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(Dice and rules will not be used for every mundane act in the RP,
but if something needs to be determined more accurately here they are)
THE THING
The thing is an alien organism with hostile intent. Unlike any terrestrial beings its every cell is an autonomous creature.
it seeks to ingest and absorb creatures in order to mimic their physiology and blend in.
A thing can take any amount of blunt trauma, lacerations and bullet wounds and will only die from being thoroughly incinerated
severed body parts continue to be animate and ambulant unless incinerated.
When threatened a thing will shed its ruse and may sprout a number of deadly extremities, claws, spines, tendrils et cetera.
and may contort and deform its body in many spectacular and gruesome ways to suit the situation.
Originally the thing's stats are those of the character it immitates. once it transforms into its monstrous form,
it may obviously never pass for a human, but it receives +1 to strength and agility.
a thing that has transformed may not transform back to human form again.
TRANSFORMATION
A thing may take one turn every five turns to redistribute its stats.
A thing with no agility can not move, but can attack.
Two things can combine into a single creature, combining their strength and agility, but reducing their camouflage to 1.
A mega-thing can also split into two again.
Combining or splitting takes one turn, no other actions are allowed on this turn.
REVEALING
When a thing transforms in the vicinity of a human, the human must make a perception roll against the thing's roll,
Example: perception + roll - thing's roll
if they fail, the thing may attack them and their strength is considered halved for the purpose of the attack.
if they succeed, the thing may not attack, and its turn is over.
HIDING
A thing uses its camouflage stat to hide.
A thing must remain stationary in a room in order to hide.
A thing cannot hide in a corridor or outside, unless there are no light sourcesFLEEINGTo flee from a thing the human needs to make a succcessful agility roll against the thing's agility,
for the purpose of slipping past a thing that is blocking the way into another room a human's agility is considered halved.
ATTACKEDWhen attacked by a transformed thing, a human must make a strength roll against the thing's strength
to throw off its attacker, and an agility roll against the thing to be able to flee into an adjacent room.
When a human is caught by surprise by a human-form thing, their strength is considered halved for the purpose of the thing's attack. following attacks are resolved normally.
If the strength roll is failed the human is killed.
When a human is taken by a thing, the clothes are ripped, leaving conspicuous, bloody clothing lying around (and possibly other personal items) unless care is taken to dispose of the evidence.
SPOTTINGWhen in a room with a transformed thing a human must make a perception roll against
the thing's camouflage in order to spot it.
if the human does not spot the thing, their strength is considered halved for the purpose of the thing's next attack.
a thing cannot hide outside, unless there are no light sources
MOVEMENTThe method of determining how far a character can move:
Die roll + character's agility - the value of the rooms the character moves through.
A character is guaranteed at least one move (unless their agility is 0)
A thing can exit a room to the outside or enter a room from the outside if the room has a window,
if the window isn't already broken, this will make a sound that alerts all humans however.
The thing must spend one turn outside before entering the facility through another window
TESTINGOnce characters figure it out, they can take blood samples and test them in order to see who is a thing.
testing means heating up a piece of wire or other metal and putting it into contact with blood.
If the blood scatters and attempts to escape the heat, it belongs to a thing.
THE OUTSIDEA thing cannot hide outside, unless there are no light sources.
Humans who spend 5 consecutive turns outside will die of exposure