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\def\gamename{Buffy: The Vampire Slayer}

\begin{document}

%\name{Rules for \gamename}
\begin{center}
{\Large Rules for \gamename\\}\vspace{1cm}
Written and GMed by {\bf Andy Ellis, Tom Giordano, and Charles Hope} \\
\copyright MIT Assassins' Guild and above GM team
\end{center}


{\bf \gamename} uses the Standard Rules.  If you are not familar with
Guild standard rules, please {\em read that.}  They're available in 
{\tt /mit/jemorris/Rules} and at {\tt http://web.mit.edu/jemorris/Rules}.

You need not read all of the Combat Systems appendix; we use only a
variation of the {\em Rock, Paper, Scissors} (RPS) system.  

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

\lsection{Items}

There are several places around game where items can be created,
changed, or combined.  These locations will have specific descriptions
of what the new item card should say.  Please be careful to copy these
down exactly (and not otherwise change the text on an item card),
because the exact text of items is relevant to some mechanics.

Many items will not have item numbers; those with the same text are
indistinguishable from one another.  Items with different item numbers
are Unique.  Any time you use a non-unique item for any reason, it
is destroyed unless otherwise specified.

All items are {\bf Unstashable}.  That means you can't hide them
in some hard-to-find location.  You may only place item cards in obvious,
visible locations-- on the top of a desk, in an unobscured part of the
room, etc.  You may only hide items in a Stash Site (\see{Locations}).

Note: an item card for ``A Disc Gun'' is {\bf NOT} ``A gun'', and
cannot be used in combat.  Do not use a real disc gun unless you
have an item card for ``A gun''.

\lsubsection{Carry Limit}
You may also carry {\bf five} item cards on you at any time.
Bulkiness does not contribute to this limit (so you could carry five
non-bulky items, or one 2-dot bulky items and four non-bulky items, or
two one-dot bulky items and three non-bulky items\ldots) If you are
carrying five items, and want to pick something else up, you'll have
to put something down first.

Ammunition is unlimited, and does not count against your carry limit.

\lsubsection{Player Paper / Pens}
If you, the player, choose to bring paper and pen into the game to write
things down, they interact with game as follows:
\begin{itemize}
	\item Writing utensils have no interaction with game.  They
	may not be used for anything beyond writing things down.  They
	do not count towards your carry limit.  You cannot be forced
	to give yours up.  Everyone can have as many as they want.
	You can't use them to break through wards (\see{Wards}) \item
	All writing materials that do not have item cards are
	considered to be a single item for carry purposes (it doesn't
	matter how many sheets of paper you have).  If you must drop
	an item, the writing material may be dropped
	(\see{Incapacitation}) as an item.  If so, you must drop all
	pieces of writing material which have game relevant
	information (you don't have to drop blank sheets of paper).
	Writing material may not be used for any game mechanical
	purposes (e.g., to break through wards (\see{Wards})).  You
	may freely destroy writing material you have written on by
	stating "I destroy this" and toss it into a trash can.  You
	may not look through trash cans to see what someone destroyed.

\end{itemize}

\lsection{Locations}

Game takes place in buildings 26, 34, 36, and 38; you can't go
elsewhere unless specifically directed to.  Note that you are expected
to be in game areas at all times during the game.

\lsubsection{Wards}

You may encounter locations which are magically {\em warded}, and are
therefore normally inaccessible.  These locations will have a sign on
them saying they are warded\footnote{Any weird glowing energy fields
are wards}.  You, and everyone in your zone of control, may gain
access to what is behind the ward by destroying an item (just tear up
the item card), and writing the exact name and number listed on the
card of the item used on the ward.  {\bf You may not use an item which
is already listed on the ward.}  Thus if the sign says

``Warded:\\ 
A black candle\\ 
A book\\ 
Mom's granola recipe (1243)''\\

you couldn't use another black candle, but you could use a red one.
Nor could you use an item card labelled as ``a book'', but you could
use ``A book on cats (2233)''.

You {\bf CANNOT} sacrifice a dead body to a ward.


\lsubsection{Stash Sites}

Stash sites are nifty places to hide items where they're not obvious
to people.  There will be signs at various points in game labelled
``Stash Site'', with an envelope attached and instructions for how to
access the site.  Unless you fulfill the listed requirements, you
cannot open the envelope to take items out, put items in, or just see
what's there.  You must fulfill the requirements {\bf every} time you
try to access the stash site.  If you have the ability to access a
stash site, you may physically enter it, as long as the stash site
will hold bulky items, and it makes sense to do so.  You may stay
inside if you'd like, but if someone with the ability to enter the
stash site attacks you, come out of the stash site, and fight outside
it.

\lsection{Finding a GM}
There is no Control Room, but we will attempt to have a GM on the
third floor of building 34 most of the time. 

Also, Tom and Andy will have our cell phones on us at all times.  You
can reach us at 538-3247, and 901-7900, respectively.  There are
phones on the first floor of 38, and in lobby 16 (not technically in
game area).  You can also send e-mail from the cluster on the third
floor of building 38 to Andy's phone at {\em
cordelia-pager@mit.edu}. You are limited to 120 characters, so be
short.

Before the game, you can reach us by sending mail to {\tt buffy-gms@mit.edu}.


\lsection{Statistics}

\lsubsection{Hit Points}
The amount of damage you can take before falling over.  Normal people
have one hit point.  \See{Martial Combat}, below.

\lsubsection{Blood Supply}
Everyone has a certain amount of blood in them.  For some reason,
something might happen to make you lose some of that blood.  If
someone {\em happens} to play an ability on you while you are
incapacitated which says ``I drain your blood'' they will tell you to
lose a blood point\footnote{They will count: ``I drain your blood,
1,2,3,4,5''}.  Each individual may only drain one blood point from you
per incapacitation.  Blood supply may never go below
zero, so if someone tries to drain more than this, tell them they get
no blood from you.

If your blood supply is drained down to zero, you feel very, very weak.
You may not run.  You may not initiate martial combat.  If someone
attacks you, you may not play a symbol.  You may not drag or carry heavy
objects\footnote{Anything with a bulkiness stat}.  Certain abilities may
not be usable when you have a zero blood-supply; they should say so on
the ability card.

Blood supply does not regenerate during game unless you know otherwise.

\lsubsection{Plot Relevance}
Every character has a plot relevance.  This represents how important
your character is to the ongoing series, and, consequently, how hard
you are to kill.  Your plot relevance is the first digit on your name
badge; higher means you're more relevant to the series.  Zero is the
lowest plot relevance (extras), and four is the highest (star of the
series).   Plot relevance may be discussed freely.

\lsubsection{Plot Points}

Plot Points are what it takes to do things in the television show
world.  You acquire plot points by performing some action relevant to
your character, as detailed in your character sheet or your ability
cards.  Plot Points may be spent either to accomplish a task of your
own, or to assist others in accomplishing tasks of their own.  If you
are assisting someone in this manner, simply state the amount you wish
to contribute.  If the task is successful, those points are expended.

Gaining or spending Plot Points does not affect your Plot Relevance
stat at all.  Plot points may be discussed freely.

\lsubsection{Email Address}

Most characters have an email address.  If you sign up for a mailing
list, you must use your real email address, not a faked one, or someone
else's.  Email addresses may be discussed freely.

\lsubsection{Starting Location}

This is the location from which you'll start game, and to where you
may return if you are incapacitated (\see{Incapacitation}).  

\lsection{Martial Combat}

At no point, once engaged in combat, may a disc gun be drawn by a participant.


\lsubsection{Normal Combat}

Martial Combat is based on the RPS system described in the Standard
Rules.  All Martial Attack stats are 1; all Martial Defense stats are
0 (they do not appear on your stat card).  This means that a
successful attack always does one hit point of damage in martial
combat.  Normal people have one hit point.  This means martial combat
should be resolved very quickly.  Anyone who hits zero hit points
is ``incapacitated'' (\see{Incapacitation}).

You may not coordinate your symbols with other players.

If anyone in the combat plays a ``special'', Normal Combat ends after
this round, and all combatants will be involved in Slayer Combat
(\see{Slayer Combat}.  All damage resolves first; characters who played
a special neither take nor receive damage.  Anyone not directly
involved in the combat is considered a bystander (\see{Bystanders}), and
may stay or go as they see fit.

\lsubsection{Slayer Combat}

Slayer Combat involves people who are very good at combat running about
and trying to kill each other as best as possible.

When Slayer Combat begins (by someone playing a ``special'' in Normal
Combat), all participants shall agree upon a limiting area for the
combat.  A typical area would be a lobby in building 36, or the length
of the building 38 hallway.  (Be reasonable-- the purpose of this is to
prevent people from running away, or from combat ranging all over game
area.) 

Those who have the ability to use a dart gun shall draw one, and back
away towards the edges of the area, so there is room between them.
(Again, be reasonable-- no starting combat at point blank range.) Once
all participants are ready, the fight begins.

This works like Patrol-- people firing at one another and dodging,
free to run around the designated area.  {\bf You may not exit the
designated combat area.}  Getting hit with a dart makes you lose one
hit point.

\lsubsubsection{Entering an Existing Combat}
Anyone with the Slayer Combat Ability may join an existing Slayer
Combat by drawing their dart gun, and declaring their intent to join
the combat in a loud voice.  The declaration may be witty---"May I have
this dance?" "Time to die, foul creatures!"---or simple ``Let's fight!''

\lsubsubsection{Bystanders}
Watching Slayer Combat is always a risky endeavor.  Bystanders, or
people walking through the area, may be targetted by any participant.

\lsubsubsection{Combat Termination}
Combat may end when all involved players agree, or after five minutes.
If, after five minutes, the combat is still going on, all involved
players are forced to break and return to their designated location,
as if they had lost a combat.  Individual characters may freely exit a
combat if no characters currently in the combat object.

\lsubsection{Incapacitation}
Anyone who hits zero hit points during any combat is
``incapacitated''.  If you are incapacitated, the person who
incapacitated you may attempt to do any one of the following things to
you:

\begin{itemize}
\item They may play an ability card on you which requires you to be
incapacitated.

\item They may attempt to knock you out, by saying ``I knock you
unconscious'', and spending ten ``Plot Points''.  If they knock you
unconscious, you are out cold for ten minutes.

\item They may also attempt to kill you, by saying, ``Kill {\it N}'',
where ``N'' is ten times your ``Plot Relevance''\footnote{People with
Plot Relevance zero require no plot points to kill.}.  They must then
expend ``N'' plot points. \footnote{Yes, you can say ``Kill
Zero''---it will only kill people with a plot relevance of zero;
however, it will let others contribute points as well.}  Note that
to kill a vampire, you must stake them through the heart with
something wooden (the word "wood" must be on the item card).  This is
in addition to spending the requisite number of plot points.  If the
item used is non-unique (does not have an item number) it is
destroyed.  You may "draw" the wooden item to do so, even if you are
in combat (You must have it in your hand at the time you kill them).

People may assist in spending plot points (\see{Plot Points}).

If, after you are incapacitated, your opponents point to you and contribute
plot points equal to ten times your ``Plot Relevance'', you die.
\item They may do nothing.

\end{itemize}

Attackers must decide in short order which of these things they are
attempting to do.  If the attacker says nothing for thirty seconds
(because they're trying to decide, or because they're distracted
fighting someone else, or\ldots) then you can consider that they have
chosen the ``do nothing'' option.

If they attempt to kill you and fail, or they do nothing, you must
drop one item on you---your choice.  If you were carrying anything in
your hands, the dropped item must have been in your hands.  You must
then flee to your {\bf Starting Location}, or to the party in the
third floor lobby of building 34.  If you encounter people along the
way with whom you feel safe, you may stop with them.  You may not
engage in combat or serious conversation until after you have reached
your destination.  Once you have stopped, you will regain one hit
point.

An example: Buffy and Faith are trying to take down Mr. Trick, whose
Plot Relevance is 2.  This means he requires 20 plot points to be
expended to kill him.  After a mean combat, Mr. Trick is
incapacitated, and Buffy says ``Kill 12!'', hoping that Faith will
have enough plot points to finish him off.  Faith calls out ``Kill
8!'', and Mr. Trick dissolves into a pile of ash.  Buffy and Faith
expend 12 and 8 Plot Points, respectively.  Had Faith not had 8 Plot
Points, or had she not wanted to expend them, she would have said
nothing.  No plot points would have been expended, and Mr. Trick would
have dropped an item and skulked off to his Starting Location,
and would be at one hit point.


\lsection{Projectile Weapons}

\lsubsection{Disc Guns}
Disc guns require an item card saying ``A Gun''.  There is no disarm
or cover.  Disc guns represent a real-life gun.  If you are shot with
a disc gun, drop to zero hit points, drop to zero blood supply, fall
down, drop any items in your hand.  You are now ``Incapacitated''
(\see{Incapacitation}).  There is no distinction between torso and
limb hits.  This section overrides the Standard Rules.


\lsubsection{Dart Guns}
Dart guns do not exist physically-- someone firing a dart gun is
incredibly good in hand-to-hand combat, and is striking their target
with their hands, a stake, a broomhandle, a nearby desk\ldots Being hit
by a dart gun does you one hit point of damage.  Dart guns are
non-transferable.

\lsubsection{Foam Pellets}
Foam pellets represent some strange form of magic spell being cast.
The person who hits you with it will tell you the effect.  Foam pellets
are nontransferable.  You may only throw one pellet at a time.

\lsubsection{Ping-pong Balls}
Ping-pong balls represent vials of holy water.  If you are hit by one,
the only effect is that you get wet, unless you know otherwise.  You may
only throw one ping pong ball at a time, and they are consumed by being
thrown or dropped.

\lsection{Headbands}

\begin{itemize}
\item[White]: White headbands are Observers-- people just watching them game

\item[Red]: A vampire.  Scary, bloodsucking fiends with fangs.

\item[Purple]: You can't see anything, but you feel a presence, like you're
being watched.  Creepy.

\item[Green]: Something non-human.  Ask what you see.

\end{itemize}

\end{document}
