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\begin{center}
{\Huge\bf Star Trek}
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{\Large\bf Part II: The Wrath of Kong}
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{\bf Fall 1990 Assassins' Game}

{\bf Brought to you by Laura Daley, Rob Gates, Derrick Kong, and Ellen
Kranzer}
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Star Trek is a registered trademark of Paramount Pictures, Inc.
\end{center}
\end{titlepage}

\tableofcontents
\newpage

\section{Preface}

The following are the rules for {\bf Star Trek}, a real-time real-space
role-playing game of espionage and intrigue run by the M.I.T.
Assassins' Guild.  You should read through these rules carefully and
familiarize yourself with them.  If you make a mistake because you
didn't read the rules or didn't ask a GM for clarification, you're out
of luck.  Please note that many of these rules are almost 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. 

All of these rules are subject to the two Fundamental Laws of Live
Role-Playing:

\begin{enumerate}
\item Maintain the honor system; be your own harshest critic.
\index{First Law}

\begin{itemize}
\item If you see someone playing loopholes in the rules or telling
real-world falsehoods, be bold.  Tap them on the shoulder and remind
them that they are playing a {\bf game}, and that achieving their goals
by violating the letter or spirit of these rules leaves everyone
feeling cheated.  Naturally, it's embarrassing to have been caught
doing something sleazy, so don't let yourself be the one who needs to
be tapped on the shoulder.  Let your conscience be your guide.
\end{itemize}

\item If in doubt, contact a GM.  \index{Second Law}

\begin{itemize}
\item This Second Law is secondary to the First Law, but since most
players we've known don't believe in cheating to make themselves look
good, it is not usual to have to refer to the First Law by name and
thus this Second Law is usually referred to as ``the First Law''
(always in quotes, to distinguish it from the First Law).  If you ever
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; if you have any questions or doubts about
anything related to the game; {\bf contact a GM}.
\end{itemize}
\end{enumerate}

\newpage
\section{Getting Started}

\subsection{Game Packets}  \index{packets}

You should have received the following things in your packet along
with these rules.  If you are missing anything or find something which
doesn't seem to belong to you, talk to a GM.

\begin{itemize}  
\item {\bf Character Sheet:}  \index{character sheet}  This tells you
who you are, how you think, why you are here, who your subordinates
are, who your friends and enemies are, etc.  As this represents your
personality, history, and beliefs, it {\bf DOES NOT EXIST} and may never be
shown to anyone. 

\item {\bf History of the World:} \index{history}  This gives the
information which is public knowledge at the start of the game.  

\item {\bf Player List (Dramatis Personae):} \index{playerlist}  Just
what it says.  Please pay attention to the times posted for calling
another player; if you don't, and you wake someone up, you deserve
whatever vengeance they choose to exact upon you.  In addition, two
players may be sharing an Athena account.  Be sure to indicate to
which player your mail is addressed to.  It is likely that there will
be changes and updates to the list as the game progresses; such
changes will be sent to rumour and posted outside the control room. 

\item {\bf Badge:}  \index{badge}  You should have a badge and a badge
holder in your packet.  This badge has been preprinted and may {\bf
NOT} be changed in any way by the players.  If you lose it or for any
reason need a new one, come to the GM's.  You must wear the badge in
plain sight at all times that you are active.  When you go inactive
(see below), reverse it so that the ``I'M NOT HERE'' sign on the back
is visible.  Gamemasters can be distinguished by their ``Gamemaster''
badges and the godly aura surrounding their bodies.

\item {\bf Combat Card:} \index{cards, combat}  Your combat card is a
green 3 x 5 in index card.  It has statistics which indicate your
strength in certain areas.  These are: hit points, basic attack, basic
defense, psionic attack, and psionic defense.

\item {\bf Hand to Hand Cards:} \index{cards, hand to hand}  You
should have colored cards, four blue and four red.  These indicate
your ability to attack and defend under specific circumstances.  Their
use is explained in the section on hand to hand combat.
\end{itemize}

You may also have received any or all of the following.  Again, if you
think you are missing anything or have something which isn't yours,
ask a GM. 

\begin{itemize}
\item {\bf Bluesheets:} \index{bluesheet}  These are sort of like
character sheets for an entire group of people.  For an intelligence
team, it represents your briefing information.  For most other groups,
it simply gives the information which is common knowledge to members
of that group.  Bluesheets {\bf DO NOT EXIST} in the context of the
game and may not be shown to another player, counterfeited, stolen, or
read by anybody except the player who received them.

\item {\bf Greensheets:} \index{greensheet}  These sheets detail what
special knowledge your character may have about a variety of subjects,
and give some general guidelines for what you can try to do with this
knowledge.  Doing something in the game with your special knowledge
does not require a card unless it affects other players directly.  If
you wish to use your special knowledge to try and accomplish
something or learn something, or if you are unsure of what your
special knowledge may be good for, talk to a Gamemaster. Greensheets,
like Bluesheets, do not exist in the context of the game and may not
be shown to another player, counterfeited, stolen, or read by anybody
except the player who received them.

\item {\bf Pinksheets:} \index{pinksheet}  These are instructions and
lists of items necessary to operate and construct special items.  To
utilize pinksheet information, you must collect the items listed and
see a GM.  Pinksheets {\bf ARE} game items, are freely transferable,
and can be stolen or read by anyone. 

\item {\bf Special Abilities:} \index{cards, ability}  These are 3x5
orange and yellow index cards explaining the rules covering the use of
an ability.  If you show one to another player, it means you are using
the ability on that player.  You may not show ability cards to other
players for any other reason, nor may they be counterfeited or stolen.

\item {\bf Money:} \index{money}  In the outside universe, most monetary
transactions are accomplished through the use of credit transactions.
However, on IHTFP, paper money is still used for all transactions.
Cash may not be counterfeited.

\item {\bf Items:} \index{items} These may be physical items, slips of
paper, or (usually) 3x5 index cards with a description of the object.
Game items are also not counterfeitable.  You will not necessarily
know what an item is good for, but the fellow you stole it from
probably knew...

\item {\bf Ingestibles:} \index{ingestibles} Items in this game that
may be eaten, drunk or otherwise ingested will be represented by a
sealed white envelope \index{envelopes, ingestibles} with a
description of the ingestible on the outside.  Inside the envelope
will be a description of your action.

\item {\bf Knowledge Envelopes:} \index{envelopes, knowledge}
These envelopes will be sealed and will have an identification number
on the front; they are to be opened when you see an identification
badge, item card, or item envelope that matches that number.  They
contain information which may then be used, told to other players,
etc.  The envelopes and their contents are {\bf NOT} game items and
may not be transferred, read by other players, or stolen.  Seeing a
number which matches an envelope does not count if it occurs before
the official start of game action.  {\bf Knowledge envelopes may not
be read before the ID number is encountered or before game action
starts on Friday.  If you are uncertain, contact a GM!} 

\item {\bf Colored Armband:} \index{armbands}
Colored armbans are used to indicate which ship a player currently is
on.  See section on starships.
\end{itemize}

\subsection{Non-Player Characters (NPC's)} \index{non-players}

Not everyone in the world is playing this game.  Some people like to
sleep or study undisturbed; others just don't like having guns waved
in their faces.  {\bf Don't piss them off!}

You are encouraged to spread the gospel of real-time, real-space
role-playing to your friends.  However, non-players cannot have any
effect in-game.  They may not see anything which would allow them to
guess that you are anything more than a slightly abnormal regular
fellow; note that carrying phasers, etc. is highly frowned upon on
IHTFP.  Along the same lines, non-players may not be affected by
the game in any way.  Neither can they knowingly affect the game in any
way.  They may not be used to hold items or information, deliberately
spy for players, nor can anything be hidden in a non-player's room, and
they most certainly cannot be convinced to help you kill someone.  If
you slip up, even if the non-player said he wasn't bothered or wouldn't
tell, call a GM.

If you have an NPC friend who wants to hang around the game to see
what's going on, send him to us and we'll arrange for Ghost
\index{ghost} status for him or her. A Ghost is to all intents and
purposes ``Not Here'', both in a player and non-player sense. Standard
rules for activities in front of non-players do not apply to Ghosts,
but Ghost status {\bf MUST} be cleared with a GM.  Any action that
takes place in front of a ``ghost'' who has not spoken with the GM's, it
will be considered to have taken place in front of a non-player.  

If, despite your most valiant efforts, some non-players do get upset,
{\bf call the GMs} and let us help calm them down!  Complaints to the
Dean's Office are to be avoided at all costs, because it wouldn't take
many of them to force us to shut the game down permanently.

\subsection{Basic Strategy}  \index{strategy}

Your first priority as a player is to make sure you understand the
rules.  If you are completely confused, call a GM and we will try to
clear things up.  After that, make sure you know enough about your
character to role-play him when you start talking to other people.  If
there is something about your character you don't know, feel free to
invent whatever you like.

As a character, your first priority should be to open lines of
communication.  Call people up, show up at meetings, and chat.  Ask
people questions on relevant subjects.  Sure, they'll probably lie,
but you might just find something out.  Try to be easy to get in touch 
with: a day's delay can mean a world of difference to your game.

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.  There are ways of proving loyalties, some of
which might change those loyalties ({\it a la} Heisenberg).  Probably 
the most trustworthy people are those who need you.

As a rule of thumb, kill only when you are sure of it.  The game is
set up so that random killing is unlikely to get you the desired
results and will most probably cause the killer a large amount of
difficulty.  It is quite possible to kill the only person who has
abilities or information that can win you the game.  Oops.
\index{killing} 
 
\section{Items and Information} \index{items}
 
\subsection{Reality and Game Reality} \index{reality}

There is a big difference between reality and ``game reality,'' real 
items and game items.  This game does {\bf not} give you the right to
do in reality anything normally prohibited by legality or morality.
Under {\bf no} circumstances may a player's real room be entered or
searched, or real items taken, without the express permission of the
player in question.  

\subsection{Items and Searches}

A game item \index{items, game} is anything made specifically for the
game, a real item is anything else.  Remember, a GM can always write
up an index card to represent a real item in your possession.  You may
very well at some point wish to steal an item from someone, either by
surreptitiously stuffing it into your pocket, looting an unconscious
or dead body, or demanding it from a a player held at gunpoint.  If it
is a game item, just take it.  If it is a real item, put a small sign
on it saying ``STOLEN'' and contact a GM, who will give you a game item
to represent the real item.  \index{stealing} \index{items, real}

If an item is stolen from you in this way, you may not use it for game
purposes until you could reasonably have replaced it.  For instance,
if your in game room key is stolen, you may not use anything you left
locked in your in game room until you go down to the desk where you
could get another key.  Desk staffers do not have access to keys
except to issue new ones to the actual resident, nor do they have
access to mailboxes except to deliver mail, nor do guest lists or any
other similar security measures exist in-game.  \index{keys} 

To hide an item, \index{items, hiding} whether in a public or private
location, you must actually hide the item there.  If another player
finds it, you have to figure out how to get it back. If you believe
you have lost an item to a non-player, contact a GM; \index{items,
losing} if this is really what happened, chances are the GM's will
replace it, as Physical Plant workers are instructed not to remove
items that they find while cleaning.

To search a public location, simply search the real place.
\index{searching}  To search a private location, call a GM and prove
that you have access to that location.  Nothing short of a special
ability (see below) or a game key or combination will give you access to
a private place.  Roommates or housemates, whether players or not,
cannot let you in.  \index{roommates} To search an unconscious or dead
person, you must have privacy for 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 the search is interrupted
by anyone, call a GM.

Written information is a game item.  Any information can be encrypted;
you can simulate this by real encryption.  You may have connections to
organizations which can decode anything, but it takes weeks to get
through all the red tape, so you must actually decode any coded
information you happen to acquire.  Information may not be hidden by
writing it in the middle of your 8.03 notes (effective as that may be),
as all agents are specifically trained to recognize information, coded
or otherwise.
\index{information, coded}

Any ingestible items in the game appear as sealed white envelopes.
\index{ingestibles}  If you open the envelope, you are eating
or drinking the ingestible.  Inside the envelope will be a description
of the results of your action.  

\subsection{Room Searches}  \index{searches, room}

To search a character's room you must actually go to the player's real
room.  (Note that locations on-board one of the starships must be
accessible by your character as well.)  If possible, let a GM know that
you are planning a break-in.  If a GM is available at the time you would
like do the deed, he will accompany you to the site.  This will make
subsequent actions much easier to track.

When you show up the prospective victim's door, knock on their door to
indicate the beginning the search (i.e. defeating the security system,
breaking down the door, etc.) and wait for an answer, if any.  If
someone answers, they have heard you trying to get in.  Contact a GM
immediately.  If there is no answer, wait for the time necessary to get
inside the room.  Once this time has elapsed, you are ``inside'' the
game room.  If you got in by non-destructive means, slip a piece of
paper into the room telling the resident to note the time and see a GM
immediately when they return.  If you got in by more physical means,
place a note on the door with a description (e.g. You see a broken lock;
You see bits of wood and the blasted remains of a door.)  and a note to
contact a GM.  Bear in mind that loud noises will attract the attention
of hall or suitemates, who will probably record the event.

If nobody's home and nobody inspects the room in the time that you are
searching, you're scot-free.  Usually a thorough search will require
somewhere between 10 minutes and half an hour, depending on how
well-hidden things are.  Knowing exactly what it is you're looking for
helps.

If someone answers the door the first time you knock, you will have to
talk your way out of it.  If someone inspects the door to read a note
(NPC's count) you may have been spotted.  If you are discovered by a
player after you have begun the search, you should contact a GM
immediately to resolve the situation.  In any case, you may be surprised
by the result, so please leave it to the GM's to make a ruling.

Obviously, the longer you stay the more likely you are to be
interrupted.  Equally obviously, the less time you stay the less likely
you are to find anything worthwhile.

For clarification: Breaking into somebody's room does not necessarily
require the ability to defeat security systems, although it does require
some means of getting through a locked door.  If someone really leaves
their door unlocked, you are considered to have access, though you {\bf
may not} actually enter the room.  Most other methods will leave traces.

If you should find a note on your door reading ``Joe, please contact a
GM immediately,'' please contact a GM immediately.  {\bf You may not use
any game items that are (or were) in your room until you have talked to
a GM} (for the obvious reason that some of them may be missing).

\subsection{Roommates} \index{roommates}

This was mentioned before, but it's important, so here it is again.
Roommates are assumed to be occupying separate quarters for game
purposes.  If one person (player or not) lets you into a room, you do
{\bf not} have access to their roommates ``game'' quarters to plant a
bomb, search, leave items, etc.  You MUST be invited into the room by
the player to physically enter a player's room for game purposes.  Just
because you have a real world key, doesn't mean you have access in game.
Remember the distinction between the game and reality.  If you would
like to stage an in game break-in read the section on {\bf Room
Searches} and see a GM.

In game terms, NPC roommates are exactly that.  Any game actions you
undertake in their presence, therefore, will be noticed.  As always, you
should avoid annoying NPC's.  If an NPC roommate asks you to leave, do
so immediately if not sooner.

There are several players living at places like TEP, Fenway, and similar
off-campus living groups.  Unless you are told otherwise by the GM's,
treat these places as you would off-campus housing in general.  In other
words: you must be invited in, you cannot affect NPC housemates, and any
questionable activities that are observed by NPC's will likely have
inevitable repercussions.  The fact that players live in them does not
change the fact that they are shared living spaces with a real-world
function for the real people in them.
\index{rooms, off-campus}

\section{Theft} \index{theft}

\subsection{Shoplifting} \index{shoplifting}

Otherwise known as taking items you find lying around.  If they are item
cards, take them, otherwise leave a ``STOLEN'' note.  Remember, never
actually take real items.

\subsection{Pickpocketing} \index{pickpocketing}

This requires a pickpocket ability.  It will be simulated as follows: a
potential thief must place a colored sticker upon the person he/she
wants to pickpocket.  If the victim notices the sticker being placed
upon him/her, the thief has been caught in the act, {\bf before}
anything was taken.  Roleplay accordingly.  If the sticker was not
noticed, then the thief should immediately come to the GM's.  The GM's
will determine which of the items the victim is carrying are
pickpocketable based on the circumstances.  The pickpocket will then get
on randomly chosen, pickpocketable, item.


\section{Violence}  \index{violence}

This is a game.  This means that you are playing this to have fun, a
fact that's really easy to forget when you are about to die.  Do try to
keep your temper.  Any real violence which breaks out is liable to get
someone thrown out of the game.

There are all sorts of weapons you can use in this game.  If you have a
strange idea for a weapon, feel free to call a GM and see if it is
reasonable.  In order to use a weapon you {\bf MUST} have an item card
for that weapon.  Several restrictions apply to {\bf all} weapons,
however.

\begin{itemize}  \index{weapons}
\item {\bf Size:} It must be fairly small. 

\item {\bf Appearance:} It must not look excessively realistic.
People tend to react strangely and sometimes lethally around what look
like live weapons, especially those with real weapons.

\item {\bf Functionality:} It has to actually simulate what you say it
does.  This means that all guns must shoot something, bombs must make a
noise or light up, poisons must taste bad, etc.

\item {\bf Safety:} It must cause no real damage whatsoever, either to
people or property. Any accidental damage, real or perceived, must be
repaired at the victim's convenience and the offender's expense.  A
basic rule of thumb is a GM must be able to hit you with it repeatedly
and with full force without causing any damage.
\end{itemize}

\subsection{Types of Weapons} \index{weapons, types} 

\subsubsection{Phasers/disruptors} \index{phasers} \index{disruptors}
A phaser or disruptor is represented by a disk gun.  Phasers and
disrupters require energy to functions, so in order to use one you must
have an energy pack with sufficent energy to fire.

Phasers and disruptors work on different physical principles, but the
results are more or less the same.

Phasers and disupters have five power levels:

\begin{center}
\begin{tabular}{l}
1 -- Warm \\
2 -- Melt \\
3 -- Stun \\
4 -- Kill \\
5 -- Vaporize \\
\end{tabular}
\end{center}

To set a phaser or disruptor, place a peice of tape on it and write
the setting on the tape.  To change the setting, write a new number on
the tape.

The amount of energy used by a phaser or disruptor blast is: (power
level x number of disks fired).

Phasers and disrupters also have an overload setting.  The blast radius
of an overload explosion depends depends on the amount of energy left in
the phasers energy pack.  A fully charged phaser pretty much destroys
everything in a 25' diameter circle.  A phaser or disruptor set to
overload makes an audible whining noise and it takes approximately four
minutes for it to reach the critical moment.


Type 1 weapons have one slot for a energy pack.  Type 2
weapons have two slots for energy packs.

\subsection{Slug guns} \index{slug guns}
Slug guns are represented by single shot dart guns.  They fire lead
bullets.  The amount of damage done by a slug gun depends on exactly
where the victim is hit and what species he is.  In most cases, a shot
to the head or chest will be fatal, but not always.  If someone gets
shot with a slug gun, call a GM immediately.

\subsubsection{Knives} \index{knives}
Knives should be made out of foam or another soft material and should
be used {\bf gently}.  Please note the safety rule above. 

\subsubsection{Poison} \index{poisons}
You must have an item card for any sort of poison, either ingestible,
contact, or gas.  However, you must provide the physical object to
represent the poison.  Poisons can be anything that makes food taste
wrong (salt, for example), air smell wrong (perfume), or items feel
wrong (vaseline).  The poison must be noticed by the victim (subject to
GM override) for it to take effect.  All poisons are assumed to take
effect instantaneously, and are assumed to be killing poisons rather
than tranquilizing, unless otherwise specified in advance to a GM. You
may not flood a room with poison gas; try a balloon-full at close range.
Contact poisons are only effective against bare skin.  If the person
uses a napkin or gloves to protect himself, he is safe.  You are immune
to accidentally poisoning yourself with your own contact poison, but
this doesn't mean you can smear vaseline all over your bare palm and
shake hands with your intended victim.

\subsubsection{Bombs} \index{bombs}
Bombs have two components: the explosive and the triggering device.  You
must have an item card for the explosive.  The triggering device can be
anything real that makes a noise or lights up to signify the explosion.
If it doesn't go off, either by accident or by someone finding the alarm
clock you left in his backpack and turning it off, tough.  The blast
radius of a bomb varies with its size: the larger the bomb the larger
the blast.  However, the explosion may be stopped by furniture, doors,
etc.  Please note that explosives are {\bf loud} and draw witnesses and
police, even if no one gets killed.  If you set off a bomb, whether
accidentally or on purpose, call a GM.  Deadman devices must actually do
something any time you simulate dying or losing consciousness.

\subsection{Defenses} \index{defenses}

Defenses such as gas masks, or other protective devices may exist
in-game. Such items will have descriptions and uses printed on the item
card. If you have ideas about purchasing or creating odd defensive
devices, talk to a GM.

\subsection{Combat} \index{combat}

Combat may occur at any time that the GMs are on duty.  This will be 24
hours a day, with the following exceptions: combat may not occur before
game action starts on Friday and during game break.  There will also be
a local area halts for the Patrol games during the evenings of Saturday,
November 3rd and Saturday, November 10.  It may occur in any location
with the following exceptions:

\begin{itemize} \index{areas, non-game}
\item Locations where there are non-player witnesses, whether or not
they are looking, or say they won't tell.  We do not want to disturb or
alarm NPC's at all.  In addition, you must remember that NPC's represent
ordinary college students who have a vested interest in keeping this
campus safe.

\item {\bf ALL} student activity offices, laboratories, and other
areas where you could very easily cause serious damage to property or
otherwise upset non-players.  To prevent abuse of the this privilege,
no game business of any sort, no matter how peaceful, is permitted in
these locations.

\item Showers, bathrooms, locker rooms, etc. of the opposite sex, or
any other locations which you are forbidden to enter.

\item The intended victim's room, whether in a dorm, frat, or
apartment, unless he invites you in (Discussing game business is
considered a tacit invitation).  If he leaves, you have to leave too.
This rule also prohibits attacks against a person's room, such as a bomb
on the door or contact poison on the doorknob.  There is no such thing
as inviting someone into your room ``out of character.''  If you invite
someone in to do homework, and he shoots you, you're out of luck.  If
you have roommates or housemates, the N of you are considered to live in
separate rooms for all game purposes.  This means that if you somehow
get into one person's room (your own included), you have not gotten into
his roommate's room.  Please note, however, that it is possible to be in
several rooms at once.
\index{rooms}

\item Athena clusters for the purposes of combat.  {\bf NO} combat may take
place in an Athena cluster.  Other game actions may begin in Athena
clusters if their are no NPCs present, but should be relocated elsewhere
as soon as possible. \index{Athena}

\end{itemize}

\subsubsection{Gun Combat} \index{phaser, combat} \index{combat, guns}
\index{disruptor, combat}
Gun combat is directly simulated by combat with plastic guns.  Anytime
there is a gun combat, the combatants should contact a GM as soon as
possible, even if the outcome seems obvious.  In this game the power,
type of the weapon, and species involved will have a major effect on the
outcome of combat.

If as a result of a shoot out, your hit points drop below $-\frac{1}{2}$
your maximum number of hit points, you are dead.

\subsubsection{Hand to Hand Combat} \index{combat, martial}

Hand-to-hand or melee combat is initiated by touching your opponent or
by being within arm's reach and declaring ``Martial Attack.''  You may
or may not have a weapon in your hand.  If so, you may receive bonuses
appropriate for the weapon.  A maximum of three people may attack any
one person at a time.

\subsubsection{Surprise Attacks} \index{surprise} \index{combat, surprise}

The defender may be surprised by the initial attack.  A surprise attack
is defined as one where the victim was unaware that an attack was
imminent until the moment it actually happened.  It is {\bf not}
necessary that the victim be completely unaware of the attacker's
presence; if the victim knows that the attacker is there but is not
suspecting an attack, he may be surprised.  Whether or not the victim is
surprised is determined by whether or not they react to the attack when
it happens.  If you aren't sure whether or not you surprised someone or
were surprised yourself, contact a GM.

\begin{itemize}
\item If the defender reacts by declaring ``Martial Defense''
immediately after an attack, and would reasonably have had an indication
that such an attack was about to be initiated, he/she receives a full
Martial Defense.

\item If he/she fails to react or would have not had any reasonable
indication of an impending attack, his/her Martial Defense for this
first round only is {\bf ZERO}.
\end{itemize}

Surprise attacks (or any other kind of attack) are not permitted
off-campus in public places, as you might be mistaken for a mugger, or a
mugger might be mistaken for a player (most real criminals would not be
frightened by a plastic gun).  This does not exclude off-campus housing.
(If someone invites you over to their apartment and you kill them that
is their problem.)

\subsubsection{Combat Calculations} \index{combat, calculations}

Hand-to hand combat is conducted with the help of a number of
different types of cards including: combat cards, hand-to-hand cards,
and optionally weapons, and armor cards.  Your combat card is the card
with you hit points, and basic attack and defense strength on it.
Hand-to-hand cards are the eight brightly colored cards with body
locations listed on them, red cards are for high attacks, and blue
cards are for low attacks.  Weapon cards can either be a pre-existing
weapon or something you pick up to fight with.  If you have armor, and
are wearing it, it will have a listed strength that is useful for
defense. {\bf NOTE:} for the purposes of hand-to-hand combat projectile and
energy weapons are dealt with outside of the hand-to-hand scheme, and
if someone is using one in a hand-to-hand combat \underline{CALL A GM}.

In one on one combat, each round is conducted with one attacker and one
defender, with the attacker and defender switching roles after each
round.  In hand to hand with more than two participants, all
participants declare an attack, then all participants declare a defense,
and actions are carried out simulataneously.

The following is the process in a one on one combat, changes for
multi-party combat are dealt with later.

Step One: Attacker chooses a weapon (if any) and displays the card for
the weapon to the defender.  Attacker also chooses a location card
corresponding to the strike they wish to make and displays the blank
side of that card to the defender.

Step Two: The defender chooses a weapon card (if any) and displays it to
the attacker.  The defender also chooses a defense location card, and
displays the blank side of the card to the attacker.

Note: Many common items are useful as weapons in hand-to-hand combat.
For example, if you wish to pick up a chair for instance a GM can give
you a card with a weapon strength for a chair.

Step Three: Both players show the cards in their hand and the attack and
defense strength are determined as follows. Attacker strength =
attacker's combat skill + weapon combat value + location attack bonus.
Defender strength = Defender's combat skill + weapon combat value +
defense value on chosen defense card corresponding to the location
attacked + armor defense value.

Step Four: The defender's total defense strength is subtracted from the
attacker's total attack strength and the result (if positive) is
subtracted from the defender's total hit points. \index{hit points}

If a person is attacked with a attack designed to trip them, they have
fallen down if the attack is sucessful by more than three points.
Attacks from the floor are limited to the lower body and are at a minus
five.  To get up from the floor takes one round during which you may
defend but not attack.

Any person in hand-to-hand combat may choose to escape at any time.  The
escape must be declared at the beginning of the round and is sucessful
if no one attempts to block it.  To block an escape you must declare an
intent to block and have an attack that is successful by more than three
points.  A person attempting to escape may not attack in the round they
are attempting to escape.  For further comments on escape, see the
section below. \index{escape}

In group hand-to-hand combat, each participant declares a person being
attacked and an attack and then \underline{each person declares a single
defense that will be used against all attacks against them}.  Each
attack is determined simultaneaously.  If a person is not attacked by
anyone during a round, they may declare a second attack against someone
else during the portion of the round when others declare their defenses.

If you are involved in a melee hand-to-hand, please try to keep relative
positions as you cannot attack anyone out of hand-to-hand range.

IMPORTANT: Hit points ``lost'' in hand-to-hand combat are not counted
the same as hit points lost in other combat.  When you go to 0 hit
points in hand-to-hand combat you are unconcious for 10 minutes, and are
helpless while you are unconcious.  After 10 minutes, you are awake and
back to the hit points you had MINUS 10 percent of the number of hit
points you lost in hand-to-hand, round up.  Example, Fred had 24 hit
points and was knocked unconcious by Gor, when Fred wakes up he will
have 24 hit points (24 minus 3). \index{hit points}

There are rules for the integration of weapons combat (i.e. phasers and
disruptors) into hand-to-hand.  These basically involve allowing the
person with the weapon a reduced rate of fire at selected points in the
combat rounds.  If this is done \underline{CALL A GM} and it will be
dealt with at that time.

\subsubsection{Escape} \index{escape}

Either party in combat may try to escape.  If you desire to escape, you
may not attack in that combat round and your effective defense is
halved.  An escaping person may be followed unless there is some in-game
reason why this is not the case (such as the character possessing a
special ability.)  Any in-game chases should proceed {\bf NO FASTER THAN
A WALK}; running pell-mell through MIT's corridors or down the streets
of Cambridge is almost certain to violate the rule about not pissing off
non-players, so don't do it.  It is assumed that for game purposes that
all else begin equal, those involved in a chase can neither catch up to
nor escape from each other by virtue of sheer speed.  However, if the
escaping player enters an area where he cannot continue to move without
passing in range of his pursuer, then his pursuer may attack again.  If
this in doubt and the two (or more) of you can't agree, find a GM.

\subsubsection{Disarming Opponents} \index{disarming}

The ability to disarm an opponent is not universal in this game.  It
requires a special ability to knock a gun out of the attacker's hand
before he can shoot you. If you do not have this skill, you may not
disarm anyone.  If you do have Disarm ability, you may disarm an
opponent who is standing within five feet of you at the time of the
attack.  Compare your Disarming ability number against the Martial
Defense of the person holding the gun.  If the Disarming ability number
is higher, take the weapon and toss it (gently!) in any direction you
like.  Otherwise, nothing happens and you have used your action for this
combat round.

\subsection{Recovery} \index{recovery}

If you have lost some hit points in combat, you will naturally heal your
wounds.  A normal person will regain a number of hit points equal to
one-third of their base hit points each day (rounded up), assuming at
least 8 hours of sleep.  Additional sleep will leave you well rested but
won't increase your hit point recovery.  If you get less than eight
hours sleep, you regain 1/2 hit point for each hour of sleep.  You may
not exceed the maximum hit points listed on your combat card, however.

In addition, permanent, serious injuries, such as broken limbs, etc.,
cannot be healed normally and require professional medical attention.

Medical attention \index{doctors}, such as paramedics and doctors, will
increase healing rate.  Serious injuries can also be treated and allowed
to heal, although at a slower rate than hit points.

\subsection{Death and Inactivity} \index{death} \index{inactivity}

Death.  It happens to all of us sooner or later, and to quite a few
characters during the game.  Try to be a good sport about it all. 'Nuff
said?

If you think you may be dead or injured, both you and your attacker must
contact a GM as soon as possible.  Until you find out exactly what
happened, you are inactive.  Dead (and inactive) men tell no tales.
Neither do they talk on the phone, drop hints, or fill their
conversations with significant silences.  You must do your best to
communicate {\bf no} information to {\bf anyone}, including non-players.
If someone telephones you about game business, tell him the phone is
still ringing.  If someone sees you in person, tell him you're not
really there.  The ``I'M NOT HERE'' side of your badge should be
displayed.

You should get all the items on your body together, to give to the first
person who searches your body, or to the GMs if the authorities find you
first.  You should also get together all other items in your possession
(in your room, for instance) to give to the GMs in case anyone finds
them.  Please try to be cooperative with your assassin, no matter how
bad you may feel.  It was probably nothing personal.

\subsection{Kidnapping for Fun and Profit} \index{kidnapping}

Most kidnappings require considerable planning.  It is strongly
recommended that you discuss your plans with a GM first, even more so
than with ordinary assassination attempts.  As always, if you don't
understand the rules and thus screw yourself over, you're out of luck.

First you have to get your prisoner.  Tranquing him or sticking a gun in
his back are the two most popular methods, but feel free to be creative
(come with us or we {\bf won't} shoot your physics professor).

Next, you have to get him wherever you are planning to keep him.  If you
are going to march him along with a gun at his back, then do so.  If he
is unconscious, he will have to be carried.  Since this would be
uncomfortable, not to mention potentially dangerous, it is simulated as
follows: After establishing to the victim's satisfaction that it would
be possible for the kidnappers to actually carry him, the attackers must
make 8.5x11 signs, one per kidnapper, that say in large colorful
letters, ``WE ARE CARRYING AN UNCONSCIOUS PERSON.''  The kidnappers and
the victim must then walk along the intended route to the the intended
place, {\bf openly} displaying the signs.  If any non-player passes
within view, you have been spotted by a student.  You should contact a
GM immediately.

Once you have your victim right where you want him, you have to make
sure he stays there.  Explain to the GM what sort of restraints you are
using and what precautions you are taking (like searching to find the
knife he was hoping to cut your ropes with).  The captive is inactive
with respect to everyone except those people who can actually get to
where he is being held.

\subsection{Getting to the Truth}

\paragraph{Torture} \index{torture}
Torture is amusing but inefficient.  Even trained agents can be broken,
but it will probably take much more time than you have.  In a torture
situation, the torturer will describe the chosen method of persuasion to
the victim, who will then role-play accordingly.  This means that it is
entirely up to the victim what he will say (if anything) and whether or
not he will tell the truth.

\paragraph{Drugs} \index{drugs}
There are a number of unusual substances available to people.  Some of
them may have the effect of causing those who are given them to babble
about subjects they might not otherwise care to speak of.  Some of them
may have other effects. Some of them may have no effects at all.
Chances are, you can't tell what effect a particular substance is going
to have on a person you give it to until you try it and find out.
However, if you believe you have a dose of a drug that will act as truth
serum, you should keep the following rules in mind when you use it.
\index{truth serum}

Each dose of truth serum (you may use up to three doses at one session)
will allow you to ask the victim three questions, which he must answer
without lying.  He does not have to give you the information you want,
however...

\begin{verbatim}
			INTERROGATOR: Do you know who WARLOCK is?  
			VICTIM: Yes.
			INTERROGATOR: Who is WARLOCK?  
			VICTIM: WARLOCK is the head of SWORD.  
			INTERROGATOR: What is WARLOCK's real name?  
			VICTIM: I don't know.  
\end{verbatim}

The victim can neither read while under the influence of the drug, give
incredibly long and complex answers, nor can he answer any questions
which require thought, conjecture, or deduction.  He may relate his
suspicions, theories, or beliefs, if you can figure out how to ask for
them.  Technical information of the form, ``What do I need to build an
oscillation overthruster?'' may be obtained under truth serum; technical
information of the form, ``How do I operate an oscillation
overthruster?'' may not be.  If the player honestly can't understand or
remember the information you request, neither can his drugged-out
character.  Please note that creating artificial situations (a commander
``relinquishing'' command of his organization, ``firing'' an agent, etc)
or otherwise attempting to squirm out of expected truth serum questions
is not permitted.

The victim is physically totally helpless during the questioning, and
will pass out for an hour after it is over.  Few, if any, characters
will be willing to have truth serum used on them.  Truth serum is {\bf
extremely} unpleasant to experience; people who wish to play
realistically will not be eager to be questioned.

\subsection{Lizard Hunting} \index{lizards}

Lizard hunting is under combat because it is not considered a generally
safe activity to engage in.  If you know how to hunt and kill lizards,
you should have a greensheets explaining the process.  If you do not
know how to hunt lizards and want to go do it anyhow, come see a GM.
We'll tell you what happens when it happens.

\section{Special Abilities} \index{abilities}
Certain people will have special abilities, represented by 3x5 index
cards explaining the rules specific to that ability.  Special abilities
may be learned skills, racial attributes, or various other weird things.
Some special abilities may modify the basic rules.

If you show someone an ability card, you are {\em actually using} that
ability card on them.  You can tell be someone you have an ability, but
you may not show them the card without actually using it.
  
\section{Star Trek Technology}

\subsection{Communicators} \index{communicators}
Communicators work on predetermined frequencies.  You can only listen to
a frequency that your communicator is set up for.  All communicators are
set up for the public channel (zephyr instance trek).  Individual
communicators may be set up for other frequencies as well.

Communicators work on an interplanetary range.  Parties not in the IHTFP
system can not converse via communicators and must use subspace radio.

If two people are communicating via communicator, they must have
communicators tuned to the same frequency.

The command to subscribe to the zephyr instance trek is:

  zctl add message trek $\backslash$*

\subsection{Energy Packs} \index{energy packs}
Certain hand held objects require energy packs to operate, most notably
phasers, disruptors, and tricorders.  Each energy pack holds 100 units
of charge.  When a unit of charge is used, a box should be checked off
on the energy back card.  Used energy packs can be recharged at a
recharging station.  All ships have recharging stations.  IHTFP has four
public recharging stations which will recharge energy packs for a small
fee.  It takes 2 hours to recharge an energy pack.  This is an all or
nothing procedure.  You can not gain back 50 units of charge by charging
an energy pack for 1 hour.

\subsection{Shuttlecraft} \index{shuttlecraft}
Some ships may have shuttlecraft to transfer personel and supplies.
Shuttle craft are very easy to operate, but need permission to enter a
ship's landing bay.  It takes approximately 15--20 minutes to travel
from IHTFP to a ship parked in standard orbit.  Exact travel time may
vary.  To use a shuttle craft, {\bf see a GM}.

\subsection{Starships} \index{starships}
There are various starships in this game and at some point characters
may want to be on one.  The only ways to travel to a starship are via
transporter or via shuttle.  When you are on a ship, you can only
speak face to face with other people on the same ship.  If you are on
the planet, you can only speak face to face with other people on the
planet.

To make it easier to tell who is where you are, there will be a system
of colored armbands. \index{armbands} Anyone who is on a ship must where
an armband of the appropriate color to that ship.  Anyone who is on the
planet will not be wearing an armband.

If you see a player wearing(or not wearing) an armband that is different
from the one you are wearing(or not wearing), you did not see that
character and have no idea where they are.

\subsection{Transporters}  \index{transporters}
Transporters can be used to get from the planet to a ship or a ship to
the planet.

Transporters only work to transport individuals and objects from a the
transporter platform to an location or from a location to the
transporter platform.  A transporter operator is required to operate the
controls during the beaming process.

If a ship has its shields up, you can only beam aboard if you can get
someone on the ship to lower them for you.  If you are a crew member of
that ship it will be easy, if not, well ...

IHTFP has a transporter station that is staffed 24 hours a day.

{\bf If you want to use a transporter, you must see the GMs first.}

\subsection{Tricorders} \index{tricorders}
There are three types of tricorder: 1. Standard Tricorder, 2. Analysis
Tricorder, 3. Medical Tricorder.  In order to use a tricorder it must
have an energy pack attached with some remaining charge.  A tricorder
does not use a noticable amount of charge unless it is used continuously
for long periods of time.

The Standard Tricorder records a voice and image record of what is going
on.  This is simulated by the use of a tape recorder.

The Analysis Tricorder is designed to analyze small samples of
materials.  It takes it approximately 3 minutes to get a complete
chemical analysis.

The Medical Tricorder is designed for medical evaluation and diagnosis.
It is capable of analyzing vital signs, blood chemistry, etc.  It
requires a probe that can only be used at extremely short ranges.  Only
a medical doctor can correctly interpret the results from a medical
tricorder.

\subsection{Universal Translators} \index{universal translator}
Everyone is assumed to have a universal translator implant.  It is
functional at all times and can only be removed through a surgical
procedure.

\section{Miscellaneous}

\subsection{Money} \index{money}
There are three galactically recognized currencies: Federation, Klingon,
and Romulan.  Most normal transactions are conducted via electronic
credit transfers, but on IHTFP, ordinarily only hard currency is
accepted.

\subsection{Computers} \index{computers} \index{Athena}

When using the computer system, please keep in mind that this is a
roleplaying game, based on personal interactions, not a computer hacking
contest.  Computers should, therefore, be considered as an aid to
playing in the game rather than as the point of it.  In general, the GMs
will be glad to show you how to do most normal things.

Computers may {\bf not} be used for anything which is illegal at MIT, in
Massachusetts (although it is permissible to sleep with one), or the
United States.  This includes looking at someone else's files without
his express permission, even if he has left them world-readable,
grabbing his screen, and just about anything else that the average user
would object to.  Possession of privileges in real life, whether
rightfully yours or acquired through more creative means, does not
confer them in the game.

Most players use the computer to talk to or leave messages for people
they can not contact in person.  Often, people will find it desirable to
communicate anonymously.  While this is permitted, please remember that
{\bf anything} you do must be done from an account clearly identifiable
as belonging to you (published in the playerlist or the Rumour, or
fingerable from athena).  You may not send anonymous email unless you do
it through a gamemaster.  In addition, \underline{a copy of all game
email should be forwarded to} \underline{the account deryni\@athena}.
\index{mail, electronic}

Playing in this game in no way exempts you from the standard rules of
terminal room etiquette; being in a terminal room in no way exempts you
from the rules on dealing with non-players.  If you have a loud
conversation, take it out in the hall.  Be willing to surrender your
terminal to someone with real work to do.  Use common sense here, and
err on the side of caution.  It wouldn't take many more complaints to
get us kicked out of all of the terminal rooms permanently.  {\bf NO}
combat may take place in an Athena cluster.  Other game actions may
begin in Athena clusters if their are no NPCs present, but should be
relocated elsewhere as soon as possible.

In addition, do not leave your terminal screensaved for extended periods
of time.  If you will be gone longer than 1/2 hour, log out.  The GM's
reserve the right to reboot workstations that have been left unattended
for long periods, especially if there is a shortage of available
workstations.

Computer espionage may be possible in-game; however, this {\bf IN NO WAY
ALLOWS ANYONE TO USE ACTUAL COMPUTER ESPIONAGE FOR ANYTHING!} {\bf
Don't} try this; the very least that could happen to you is expulsion
from the game. At worst you could lose all rights to Athena access and
get into severe trouble with the Dean's Office.  If you think your
character can do computer espionage and would like to try something, see
a GM.

If you have any questions about what may or may not be done on the
computer, contact a GM.  We reserve the right to cruelly over-react to
any abuses of the computer systems, whether the abuse is one of computer
use or terminal room courtesy.

\section{Closing Notes}

These rules are imperfect, and poorly typed.  Because of these
imperfections, we reserve the right to violate the letter of these rules
in order to preserve their spirit.  We hope that these rules are
reasonably clear, but if you have any doubts about our interpretation,
talk it over with us in advance.  By doing this, you may avoid honest
mistakes that appear to be intentional.  {\bf ALL GM RULINGS ARE FINAL,
REGARDLESS OF WHAT THE RULES SAY.} We reserve the right to expel from
the game anyone whom we believe to be violating the spirit of the rules
or the game.

Let us also add that, as much as we hate to admit it, we GM's are human:
when all of our carefully laid plans collapse, 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 hungry.

We welcome any suggestions you may have on how to improve these rules
and the game in general.  This game has been in a constant state of
evolution since its humble beginnings as a circle game years ago.  It
has become what it is now because of people who cared enough to make
suggestions, and hopefully it will continue that improvement through
your help.

And so, good luck, and remember...

\begin{center}
{\Large
TO ERR IS HUMAN...

TO FORGIVE IS NOT OUR POLICY.
}
\end{center}

\newpage
\printindex

\end{document}



