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\newcommand\gamename{Stargate: The Cheyenne Accords}



\begin{document}

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

\begin{center}
Written and GMed by \textbf{Dexter Chan, Kevin Chen, Hongyi Hu, and Joy Sumner} \\
\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.

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

\section{The Basics}

\paragraph{Combat System} You need not read all of the Combat Systems
appendix; we use only the Darkwater system.  See the \emph{Martial
Combat} system for more details.

 \paragraph{Gamespace} The SGC base on Earth is in buildings 1, 3, 5, 7,
 9, 10, 11, and 13; other parts of main campus may be in game, but you
 can't go elsewhere unless specifically directed to.

 \paragraph{Game Hours} Game hours are Friday 8pm-12am, Saturday
 4pm-7pm, 9pm-12am, and Sunday 4pm-8pm; wrapup will take place
 immediately after game and sweep.

 \paragraph{Weapons}

 Disc guns and dart guns both represent various energy weapons.  By
 default, the first shot will knock out the target for 5 minutes, the
 second shot will wound the target with 10 minutes to live, and each
 additional shot will drop the time to live by 10 minutes.  Most
 people will start out with 1 dart gun.  You may not use a disc gun
 unless you know otherwise.

 \paragraph{Important Rooms} The Common Room is 3-343, and the Control Room
  is 3-442. The Stargate is at the end of the 3-4 hallway.
  Unfortunately, the common and control rooms will not be available
  until 4:30pm on Saturday.

 \paragraph{Out-of-Game Zones} Basements (and zero-th, sub-basements,
 etc.) are not game locations; you can't go there unless specifically
 directed to, as per the Standard Rules.

 \paragraph{Tying people up} People can be tied up if they are willing
 or unable to resist.  If you are tied up and nobody is in ZoC for 5
 minutes, you may free yourself.  Rope is freely available.

 \paragraph{E-mail and Phones} Mail for the GMs should be sent to
 \texttt{stargate-gms@mit.edu}.  GMs may be found online by zephyring
 -c stargate-gms; please don't subscribe there yourself, we'll answer
 you on personals.

 Phones are permitted during non-game times only.  Athena may be used
 at all times.
\par\emph{[Errata: Athena may be used intra-planet, but not inter-planet.
All communication outside game times is restricted to arranging meetings.]}

\paragraph{\emph{Errata}}
\emph{There is no Killing Blow. Bodies are one-hand bulky.}

 \paragraph{Headbands} White headbands represent observers, and yellow
 headbands represent Jaffa.  Anything else, ask from a safe distance.

\newpage
\section{Combat}

 \paragraph{Martial Combat} As mentioned before, this game uses the
DarkWater Combat System. To attack someone, move within ZoC and then
say the identifying word for the attack, such as \emph{Knock Out} or
\emph{Wound}, 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 \emph{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 is at
least the number that was called during the attack, then you can say
\emph{Resist} and the attack fails.  If your CR is less than the
strength of the attack, however, the attack succeeds.

Regardless of your CR relative to the attacker's CR, you may try to
counterattack instead of defending. In this case, declare your attack
(like \emph{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 \emph{resist} this attack without
having to say \emph{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 \emph{resist}.

Anyone can \emph{assist} a martial attack if they act quickly enough
and the original attacker responds appropriately.  Within two seconds
of an attack (but not a counterattack), anyone within ZoC of either
the attacker or target may say \emph{Assist M} (where M is equal to
their CR). The attacker may then redeclare their attack, adding the
number of the \emph{assist} to the strength of their attack. If the
attacker does not redeclare the attack, then they don't gain the
benefit of the assist. 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.

\emph{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 \emph{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
\emph{Knock Out 4}. Jennifer (who thought Gwen was her friend) goes
\emph{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 \emph{Knock out 4}. Benedict
quickly responds \emph{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
\emph{Knock Out 4}. Claire says \emph{Assist 4}. Gary says \emph{Knock
out 8}. Benedict replies \emph{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 in nitely grateful. Claire is well
rewarded.

There are several types of attacks. Everyone knows \emph{Knock Out},
\emph{Assist}, and \emph{Wound}.

\begin{tightlist}

\item \emph{Knock Out}: This attack, if successful, knocks out the
target. They'll wake up in 5 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 \emph{Assist}) or they don't gain the bene
ts of the assist.

\item \emph{Wound}: This attack, if successful, wounds a
target. They'll fall unconscious and then die after ve minutes. Unless
you know otherwise, you must be holding out an edged weapon in order
to use a \emph{Wound} attack.

\end{tightlist}

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

\paragraph{Waylay}

Everyone knows how to waylay.  To waylay someone, you
must be within ZoC of your victim. Form the sign of the devil (index
and pinky fingers extended, thumb holding the other two fingers down)
and extend it along the direct line from your shoulder to the victim's
head.  There must be no obstruction between the symbol and the victim.
Hold this position for five seconds.  Before this time is up, your
waylay is thwarted if anyone attacks you or if the victim indicates
that they have noticed the symbol.  If they react in any way to the
symbol, they have noticed; you as the attacker make the call.

If you notice someone trying to waylay you, make it obvious.  ``I
notice you'' is unambiguous; use it if you can.

If you succeed in holding the sign without being interrupted for the
five seconds, say ``waylay'' (and perhaps the victim's name, to make
it clear to them what's befallen them).  If you've been waylaid, you
are knocked out for five minutes.

\section{Public Greensheets}

\paragraph{Stargate Use:} The stargate allows travel between Earth and
other planets in galaxies far far away.  See the Stargate greensheet
for details.

\paragraph{Shadowruns:} Shadowruns are usually located in the basements.
You may not enter a shadowrun, however, without tagging the shadowrun
entrance sign located elsewhere in the building.  See the Shadowrun
greensheet for details.

\paragraph{Research:} There are libraries around the base that will allow
you to research certain topics.  See the Research greensheet for
details.

\paragraph{Clearance} Everyone has a clearance card, which is freely
transferrable.  This allows access to various secure facilities on base,
and elsewhere.  See the Clearance greensheet for details.

\section{Miscellaneous}

\paragraph{Stealth} Stealth is WYSIWYG.  Roleplay accodingly.

\paragraph{Seduction} Seduction is WYSIWYG too.  Roleplay accordingly.

\paragraph{Backpack bulkiness} This game has the concept of backpack
bulkiness.  Any items you have that are backpack-bulky may be treated
as standard bulky items, or carried around in an in-game backpack,
vvphysrepped by an envelope with the appropriate item card attached.
Backpacks can hold up to 3-dots of backpack-bulkiness.  While a
backpack-bulky item is in a backpack, you may treat it as a normal
non-bulky item, and conceal it in the envelope.

\paragraph{Creative Solutions} We encourage creative solutions to
scenarios in game.  If you have any, let us know, and we'll consider them.

\paragraph{The Movie and TV Show} Though this game is based on the
Stargate Universe, it does not follow everything that happened in the
movie or show.  Don't base game actions on events that may have happened
in the movie or the show.

\paragraph{Closing Remarks} We hope you have fun with this game\ldots
good luck!

\end{document}
