comment: |
  These rules are based on the rules from GameTeX, distributed under
  the following license: 

  :Copyright (c) Ken Clary and the MIT Assassins' Guild.

  :You may use, copy, and/or modify this software for any purpose with or
  without fee, provided that the above copyright notice and this
  permission notice appear in all copies.  You may not distribute
  modifications of this software, in whole or in part, under its
  original name, or otherwise cause version splintering.

  This is intended as a nearly complete rules and scenario document
  that you, the GM, change and complete for your game.  Various
  comments suggest what parts can be removed or changed based on
  common game variants.  For example, you will not need the rule for
  player rooms if your gamespace is not open or otherwise doesn't
  include living spaces.  Some possibly useful sentences/paragraphs
  are simply commented out.
  
  Feel free to ignore these comments and just write what you want.

  Most of the material presented here, especially in the Getting
  Started and Items Etc. sections, is taken for granted by many
  players.  This has two major implications:

  # Because of gradual shifts, longstanding biases, and first
  impressions, different players (and GMs!) may have very different
  assumptions about some details.  Do not brush off the sections that
  "everyone knows."  Make sure everyone pays attention to the rules
  as a whole.
  # If you have a clever idea to change some detail in the
  fundamental parts of the rules, make sure to draw attention to it.
  For example, if you modify the item bulkiness rules, don't just
  gloss over your changes in the middle of a paragraph.
  
  == Basic guidelines for rules-writing: ==
  
  Use simple, concise, and precise language.  Avoid colloquialisms
  and speech mannerisms.  Write in the second person.  Use the
  imperative voice when possible.  Write like you are writing
  directions.
  
  When you change contexts, like going from writing to the attacker
  to writing to the defender, at least change paragraphs.
  
  When first introducing a major term and/or abbreviation, use bold
  text.  Try to define terms before you use them.  Combined with
  section/subsection/paragraph headings, this will make the rules
  easier to skim for reference.  First establish context, then go
  into detail.
  
  Be thorough, but do not ramble.  Try to make the spirit of the
  rules clear in addition to the letter.  If the spirit is hard to
  relay, then the rule may be too complicated.

name: <<GameInfo.name/>> Rules and Scenario
body: |
  <<comment>>player side of the GM/player contract<</comment>>
  The following are the rules for //<<GameInfo.name/>>//, a real-time,
  real-space roleplaying game sponsored by the MIT Assassins' Guild.
  You are responsible for knowing these rules.  Many of them are
  nigh-impossible to enforce and rely upon the honor system.  Do not
  cheat.  Do not abuse loopholes.  Play fair.  Be your own harshest
  critic.

  <<comment>>GM side of the GM/player contract<</comment>>
  The **gamemasters** (**GMs**) run the game.  If you have any
  problems or questions concerning the game, contact a GM.  Rulings they
  make are final.  They may violate the letter of the rules to preserve
  the spirit.  The GMs promise to be as fair and reasonable as possible.
  Neither they nor these rules are perfect.
  
  <<comment>>have fun<</comment>>
  This game is intended to be fun.  Getting into character, roleplaying,
  being dramatic, and playing competitively can all increase the fun of
  the game.  Do not take the game too seriously.  Even if you are
  losing, keep a good attitude.  When the game is over, the real winners
  are the players with the best stories.
  
  <<comment>>be safe<</comment>>
  This is only a game.  Everyone involved should act with courtesy,
  sportsmanship, patience, and taste.  The GMs may expel anyone they
  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, calm down
  and maybe take a break.  Stay in control.  Use common sense.  Always,
  play safely, then play to have fun.
  
  <<comment>>
  disclaimer and copyright
  author list auto-generated from GM objects
  <</comment>>
  This game is a work of fiction.  Although it may refer to things in
  the real world, it does so only for the sake of the scenario.  It does
  not represent the opinions of the GMs or the MIT Assassins' Guild.
  These rules are modifications of those used in previous games.  This
  game and all materials thereof are copyright <<year/>> by
  <<foreach GM g>><<g.name/>>, <</foreach>>
  and the MIT Assassins' Guild.
  
  <<center>>
  **BROUGHT TO YOU BY THE MIT ASSASSINS' GUILD**
  <</center>>
  
  <<clearpage/>>
  
  <<tableofcontents/>>
  
  <<clearpage/>>
  
  == Scenario ==
  
  <<comment>>
  The Scenario should present the setting of the game (including time
  and place).  It may include basic history and culture.
  Sufficiently long and/or complicated games might have a full
  timeline.
  
  You may also want to give meta-information like basic roleplaying
  and costuming hints.
  <</comment>>
  
  Once upon a time and place…
  
  <<comment>>
  There are three basic approaches to a Game Area section:
    
    1) All of the game area information can be within the Scenario
    section.  The Scenario covers time and place, and Game Area can be
    a very natural extention of that.  This is best when Game Area is
    mostly a set of locations mapped to campus and a few simple rules.
    
    
    2) If you have specific, non-trivial rules for certain parts of
    game area, you may want to give them their own section.  For
    example, you might keep a list of locations with a map in the
    Scenario while having a section on swimming in the underwater
    caverns, with rules for underwater combat, near the end of the
    rules.
    
    3) If your Game Area section is just a few general guidelines with
    little to no setting-relevant data, make it a subsection or
    paragraph within the Miscellaneous section at the end.  This is
    best for when you have an open-space game with only a GM room and
    common room to mention.
    
  Some of the following commented-out paragraphs can be used in any
  of these approaches.
  <</comment>>
  
  === Game Areas ===

  //Talk about game areas here//
  
  === Game Times ===
  
  <<comment classic open-time 10-day game times>>
  Game runs from 8pm on Friday to noon on
  the second Sunday.  Game may end early.  Cleanup and Wrapup will
  immediately follow the end of game.
  <</comment>>
  
  <<comment Closed-time game example>>
  Game runs from 6pm to 11pm on Saturday.
  Surviving PCs are expected to be in-game for the entirety.  Game may
  end early.  Cleanup and Wrapup will immediately follow the end of
  game.
  <</comment>>
  
  There will be two runs.  Run 1 will run from 1pm to 5pm and run 2
  will run from 6pm to 10pm.
  
  == Getting Started ==
  
  <<comment>>
  Character packets come first, since they are the tangible things
  handed to players.  Also a convenient place to define Player
  Character.
  <</comment>>
  
  === Character Packets ===
  
  Your character packet is a big manila envelope.  It contains 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
  and generally keep them with you during the game.  If you are missing
  something or find something which doesn't seem to belong to you, tell
  one of the GMs.  Character packets are confidential.  Game materials
  which cannot be given to other players are marked ``Not
  Transferable,'' whereas things which can be given to others are marked
  ``Freely Transferable'' or ``Game Item.''
  
  <<comment>>
  other things your game uses, like money, should be described below
  <</comment>>
  
  <<comment>>
  no character names on badges, yes to character descriptions
  <</comment>>
  ==== Name-Badge ====
  A name-badge with your player name, character
  description, and **badge number** on it shows that you are in the
  game; wear it visibly while you are playing.  It represents your
  character's body in-game.  Badge numbers are not in-game information.
  See the //Character Bodies// and //Badge Numbers// sections for
  more details.
  
  ==== Character Sheet ====
  Your character sheet describes who you
  are and what you are up to.  It contains a list of everything else
  that should be in your character packet.  Do not show or read your
  character sheet to other players.
  
  ==== Bluesheets ==== 
  A bluesheet describes information common to
  members of a group.  When in conflict, character sheet information
  overrides bluesheet information.  Do not show or read a bluesheet to
  other players.
  
  ==== Greensheets ==== 
  A greensheet describes and expands abilities,
  mechanics, or in-game knowledge.  Do not show or read a greensheet to
  other players.
  
  ==== Stat Card ====
  Your stat card lists your statistics.  You
  might not know what all of your stats mean.  Do not show your stats to
  others.  The reverse side is a **death report**; fill it out and
  give it to the GMs when your character dies.
  
  ==== Ability Cards: ====
  An ability card explains a special ability
  your character has.  The front side describes the effects; show it to
  players when you use the ability.  The reverse is the rules of use and
  must not be shown to other players.

  ==== Memory/Event Packets ====
  A memory packet is an envelope or
  stapled piece of paper with a **trigger** which describes when to
  open and read it.  If the trigger is a number, open the packet when
  you see something with that number.  If it's a quoted phrase, open
  when you hear or read it in-game.  If it's a symbol, open when
  instructed.  Do not take game action based on an unopened trigger.  Do
  not show or read a memory packet to other players.
  
  ==== Items ====
  In-game items may be transferred from character to
  character, and should be marked as such.  See the //Items Etc.//
  section for more details.
  

  <<comment>> Some Assassin Game fundamentals<</comment>>
  === Reality and Game Reality ===
  
  There is a big difference between reality and game reality.  Players
  must treat each other with courtesy and explain to each other what
  their characters perceive in confusing situations; e.g. ``My
  character is carrying a severed head,'' an **out-of-game**
  statement.  Characters are under no such restrictions, and may do what
  it takes to further their goals; e.g. ``Uh, hi Bob.  Isn't this head
  I got at the novelty shop realistic?,'' an **in-game** statement.
  
  **Metagaming** is inferring in-game knowledge that is inappropriate
  for your character from out-of-game information.  Do your best to not
  metagame and especially to prevent the risk of metagaming.  Be your
  own harshest critic.
  
  ==== Halts ====
  A halt pauses game action.  To call one, say ``game
  halt'' in a clear and audible voice; other players around a corner
  should hear you, but you shouldn't scare some poor grad student.  End
  a halt by saying ``three, two, one, resume.''  Call a halt for one of
  only three reasons: because a rule instructs you to, for safety and
  similar out-of-game issues, or to pause game and fetch a GM (which you
  should avoid).

  ==== Not-Here ====
  You may 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.  Go
  not-here for one of only three reasons: because a rule instructs you
  to, to leave game, or to fetch a GM while in a halt (which you should
  avoid).
  
  <<comment last two sentences not for closed-time/space game />>
  When you are not-here, your character is not there.  Your character
  cannot see, hear, or remember any game actions or information you (the
  player) happen to encounter.  Avoid other characters, common game
  areas, game signs, or any sort of game interaction.  To leave or enter
  game for the night/day/whatever, walk to somewhere public.  Don't go
  not-here in front of other characters; give them a fair chance to
  interact with (ambush) you.
  
  <<comment for shorter, intense games (SIK, etc.), add a NP Halt rule />>
  ==== Non-Players ====
  Use tact and common sense when dealing with
  non-players (**NPs**).  You are encouraged to spread the gospel of
  real-time, real-space roleplaying; however, many NPs prefer to sleep,
  study, or work undisturbed.
  
  NPs may not knowingly affect the game.  They and their rooms may not
  be used to hold items or information.  They may not help you kill.  Do
  not use the presence of NPs to hide from rampaging mobs that want your
  blood.
  
  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 who will help calm them down.
  
  <<comment not for closed-space games>>
  ==== Player Rooms ====
  Players may retreat to their rooms to study,
  sleep, or whatever in safety.  Your character may not enter a player's
  room unless invited in-game.  This has traditionally been called the
  ``jhereg rule.''  Do not use your room as an impenetrable meeting
  place or stash site.  If your character is in-game in your room, other
  characters may interact with (kill, torture) you.  Roommates and
  similar are considered to have separate rooms for this rule.
  <</comment>>
  
  ==== Observers ====
  An observer is someone not playing the game who
  has agreed to watch.  They generally wear an observer headband or an
  observer name-badge.  Observers have 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 observe
  game, send them to the GMs.
  
  ==== Non-Player-Characters ====
  Non-player-characters (**NPCs**)
  are characters in the game's universe not played by a full-time
  player.  They are minor characters, bit parts, or random people.  Some
  may have name-badges; sometimes called ``GM plants,'' these are often
  not readily distinguishable from PCs.
  
  
  ==== Mechanics ====
  Many actions your character can take, such as
  walking, talking, and general interaction with other characters, are
  represented by you doing them.  Others, like combat, are performed via
  abstract mechanics, which are described in ability cards, greensheets,
  and rules.  The abstract information for mechanics (like badge
  numbers) may not be discussed in-game.  If you want to do something
  special for which there is no mechanic, ask a GM.
  
  Become familiar with your mechanics before game starts, especially
  those which occur under time-pressure (like combat).  Game action will
  not stop for memory packets, greensheets, or such.
  
  A **kludge** (and derivative forms like ``kludge-ite'') is something
  impervious to logic and cleverness, usually for game-balance.  You
  can't affect a kludge without a specified mechanic.
  
  **Zone of Control** (**ZoC**) is a rough distance measurement.
  You are within ZoC of someone if your outstretched fingers can touch
  their outstretched fingers.  Double-ZoC is twice this distance,
  triple-ZoC is three times, etc.
  
  **Headbands** represent obvious visual effects; wear them visibly on
  your head.  If you see a headband and don't know what it represents,
  ask.  If you are wearing a headband, tell people what their characters
  see.
  
  <<comment>>
  To play **Rock, Paper, Scissors** (**RPS**), you and your
  opponent(s) say ``one, two, three, show'' in unison.  On ``show''
  everyone displays and compares their chosen symbol.  Rock is a closed
  fist.  Paper is a flat hand with palm down.  Scissors is a fist with
  the first two fingers extended, looking vaguely like a pair of
  scissors.  Rock defeats (crushes) scissors, scissors defeats (cuts)
  paper, paper defeats (covers) rock, and any symbol ties with itself.
  You may see or be able to play other, special symbols; the wielder
  will know what happens.
  <</comment>>
  
  ==== Safety ====
  This is a game.  Real violence is unacceptable.
  Game action should cause no real-world damage, either to people or
  property.  If something dangerous is happening, call a halt.  Stay in
  control, use common sense, and do not endanger yourself or others.
  You should not run or otherwise force your way into or through someone
  else's ZoC, and you should not make physical contact with another
  player without permission.
  
  === Basic Strategy ===
  
  Make sure you understand the rules.  If you are completely confused,
  get a GM who will try to help you out.  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, and
  skim through it again right before game starts.  If you don't know
  something about your character, 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.  They'll probably lie, but you may 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.  The most trustworthy people are probably those
  who need you.



  == Items Etc. ==

  Many in-game items are represented by little white cards with a number
  and description.  Item cards may be shown to others, passed around,
  stolen, etc.  The **item number** on the card is not in-game
  information and may not be discussed.  Not all in-game items have
  cards or numbers; whatever they are represented by should be clearly
  marked ``in-game item'' or ``freely transferable.''

  Use common sense.  You can't carry a hundred rocks in your pocket,
  fold a sword in half, or hide a life-sized statue in a fire hose.  You
  can't stop a bullet with a set of blueprints or rip apart a metal safe
  with your bare hands.  Even if your bag can carry a shovel in it, the
  shovel noticeably sticks out (``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 must be
  clearly marked as such.  Don't write in-game information on
  out-of-game documents (character sheet, etc.).  Don't write
  out-of-game information (like memory packet triggers) on in-game
  documents.

  ==== Envelopes ====
   Some items and locations may have an attached
  envelope (or just be a labeled packet or folded paper).  The envelope
  may include directions for when to open these (``open packet if you
  press the big red button'' or ``open packet if you eat this'');
  otherwise you may only open them if instructed.  Close them when you
  are done.  Open and close packets gently.

  ==== Signs ====
   Some locations and other game materials are
  represented by signs or packets posted throughout game area.  You may
  read any signs and must follow any rules printed on them.  If a sign
  or packet doesn't have some sort of in-game description (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 that anything
  unusual is there.

  ==== Bulkiness ====
   A bulky item is too big or heavy to be carried
  or concealed freely.  Bulkiness is measured in **hands** or 
  **dots** (how many hands it takes to carry it).  If you are carrying a
  bulky item, make it clear to onlookers (hold the card).  A hand
  carrying a bulky object may do nothing else.  With one hand less than
  required, you may drag a bulky item at a slow pace.

  ==== Props ====
   Some items may have props (physical representations
  or **physreps**) associated with them.  The card and physrep should
  be kept together.  If they are separated, the card is the real item.
  Prop items are as bulky as the physrep.  They can be carried in bags
  that can hold them, on straps that are attached to them, etc.

  ==== Containers ====
   Some items, like crates or personal bags, have
  a **capacity**.  Capacity is measured in dots or hands; this is how
  many dots of items can be stored within.  You can put as many
  non-bulky items inside as is within reason.  A container may have a
  capacity bigger than its bulkiness; use common sense when nesting
  containers.  Put contained item cards inside the envelope attached to
  the container card.

  ==== Character Bodies ====
   A body is two hands bulky and usually
  represented by a name-badge.  It must be willing or unable to resist
  for you to carry it.  Carry the badge conspicuously.  Onlookers can't
  tell if it's dead without close examination, unless it would be
  obvious (like headless).

  <<comment>>
  ==== Unstashable Items ====
   Unstashable items can't be hidden or
  left behind.  They look too important, valuable, or interesting; NPCs
  will not let them stay there.  This is a kludge.  If you're not
  leaving an unstashable item in another PC's care, and you want to
  leave it behind, give it to a GM or observer.  You may leave it in
  plain sight in a public area if there are other PCs around.
  <</comment>>

  === Searching, Stashing, and Stealing ===

  ==== Places ====
   To search a place, search it.  Normal items can be
  stashed in any reasonable, legal place.  Don't put items behind locked
  doors, inside ceilings, in construction sites, or in hacking
  locations; consequently, don't go rummaging through such places for
  game items.  Don't stash or search in places that are not in-game; see
  the //Game Areas// section for more information.

  ==== People ====
   All searches of characters or their belongings are
  conducted via player dialogue.  Someone must be willing or unable to
  resist for you to search them.  You need at least one free hand to
  search someone.  Anyone within ZoC of either you or your victim can
  prevent the search by saying ``I stop you'' or an equivalent phrase.

  A **total search** is an invasive, complete search of a character's
  clothing.  This reveals all in-game items, and takes as long as your
  victim spends handing over possessions.  If you're the victim, hand
  over items at a reasonable pace.

  <<if True>>
    There are no pat-down searches in this game; all searches must be
    total searches.
  <<else/>>
    You can perform a **pat-down search**, which will only reveal the
    presence of weapons.  This takes as much time as it takes your victim
    to tell you what you find.  If you're the victim, do this at a
    reasonable pace.
  <</if>>

  ==== Bags ====

  <<if True>>
    Don't keep in-game items in bags, unless the bag is always on your
    person.  Such a bag is considered the same as a pocket, and items
    in it count as on your person.  Don't put bulky items in a bag.

    There are no in-game bags.
  <<elif False />>
    To search a bag in someone's possession, say ``I
    search your bag.''  This proceeds just as a total search.
  
    To search a bag that is obviously in-game (has an attached, displayed
    item card), search the physrep.  Item cards in the bag must be in
    reasonable places.  If the item card has a capacity and an envelope,
    the bag is just a prop and all in-game items should be in the packet.

    To search a 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.  Tell any onlookers that
    they see you searching through the bag.  Search an attended bag via
    player dialog with the owner; they must be willing or unable to
    resist.  If someone searches a bag you are holding, hand over all game
    items inside at a reasonable pace.
  
    If you find a ``searched'' note on your bag, come see a GM.  To
    declare a bag out-of-game, label it ``no game items.''

  <<else />>
    To search an in-game bag (has an attached, displayed
    item card), search the physrep.  Item cards in the bag must be in
    reasonable places.  If the item card has a capacity and an attached
    envelope, the bag is just a prop and all in-game items should be in
    the packet.

    Note: all in-game bags must either have an attached container envelope
    or be fully in-game.
  <</if>>


  == Violence, Damage, and Death ==

  === Health States ===

  Characters have five possible states, concerning health and damage.
  When you are **fine**, you may act freely.  When you are
  **restrained**, you are helpless and may do nothing but talk.  When
  you are **dazed**, you are conscious but helpless and will recover
  in five minutes.  When you are **wounded**, you are conscious but
  bleeding heavily, and will die in five minutes.  When **dead**, you
  are dead.

  When dazed or wounded, fall down and drop anything you are holding.
  Just lie there.  You won't be doing much of anything until you wake
  up.  You're conscious, and can remember what you observe going on.
  You're stil helpless, however; you can't interrupt mechanics like
  killing blows, use ability cards, make attacks, shoot guns, or
  otherwise invoke mechanics.  You may talk quietly, but don't yell.
  You may crawl or walk slowly if no one within ZoC stops you.

  Dead men tell no tales.  If dead, 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; describe obvious information to
  onlookers (``I have a gunshot wound in my back'').  When you leave,
  place the front of your name-badge with a description of the body's
  obvious state.  Take the ``I'm Not Here'' side to wear.  Stack your
  items with your body.  Fill out your Death Report.  Make sure the GMs
  know about your death.  If your death becomes generally known to the
  other characters, you may be able to become an observer.  Until the
  game is over, you may not convey game information to any player.

  === Weapons ===

  All weapons have both a physrep and an item card; keep these together.
  Weapon effects are on the card.  To use a weapon, you must have it in
  your hand and unobstructed.  Display it in an obvious manner.  You
  cannot hold more than one weapon in a hand.  You may only use one
  melee weapon at a time.

  === Killing Blow ===

  A killing blow will kill a helpless victim.  Your victim must be
  within ZoC and either unconscious or restrained.  You must use a
  weapon (melee or ranged).  Clearly incant ``killing blow one, killing
  blow two, killing blow three'' at a reasonable pace.  During the
  incant, if you are attacked or if someone within ZoC says ``I stop
  you'' or an equivalent phrase, you are stopped.  To stop a killing
  blow, either attack the person doing it or say ``I stop you'' within
  ZoC.

  === Ranged Combat ===

  Ranged combat is real-time and mostly based upon player skill at
  firing and dodging physreps.  Keep it safe.  Hits to anywhere on the
  body count the same; don't aim for the head.  If a projectile hits
  clothing or long hair such that it would not hit the body when passing
  through, it doesn't count.  Hits to an item you hold count as a hits
  on you, not the item.  If there is a 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 wounded.  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.  A throwing knife is physrep'ed by a small foam knife.
  Throwing a knife to do damage requires an ability.

  <<comment>>
  === Bombs ===

  Arming or disarming a bomb requires an appropriate ability card.  If a
  bomb explodes, it will be made obvious by a halt being called.  If you
  are within arm's reach of a bomb when it explodes, you are dead.  A
  bomb will have a piece of string attached to it.  If, when stretched
  out (even around corners), the string can touch you, you are wounded.
  Once the dead and wounded have been determined, game will resume.
  <</comment>>

  === Martial Combat ===

  <<comment intro />>
  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 or skilled.
  When using this stat, you may pull your punches by using a lower
  number.

  <<comment offense />>
  To martial-attack someone, clearly state your attack and CR
  (``Daze 2'', ``Wound 2'', etc.) from within ZoC.  You need
  the ability card for any attack you make; you don't have to display
  it.  Your attack must resolve before you make another; otherwise, you
  may act freely.  If an ally directs **Assist** at you after you
  attack, you may, within 2 seconds, restate your attack with the
  Assist's CR added (``Wound 3'', ``Assist 2'', ``Wound
  5'').  Assist does not change your CR for defense.  You may ignore
  an Assist.

  <<comment defense />>
  When martial-attacked, resolve by comparing the attack against your
  CR.  If your CR is lower, take the effects; else, say ``**resist**''
  and the attack has no effect.  If you neither say ``resist'' nor state
  your own attack within two seconds of the incant's end, you are
  surprised and the attack just works.  The attack begins when the
  incant begins; until you resolve, all of your actions other than
  martial attacks are interrupted; serial attacks don't prevent simple
  actions (talking, weapon-drawing, ranged attacks) in-between.  Resolve
  all attacks alone, in the order they occur; choose the order if it is
  unclear.  If you are attacked with ``**waylay**'' instead of a CR
  (``Daze waylay''), the attack just works.

  ==== Martial Attack Abilities ====

  Here is a list of attack abilities.  Everyone has Daze,
  Wound, and Assist.  Only some people will have
  Disarm (target drops whatever they are holding)
  and Restrain (target is restrained as long as attacker continues
  holding them).  Other attack abilities may
  exist.

  === Stealth ===

  Stealth abilities represent sneaking up on a victim with obvious
  intent to invade their personal space, probably to attack them by
  surprise or to pick their pocket.

  To use a stealth ability, you must be within ZoC of your victim.  Form
  the sign of the devil (index and pinky fingers extended, thumb holding
  other two fingers down) and extend it along the direct, unobstructed
  line from your shoulder to the victim's head.  Hold this position for
  the time specified by your ability.  Before this time is up, the
  ability is thwarted if anyone attacks you or if the victim notices the
  symbol.  If they react in any way to the symbol, they have noticed;
  you (the attacker) make the call.

  If you notice someone using a stealth ability on you, make it obvious.
  ``I notice you'' is unambiguous; use it if you can.  Once a stealth
  ability is finished, you may not retroactively have noticed.

  ==== Waylay ====
   You can attack by surprise as a stealth ability.
  You must hold the symbol for five seconds.  If you succeed, you may
  replace your CR with ``waylay'' for a single immediate attack on your
  victim.



  == Miscellaneous ==

  ==== Headband Colors ====
   A white or yellow headband represents an
  observer.

  ==== Badge Numbers ====
   The first digit of your badge number is
  your character's apparent age in decades.
  <<comment>>
    The second digit is your
  character's apparent burliness: a ``3'' is pretty skinny, a ``5'' is
  average, and an ``8'' is huge and muscular.
  <</comment>>

  ==== Rope ====
   Rope is freely available.  Make an item card for it.
  To tie someone up, they must be either willing or helpless.  If you
  get tied up with rope, you become restrained.  If you are conscious
  and left alone, you can wriggle free in five minutes.

  <<comment classic open-time 10-day game times >>
  ==== Game Times ====
   Game runs from 8pm on Friday to noon on
  Sunday.  Surviving PCs are expected to be in-game for the entirety.
  Game may end early.  Cleanup and Wrapup will immediately follow the
  end of game.
  <</comment>>

  <<comment basic open-space game area rules >>
  ==== Game Areas ====
   Most publicly-accessible areas on campus are
  considered in-game (your character can move about freely in them).  As
  usual, avoid places it is illegal for you to go, areas under
  construction, etc.  Don't take game actions in bathrooms, private
  offices, activity offices, and other places not all players would be
  allowed to enter.

  When in living areas, such as dorms, remember the //Player Rooms//
  section.  Many living areas on campus are not technically accessible
  to all players.  Whether or not to take game action in your living
  area is left to player judgment.
  <</comment>>

  <<comment if you have restricted-access buildings >>
  There are some areas on campus that are not publicly in-game.  You may
  not enter them in-character unless explicitly instructed to; if you
  happen to be in them your character is not there.  These areas are:
  <</comment>>

  <<comment if game has no athena/phones >>
  Game action is not allowed in Athena clusters.  Don't hide in them,
  either.  You may not use Athena or phones for any in-game purpose.
  <</comment>>

  <<comment really basic locations? >>
  The **GM Control Room** is room x-xxx.  You may leave personal items
  with the GMs.  The **Common Room** is room y-yyy.  Do not leave
  food, trash, or personal items in the Common Room overnight.
  <</comment>>

  <<comment>>
  ==== Doors and Locks ====
   In-game locks will have a lock number
  printed on the card.  To open the lock, you need a key with the same
  number.  If a lock is closed, assume it is locked.
  <</comment>>

  ==== Feedback and Shout-outs ====

  The GMs can't be everywhere, and are unfortunately unable to record
  game from all angles at once.  If you see something you think the
  GMs should know about, please let them know.  In particular,
  feedback about the game helps make future games and possibly future
  runs of this game better.

  Also, if you see any particularly impressive performances by another
  player, please let the GMs know so they can bear that in mind when
  thinking about awards and Master Assassin nominations.

  == Closing Notes ==

  These rules are imperfect.  The GMs may violate the letter of the
  rules to preserve the spirit.  We hope these rules are reasonably
  clear, but if you have any doubts about your interpretation, talk it
  over with us in advance.  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.  The best way to deal with people
  is remaining calm and friendly, especially when everyone is tired and
  hungry.

  We hope you have lots of fun.  Good luck.
