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{\LARGE\bf Star Wars: The Balance Shifts} \\

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{\large\bf A three day Assassin game} \\

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{\LARGE\bf Basic Rules} \\
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This game is copyright (c) 1994 by Rob Fermier, Tom Giordano, Jen
Hawthorne, Charles Hope, and Michael J. Person (except for those parts
of the StarWars universe that are previously copyrighted.) and is
written under the auspices of the MIT Assassins' Guild with all the
commitments that entails.  All rights reserved.

General disclaimer: This game is set approximately one year after {\em
The Return of the Jedi}.  While we have tried to remain true to the
spirit of the movies, some aspects of the Star Wars universe are
simply impossible to mechanic.  We have tried to capture the feel of
the movies, but do not expect to see the full cast of characters.  You
may, if you wish, assume your character knows as much about the events
and characters of the three Star Wars movies as you do. However, you
should consider this information hearsay and rumour and therefore
generally suspect.  The GM interpretation of aspects of the universe
like the force is final, even if not consistent.

\mbox{ } \hrulefill \mbox{ }

\section{Character Packet} You should have received the following
things in your packet.  If you are missing anything or find something
which doesn't seem to belong to you, see a GM.  In general, if you are
confused about anything, see a GM.

\begin{itemize}

\item {\bf Character Profile} This tells you who you are.  This may
never be shown to anyone.  At the end of the character profile you
will find a brief summary of your items, abilities, and other sheets,
so that you may check to be sure we have included everything in your
packet. 

\item {\bf Badge} An ID badge shows that you are playing in the
game.  You must wear it {\em visibly} at all times.  You should also
have a description card for your badge, and possibly some psychlim
cards.  You should make sure your description card is visible at all
times.  

\item {\bf Secondary Description card}  Some characters have a
secondary description card with a different number and/or description
string.

\item {\bf Ability Cards} Many abilities have ability
cards associated with them.  For those that do, these are 4x6 index
cards explaining the mechanics of an ability.  Those mechanics may
supersede these rules.  {\bf You should only show the ``Ability
Effect'' side to other players.} To use them, do what it says to do on
the card, then show the target the appropriate side.

\item {\bf Items} These are small 3x5 cards with a description of the
object.  All items in game are represented by item cards or
appropriate signs {\em except blasters}.  You may have an many
blasters as you have disk guns.  An item card with a colored dot on it
symbolizes a bulky item that {\em cannot be concealed}.  An item card
with two dots on it indicates a bulky item that requires {\em both
hands} to carry.  You cannot carry more than one two-dot item at a
time alone.  People can work together adding one hand per dot to lift
heavy items.  Some item may have physical representations.  These must
be kept with the item card at all times.

\item {\bf Small Manila Envelopes} These are memory packets.  They have
instructions on when to open them and come in various sizes.  If you
see/hear the number/description that is on one of these small
envelopes, then open the envelope.  {\bf Manila envelopes are not game
items.} You may not take any action based on the knowledge that you
have these envelopes.

\item {\bf Money} You may have cash in addition to the electrininc
money listed on your character sheet.  You may have to cut it out
yourself.

\item {\bf Information sheets} There may be some of the sheets in your packet
that further explain some element of your character sheet or expand
upon a game mechanic.  {\bf You may never show an Information Sheet to
another player.}
 
\end{itemize}

\section{Non-Players and Ghosts} 

\subsection{Non-Players} {\bf Don't piss them off!} Although the Guild
has reserved all the relevant rooms for the game there may still be
non-players around.  Non-players should not see anything, such as a
gun or an item card, which would allow them to guess that you are
anything more than a regular person.  If you have a gun out, {\bf put
it away}.  

The most important thing to remember when interacting with the real
world is that this is only a game.  You may not break any real laws,
violate any real Institute policies, etc.
 
The second most important thing to remember when in the real world is
that very few people are actually playing the game.  Ideally, people
not playing the game should never notice that anything odd is going
on.  Note that there may be people working in the offices and hals of
the game area, especially during the daytime hours.  Do not annoy
them.

If you see a non-player while in combat, or if there are other players
nearby who don't realize that an NPC is there, you should immediately
call ``Non Player Halt!''  loud enough for everyone nearby to hear it.
This will halt all game action in the area.  During a halt {\bf NO}
action may take place in the area of the halt.  No one can shoot or be
shot, move, talk, or reload.  No action outside the area of the halt can
affect anything within the area of the halt.

Once the non-player has left the area, play may begin again.  Someone
who sees the non-player leave should call ``Resume'' loudly enough for
everyone in the area to hear it.  Play should not resume until all
players are ready.  If things are crowded it is a good idea to have one
player count down, calling ``3, 2, 1, Resume'' so that everyone knows
exactly when play starts.

Use common sense. Some people around here may not be used to seeing
assassin players.

\subsection{Observers} When you are unsure whether someone is a non-player
or an observer, assume they are a non-player.  All GM-recognized observers
will be required to wear a {\bf white headband} when in the area.
Anyone who wants to be an observer should contact the GMs first.

\section{Items and Information} Remember the difference between reality
and game reality. This game does {\bf not} give you the right to
actually do anything normally prohibited.  If you are caught doing
something illegal, the Guild is not responsible and will not protect
you.  You have been warned.

Items can be carried with you or hidden anywhere in the playing area.
If you find an item or item card sitting around, you can take it.  It's
yours.

Searching a body takes as long as it takes for the victim to pull the
stuff out of his pockets and hand it to you.  Victims, be good sports
and do this as quickly as possible.  If you are interrupted by an NPC,
call an NPC halt, put away guns, and wait for them to leave.



\section{Combat} Combat may occur anywhere in the playing area any time
during game action when NPs are not present.  The only exceptions are
the bathrooms.  You can not be shot in a bathroom, and you can {\bf
not} stash items there, take shelter there, take a short ``breather''
there, or even enter one unless you are using it.  Being killed going
in or out of one is ok, so be on your guard. 

\subsection{Ranged combat} There are three types of ranged combat.

\begin{description}

\item[Disc Guns] Blasters are wildly inaccurate.  If a disc gun shot
strikes in the arm or leg, nothing happens.  If you are hit in the
torso or head, you are down and will be unconscious for ten minutes.
Aim for the torso, it's bigger.  They are devastating weapons if your
target is a machine.  When you wake up you will be a phi-1 until
healed.

\item[Patrol Gun Combat] The damage caused by a hit roughly simulates
reality.  A hit in the arm or leg destroys the functionality of the
location hit.  If hit in the arm, you must drop anything you are
holding. If hit in the leg, you have to hop or crawl.  If hit in the
head or torso, you are down and unconscious. You {\bf must} fall down,
and drop any items you are holding.  {\bf Head and torso shots are
always equivalent.} Note that someone hit once in a non-critical
location should survive being shot, but those hit in the head or torso
probably won't, without quick medical attention.

\item[Nerf Gun Combat] Nerf Guns simulate rocket launchers and other
nasty weapons.  If you are hit anywhere on your body by a nerf foam
rocket, you are unconscious and probably dead.
 
\item[Foam Pellet Combat] Foam pellets are for random other things.  If
you get hit with a foam pellet, you must stand still while the person
who hit you explains what happens. 

\end{description}


\subsection{Disarming Opponents} If you notice someone attacking
with a ranged weapon (disk gun) and standing in your zone of control,
you may disarm him by immediately declaring ``Disarm''.  This works
for all {\bf disk gun} simulated attacks.  You cannot disarm patrol
guns, foam pellets, or martial weapons.  You cannot disarm someone who
is directly behind you.  Otherwise, disarming works automatically.  It
is not retroactive, so disarm them before they pull the trigger.

\subsection{Martial Combat} 


The basic combat stat is Phi.  You should have this stat
listed on you character sheet.  Please memorize it.  Phi's average
around 3 plus or minus a couple.

Item cards for weapons will have a ``weapon-like'' phi associated with
them.

To initiate combat, a player should be within zone of control, (If you
can touch fingertips with arms outstretched, you're in each other's
Zone of Control.), of the person he wants to attack.  You declare
Martial Attack.  The defender has two seconds to reply Martial
Defense.  If the defender fails to reply, he is unconscious for ten
minutes.

Once engaged in a martial combat, neither player may pull any sort
of weapon unless they manage to ``Break.'' (See below.)

If the defender does reply, the two combatants play Rock, Paper,
Scissors. Each player selects a hand sign, in secret. They count "One,
Two, Three, SHOW" and on "Show" reveal their signs. Rock beats
Scissors, Scissors beat Paper, and Paper beats Rock. The players then
compare Phi values, using the sum of thier natural phi and any
``weapon-like'' phi they possess.  Typical ``weapon-like'' phi values
include: Club +1, Knife +2, Sword +3.

If the players tie in RPS, both players lose one Phi.

If the player with the higher value won RPS, the loser is knocked out
for ten minutes. If the player with the higher phi lost, his
personal Phi is reduced by one.  If the players have equal phi, the loser
of RPS loses a personal phi.  After Phi scores are adjusted, a new
round of combat begins, if appropriate.


Any player who reaches zero personal phi (not including weapon-like
phi) is unconscious for ten minutes.

An unconscious player may be killed by standing within arm's reach and
saying ``Killing Blow.'' Anyone within ZoC of the attacker can stop
this by responding ``I stop him'' or anything similar within two
seconds of the time the KB is announced.

Phi lost in martial combat returns at a rate of one per minute after
the combat is over.  A player knocked out in martial combat can only
recover to Phi-1.  The last Phi point is long-term fatigue damage and
must be restored in some other way. 

\subsection{Healing}

Long term Phi is restored at a rate of one Phi per night. Medical
attention may also restore lost long-term Phi (Players with the
appropriate abilities will know how this works.)



\subsection{Escaping from Combat}

To try and break out of Martial Combat, the escaping player plays a
symbol as usual but calls ``Break''.  If both players say ``Break,''
the combat is ended. If the player calling ``Break'' wins the RPS
contest, he does no damage to the other player but has broken free.
If the player calling ``Break'' loses or ties the combat, the combat
continues as normal.

If the escaping player is cornered (has no where to run to except past
the attacker) he cannot Break.

When a combat is successfully broken, the escaping player moves three
normal-sized steps away from his opponent, then calls "Resume," and
action returns to real time. (Guns can be drawn, etc.)

\subsection{Multiple Player Combat}

Any player who can get within Zone of Control of any combatant in a
martial combat can join in. To join, the player points at or otherwise
indicates his target and says ``Martial attack.'' As above, the other
player has two seconds to say ``Martial defense'' or he is knocked
out.

Any outnumbered player selects one of his opponents to attack by
pointing at him and saying ``I'm attacking you'' or something
equivalent. Everyone selects hand signs and plays them at the same
time. The outnumbered player's sign is compared to that of every
attacker. The only person he may damage is the person he chose to
attack. Against everyone else, if he wins the RPS round he takes no
damage but also does no damage. If he loses, he takes damage normally.

\subsection{Light Saber Combat}

Light Sabers are rare and powerful.  They are also very tricky to use.
If you activate a light saber, you may not attack anyone with it for
five seconds.  If you have an active lightsaber you may not be holding
any other weapons or use foam pellets.

After this time, you may walk to Zone of Control of any character and
say, ``Light Saber Attack.''  If they do not also have a light saber,
you flip a coin.  If it is heads, they lose a limb and are unconscious
for ten minutes.  If it is tails, you lose a limb and are unconscious.
The Jedi and others trained in the use of light sabers tend not to
have this problem.

If both parties have light sabers and neither is skilled in thier use,
they both lose an arm and are unconscious for ten minutes.  Martial
attacking someone with a light saber when you don't have one is
stupid.

\subsection{Death and Inactivity} If you are dead or unconscious, {\bf
please note the time of death}, sit still and wait for someone to find
you.  When a player walks up, tell them that you an unconscious body
and list any obvious wounds.  Dead (and inactive) men tell no tales.
Don't give them anything but a description of the obvious, and your
items if they think to search you. 


\section{Other}

\subsection{Locks} Locked doors are simulated by doors with index cards
saying ``locked'' on them.  {\bf Do not actually lock any classroom
doors.} You may not go through a ``locked'' door or remove the
``locked'' card(s) unless you are told otherwise by an ability.

\subsection{Money} In addition to cash, many people have Credit
accounts on the computerized baking system.  It is easy to move money
out of your account and into someone elses.  Just see a GM.
Converting it into cash requires a bank.

\subsection{Drugs} Drugs are sometimes simulated by envelopes with a
description written on the outside (i.e. "a clear liquid").  If you
give yourself a drug or have it forced upon you, open the envelope and
carry out the instructions inside.

\subsection{Secret Passages} It may come to pass that you have reason
to believe that you may go to an area that does not normally exist.
When this occurs, follow the directions you were given quickly and
efficiently. You may take no game action until you reach your
destination or return to the regular game area, though you do see and
hear anything you encounter along the way.

\subsection{Appearances}  If you stand within Zone of Control of
someone for ten minutes, you may ask to see their secondary
appearance card, if they have one.  (Not everyone does; if you don't
have one, the person looking at you did not notice anything unusual
about you.) 

\subsection{Trashcans} are out of game; do not look in them, stash
stuff inside them, etc. (People need to throw things away on a regular
basis, and no information can be gained from these things.)

\subsection{Graph paper}  Anything written on graph paper is a highly
technical computer program.  Do not look at or change the contents of
graph paper unless you have the ability to do so.  Do not write normal
information on graph paper.

\subsection{Machines} Machines will be represented by signs that
describe the machine.  Do not open the packets on a machine unless you
have an ability directing you to do so.

\subsection{RTIs} (Random Technical Items) are represented in game by
standard playing cards.

\subsection{Bombs} Bombs will be represented by an item card. To set a
bomb you need something to act as trigger.  (The GMs suggest a digital
watch.)  If the trigger goes off, ``boom!'' If not, the bomb also
fails to go off.  A bomb will typically destroy one large machine,
door or several people depending upon placement.  To disarm a bomb,
disable the trigger without setting it off.

\subsection{Inactivity} If you are forced to go inactive you should
remove your badge, tell everyone you see that you are ``Not Here''
and {\bf do what ever you have to do to return to activity as soon as
possible.} In general a GM will specifically tell you if it is
permissible to be inactive.  Remember, if you are inactive, you don't
see anything, you don't hear anything, you can't take action on
anything you should should stumble across while you were inactive.

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