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\begin{center}
{\Huge {\sc X-Files}} \\
{\huge {\sc The Truth is Out There}} \\
{\LARGE {\sc Basic Rules}}
\end{center}

\begin{singlespace}

These are the official rules for {\sc X-Files.}
You are responsible for knowing these rules, so please read them
carefully, even if you've played before.  Please note that many of them
are impossible to enforce, so the game relies heavily upon the honor
system.  Playing loopholes in these rules is not permitted.  If you have
any doubts about our interpretation, talk it over with us in advance.
{\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.

This game is copyright \copyright 1994 by Eddie Karat, Tom
Giordano, and Heather Harrison, except for those portions which are
copyright \copyright Ten Thirteen Productions and Chris Carter.  
It has been written under the
auspices of the MIT Assassins' Guild with all the commitments that
entails.  All rights reserved.

{\sc Disclaimer:} While we have tried to be faithful to the {\sc X-Files} 
genre, it has been necessary on occasion to depart slightly from
it in order to make the game more playable.  No points will be awarded
for pointing out such departures and we ask players to please bear with
us and not point out every minor inconsistency with the {\sc X-Files}
universe. Inconsistencies {\em within} the {\sc X-files} universe are,
of course, Not Our Fault.

\vspace{1pt}
\centerline{\vbox{\hrule width 7.5in}}
\vspace{4pt}

\fbox{\large {\sc 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.

In your packet you should have the following:

\vspace{-7pt}

\begin{itemize}
\item {\bf Badge:} You must wear this visibly at all times.  It is not in your
packet, pick it up before the run.

\item {\bf Character Profile:}  This tells you who you are.  This may 
never be shown to anyone.  It contains a list of items, abilities, and
other sheets you should have at the end.  Please double check this with
the contents of your packets to see if you are missing anything.

\item {\bf Beginning of Game Packets:}  These are packets you open at
game start on the night of the run.  They tell you information your character
has just obtained in the last few moments.  Roleplay accordingly.

\end{itemize}

\vspace{-7pt}

In addition, you may also have:

\vspace{-7pt}

\begin{itemize}
\item {\bf Ability Cards:} These are big index cards explaining the 
mechanics of an ability.  Those mechanics may supersede these rules.
The front of an ability card will tell you how to use it; the back of
the ability will describe the effect.  Other players may only look at
the back of a card; show someone the back of the card when you are using
the ability on them.  Abilities which can not be ``played'' on another
player will not be represented by an ability card.  They will be listed
at the end of your character profile.

\item {\bf Gun Stickers:} If your character has a gun or other weapon,
you will receive a sticker for it.  You should affix this to a suitable
gun in order to make it a game item.

\item {\bf Items:}  These will generally be real items with stickers
on them (guns, duct tape, etc).  They will be given to you
immediately before the run, rather than in your packet, and should be
returned at the end of the run.  Some items may be represented as
3''x5'' index cards with descriptions on them, or 8$\frac{1}{2}$''x11''
pieces of colored paper with descriptions on them.

\item {\bf Knowledge sheets:} These are green sheets of paper
which describe specialized knowledge that your character may have.
Generally this will include explanations of further rules, beyond
those covered here.  These may never be shown to anyone.

\item {\bf Memory Packets:} These are plain manila packets which have
instructions written on them describing when to open them.  If you
see/hear a number/description that is on one of these small envelopes,
then open the envelope and read what's inside.  {\em Memory Packets are
not game items}.  This means: You may not take any action based on the
knowledge that you have these envelopes.  No one can steal them from
you.  These may never be shown to anyone.  You may {\bf NOT} call a halt
or otherwise interrupt the game to read a memory packet.  You {\bf can}
be shot, attacked, pickpocketed, etc. while reading a memory packet.

\end{itemize}

\vspace{4pt}

\fbox{\large {\sc Colored Headbands}} 

Colored headbands will be used to represent a number of things in game.
Here is a brief summary:

\vspace{-7pt}

\begin{itemize}
\item {\bf White:} This indicates the person is observing the game, and
is not actually a participant.  (See below under {\sc Observers} for
more details.)

\item {\bf Purple:} If you see someone wearing a purple headband, your
character gets a weird, creepy feeling while they are in the area, but
you can not actually see, hear or follow the person wearing the headbanded.

\item {\bf Other colors:} A person wearing any other color headband
(red, green, yellow, orange, {\em etc.}) looks odd in some way.  If you see
someone wearing one, ask them what you see and role-play accordingly.
\end{itemize}

\fbox{\large {\sc Non-Players and Observers}}  

{\sc Non-Players:} First of all, {\bf DON'T ANNOY NON-PLAYERS!}
Although the Guild has tried to reserve all the relevant rooms that
the game takes place in, there may still be non-players around.  Many
of them may be trying to do work, so voices should be kept down.  You
should never yell during a game, and you should try to keep actions in
classrooms, not hallways, whenever possible.  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, {\em put it away}.  If someone asks you what you are doing,
tell them you are playing a game with the MIT Assassin's Guild. If
they persist, direct them to a GM in the GM room.

If you are alone, or in a small group of normal looking people (no
guns out or anything like that) and you see a non-player, just act normal
and {\em walk past}. 

If you see a non-player while in combat, or if there are other players
nearby who don't realize that a non-player 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.  Above all, use common sense.

{\sc Observers:} A observer is someone who is observing the game, but
not participating in any way.  If 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 white headband when
in the playing area.  Anyone who wants to be an observer should contact
the GMs first, and learn the rules.  If an observer is getting in the
way or otherwise annoying you as a player, you may ask them to leave and
they are required to comply.  See a GM if this does not happen.

\fbox{\large {\sc Game Area}}

The game will take place in the following buildings: Building 24, up
to and including the fourth floor; Building 26, the second and third
floors; Building 34, up to and including the third floor; Building
36, up to and including the third floor; and Building 38, up to and
including the third floor.

Do not leave these areas unless you have reason to believe you can.
Do not go outside unless explicitly told to do so.  If you have any
confusion about what is and isn't in-game, ask a GM.

\fbox{\large {\sc 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 or against
Institute Policy, the Guild is not responsible and will not protect you.
You have been warned.

{\sc Bulky vs. Normal Items:} Any item represented by a 3''x5'' index
card can be put anywhere you can put the index card.  Anything with a
physical representation can be put anywhere you can put the object {\em
without damaging it.} (Some of them are borrowed from people who will
not appreciate their being mutilated or lost.) Anything represented by
an 8$\frac{1}{2}$''x11'' sign is considered too big to move.  If an item card 
has a dot on it that means it is bulky and cannot be concealed and takes one 
hand to hold.  The number of dots equals the number of hands required to move 
the item.

{\sc Information:}  If you write something down on a piece of paper,
that paper is now an in-game item, and can be given, stolen, etc.
Please do not write anything on your character sheet, bluesheets or
greensheets. 

{\sc Theft:} If you find an item or item card sitting around, you can
take it. It's yours.  If you want to steal a real item which probably
exists in game, put a small sign on it saying ``STOLEN'' and contact a
GM, who will give you a game item to represent the real item.

{\sc Searches:} 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 a non-player, call a non-player halt, put away guns, and
wait for them to leave. 

\fbox{\large {\sc Doors and Locks}}  

Doors that can be locked will have an card saying ``Locked'' on one
side and ``Unlocked'' on the other.  To lock an unlocked door, open
the door and flip the card from ``Unlocked'' to ``Locked.''  
Everyone in game can open a lock in ten minutes if they have lockpicks.
This is done by holding the lockpicks in your hands, this takes two
hands, and holding them agains the lock uninterrupted for ten minutes. 
You must be facing the lock (it takes a lot of skill to pick a lock
behind your back).  At the end of the ten minutes the door is unlocked and 
you can open it if you so desire.

\fbox{\large {\sc Weapons}} 

In this game, weapons are simulated as follows:

\vspace{-7pt}

\begin{itemize}
\item  {\bf Guns:} These are simulated by toy disk guns. 
If you are hit by a gun you fall down and drop anything you are
carrying.  If you are hit in a limb, you lose functionality in that
limb (cannot carry anything with it, use it to fire a gun, must walk
slowly if it's your leg, etc.)  If you are hit in the torso or head
(head and torso shots are equivalent, so never aim for the head), fall
down; you are now unconscious and bleeding to death.  You will die in
ten minutes unless you are given medical attention.

\item {\bf Tranquilizer Guns:}  These are simulated by toy dart guns.
If you are hit with a tranquilizer gun in any part of your body, you
are unconscious for ten minutes.  

\item {\bf Blunt Melee Weapons:} These are clubs, sticks, rocks, etc.
There are represented by a plain foam boffer, which are available from
the GMs.  If you surprise someone in martial combat while wielding a
blunt weapon, they fall {\bf immediately} unconscious.  Talk to a GM if
you wish to improvise a weapon of some sort.  These weapons typically
add one to your Martial Attack score.

\item {\bf Knives:} Knives are simulated by boffers with (brightly
colored) tape wrapped around one end.  The tape must be visible; if you
are hiding the tape with your hand, you are hitting them with the hilt
(a club) and not the blade!  These weapons typically add one to your
Martial Delta score.

\item {\bf Foam Pellets} represent attack that do not come
from any sort of visible weapon.  They represent an offensive power
intrinsic to the bearer and can not be stolen.  The shooter will tell
you the special effect (e.g. ball of fire, burst of green light, etc.)
and the effect of the hit.
\end{itemize}

\vspace{-5pt}

\fbox{\large {\sc Combat}} 

Combat may occur anywhere in the playing area any time during game
action when non-players are not present.  The only exceptions are the
bathrooms.  You can not be shot in a bathroom, and you can {\em not}
hide items there, hide yourself 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.  Do not, under any circumstances, enter a bathroom for the
opposite sex.  

There are two types of combat, ranged combat and hand-to-hand
(martial) combat.

{\sc Ranged combat:} Discussed above under weapons.

{\sc Disarm:} There is {\bf no} automatic disarm.

{\sc Martial Combat:} Martial combat uses several statistics to
represent your fighting ability. They are:

\vspace{-7pt}

\begin{itemize}
\item Martial Attack (MA): How much damage you tend to do. 
\item Martial Defense (MD): How difficult you are to hurt.
\item Martial Delta (M$\delta$): Your general combat training, this can
be added to either your MA or your MD, distributed as you wish.
\item Hit Points: How much damage you take before going unconscious.
\item Normal people have the stats MA: 3, MD: 2, M$\delta$: 1, Hit Points: 3
\end{itemize}

\vspace{-7pt}

To initiate combat with someone, walk up to them and say ``Martial
Attack.''  If they do not reply with ``Martial Defense'' within 2
seconds, they are surprised and immediately lose one hit point.  If
they respond with ``Martial Defense'', normal combat ensues.  Combat
proceeds as follows: each person decides how they're allocating their
M$\delta$ ({\em quickly!}),
and then both parties announce their total Martial Attack scores,
including weapons.  Damage is resolved as follows: If your MD is equal
or higher than their MA, congratulations!  You take no damage.  If
their MA is higher than your MD,  subtract your MD number from their
MA number.  This is the number of hit points you lose.  If your hit
points drop to zero, you are unconscious for ten minutes.  

Note: You should never actually say your MD or M$\delta$ out loud.

If you do not have your weapon (gun, knife, club) out (where ``out'' is
defined as plainly visible and clear of all clothing) when ``Martial
Attack'' is declared, you may not draw it during that combat.  Note that
if you have your gun out and someone declares ``Martial Attack.'' on
you, shooting them is a legitimate response.

To break off from martial combat, say ``Break'' instead of saying your
number.  If both parties say ``Break,'' then the combat is considered
over, and both people should walk about 5 feet back.  If only one
party says ``Break,'' then that party does no
damage that round. In multi-person combat, if everyone who is
attacking you says ``Break,'' you may escape from the combat.

{\sc Killing Blow:} To kill an unconscious person, simply touch them and
say ``Killing blow.''  If no one with in arms reach says ``I prevent
you,'' the unconscious character is now dead.

{\sc Regaining Lost Hit Points:} If you reach zero hit points, you are
unconscious and (barring anything unusual happening) will remain so for
10 minutes, at which point you wake-up with 1 hit point.  Additional hit
points return at a rate of one per 5 minutes.

In the case of group combats, each person designates a target for their
attack before each round.  (Ganging up is permitted.)  This is the {\em
only} person you can do damage to that round.  The various combats are
then resolved individually.  

Note that martial combat occurs in real time.  If someone walks in on a
group of people engaged in martial combat, they are free to pull out
their gun and start shooting.  Additionally, if someone walks with in
arm's reach of your combat, you are free to reach out and start
attacking them at your earliest convenience.

\fbox{\large {\sc Death and Inactivity}} 

If you are dead or unconscious, {\em please note the time of death}, sit
still and wait for someone to find you.  When a player walks up, tell
them that you are a dead or unconscious body and list any obvious
wounds, then go see a GM.  Don't give them anything but a description of
the obvious, and your items if they think to search you.  Do not tell
anyone still playing {\em anything} about the game and try not to hang
around players ``Not Here.''  Once your death becomes widely known, you
may become an observer.  (See a GM.)

\fbox{\large {\sc Kidnapping and Moving Bodies}} 

If the character you are moving is conscious, role-play accordingly.  If
they are unconscious or dead, you must ``carry'' them.  Carrying a body
requires two people using both hands (proceed at any reasonable
non-running pace) or one person dragging (proceed at a slow walk).

\fbox{\large {\sc Final Notes}}  

If you are listed as having a gun, we assume you will supply your own.
New players may borrow them 
from the GMs if they need to.  We also recommend that you bring a watch
(a digital watch or a stop watch is better) and a pencil.  Additionally,
as you will not be allowed to leave the playing area while you are still
playing, you may want to bring a snack with you.  The game will start
promptly at 8pm and will not run significantly more than 6 hours.
 
\fbox{\large {\sc Credits}}  

This game has been brought to you by Eddie Karat, Tom Giordano and
Heather Harrison, the MIT Assassins' Guild, and the MIT Finance Board.

The Gamesmasters express their appreciation to Derek Atkins,
for agreeing to be a run-time GM.

\end{singlespace}

\end{document}






