ability. Items: Your character may have various in-game items. These may be transferred from character to character at will, and should be marked as such. See the Items Etc. section below. Memory Packets: Also known as mempacks. These are small envelopes or stapled strips of paper. They have a trigger written on them letting you know when to open and read them. If a trigger is a number, open the packet when you see a badge, item card, etc. with that number. If it's a phrase, open the packet when you hear someone say it or see it in writing. If it's something odd like "Q", you only open the packet when something instructs you "open your Q packet now". Some triggers may be complex instructions, such as "open if you get married." Some triggers may contain a specific time. You should open such packets at the listed time. It is always possible that game will start late. In this case, you should delay open any time-related memory packets for a period equal to the amount of time the game started late. Thus, if game starts half an hour later and you have a memory packet saying "Open this at 10:30 PM", don't open the packet until 11:00 PM. This rule applies to any other event that is triggered by a specific time. You should not take any game action based on the knowledge that you have or lack memory packets. Scenario: This tells you some general, public knowledge, including a brief history of the game universe. Some of it may be in-game information, some may be out-of-game information. 1.2 Reality and Game Reality There is a big difference between reality and game reality. Players are expected to treat each other with courtesy and to explain to other players what their characters perceive in confusing situations; e.g. "My character's hands are covered in blood," an out-of-game statement. Characters are under no such restrictions, and should do what it takes to further their goals; e.g. "Uh, hi Bob. Just got back from the butcher shop," an in-game statement. Metagaming is inferring in-game knowledge that is inappropriate for your character from out-of-game information. Though limited metagaming may be unavoidable in certain circumstances, you should do your best to not metagame and to prevent the risk of metagaming. Be your own harshest critic. Halts: A halt pauses game action. To call a halt, say "game halt" in a clear and audible voice; you want other players just around a corner to hear you, but you don't want to scare some poor grad student. When a halt ends, a resume is called by saying "one, two, three, resume". Halts should be called for one of only three reasons: because a rule tells you to, for safety and similar out-of-game issues, or to pause game and fetch a GM (try to avoid this). Not-Here: You can go not-here by turning your name-badge around so the "I'm Not Here" side is showing (or by removing your badge entirely, if you are leaving game). Putting a hand on your head, visible from a distance, helps if you're near other players who are in-game. You should go not-here for one of only three reasons: because a rule tells you to, because you're leaving game, or to fetch a GM while in a halt (try to avoid this). When you are not-here, your character is just that: not there. Your character cannot see, hear, or remember any game actions or information you, the player, happen to encounter. When not-here you should avoid interaction with other players, being in common game areas, reading game signs and packets on the wall, or any sort of game interaction. Observers: An observer is someone who is not playing the game but has agreed to watch. They generally wear a white headband. Observers have also traditionally been called "ghosts". They should stay out of the way; you can always ask an observer to leave. If a friend who is not playing wants to hang around the game to see what's going on, send him to us and we'll arrange observer status. Non-Player-Characters: Non-player-characters (NPCs) are characters in the game's universe not played by a full-time player. They are usually minor characters, bit parts, or random people. Some may have name-badges; sometimes called "GM plants", these are often not readily distinguishable from PCs. Non-Players: Not everyone in the world is playing in this game. Some non-players (NPs) like to sleep or study undisturbed; others just don't like having toy guns waved in their faces. You are encouraged to spread the gospel of real-time, real-space role-playing; however, use tact and common sense when dealing with NPs. NPs may not knowingly affect the game. They may not be used to hold items or information, nor can anything be hidden in a NP's room. They may not help you kill someone, much less blow up a bomb for you. Do not use the presence of NPs to hide from rampaging mobs that want your blood or similar. Avoid conspicuous or threatening game actions in front of NPs. Shooting your friend outside of a classroom one minute before class lets out is a bad idea, as is screaming bloody murder down a hallway. If, despite your most valiant efforts, some NPs do get upset, call the GMs and let us help calm them down. Mechanics: Many common things your character can do are represented by you doing them as a player, like walking, talking, and general interaction with other characters. However, some things your character can do, like combat, are represented by abstract mechanics, usually for reasons of safety or game balance. Mechanics are described in ability cards, greensheets, and rules. The abstract information for mechanics may not be discussed in-game. If you want to do something for which there is no mechanic, use common sense; it's often a good idea to check with a GM. If you have any mechanics you might want to use in a situation where seconds count, e.g. combat abilities, become familiar with their specifics before game starts. Game action will not stop for memory packets, greensheets, or similar. A kludge (and derivative forms like "kludge-ite") is something impervious to logic and cleverness. This might be for game-balance reasons or because there is no good, realistic in-game explanation for why a mechanic works the way it does. You can't affect something declared a kludge unless a mechanic or GM explicitly says you can. Zone of Control (ZoC) is rough distance measurement. You are in ZoC of someone if your outstretched fingers can touch their outstretched fingers. Double-ZoC would be twice this distance, triple-ZoC is three times, etc. Headbands represent obvious visual effects; they should be worn visibly on the head. If you see a headband and don't know what it represents, ask. If you are wearing a headband you should tell people what their characters see. Safety: This is a game. Real violence is unacceptable. Game actions should cause no real-world damage whatsoever, either to people or property. If something is happening that seems like to cause someone to get hurt, call a halt. Stay in control, use common sense, and do not endanger yourself or others. A good rule of thumb for safety is never try to run or otherwise force your way into or through someone else's ZoC. Also, you should never make physical contact with another player without permission. 1.3 Basic Strategy Your first priority as a player is to make sure you understand the rules. If you are completely confused, get a GM and we will try to help you out. After that, make sure you know enough about your character to role-play him or her when you start talking to other people. Read through your entire packet a couple of times before game, and skim through it again right before game starts. If there is something about your character you don't know, ask a GM. As a character, your first priority should be to open lines of communication. Contact people, show up at meetings, and chat. Try to be easy to get in touch with. Ask people questions on relevant subjects. Sure, they'll probably lie, but you just might find something out. There are no guarantees that you can trust anyone, but since cooperation is the key to accomplishing things, you will be forced to trust people anyway. Probably the most trustworthy people are those who need you. 2 Items Etc. Many in-game items are represented by little white index cards with a number and description. Item cards may be shown to others, passed around, stolen, etc. The item number on the card, which some items might not have, is not in-game information and may not be discussed unless you know otherwise. Not all in-game items have cards; whatever they are represented by should be clearly marked "in-game item" and/or "freely transferable". Do not write anything on item cards unless you know otherwise. If you see symbols written on an item card, you notice nothing special about the item unless your greensheets say otherwise. Words might be written on an item that describes any special characteristics that your character notices. As always, use common sense. You can't carry a hundred rocks in your pocket, you can't fold a sword in half, you can't hide a life-sized statue in a fire hose, you can't stop a bullet with a set of blueprints, you can't rip apart a metal safe with your bare hands. Your character can't either. Even if your bag can carry a shovel in it, the shovel noticeably sticks out, so you would have to go around saying out-of-character, "you see a shovel sticking out of my bag". Written Information: If you write in-game information down on a piece of paper, that paper is now an in-game item and should be clearly marked as such. It can be traded, stolen, etc. Don't write in-game information on your character sheet, bluesheets, or other stuff that are not game items and shouldn't be in-game. Don't write explicitly out-of-game information (e.g. mechanics meta-information, memory packet triggers, etc.) on in-game documents. Signs and Packets: Some locations and other things in-game may be represented by signs and/or packets posted throughout game area. You may read any signs and must follow any rules printed on them. You may not open a packet unless a rule or mechanics says you can or instructs you to do so. If a sign or packet doesn't have some sort of in-game descript (i.e. it only has out-of-game mechanics information, like a number or just a colored dot), then your character doesn't even see it or know anything unusual is there, unless a rule or mechanic tells you otherwise. Envelopes: Some items may have an attached envelope (or just be a labeled/folded paper). The item card may include directions for when to open these, e.g. "open packet if you press the big red button" or "open packet if you eat this"; otherwise you may only open them if a mechanic allows you to. Bulkiness: A bulky item is too big or heavy to be carried freely. Bulkiness is measured in hands, (how many hands it takes to carry it) or dots. Cooperation is possible. It should be clear to onlookers which people are carrying the item (the players should be holding the item card together). Any hands helping to carry a bulky object can be doing nothing else. N-1 hands may drag an n-hands bulky object at a slow pace. By default, all characters can carry two hands of bulkiness. Character Bodies: To move a character who is unconscious, immobilized, or dead, you must carry them (the character, not the player). A body is three hands bulky by default. It should be clear to observing players what is going on. Carry the badge conspicuously. Tell onlookers what their characters see, e.g. "We are carrying an unconscious body"; they can't tell if it's dead without close examination, unless it's headless or some such. If you want to tie a character up, you need an appropriate item (duct tape, rope, etc), and you should describe what you are doing. Props: Some items may have props (physreps or physical representations) associated with them, in which case the item card and physrep should always be kept together. If they are separated, the item card is the real item. Items which are props are generally as bulky as the prop, unless otherwise specified. They can be carried in bags that can hold them, on straps that are attached to them, etc. Containers: Some items are containers, like crates or personal bags. A container usually has two statistics associated with it: bulkiness and capacity. Bulkiness works the same as for other bulky items. A container also has capacity, which is also measured in dots or hands; this is how many hands of items can be stored in it. For example, a small crate may be two hands bulky and have four hands capacity. So, yes, a container can have a bigger capacity than its bulkiness. You can put its capacity in bulky items inside the envelope which should be attached to the container item card. Also, when dealing with non-bulky items, you can put as many as you want into a container; use common sense. You cannot put containers into other containers. 2.1 Searching and Stashing Searching People: All searches of characters or their belongings are conducted via player dialogue. You cannot search an unwilling character unless they are unable to resists you (immobile, unconscious, or dead). Even then, anyone in ZoC of either of you can prevent the search by saying "I stop you". It takes two free hands to perform any kind of search at a reasonable speed. To simulate a stereotypical TV cop frisking, you can perform a pat-down search. This search will only reveal the presence of weapons. This takes as much time as it takes your victim to tell you what you find. You simulate a mildly invasive complete search of the character's entire clothing with a total search. This takes as much time as it takes your victim to hand over his game items. In addition to item cards and physreps, this includes any notes your character has made. If you're the victim, do this at a reasonable pace; don't stall. Searching Bags: Searching a character does not mean you've searched their bags. To search those, do not actually look through them yourself. Tell the player "I'm searching your backpack." If no one stops you, the player will give you the item cards in their backpack. To search an unattended bag that is not obviously in-game (no visible item card attached), spend thirty seconds by the bag, put a "searched (see a GM)" note on the bag, and come tell a GM yourself. You should tell any onlookers that they see you searching through the bag. If you find a "searched" note on your bag, come see a GM. You can put a note saying "out-of-game bag" or "no game items" or such on a bag you wish to declare completely out-of-game. To search a bag that is obviously in-game (has an attached and prominently displayed item card), search the physrep. Item cards in the bag should be in a reasonable places (e.g. don't sew a gun item card into the seam). If the item card has an attached envelope, the bag is just a prop and all in-game items should be in the envelope; see the Containers section above. Stashing Items: Unlike in most games, you cannot hide items that are not on your person, unless you know otherwise. This means that if you cannot stash items in secret places within a room. Instead, you should place the items in the open, where they can be easily seen by anyone inside the room. 3 Violence and Death 3.1 Health States Character have four possible states, concerning health and damage. When you are fine, you may act freely. When you are helpless, you are immobile and may do nothing but talk. When you become unconscious, you will wake up in five minutes. When dead, you are dead. When knocked out, you should fall down and drop anything you are holding. Just lie there. You won't be doing much of anything until you wake up. Do not listen to conversations going on around you. If someone goes up to you and says "Stun!", you automatically become unconscious. 3.2 Weapons All weapons have a physrep and an item card; these should be kept together. You may keep the item card in your pocket while the physrep is in your hand. To use a weapon in martial combat, it must be drawn, i.e. in your hand an unobstructed, not in a sheath or pocket, and not inside a jacket or something. If whether or not you have a weapon draw is ambiguous, e.g. you were still pulling a knife out of your pocket or picking a gun up off the floor when someone attacks you, then the weapon is not drawn. When using a weapon, display it in a threatening manner (without physically threatening the player). Weapons will have their effects (CR modifier; see below) printed on the item card. You cannot hold more than one weapon in a hand. You may only use one melee weapon at a time; if you are holding two, pick one. 3.3 Killing Blow A killing bow will kill a helpless victim. To killing-blow someone, you must have a weapon (melee or ranged). Your victim must be in ZoC and either unconscious or helpless. Say "killing blow one, killing blow two, killing blow three" in a clear, audible voice, at a reasonable pace. During the incant, if you get attacked or if someone within ZoC says "I stop you" or some other equivalent phrase, you are stopped. To stop a killing blow, either attack the person doing it or get within ZoC and say "I stop you". If you are successfully killing-blown, you are dead. 3.4 Ranged Combat Ranged combat is real-time and mostly based upon player skill at firing and dodging physreps. Please keep it safe. Hits to anywhere on the body count the same; don't aim for the head, however. If a projectile hits clothing or long hair such that it would not hit the body passing through, it doesn't count. Hits to an item you hold count as hits on you, not the item. If there is conflict over whether or not a projectile hit, the shooter calls the shot. All ranged projectiles have the same effect: if and when you are hit by one, you become unconscious. Fall down and drop whatever you are holding. There are two types of ranged projectiles: bullets and throwing knives. Bullets, represented by either plastic discs, plastic darts, foam darts, or koosh rings, can be fired by various types of guns. Ammo is unlimited in-game (throwing knives are exceptions). A throwing knife is physrep'ed by a small foam knife or pellet. Though using a knife in martial combat can be done by anyone, throwing one to do damage requires an ability. Throwing knives may be used in martial combat. 3.5 Martial Combat All characters have a Combat Rating (CR) stat. This represents your basic skill in martial combat; you use the same number for attacking and defending. Someone with a CR of one can't fight very well. Someone with a CR of three is somewhat burly and/or skilled. When using this stat, you may pull your punches by using a lower number. Martial-attacking someone requires being within ZoC. Clearly state your attack followed by your CR, e.g. "Knock out 2" or "Restrain 2". The attack begins when the incant begins; don't rush the incant. You must have the ability card for any attack you make; you don't need to display the card. When attacked, resolve the attack by comparing your CR against it. If your CR is lower, take the effects; else, say "resist" and the attack has no effect. If you fail to say "resist" within two seconds of the end of the attack incant, even if you could resist, you are surprised; the attack works anyway. You can counterattack with your own attack ability and not be surprised. The higher number wins; nothing happens in a tie. You must wait for your attack to resolve before you can make another. When attacked, until you resolve, you may only counterattack. Rapid-fire attacks don't prevent simple actions (talking, drawing a weapon, ranged attacks) in between. Multiple Attackers: If multiple people attack you, defend from all the attacks as if they are alone, in the order in which they occur. If it is ambiguous, you (the defender) may choose the order. The Assist ability allows coordinated attacks. You direct an Assist at an attacker, which allows them to add your CR to their attack. They deal with the extra math, not the defender. Assist does not change someone's CR for the purposes of defense; it is possible for an assisted attacker to mutual with an opponent. Ranged Combat versus Martial Combat: If someone martial-attacks you at the same time you make a range attack, you (the shooter) call which happened first. Give the benefit of the doubt to the player saying the incant; the attack beings when the incant beings. If the martial attack started first, your shots miss. Having a loaded weapon in hand does not trump martial combat; either shoot first or risk losing a contest of CR. Martial Attack Abilities: Here is a list of attack abilities. Everyone has Knock Out and Assist. Only some people have Disarm and Restrain. Other attack abilities may exist. Knock Out: You can knock someone out as an attack. Say "Knock Out" and your CR. Assist: You can assist someone else's attack. You must be within ZoC of both the attacker and target. Within two seconds of an attack, direct this at the attacker, saying "Assist" and your CR. Within the next two seconds, they may restate their attack with your CR added. This does not modify their CR for defense. Disarm: You can disarm one item from someone as an attack. Say "Disarm" and your CR. Point at the item you want to disarm. If the attack works, they must drop the item. Restrain: You can restrain someone as an attack. Say "Restrain" and your CR. If you succeed, they are helpless. You may freely drag, attack, or (if you have a weapon) killing-blow them. To do anything else, you must say "release" and let them go. 3.6 Gladiator Duels Gladiator Duels are described in greater detail on the Gladiator Duels greensheet. The fights between the gladiators come in two varieties: ranged and boffer. They both take place only within a designated area called an Arena. Arena conceptually has force fields that separate the spectators from the combatants. The force field is represented by tape on the floor. The force field must be activated before a duels can start. Players cannot leave or enter the Arena freely while the force field is on. The force field can be activated by someone next to the Security panel. Usually this same person announces when the gladiators should start fighting each other and when they should stop. This person should also act as a referee. People outside of the Arena cannot attack anyone inside while the force field is activated, and vice-versa. Ranged gladiator fights involve two or more players shooting at each other. Like in normal ranged combat, if you are hit you become unconscious. Generally, the last person or team left standing wins. If no one wins within five minutes after the fight begins, then the battle ends in a draw and no one is considered to have won the battle. However, anyone who has been knocked out is considered to have lost the battle. Martial combat cannot take place during a ranged gladiator fight. Boffer gladiator fights involve two people wielding boffer weapons. Boffer weapons are fake weapons that sort of look like swords but are padded with foam or some material substance. The slave who manages to touch the other person with the blade of his boffer weapon three times is the winner. The last hit must be made to the torso or back, however. Even if you have hit someone three times, you will not win until you are able to hit him or her on the torso or back. The head does not count as a target, so try to aim as far away from your opponent's head as possible. Everything else is a valid target. Hitting the person's sword or touching your opponent with the handle of your boffer weapon does not count as a valid hit. The attacker calls any hits. Each time a hit is made, the fight is briefly stopped so that score can be more easily recorded. Once a winner is declared, the fight ends and the force field drops. Unlike in ranged gladiator fights, the losing gladiator does not become knocked out at all. If no one wins a boffer gladiator fight within five minutes, the duel ends in a draw; no one is considered to have either won or lost the battle. Gladiator duels have been scheduled to take place throughout the evening. They will occur during three half-hour periods. If a gladiator does not show up for a battle, then five minutes after the scheduled time of the fight another gladiator present may be chosen to take their place. If no one is available for some reason, the battle will be postponed until the end of the half-hour period. If a gladiator came to the Arena to fight but no one else was available to challenge him or her, then at the end of the half-hour period he or she is declared to have won any battles in which he or she would have participated. No Ability Cards or Greensheets may be used by two gladiators in either kind of duel. They are also not affected by any Ability Cards or Greensheets. 3.7 Death Death may happen to quite a few characters during the game. Try to be a good sport about killing and dying. Death might come as a result from something besides a killing blow. A mechanic, greensheet, or rules sheet will tell you if something will kill someone. If someone goes up to you, points at you, and says "Smite!" then you are instantly dead. It goes without saying that you shouldn't use this word frivolously in normal conversation during the game. Only say "smite" if a mechanic, greensheet, or rules sheet says that you can. If your character has been killed, do not give out any information about your character or death to any players. You may remain on the scene to play the part of your corpse. You may give out information that's very obvious to on-looking characters, e.g. "I'm lying face-down, not moving, with what looks like a gunshot wound in my back." You can't say "Joe shot me," "I was beaten and then killed," etc. When you leave the scene, put any item cards in your possession in a stack where your body is. Put the front side of your badge on top of it with a description of the obvious state of your body, e.g. "several laser burns in back, skull caved in." Take the "I'm Not Here" side to wear. Fill out your Death Report. Make sure the GMs know your character is dead. After your character's death becomes generally known to the other characters, if you're interested in watching the game, come to the GMs and we'll make you an observer. You will be given an observer headband and may freely receive information from players just like any other observer, but until the game is over, you still may not convey game information to any player. 4 The Antara The space station Antara consists of specific floors of buildings 26, 36, 34, and 24. The following floors will be in game: Building 26: Floors 2 through 4 Building 36: Basement through Floor 4 Building 34: Floor 1 through 3 Building 24: Floors 3 through 5 Here are some important parts of the Antara: The Arena: 34-1 Lobby (subject to change) Docking Bay: 34-2 The Bridge: 34-3 Main Living Area: 36-1 Physics Sector: 26-2, 26-3, and 26-4 Main Engineering: 36-Mezzanine Machine Shop: 36-Basement Biology Sector (currently sealed off): 24-3, 24-4, 24-5 5 Miscellaneous 5.1 Song Incants Some of the greensheets might require you to do song incants. Song incants involve saying or singing either some or all of a song. You are by no means required to sing, but it might be amusing to some if you at least tried. The GMs certainly do not harbor any illusions about us being able to sing. The lyrics for a song incant might also include a time in minutes and in seconds. You are required to continue to say or sing the lyrics for the specified amount of time. If there is no time given, then you can say the song in as little time as you can say the lyrics in a clear and intelligible voice. In either case, people near you should be able to understand what you're saying. This is important because the lyrics of the song incant give a clue to observers about what you are doing. For example, if you see someone standing next to an antimatter bomb and they're singing "It's the End of the World as We Know It" or "Great Balls of Fire", you might want to stop them. Remember, if you're confused about the meaning of the lyrics, you can always ask the person singing them "What do I see?" Unless otherwise stated, if you are saying or singing a song incant, anyone can stop the action you are doing by either attacking you or moving within ZoC of you and saying "I stop you". You will then have to start all over again. 6 Closing Notes These rules are imperfect. The GMs reserve the right to violate the letter of these rules in order to preserve their spirit. We hope these rules are reasonably clear, but if you have any doubts about your interpretations, talk it over with us in advance. By doing this, you may avoid honest mistakes that appear to be intentional. We should also add, as much as we hate to admit it, we GMs are human: when all of our carefully laid plans are going haywire, we may lose our cool. Remember, the best way to deal with people is by remaining calm and friendly, especially when everyone is tired and hungr. We hope you have lots of fun. Good luck.