THE RULES

TABLE OF CONTENTS

  1. Introduction
  2. The GM
  3. Playing the Game
  4. Bulletin Board
  5. General Rules
    1. Death
    2. Off-Limits Areas
    3. Bystanders
    4. Accomplices
    5. Counter-Assassination
    6. Testing Devices
    7. Witnesses
    8. Masks
    9. Duels
    10. Idiots
  6. The Contract
    1. Money
    2. Points
    3. Role Playing
    4. Teams
  7. Weapons
    1. Guns
    2. Water
    3. Melee
    4. Poisoned Food
    5. Contact Poison
    6. Death by Mail
    7. Bombs
  8. Miscellany
  9. Comments and Disclaimer

Introduction:

KILLER (aka TAG or The Assassination Game or Assassin or hundreds of similar names) is a Live Action Role Playing (LARP) game for adults. Adults in this case being a measure of maturity and not simple chronological age. This game has been around, in various forms for years. Steve Jackson Games has codified the rules of the game and published a rules book called Killer.

In Killer, each player is armed with an array of weapons and has to try to survive while "assassinating" one or more other players (set forth by the rules for that particular game). The game is open any person who lives in or around Cushing. Games will run on a (hopefully) regular basis. Games will start at 17:00 hours (5:00 pm to non-military types).

The GM

The Game Master (or GM) is the person responsible for organizing and running the game. The GM will act as an impartial referee and judge during the game. He (or she) will be available to answer questions, make rule decisions, and solve any problems that arise. The GM should be contacted via email at: killergamemaster@hotmailcom. If need be, contact the GM at home at (918) 225-1701 and leave a message.

The GM is the final authority. The GM has absolute power and may declare anyone dead (or alive) at any time, for any reason. There is no appeal from them GM. My word is law...kneel before my awesome might and power...Oh, I'm sorry. Got a little carried away. BTW--The GM cannot be killed.

Playing the Game

Everyone who wishes to play should provide the Game Master with the following:

  1. Full name
  2. Code name
  3. E-mail address
  4. Phone number
  5. Your address
  6. A picture
This information will be given to your assassin, to help them find you. Any player with a real-life psychopath trying to kill you, explain to the Game Master and accomodations will be made. Anyone with a real-life psychopath trying to kill them who wants to play Assassins as well needs their head looked at.

Anyone found to have supplied false details to the Game Master will be disqualified.

Each player will receive information about or her target via email at least 24 hours prior to the start of the game. In some scenarios, you will be expected to print this information out (or see the GM about obtaining a printed copy) and carry it with you to provide to your assassin in the horrible event that you are killed.

Bulletin Board

There will be a bulletin board for notices of deaths, rules updates and rulings, and anything else that the GM feels the players need to know. No confidential information will be released on the board. The Bulletin Board may be viewed at http://geocities.datacellar.net/Area51/Rampart/1809/Killer/board.html

General Rules

These general rules apply to all KILLER games run by The Cushing Underground. Game specific rules will be spelled out in the current contract

  1. The spirit of the rules is more important than the actual rules themselves. Rules are made to be bent here and there.
  2. In general, a victim is not dead unless they know about it. No weapon can be considered to have any effect unless it actually does something (the more dramatic the better!)
  3. No one may attempt to impersonate the Game Master (either in person or through messages etc). Taking or attempting to read items in the Game Master's mail, or trying to hack into the Game Master's computer accounts, are strictly forbidden (although anyone eleses is perfectly acceptable...)
  4. Exercise common sense. Players are entirely responsible for their own behavior. In particular, avoid inconveniencing other people.
  5. Players are expected to inform the Game Master of all kill attempts they make, and also of any attempts on their own life. Feel free to dramatize the events in your report.
  6. This game depends on trust and gentlemanly conduct. Please be honest about whether or not you are dead. Honor among thieves and all that rot...

Death

In general, you must know you are dead. There must be something happening or some type of note to explain the circumstances of your death. Death is usually the end of the game for the player. If you are hit, poisoned, blown up, etc. you are dead and out of the current game. Some scenarios might make exceptions...

Deaths should be reported to the Game Master as soon as possible after the event, stating all pertinent information (when, where, how, and whether any innocent bystanders were killed). Both the assassin and the target should report the death to make sure there is no mistake. Creative/amusing reports are encouraged.

In the case of a dispute the GM will hear both sides and decide the outcome. As always, the GM's decision is final.

Once an individual is dead, he may not interact with other players on game-related matters. This means a dead player:

  • May never help or hinder an assassination, or act as an accomplice, etc.
  • May not impart information to another player
  • Does not count as a witness to another killing

Off-limits areas

Some areas are just not good for playing killer. These areas are declared off limits and any assassinations performed in these areas will be voided and the assassin will be ruled dead instead. These areas are:

  • restroom of the opposite sex
  • 100 yds from school
  • 100 yds from game sessions
  • churches
  • police/fire/hospital/etc. buildings
  • moving vehicles or vehicles in traffic.
Only non-disruptive methods are allowed at work and GM must approve work-related plans. Other off-limits area may be declared for specific games. These will be noted on the contract.

Bystanders

A bystander is anyone who is not a legal target. Those not playing the game are always bystanders. Legal targets are:

  • Your assigned target(s)
  • The assassin(s) assigned to kill you
  • Anyone wearing a mask
  • Anyone with a legal weapon in sight
Anyone killing a bystander my be subject to death or other penalty. Using a bystander as a human shield or cannon fodder (checking doors, boxes, tasting food, etc) is not sporting and is subject to penalty. Getting other people to open your mail/door for you will make you responsible for them, should they die. This decision is entirely up the GM. Shooting a bystander with a watergun will definately incur a penalty. Blowing up a house might, blowing up an apartment building definately would. Use common sense here. Poison letters are considered attempts on who they are addressed to; poison on door handles will be considered to be an attempt on the life of anyone who may reasonably be expected to try to open the door.

Note that if you happen to be caught by a bomb while a bystander, but are playing the game, you are still dead--but no one gets credit for it.

Accomplices and Accessories

An accomplice or accessory is someone who is not playing the game that helps you playing it. The contract will specify whether or not they are legal. In either case, accomplices can never carry out the assassination for you. They are never legal targets and can not even carry a weapon. Note that all the above assumes that the accomlice knows whats going on. If they unwittingly help you (call your target and have him come over without knowing about the game) they become only a witness. The GM is the final judge on who is or is not an accomplice.

Counter-Assassination

Targets are free to defend themselves. If they can find out the name of their assassin, they can go after him. But if they are wrong, they are subject to bystander penalties above.

Testing Devices

You are free to test devices all you want with no ill effects. When you actually set the device, however, if it accidentally goes off--you're dead.

Witnesses

Witnesses are defined as anyone who can link you to the crime. If you walk up and shoot them gang style, anyone seeing the killing (old enough to testify) is a witness. Anyone seeing you set a bomb or doctor food would be witness, because they can link you to the killing. Long range killings or from hiding would require more than being there. Of course, if you wear a mask, it really doesn't matter who sees you.

Masks

A mask is anything that prevents witnesses from identifying you. Halloween masks, ski masks, even the old west bank robber mask (bandanna tied over the face) are all legal. Sunglasses will not work. Masks must be put on and taken off in complete privacy. The benefit being that no one can identify you if you are wearing a mask.

Duels

Any player may challenge another to a duel. It does not have to be accepted, but some scenarios could make this a loss of points. The duel must be approved by the GM. All proper dueling etiquette MUST be followed unless of course you want to cheat). The challenged player has choice of weapons. Location and terms of the duel will be mutually agreed upon. The challenger may suggest weapons but it is a suggestion only. Both players my bring a "second" with them. This over-rides any rules about accomplices for that game. In all cases duels will be conducted the old navy way. The first one to die loses.

Idiots:

As taken verbatim from the Killer handbook:

"Veteran Killer players have a term they use for a player who, emboldened by the possession of a brand new water gun goes around squirting everyone they meet. That term is 'idiot'.

This sort of behavior is irritating, immature, and tends to bring down public wrath on everyone in the game. While there is no cure for idiocy, the GM will be forced to apply his strongest sanctions against anybody who systematically molests bystanders as 'part of the game'. Throw him out."

Contract

Just like any group of hired killers, the contract is the document that spells out all the information needed by the players to play the game. There can be many different scenarios and differences between games. Some of the options will be spelled out here, but you must view the current contract for specifics.

Money

Game Money may be used in any scenario. The use of Gmoney will change many things about a game, mostly access to weapons. Gmoney may be used to by equipment, bribe players, pay henchmen, or even as a means of keeping score. When a player is killed, he must give all Gmoney he is carrying to the player who player who killed him. A dead player may not reveal the location of any stashed Gmoney to anyone but the GM.

Points

Points may be used in any killer game. If a point system is being used, it may be found on the point page. Points are a way to encourage cleverness, finesse, fiendishness, and role-playing. As always, the GM has the final word on awarding points.

Role-Playing

In a role-playing scenario, each player adopts a persona and must act as that persona would. This usually involves points and a player may win by points, even though they get killed.

Teams

KILLER can be played either individuals or teams. The rules remain the same, but some elements may be added to the mix.

Weapons

The Weapons List gives an outline of the various weapons which can be used against enemies. It is not an exhaustive list and players are encouraged to use their imagination. However, it is up to the discretion of the GM whether a weapon may be used. A player using an unauthorized weapon has not killed the victim and might face penalties, so do come and check before using your latest creation in the heat of battle. For a more complete listing of weapons, go buy the Killer handbook.

In general weapons must:

  • be completely safe to both people and property.
  • actually do something, to indicate to the victim that he/she has been killed.

    Ideally they should be specific to the victim - killing bystanders is to be avoided at all costs, even when the effect (e.g. an alarm clock bomb) is harmless.

    Guns:

    Represented by any toy gun. Be it a cap gun, a NERF dart gun, or a water pistol. With both water and projectile weapons, you must get a definite hit on the persons main body. If you just splash them with water (e.g. at extreme range or out of ammo) then it is only a flesh wound and they can carry on as normal. If they are hit in the head or torso then they are killed instantly.

    Cap guns and other noise making weapons must be used at almost point blank range. A clear shot from less than a yard is needed to claim a hit.

    It is a good idea to confirm the kill immediately with the victim who might not have noticed the hit if wearing thick clothing. This avoids arguments later.

    Notes on Water

    If your place of residence contains expensive equipment (e.g computers) or books which may easily be damaged by maniacs with water pistols, you may ask the Game Master and have it declared out of bounds for water-based weaponry only. Your assassin will be reminded of this, but also you should have a notice in plain view on your door stating that no water weapons are allowed, it automatically becomes illegal to use water-based weapons in the room. Note that other weapons may still be used, and also that you may not fire a water pistol out of such a room.

    In addition, water pistols may not be used in stores or parts of stores where the goods on sale are electrical appliances, books or other items which are likely to be damaged by it. Obviously if the adjacent goods are canned foods or pencil sharpeners, you may shoot away. This should be common sense, but is worth emphasizing.

    Knives, Swords, Clubs, and other Melee Weapons:

    Melee weapons are discouraged, but allowed. Please see the Weapons List for more information. These must be approved by the GM is not specifically listed as approved.

    Poisoned Food or Drink:

    Use Tabasco sauce, vinegar, or any other noticable additive in sufficient quantities. Buying your victim a hamburger from McDonald's does not count.

    Contact Poison:

    Represented by vaseline, mustard, or any other noticeable gook. This will kill immediately if it comes into contact with your skin, there's no chance of wiping it off. Contact Poisons may not be directly applied to the victim but must be placed on something the victim is likely to touch (Coke cans, door knobs, loved ones, etc.) or on a weapon. Gloves are recommended when handling contact poisons as accidental suicides are common.

    Death by Mail:

    A letter containing contact poison or some sort of audible detonator letter bombs). Musical birthday cards or the rattle-snake eggs joke are a good type of letter bomb, requiring no additional detonator or label. It will kill the victim if it goes off.

    Cards, letters, parcels, etc. that are sent through the mail service or are handed to clerks, and have leaked their contact poison or poison gas are deemed to have killed at least one innocent victim.

    Bombs:

    Bombs can be deadly in their effect, but they require careful preparation and setting up if they are not to kill innocent bystanders. All bombs are represented by a device in a box or container that meets the following requirements:

    1. It must meet minimum size requrement. The smaller or more primative a bomb is the less effective it is:
      Primitive Modern Future
      • 8 cubic feet (2'x2'x2') minimum
      • Represents keg of gunpowder.
      • One keg will take out a room
      • Three will take out a building
      • letter sized--Person who opens it.
      • 27 cubic inches--anyone nearby.
      • 216 cubic inches--clear a room.
      • 8 cubic feet--level a house
      • ping pong ball--room
      • 27 cubic inches--a building
      • 1 cubic foot--a city
    2. It must DO SOMETHING. This can include lights, sound, anything short of a real explosion, but the device must produce either an identifiable loud noise or obvious visual effect. How this accomplished is left up to the bomber. See the Weapons List for ideas
    3. It must be immediatly obvious that it is a bomb or The words BOMB must be written somewhere on the outside of the device in clearly identifiable print.
    4. A note (if it's plausible that the device may actually be mistaken for a real bomb) explaining that it is a fake bomb being used in a game.

    If a player finds a bomb set to kill them, they can either attempt to diffuse it themselves or call the Bomb squad. If they attempt to diffuse it and set it off, they are dead. Period. If they are successful, they may reuse it.

    To call the Bomb Squad, simply contact the GM and leave the area of the bomb for one hour. After this you may return and the bomb is considered removed and harmless. At the earliest time possible, the bomb must be turned over to the GM. It cannot be used by the target and will be returned it to the assassin at the end of the game.

    Miscellany

    • Player-Game Master communications may be made public at the end of the game for everyone's enlightenment and amusement. If you do not wish a certain communication to be made public, please tell the Game Master.
    • NOTE: It is the responsibility of players to read their e-mail and check the homepage to keep up with game happenings and rules changes.
    • Remember: the better the idea, the more likely you are to get away with it.

    Comments and Disclaimer

    1. The Game Master's rule is law. There will be no right of appeal against a disqualification.
    2. Official complaints about a person's behavior will almost certainly result in disqualification. Involvement of real police will definitely cause player(s) to be disqualified and possibly prevent the player(s) in question from playing in further Assassin games.
    3. The Cushing Underground, The Game Master, and anyone else involved in running this game can not and will not be held responsible for a player's actions. The Cushing Underground does not condone the breaking of laws or other official rules. When the rules of the game conflict with laws or other officaial regulations, always follow the laws or regulations accordingly.
    4. Non-players should not be disturbed during the course of the game. It takes only a few complaints to officials to shut the game down permanently. If you do upset an NPC, apologize...a lot!.
    5. Ideally, no one but the players will notice that the game is being played. Thus, the following are grounds for at least a warning, and possibly immediate removal from the game:
      1. Attempting an assassination in the presence of an NPC in such a manner that they are disturbed by it. Setting off bombs (or other methods) in a way that disrupts bystander's activities (putting contact poisoning the main entrance to a players workplace is not a good idea!)
      2. Other behaviors that may annoy NPC's, such as running in hallways, making noise in study areas, or any semblance of real violence.
    6. Any and all homicidal tendencies are prohibited.

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