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John Carpenter's

 

THE THING Based Games

Cpl Ferro has submitted both a Role-Playing Game and a Board Game which can be found in the Board Games section. Cpl Ferro has re-submitted revised and updated rules for the RPG. These PCCS Rules are a definitive RPG treatment of the subject film. If you have feedback about this game, please contact: usoutpost31@btinternet.com
NOTE: Although this game is copylefted, the author asks that the games they present here are not distributed elsewhere online.


"Icy Abyss" -Game Module Word Document

 

PCCS Rules for

John Carpenter’s The Thing

By Cpl Ferro

  1. INTRODUCTION

  2. RECOGNITION

  3. INTELLIGENCE

  4. TRANSFORMATION (Extraterrestrial)

  5. TRANSFORMATION (Terrestrial)

  6. REPRODUCTION

  7. INJURY AND RECOVERY

  8. HORROR

  9. DISCRIMINATION

  10. CHARACTERS FROM THE FILM

1. INTRODUCTION

The Thing itself is a new universal biological principle termed the T-principle, which subsumes living entities into itself, for the purpose of expansion and imitation. It is capable of imitating any organic molecule from the largest whale to the tiniest viroid. Being a principle of nature, the T-principle is no more killable than is the principle of gravity. Rather, only its material incarnations can be killed, breaking the chain of imitation.

An individual Thing imitates by realigning the biological action of its prey, creating a flaw in that organism’s history in the exact shape of the T-principle. After the realignment, the prey reverts to the form it had prior to the attack, to the highest degree of perfection possible given the flaw. From then on, the imitation (a new Thing) will act completely normally, identical to the original in all practical respects but one: Whenever it finds itself in a situation in which either only a Thing could act to save itself, or only a Thing would attack, it will transform into whatever form the present exigency demands.

These forms are always an amalgam of two or more imitations from its past, combined in such a way as to create a form with a brain and body needed to perform whatever tasks are needed, to the best of its ability given the restraints of time and of its library of forms. When the crisis is past, unmixed imitation forms are adopted, to best fit the new circumstance.

2. RECOGNITION

A Thing cannot transform until it recognises either danger to itself, or opportunity for a strategically successful attack. To do this, it relies on the information given to it by its current sensorium, as interpreted by its current brain. This places a practical lower limit on its material size, of either one pound, or the smallest vertebrate animal it has absorbed, whichever is smaller. Below this, the Thing’s cells will continue in motion once set in motion, but cannot by themselves initiate a transformation.

The GM must adjudicate recognition conditions throughout the game. The Thing is not a machine which responds automatically to preset stimuli. Rather, the fact of the Thing’s presence creates a disturbance in history, which changes the outcome of events. This is termed the curve of strangeness, along which the imitation tends to proceed. The quality of this curve corresponds to the personal, historical change an imitation underwent in becoming a Thing. Thus, in both locations, the T-principle is one.

Prey

To see this, consider a choice a Thing faces, of the potential for potentially attacking vulnerable prey. Suppose the original organism would not have chosen to realise the first potential. The sheer fact the imitation was attacked, leads to it thinking differently than it otherwise would have. The T-principle, reflected inside the organism’s mind, assumes the shape needed to cause that organism to think differently, not just any way, but specifically in a way conforming to the curve. So the imitation organism is only as different from the original, as the difference between the two choices it faces. All this is done without setting off self-recognition until the needed moment of transformation.

After making that choice, as isolating itself with prey, it now has the potential to attack. Whether it does or not, depends on the situation it finds itself in, which it was guided to by the T-principle, corresponding to previous, analogous situations of successful attack. If so, internal and external reflections of the T-principle harmonise, and the Thing transforms, realising what it is.

Example: A dogthing arrives at an American Antarctic research base. The fact that it is there at all (pursued by Norwegians bent on killing it) creates the curve of strangeness. This curve makes the dog act a little different that it otherwise would, even though it is still the same dog. The dogthing wanders around camp, until it finds itself in the dormitory. The fact that it is there at all continues the curve, and it proceeds, finding a man alone in his room. It pauses at his open door, recognising an opportunity for strategically successful attack. It enters.

Danger

When faced with an immediate seemingly lethal threat to itself, an unmixed imitation will only transform if its identity is revealed to any significant observer, or if it lacks the intelligence needed to realise the need for perpetuating its disguise. The intelligence a conscious Thing can rally depends on its weight and form, discussed below. (See also "Intelligence" below.)

Limitations

Because of the psychological threat of self-recognition, Things tend to strike in the dark, as at night when the victim is sleeping. This reduces the sensory information and number of lucid memories needing to be suppressed later in both the attacker and the victim. The worse the conditions for attack (e.g. broad daylight, prolonged struggling, plenty of suspicious aftermath, etc.) the larger the subconscious "shadow" will be in the minds of the imitations involved.

In practice, this means imitations will gradually degrade psychologically, as their tendency to self-recognise prematurely is suppressed by mental alterations effected by the T-principle. This will be imperceptible, and transferred into the imitation’s behaviour as a growing subconscious unease. Under circumstances of prolonged social pressure where perfect imitation of human personality is paramount, this will sooner or later wax into a full-blown paranoid schizophrenia or other psychosis. In animals, the intensity is lessened but still present.

As a guide, an imitation may be perfectly maintained in a high-pressure environment for a number of days equal to 20 – INT. Halve the time if the imitation is in a position of investigating the T-principle in some way. The more an imitation interpolates uncharacteristic behaviour into its routine (such as a researcher "suddenly forgetting" to do any work), the less stable the imitation will be. Rare, minor breaks from routine will not accelerate the process appreciably. Many minor breaks, or a few major breaks, will leave the imitation wondering why it is blacking out so much, and so halve the time to insanity. Many major breaks, or vast breaks, result in immediate insanity.

Example: Blair (INT 18) is imitated on day 1. Being a perfect imitation, Blair now acts perfectly normal and continues his research into the Thing. He goes insane in (20 – 18) / 2 = 1 day. 24 hours later he goes berserk in order to avoid monstering out.

Note further than an insane imitation still exists within the curve of strangeness, and therefore will be acting as much as possible toward the T-principle’s goals, even while honestly insane from the imitation’s point of view. Thus, its actions will become an asset for it, so long as sufficient psychological reason exists from the imitation’s point of view, to carry those actions out.

Example: The Blairthing sets about isolating the polar camp by wrecking all modes of transportation and communication with the outside world. Being relatively inept with guns, he plausibly avoids shooting anyone even while trying to, and so is merely restrained and isolated from the other men. Making the best of a bad situation, he has secretly worked to the T-principle’s advantage by freeing up both the spare parts and time needed to work on a secret escape craft.

3. INTELLIGENCE

The nature of the Thing allows it to transform intelligently as a matter of course. Thus, the GM should ignore a Thing’s INT for the purposes of devising suitable transformations for it. INT per se becomes relevant when the creature is planning strategy and sizing up situations.

If it has an invertebrate form of any kind, under 1 pound, its intelligence is amoebic, meaning it cannot recognise general environmental threats like ambient temperature change. Nor can it recognise prey. When stimulated by a local threat, it will attempt to flee and/or transform as needed, responding using whatever resources it has.

Invertebrate forms 1 pound or greater, have an INT equal to their brain weight in pounds, rounding up, up to a maximum of 6.

Vertebrate forms have an INT equal to that of the imitated vertebrate’s brain.

Unconscious Things are deemed amoebic.

Example: The Norristhing suffers a heart attack and goes unconscious, reducing its intelligence to an amoebic level. Using Norris’ nervous system, it detects the presence of dangerous prey, and prepares defences. These defences can only come into play once it is attacked, or about to be attacked. The first time Doctor Copper defibrillates, primes it, the second time triggers it.

For more information on brains and augmentation, see also "Transformation (Extraterrestrial)" below.

4. TRANSFORMATION (Extraterrestrial)

Each Thing has access to the entire repertoire of imitations contacted by the T-principle. That is, the T-principle is non-local, and therefore when one Thing imitates a given organism, all Things, regardless of their location, can now potentially imitate that life form. This is qualified by the nature of perfect imitation: namely, that the soul of an organism is needed to imitate it perfectly, and this soul is indivisible in incarnation. That means that only one Thing can perfectly imitate a given organism at a time, and while it does so, no other Thing may use even the slightest part of that particular organism.

Further, to be imitated perfectly an organism must also retain its precise mass, and therefore cannot be perfectly imitated by a Thing with a different mass. It can, however, be imperfectly imitated, with parts of it imitated. Again, only those parts not already imitated by another Thing can be used. When a Thing transforms for the purposes of predation or defence, then, it will invariably change to a mixture of imitations. Part of this need, is for it to create a patchwork brain to let it think about its situation.

Note that because much any given organism’s tissue repeats itself, the Thing can duplicate it without imitating that tissue perfectly, by working with any given cell’s DNA. For instance, if a Thing assimilated a dog, it could choose to make a dozen dogs’ legs instead of four, by duplicating the pattern. None of the resulting twelve legs would be perfect imitations, but would be genetically similar enough to the originals to serve their purpose. The dog who’s DNA was sampled to create the legs, however, could not be imitated perfectly until those legs were re-absorbed or destroyed.

All individual Things have their body mass rated in pounds. As needed, prorate the weight of individual body parts based on their hit location proportion. Using that method, here are the approximate weights for the various hit locations of the human body for a STR 12, 5’8" man weighing 150 lbs, and a dog weighing 55 lbs.

 

Man Dog

Location Factor Weight Factor Weight

Head 0.07 9 0.11 6

Arm 0.055 8 each 0.11 6

Body 0.4 60 0.52 29

Leg 0.215 32 each 0.15 8

As the Thing can be a very fluid entity, mixing and matching body parts as needed, below are the approximate weights for various organs, scheduled as above.

 

Man Dog

Location Factor Weight Factor Weight

Skin/Coat 0.04 6 0.06 3

Brain 0.02 3 0.005 0.3

Skeleton 0.14 21 0.13 7

Muscles 0.4 60 0.4 22

Blood 0.08 12 (6 L) 0.08 4.4 (2.2 L)

Heart 0.005 0.75 0.01 0.6

Eyes 0.001 0.15 (both) 0.002 0.11 (both)

Viscera, etc. 0.31 47 0.31 17

All transformations are measured in pounds of body mass used, Phases to make, and Action Cost to use, and combat data. Mass may only be used on one transformation at a time, but a transformation may be aborted partway through and the mass rededicated.

Below are various generic transformations for extraterrestrial and (in the next section) terrestrial forms.

The first thing a Thing must do before transforming in any other way is shed its perfect imitation. This means the entire imitation is rededicated to an exigency. If it is playing dead, it may externally resemble the imitation, but always has internally reformed to a minimum of possessing a brain and vital organs

Shed Perfect Imitation

Weight: 100%

Phases to make: 6

Skill Level: 3

Combat Actions: 1

Protection Factor: 0.5 per pound of flesh in the fire-trajectory.

Once the imitation is shed, the creature will have generated a patchwork brain (5% of the creature’s weight) and vital organs (10% of the creature’s total weight) that are needed to allow the creature to function metabolically and mechanically at all. Creatures without brains and vitals can do nothing else until they regenerate these organs. Prorate hit location odds as normal.

The brain is divided into nodes, with one node per 10 pounds of weight, rounding up, and distributed throughout the creature’s body as it pleases. If a node is struck, the other nodes immediately take up the slack; their purpose is redundancy. The chance to Stun the creature for a 0 PD Line incapacitation equals the percentage of nodes struck. If reduced to zero nodes, it has 0 CA until it can reform its brain.

Phases to make a new brain: 2

There are always nine vital organs, distributed evenly across no more than half the creature’s weight. Organs occupying the same 10 pounds cluster together into a single hit location. Mixed imitations are less metabolically efficient that pure forms, so a mixed form’s maximum lifespan equals its number of organs, cubed, in Phases. If this time limit expires, the form expires and must begin reforming organs at the expense of all other activities.

Lifespan

Organs in Phases

1 1

2 8

3 27

4 64

5 125

6 216

7 343

8 512

    1. 729

Note further that 729 Phases is the absolute upper limit on a single set of organs’ ability to keep the creature alive in mixed form. Even if damaged organs are repaired, then, keep track of the total number of Phases expired. After that point, a second set of internal organs is needed, costing the usual 4 Phases, and another 10% of body mass, to let the creature survive in that form indefinitely.

Organ or organ-cluster disablement chance, Firearms: (DC X 5) – (organs in cluster + previous damage), or less on 0-9. Failure adds the DC to the organs, increasing the likelihood new attacks will damage it.

Organ or organ-cluster disablement chance, Melee: 20 PD per organ.

Phases to make a new set of vital organs: 4

Alien Brain, Advanced: This takes 1 pound above and beyond the Thing’s normal required brain weight.

When augmenting a normal human brain, this allows the Thing to make use of whatever extraterrestrial technological learning it possesses. This grants it at least Learning Roll of 20, Scavenging 6, Engineering E1 9, and Grav Vehicle Construction 9, among other skills and abilities as yet unexpressed and left to the GM.

When augmenting any sort of nonhuman brain, this allows the Thing to increase its overall intelligence by 3, but the creature may not employ any skill normally exclusive to humans, such as science or lockpicking. This does not exclude that which an animal of the given intelligence might be trained to do, such as unlock a door, or identify familiar materials by scent.

 

Weight: 1 pound

Phases to make: 5

AC to use: None

Alien Brain, Basic: As mentioned in "Intelligence" above, an invertebrate Thing’s INT equals its brain weight in pounds.

Weight: 1-6 pounds

Phases to make: 1 per additional pound beyond that of the original brain (see above).

AC to use: None

Digestive Juice: A high-pressure jet and bladder containing 2 Litres of digestive juice is formed. It may be sprayed at a target up to 3 hexes away, with a Shot Accuracy of –14 for the first Impulse, and –10 for subsequent (tracking) Impulses.

Each Litre of juice gives four Impulses worth of spray, and will soak a cluster of hit locations equal to 20 times the target’s PEN Modifier. The juice starts soaking into skin on contact, and begins dissolving hair, fur, and organics-based clothing on contact. Light clothing and fur soaks through in (6) Phases. It will seep through heavy clothing in 10 X (6) Phases.

30 Phases after skin contact, a target suffers PD equal to the percentage of mass contacted (i.e. number of hit locations) times ten. Each subsequent Phase, the target suffers acute Shock Points equal to the PD / 10.

Weight: 5 pounds (the creature cannot lose more than 5% of its body mass in fluid if it wishes to revert to its perfect imitation for its mass).

Phases to make: 5

AC to use: 1 (gives 4 Impulses of spray)

Blunt Protection Factor: 1

Armour Class: LT

Disablement, Firearms: DC or less on 0-9. Failure adds PD equal to DC.

Disablement, Melee: 90 PD.

Feelers: One or more feelers are extruded allowing the creature to sense motion at a distance. This allows it to detect movement up to 50 hexes away, in calm weather. If two feelers are present, it can determine trajectory and velocity. If three are present, it can determine size of moving objects, and can then employ spray weapons and straight-line projectiles. If four are present, it can hear with normal human sensitivity, but with a maximum range of 75 hexes (unlimited range underwater). During their making, multiple feelers may be made out of a single previously present structure, such as a tongue.

Weight: 1 pound per feeler equivalent.

Phases to make: 1 total

AC to use: 1 to use any number of feelers.

Blunt Protection Factor: 0

Armour Class: No

Disablement, Firearms: Automatic

Disablement, Melee: 5 PD.

Gore: A tacky gore is effused. Each litre produced soaks up to 20 adjacent hit locations on the Thing’s body. Should a Thing that weighs less than 200 pounds contact a ceiling, wall, or other plane surface, its % chance of adhering equals the number of hit locations soaked. This is conditional to having a body that is relatively light (40 pounds or less) or contains a planar centre (like a human’s torso). 20% of the gore is lost as dead tissue, but the other 80% may be re-Consolidated normally (see "Reproduction" below). Reduce the adhesion chance as gore is Consolidated or lost, and reroll the adhesion chance each Phase. The minimum adhesion reduction per Phase is 10%.

 

Weight: 2 pounds per Litre.

Phases to make: 1 per 10 Litres.

AC to use: None, but flow rate is no more than 1 Litre per Phase.

Example: The Palmerthing (154 lbs) soaks itself with 5 Litres of Gore, and then springs up to the ceiling. Since its entire body is soaked, it has a 100% chance of adhering. The next Phase, it re-Consolidates 2 Litres, giving it a new adhesion chance of 100 – (2 Litres X 20) = 60%. It rolls a 30 and remains stuck. The next Phase, it absorbs another 2 Litres, giving it an adhesion chance of 60 – 40 = 20%. It rolls a 25 and falls off.

Legs: One or more arachnoid legs are produced. Double the weight required for surviving indefinitely (i.e. after 729 Phases). Overall AGI and MS are found on the table below based on the number of legs.

Legs AGI MS (HPP)

1 0 0

2-3 1 0.25

4-5 3 0.5

6 5 1

Weight: 20% of the creature’s total weight, distributed among all the legs.

Phases to make: 1 per two pounds.

AC to use: 1

Blunt Protection Factor: 3 (glances as plate)

Armour Class: ML (glances as plate)

Disablement, Firearms: DC or less on 0-9. Failure inflicts PD equal to DC.

Disablement, Melee: 100 PD each, per pound.

Maw: A maw is generated out of a bony structure such as a head, thorax, or pelvis. Use the weight of the host structure when determining time to make. A maw may bite for free, once per Phase, whenever prey is placed into it. A maw may not Rend prey, but it may continue to bite each Phase, releasing prey only when the bitten area is severed (reaching Max PD), or released by the creature.

Weight in Pounds

5 10 20 40 80

Bite KD (6) 3 X (6) 5 X (6) 10 X (6) 20 X (5)

Bite ID 3 4 6 8 10

Bite Factor 1.5 3 4 5 7

 


Disablement, Melee 50 PD 90 PD 400 PD 1500 PD 3000 PD

Weight: Variable.

Phases to make: 1 per two pounds.

AC to use: 0 (may bite for free whenever prey is brought to it by a tentacle, et al.)

Blunt Protection Factor: 3

Armour Class: ML

Weight (lbs) Disablement, Firearms

5 DC + 1 or less on 0-9. Failure inflicts PD equalling DC.

10 DC or less on 0-9. Failure inflicts PD equalling DC.

20 DC – 1 or less on 0-9. Failure inflicts PD equalling DC.

40 DC – 3 or less on 0-9. Failure inflicts PD equalling DC.

80 DC – 5 or less on 0-9. Failure inflicts PD equalling DC.

Stalk: The central body is reformed to become a hollow, muscular stalk, used to let the creature tear free of confinement, and leap or burst up explosively like a released coiled spring. All stalks have AGI 3. Resulting STR depends on the creature’s total weight, as shown below. Allows the creature to rise up to twice normal height, and leap every second Phase a distance of 3-4 hexes per Phase.

A partial stalk may be made out of a human body or muscular apparatus of similar size, imbuing that musculature with the equivalent STR as shown below. It does not gain any height, and may only leap every second Phase a distance of 1-2 hexes per Phase. The original form’s AGI is retained.

Total

Weight STR

20 or less 6

50 10

120 16

180 20

250 21

400 22

600 23

 

Weight: 75% of the creature’s mass.

Phases to make: 4 (partial stalk) or 8 (proper stalk)

AC to use: 1

Blunt Protection Factor: 2

Armour Class: LT

Disablement, Firearms: DC or less on 00-99. Failure inflicts PD equal to DC.

Disablement, Melee: 20 PD per pound.

Tentacles: One or more rubbery tentacles are produced. Their strength and number are determined by their weight. Each point of STR a tentacle is imbued with takes 1 pound per hex-length, rounding fractions up. All tentacles have a Weapon Class of +2 and can move up to 1 HPP. Apply multiple attacker bonuses normally.

Weight: Variable.

Phases to make: 1 per pound

AC to use: 1

Blunt Protection Factor: 3 (glances as plate)

Armour Class: LT (glances as plate)

Disablement, Firearms: DC-cubed or less on 00-99. Failure inflicts PD equal to DC.

Disablement, Melee: 90 PD each, per pound.

5. TRANSFORMATION (Terrestrial)

At present, the Thing has terrestrially assimilated only Humans, Siberian Huskies, and both organisms’ attendant symbiotes and parasites such as E. Coli and Dust Mites. While those microscopic forms are largely useless to it, the macroscopic ones have provided a wealth of new forms to change into. As the T-principle absorbs more terrestrial life forms, the GM should expand these rules as relevant.

Eye: Provides normal human or canine-quality vision, allowing the creature to better assess any tactical situation and launch projectile attacks.

Weight: 0.1 pounds (ignore weight unless five or more eyes are made)

Phases to make: 3 for first, 1 each for subsequent eyes while first eye remains healthy

AC to use: None.

Blunt Protection Factor: 0

Armour Class: NO

Disablement, Firearms: Automatic.

Disablement, Melee: Automatic from stab, flange, or cut attacks. Blunt attacks must be 5 ID or better.

Claw Arms: Semi-human hands and arms are produced capable of grasping, striking, smashing, and hauling weight. Every 2 STR point the arms are imbued with takes 1 pound per three feet. Thus, arms 9’ long, STR 18, would take 27 pounds of flesh. Note that the longer the arms are the less leverage they will have, so their effective STR will be halved per additional 3’ beyond 3, except in ideal circumstances of leverage. Arms move themselves, or weight they carry, up to 1 HPP.

Such arms are designed only for short-term work, within the normal duration allowed for a single set of vital organs (see "Transformations (Extraterrestrial)" above). If the limbs are needed for longer-term work (i.e. beyond 729 Phases) their weight must be doubled.

Claws may strike at a target with the following KD and ID Blunt values for each arm, listed "KD, ID". Roll to strike separately with each, as normal.

 

Claw Arm Length

STR 3’ 6’ 9’ 12’

4 - 1 (2), (2) (4), 1

8 - (3), 1 (6),(2) 2X(6),1

12 1, 1 (6),(2) 2X(6),(4) 3X(6),(2)

    1. (2), (2) 2X(6),(3) 3X(6),(6) 4X(6),(3)

18 (4), (3) 3X(6),(6) 4X(6),2X(6) 5X(6),(6)

20 (6), (4) 4X(6),2X(6) 5X(6),3X(6) 6X(6),2X(6)

 

Weight: Variable

Phases to make: 1 per 2’ or fraction thereof.

AC to use: 1 for both.

Blunt Protection Factor: 0

Armour Class: NO

Disablement, Firearms: As normal human limbs.

Disablement, Melee: As normal human limbs.

Head: Either a dog head or a human head is developed including eyes and maw. A head is needed to control human or canine legs. While still remaining usable as a container for a brain, a dog head can accommodate a 10 lb maw, whereas a human head can accommodate a 5 lb maw.

Weight: Variable (proportional to imitated form – see "Transformations (Extraterrestrial)" above)

Phases to make: 5 (eyes) + 5 (skull) + 1 per five pounds (maw).

AC to use: n/a

Blunt Protection Factor: 1

Armour Class: NO

Disablement, Firearms: As mouth or eye.

Disablement, Melee: As mouth or eye.

Legs: Semi-human or semi-canine legs are developed. A human or dog head is needed to control these legs. Overall AGI and MS (in HPP) are found below next to number of legs produced.

MS (HPP)

Legs AGI Human Canine

1 3 0 0

2-3 4 1 1

4-5 5 1 2*

6+ 6 - 3

* Should the creature imitate the canine’s thorax, spine, and pelvis as well, it can run at up to 80% of that dog type’s Maximum Speed. (See "Reproduction" below.)

Weight: 20% of the creature’s total weight, per leg (for human legs), or 15% per leg (for canine legs).

Phases to make: 1 per two pounds.

AC to use: 1

Blunt Protection Factor: 0

Armour Class: NO

Disablement, Firearms: As normal human or canine limbs.

Disablement, Melee: As normal human or canine limbs.

Man Dog

Location Factor Weight Factor Weight

Head 0.07 9 0.11 6

Arm 0.055 8 each 0.11 6

Body 0.4 60 0.52 29

Leg 0.215 32 each 0.15 8

Tongue Flower: Multiple dog-tongues are combined to form a flower-like structure studded with dogs’ teeth, propelled outward at up to 2 HPP by a fleshy stalk. Requires an eye or feelers to locate a target; once located, it has a maximum range of 3 hexes. It has base odds to hit of 14, and if it succeeds by 2 or more it hits the face. Any successful hit grabs the target, and chews through intermediate clothing in 2 Phases. On the Phase it strikes flesh, it attaches inflicting 80 PD. Removing it on that or subsequent Phases inflicts another 80 PD.

On the following Phase after attaching, it may insert a tube into the victim’s body, taking 1 Phase and inflicting 5 X (4) PD, plus 70 Shock Points worth of horror. This tube will begin draining the victim’s fluids and injecting digestive agents. (See "Reproduction" below.)

Weight: 4 pounds, half of which may be feeler-tongues.

Phases to make: 4

AC to use: 1

Blunt Protection Factor: 1

Armour Class: NO

Disablement, Firearms:

Stalk: DC or less on 0-9. Failure adds PD equal to DC.

Bloom: DC – 2 or less on 0-9. Failure adds PD equal to DC X 2.

Disablement, Melee:

Stalk: 60 PD

Bloom: 90 PD

Example of Transformation: The Norristhing’s head (9 lbs) splits from the main mass. 18 Phases later it has grown the following anatomy:

Anatomy Weight (lbs) Phases Taken

Tentacle (STR 1, 6’ long) 1 1

Feelers-stalks X 2 1 each 1

Eyeballs (on stalks) X 2 0.1 each 3 + 1

Basic Brain (INT 1) 0.45 2

Advanced Brain (+3 INT) 1 5

Vitals (indefinite survival) 1.8 4

6 legs 1.8 1

6. REPRODUCTION

There are two methods a Thing may use to reproduce, one more efficient than the other. The first way is for it to assimilate its prey into its own body, digest it, and then separate from it. In game terms, five steps will occur as shown below.

Contamination à Assimilation à Consolidation à Division à Imitation

The second way is for it to inject sufficient amounts of its own activated, properly dedicated tissue into the prey’s body, creating a self-sustaining process that will eventually finish the job independently. This way, only involves three steps.

Contamination à Consolidation à Imitation

Contamination: This may only occur when a victim has been immobilised and brought in contact with a contamination vector. This may be a Maw capable of engulfing the victim’s head or part of body, at least three Tentacles, or a Tongue Flower. At that point, he is gored or penetrated in some way, his blood exchanged in part with especially dedicated monster blood.

After 5AC of this, the immediate anatomy is messily contaminated, and if left alone contaminates the bloodstream in (10) X 50 Phases. This leaves open the potential to sever the affected portion before the process spreads. If not left alone, then after an additional 5AC the bloodstream is contaminated. At that point, the contamination receives 1 CA, which it may only spend on Consolidating the victim into a Thing.

Example: Left alone with the Norwegianthing, Bennings finds himself ensnared and restrained by tentacles. After 10 Phases he is fully Contaminated.

Assimilation: An immobilised, Contaminated victim may be fused into the attacking Thing’s body, at a rate of 5 pounds of the victim’s flesh per 1AC. Underclothing and tight outwear are torn through in the process. For every 15 pounds of flesh fused, the victim’s contamination CA increases by 1 (for the purpose of Consolidation only). The attacking Thing may also combine its CA with that of the contamination for the purpose of Consolidation.

Example: The Dogthing is attempting to assimilate a Contaminated, tentacle-bound Husky. It spends 10 Phases, absorbing 50 pounds of flesh, and increasing the poor thing’s Contamination CA to 6.

Also, an assimilated victim is integrated into the main mass’s nervous system, and thus must make a KV roll versus any PD or SP either itself or the main mass sustains. By the nature of assimilation, the victim may not lose consciousness, so all Knockout results become Stuns instead.

Consolidation: After a victim has been contaminated, 40% of its weight in pounds equals the number of Phases required to consolidate him into the T-principle. At this point, if he was assimilated, he is now a part of the parent creature. If he was not, then he has become a fully-fledged Thing capable of independent action.

Example: Cast into a corner of the rec room, drenched in gore, a Contaminated, Incapacitated Windows (136 lbs) has a Consolidation time of 54 Phases.

If a body part is severed or circulation ceases before the bloodstream is reached (see Contamination, above), that part will Consolidate itself in its weight X 10 Phases up to a maximum of 9 pounds. Any weight beyond 9 and up to 100 pounds actually dies, and instead takes the extra weight X 100 Phases to be digested and absorbed. Extra weight beyond 100 pounds begins to corrupt and is useless to the Thing. The resulting creature will not be able to imitate the form perfectly (though it might employ the DNA as it wishes), and it may or may not immediately divide away from the rotting excess (see Division, below).

If a body part is severed or circulation ceases after the bloodstream is reached, that part receives 1AC to Consolidate itself taking twice normal time (e.g. Phases = 80% of weight in pounds). After 90 Phases, Consolidation time increases tenfold. After a total of 30 minutes, any flesh remaining is corrupted and useless.

Note that because the process is distributed, the creature may not act until it has absorbed all it possibly can of the part it has encountered; if it is attacked, only 20% of the Consolidated mass may monster out as normal (6 Phases), and try to divide away and flee.

Division: After being consolidated, the new Thing must divide from its parent mass in order to reform as an imitation of the original victim. This requires the parent Thing to deputise the offspring at a cost of 1AC. At this point, the new Thing may act independently, but is still attached to the main mass, including for injury purposes. To fully split, it and the parent mass must spend between them AC equal to the smaller mass’s weight divided by 10.

Example: On Phase 1 the Consolidated mass of a Husky (55 lbs) is deputised by the parent mass (100 lbs). It will therefore take 55 / 10 = 5.5, rounding to 6AC to split. Both parent and offspring spend 1AC per Phase, so at the end of Phase 4 the Husky has completely split away.

Sometimes a part of a Thing is severed without its intention. The severed part immediately becomes a separate Thing, which must have or develop a brain in order to act. If it already contains at least one brain-node, it may act immediately unless Stunned (see "Transformation (Extraterrestrial)" under Shed Perfect Imitation, above).

Imitation: An independent Thing may create a perfect imitation, provided it is no more than 1% over or under the original’s mass, or up to 5% under due to fluid loss. These mass differences can be explained by normal food and fluid consumption fluctuations. Anything more than a minute difference, however, renders the imitation psychologically delicate, closer to self-recognition. Thus, the Thing will try to avoid such differences, digesting and excreting excess mass, and ingesting food and fluid as needed in order to adjust and diminish the psychological effects.

Finishing an imitation takes AC equal to 40% of the imitation’s weight. A Thing not yet divided from the parent mass may spend no more than half the AC needed; to finish, it must split.

Example: The Benningsthing breaks out of the storeroom and flees into the night, attempting to imitate Bennings (145 lbs). By the time it is caught, it has spent 26AC doing so, needing only another 32AC to finish.

7. INJURY AND RECOVERY

Disability: A disabled anatomy has its tissue disrupted, and must be re-Consolidated in order to be used once more. This process takes 1AC per 10 PD, rounding fractions up. 1 pound of tissue is lost per 800 PD recovered from.

If a disabled anatomy occupied 10 pounds or less, it must be reformed from scratch; otherwise, the anatomy may instead be healed and be immediately usable.

Example: The Dogthing suffers six hits from an automatic shotgun to its body (DC 10). This inflicts 60 PD, requiring 6 Phases to recovery from.

Knockout: Should all of a Thing’s hit locations be incapacitated, it is Knocked Out for 5 Phases.

Should a Thing be attacked by an area-effect weapon like poison, electricity, or heat, it must make a KV roll as normal, using a KV of 500. If it fails, multiply its Consolidation time by 5.

Example: The Norwegianthing (156 lbs) has suffered 120,000 PD from gasoline burns. It fails its KV roll, and so can re-Consolidate itself in 120,000 / 10 X 5 = 60,000 Phases, or around 33 hours later. In the process it loses 120,000 / 800 = 150 pounds, leaving it with a body mass of only 6 pounds.

Severing Parts: All anatomy extended from the main body can be severed in melee using the normal rules, by sufficient cutting ID. Bullets with a DC of 10% of more than the PD needed to disable an anatomy sever it should they disable it.

Shots to the main mass have a DC X 10% chance of severing a chunk of tissue weighing DC X 0.1 pounds. Such tissue knocked off by bullets is deemed to have taken 10 PD, and failed its KV roll for the purposes of Consolidation.

All severed parts immediately become separate organisms, as discussed in "Reproduction" above.

Example: MacReady handily empties six 10-gauge slugs (DC 10) into the horror in the kennel, knocking off 6 X 10 X 0.1 = 6 pounds of tissue. They are burned up in the kennel fire before they can re-Consolidate.

For explosives, randomly apportion explosive PD to the creature’s body parts. Any part that sustains the amount needed to sever it according to the Hand to Hand Cutting Table, is severed. Treat shrapnel like bullets.

8. HORROR

For those using the Mental Damage System, use the following guidelines for how the Thing’s monstrous forms and sounds have a chance of temporarily intimidating its enemies through fear, revulsion, and disbelief.

An externally monstrous Thing inflicts acute SP equal to its weight in pounds, and multiplied by the modifiers below. A new KV roll must be made upon each new live appearance, or each time a given Thing’s SP modifier increases.

Condition Modifier

In same hex 2.0

1 hex away 1.0

2-4 hexes away 0.8

5+ hexes away 0.5

Condition Modifier

Character’s first encounter 3.0

Character witnessed a Thing’s destruction 0.5

Character carries a weapon known effective 0.25

Encountered previously over an hour ago 0.5

Assimilating an immobilised, conscious victim 1.5

Attacking a friend or co-worker 2.0

Attacking a close friend 3.0

Example: Windows (KV 5) has already overcome his stupefaction, at seeing the Palmerthing (152 lbs) melt into a monster and jump up out of bondage onto the ceiling. About to burn it, it unexpectedly drops down, placing them face-to-face. Windows takes acute SP equalling 152 X 2 (same hex) X 0.5 (he saw it killed earlier) X 0.5 (he saw it over an hour ago) X 0.25 (flamethrower) X 2.0 (used to be his co-worker Palmer) = 38. Windows rolls a 30 and is Stunned for 4 Phases.

9. DISCRIMINATION

A natural concern among men faced with aliens among them is finding out who’s who. The T-principle presents a profound challenge in this regard, making it interesting for the players to figure out techniques to deal with it, and tests to discover its nature.

Below are descriptions of several different tests of varying utility, culled from the original Don A. Stuart short story, the Carpenter film, and much personal thought on the matter. The GM must judge all tests’ exact results based on the subtle variables involved and his knowledge of the Thing. Certain clarifications and methods of circumventing the tests are listed below each entry.

Tissue Damage Test: A severed piece of tissue, typically blood, is taken of a certain sufficient size. Usually macroscopic will do, but the results will not be noticeable if the heat applied is too broad and intense. The tissue is exposed to a localised heat, acid, or the like. Electricity or other generalised threats will only work on tissue with the potential for a sufficiently advanced nervous system. If the tissue comes from a Thing, it will become a Thing itself upon division, and therefore react to any threat it can recognise. If the tissue does not so react, the subject is human.

(Note: This test can be neutralised in the following precise way. A human imitation must experience the test by learning of it, witnessing it being performed, and sustaining blood loss from it. The blood he gave must be tested and found positive, and some substantially visible and mobile portion of that tested blood sample must survive. The human imitation must also survive, and re-assimilate the surviving blood back into him at some point in the future. What this will have done, is given the human imitation the perspective needed to convey to any future blood samples it may give, the realisation that the supposed threat of the test (a hot needle, etc.) is in fact not an overall threat, but is instead survivable if the blood plays dead. Thus in any future tissue damage test that particular Thing, and all of its material descendants, will always test negative.)

Blood Mixing Test: A sufficient volume of sample of the subject’s blood is mixed with known uncontaminated whole blood. Usually a vial of blood will suffice. A microscopic sample will not be able to recognise prey and therefore exhibit no reaction. Otherwise, if the blood comes from a Thing, it will become a Thing itself upon division, and therefore react to the presence of recognisable prey, attempting to assimilate the whole blood into itself. This process may or may not be visible to the naked eye, but will certainly be so under a microscope. If the tissue does not so react, the subject is human.

(Note: This test may be foiled in a manner similar to that for tissue damage test.)

Blood Serum Test: Any live mammal save man is needed as a test animal. Ordinarily human blood will be poisonous to such an animal. Starting with a small dose, the animal is injected with increasing doses of human blood for some time, until it becomes human-immune. At that point, a blood sample is drawn from it, and the plasma separated from the blood in a test-tube, or more quickly using a centrifuge. When a small but substantially visible amount of human blood is introduced into the plasma serum, there will be a chemical reaction. When Thing blood is introduced, however, there will be no reaction, because the blood will supposedly contain alien proteins.

(Note 1: This test does not work in the manner the men in the original short story supposed. Its premise is that monster blood will have different proteins in it, undetectable to the microscopes at hand in 1939, which would not react to the human-immune serum. Actually, the reason monster blood does not react, is that it is its own tenuous organism, which subtly changes its chemistry in response to being immersed into such a reactive serum. Think of the reaction as being halfway between being totally destroyed by a general attack like starvation or acid immersion, and a localised attack like heat or acid droplets. It does not react, because it lacks the intelligence to bluff and remain perfectly humanlike. Instead, it begins changing in response to the reactive serum, in a manner different than human blood will change, apparently neutralising the reaction. This also means that, like in the story, the test can be thrown by unwittingly making a monster-immune animal.)

(Note 2: This test may be foiled in a manner similar to that for the blood-mixing test.)

Lethal Dose Test: The subject is administered a lethal dose of poison, or otherwise certainly killed in some fashion. If the subject does not die, he is human.

(Note: This test is badly flawed, in that a Thing may elect to play dead, allowing its bodily processes to wind down normally. In that case it will resurrect and fight for its life only at the most opportune and hopefully surprising moment to do so.)

Forked Check Test: A Thing that is forced into an intellectual understanding of future danger (as a human imitation), when such danger can only be addressed by revealing itself in the present, will reveal itself. If nothing happens, the subject must be human.

Example: Only MacReady knows that buried in the razed remains of the polar camp, is an audiocassette capable of forewarning the rescuers about the Thing. Defenceless, he now he faces Childs, whose identity as man or monster he does not know. Mac knows (1) that Childs knows Mac is very intelligent and dangerous, (2) that the rescuers when they arrive will excavate the camp to retrieve the bodies, in the process coming across the tape, and (3) that not even a Thing could excavate the tape in time to destroy it before they both froze to death, now that it is so well buried. His test is simply to wait. If Childs were a monster, then he couldn’t let himself freeze to death and simply wait for the rescue team to thaw him out, knowing Mac might have an ace up his sleeve. So a Childsthing would always attack Mac to be sure that freezing was a safe option. If it did imitate Mac, it would, of course, realise it had been checkmated.

Cognition Test: The principle of Least Action applying to the T-principle, it will always locate itself in the area of the mind least disruptive of the imitation’s personality, so as to cast the smallest "shadow". Since the T-principle is not human, anything it subsumes cannot be human either, by definition. These two concerns converge wherein it locates itself within the human cognitive faculty itself, deforming it as necessary. Since most people rarely use this faculty consciously, in the sense of discovering, transmitting, or employing universal physical principles, it is less to be missed than most other areas of the mind, should its quality become clouded. The test, then, is to get the apparently human subject to discover a small, but nevertheless true, principle, such as the principle of doubling the square featured in the Meno dialog by Plato. If the subject does discover the principle, he is human by definition.

(Note: This test is both difficult to administer, and incapable of yielding a positive result. Much time must be available, for one. The tester must know the principle involved, and must word his questions to the subject very carefully, to avoid giving away the answer unintentionally. And, since there is no guaranteed technique for inducing such discoveries in people, a human might easily fail the test; an imitation human will be unable to pass the test, but will not know that, and so instead will appear to fail it humanly. Finally, a Thing imitating someone who already knew or had memorised the response for the principle to be discovered, can regurgitate the response in human fashion, in self defence, thus producing a false positive which would be difficult.)

LSD Test: The subject is dosed with sufficient lysergic acid diethylamide to cause him to enter a psychotic state. While there, he will lose his ability to recognise sensory patterns, and to distinguish material reality from mental life. In response, his brain continually reinterprets the incoming sense data. If he is an imitation, sooner or later his brain will interpret the situation in terms of self-recognition, if only for a fleeting moment. When this happens, he will begin mutating in response unwittingly, as the T-principle acting inside his mind, has the effects of that action, translated into material reality without its knowledge. This will rapidly take on the character of a "bad trip", except one wherein the hallucination is externalised by being incarnated literally in flesh. If the subject does not mutate, he is human.

(Note 1: In this altered state, the T-principle will still seek immediate survivability. Out of its trillions of options, however, the ones chosen will conform to the psychosis, not to the actual situation. This psychosis would be informed by the fantasies of the imitation’s mind, augmented by the minds of those new imitations summoned up by the metamorphic process. Once the drug was metabolised out of the system, the Thing would continue to imitation would retain the memory of the trip. However, whatever brain it formed afterward, being informed by every cell in its body, would continue to think of those memories as being of material events. As a result, that particular Thing would be out of synch with the curve of strangeness, and so be unable to self-recognise from then on. It would simply live on as an insane, bizarrely-shaped animal with greater or lesser long-term survival value.)

(Note 2: If such a psychotic post-Thing animal were assimilated by another Thing, it could, of course, be re-imitated and thus become a Thing once more. This occurrence would also allow them to partially foil the test if administered again to either of them or to any of their descendants. That is, such a monster would retain a memory of encountering and surviving LSD dosing, realise its danger upon encountering it again, and so be able to monster out before the drug took full effect. Because of the mental nature of the Thing, however, it could never become immune to high-dosage effects themselves any more than any other animal could.)

10. CHARACTERS FROM THE FILM

American Huskies (21-24" at the shoulder, 45-60 lbs)

STR 10, INT 4, WIL 16, HLT 16, AGI 15

CHA 10, LDR 10, MOT 17, TCH 5, TS 16

CA 2, KV 40 / 120, LR 10

Skills: Infiltration 3, Sled Team 4, Unarmed Combat 4, Moral Fitness 0.

Sanity 10

MS 14, TS ALM 2 (front) / 6 (side), Hit Location Column = L L Quad, Hide (PF 0.1, AC NO, BPF 1), PEN Mod 1.2, Effective DC = +1 to DC of 4 or higher, Ram (KD 5 X (6), ID 1), Bite (KD 2 X (6), ID 4, Bite Factor 1.0, Rend Value 1.2, Max PD Factor 0.7)

Bennings (5’11", 145 lbs)

STR 11, INT 14, WIL 14, HLT 16, AGI 11

CHA 8, LDR 10, MOT 11, TCH 15, TS 10

CA 7, KV 14, LR 14, DB 1

Skills: Meteorology 10, Hunting 8, Gun Combat 2, Driving 3, Climbing 3, Card Games 4, Moral Fitness 3

Sanity 19

Blair (5’7", 207 lbs)

STR 14, INT 18, WIL 14, HLT 10, AGI 10

CHA 8, LDR 10, MOT 15, TCH 13, TS 15

CA 7, KV 14, LR 28, DB 1.5

Skills: Gun Combat 1, Unarmed Combat 2, Hand to Hand Combat 1, Driving 2, Biology 10, Genetics 10, Medical Aid 6, Computers 4, Mathematics 6, Ping Pong 5, Moral Fitness 2.

Sanity 19

Childs (6’1", 204 lbs)

STR 15, INT 13, WIL 16, HLT 16, AGI 12

CHA 11, LDR 15, MOT 12, TCH 7, TS 13

CA 6, KV 24, LR 22, DB 2.5 (unarmed), 2 (hand to hand)

Skills: Flamethrower 3, Gun Combat 1, Unarmed Combat 2, Hand to Hand Combat 1, Mechanical Tech 12, Climbing 2, Driving 4, Horticulture 5, Moral Fitness 1.

Sanity 21

Clark (6’, 192 lbs)

STR 14, INT 10, WIL 16, HLT 14, AGI 10

CHA 9, LDR 7, MOT 10, TCH 7, TS 13

CA 6, KV 8, LR 12, DB 1.5

Skills: Unarmed Combat 1, Hand to Hand Combat 1, Animal Handling 7, Veterinary Medicine 4, Carpentry 5, Driving 1, Mechanics 2, Billiards 4, Moral Fitness 1.

Sanity 12

Copper (5’10", 185 lbs)

STR 13, INT 13, WIL 15, HLT 15, AGI 10

CHA 12, LDR 13, MOT 15, TCH 12, TS 14

CA 6, KV 8, LR 22, DB 1.5

Skills: Unarmed Combat 1, Hand to Hand Combat 1, Biology 7, Medical Aid 12, Driving 3, Ping Pong 4, Card Games 4, Moral Fitness 4.

Sanity 24.

Fuchs (5’8", 138 lbs)

STR 10, INT 14, WIL 16, HLT 13, AGI 12

CHA 10, LDR 8, MOT 14, TCH 14, TS 12

CA 5, KV 4, LR 22, DB 1

Skills: Biology 7, Genetics 6, Medical Aid 4, Climbing 1, Card Games 3, Boxed Puzzles 2, Moral Fitness 3.

Sanity 18

Garry (5’8", 144 lbs)

STR 11, INT 13, WIL 16, HLT 15, AGI 12

CHA 11, LDR 15, MOT 13, TCH 10, TS 13

CA 7, KV 56, LR 22, DB 2

Skills: Gun Combat 7, Fast Draw 2, Unarmed Combat 1, Hand to Hand Combat 1, Administration 8, Driving 2, Climbing 2, Hunting 7, Demolitions 3, Diplomacy 2, Moral Fitness 4.

Sanity 26

MacReady, R.J. (5’11", 170 lbs)

STR 13, INT 17, WIL 18, HLT 17, AGI 15

CHA 15, LDR 16, MOT 12, TCH 12, TS 15

CA 9, KV 45, LR 28, DB 3

Skills: Flamethrower 2, Gun Combat 5, Unarmed Combat 3, Hand to Hand Combat 2, Throwing 3, Climbing 4, Pilot Helicopter 11, Chemistry 4, Economics 4, Mathematics 4, Philosophy 4, Meditation 2, History 4, Driving 3, Demolitions 3, Diplomacy 3, Survival 4, Chess 5, Moral Fitness 5.

Sanity 29

Drunken MacReady (5’9", 173 lbs)

STR 13, INT 9, WIL 18, HLT 15, AGI 5

CHA 12, LDR 13, MOT 12, TCH 6, TS 11

CA 6, KV 90, LR 20, DB 1

Skills: Flamethrower –1, Gun Combat 2, Unarmed Combat 0, Hand to Hand Combat –1, Throwing 0, Climbing 1, Pilot Helicopter 8, Chemistry 1, Economics 1, Mathematics 1, Philosophy 1, Meditation 4, History 1, Driving 0, Demolitions 0, Diplomacy 0, Survival 1, Chess 2, Moral Fitness 3

Sanity 23

Nauls (5’6", 127 lbs)

STR 8, INT 9, WIL 12, HLT 12, AGI 12

CHA 12, LDR 9, MOT 10, TCH 10, TS 10

CA 5, KV 6, LR 12, DB 1

Skills: Flamethrower 1, Cooking 6, Rollerskating 4, Driving 1, Climbing 1, Billiards 5, Moral Fitness 2.

Sanity 16.

Norris (5’11", 217 lbs)

STR 13, INT 13, WIL 7, HLT 8, AGI 9

CHA 11, LDR 12, MOT 13, TCH 14, TS 10

CA 5, KV 4, LR 10, DB 1.5

Skills: Flamethrower 1, Unarmed Combat 1, Hand to Hand Combat 1, Geology 10, Climbing 4, Literature 5, Moral Fitness 4.

Sanity 22

Norwegian Gunner (5’10", 156 lbs)

STR 12, INT 12, WIL 16, HLT 14, AGI 13

CHA 11, LDR 13, MOT 15, TCH 10, TS 10

CA 7, KV 32, LR 22, DB 1

Skills: Throwing 2, Gun Combat 4, English Language 4, Moral Fitness 3.

Sanity 23

Norwegian Pilot (5’8", 150 lbs)

STR 10, INT 9, WIL 18, HLT 14, AGI 12

CHA 13, LDR 9, MOT 12, TCH 12, TS 12

CA 6, KV 9, LR 20, DB 1.5

Skills: Throwing 1, Gun Combat 1, Unarmed Combat 1, Hand to Hand Combat 1, Demolitions 3, Mechanical Tech 8, Pilot Helicopter 7, English Language 3, Moral Fitness 3.

Sanity 19

Norwegian Wolf-Dog (23" at the shoulder, 55 lbs)

STR 13, INT 5, WIL 18, HLT 18, AGI 13

CHA 13, LDR 12, MOT 18, TCH 5, TS 16

CA 2, KV 40 / 160, LR 10

Skills: Infiltration 4, Sled Team 4, Unarmed Combat 4, Moral Fitness 0

Sanity 12

MS 14, TS ALM 2 (front) / 6 (side), Hit Location Column = L L Quad, Hide (PF 0.1, AC NO, BPF 1), PEN Mod 1.2, Effective DC = +1 to DC of 4 or higher, Ram (KD 5 X (6), ID 1), Bite (KD 2 X (6), ID 4, Bite Factor 1.0, Rend Value 1.5, Max PD Factor 0.7)

Palmer (5’10", 154 lbs)

STR 12, INT 9, WIL 10, HLT 10, AGI 10

CHA 12, LDR 6, MOT 7, TCH 10, TS 10

CA 4, KV 5, LR 6, DB 1

Skills: Flamethrower 2, Mechanical Tech 9, Pilot Helicopter 6, Driving 2, Horticulture 4, Moral Fitness 1.

Sanity 11

Stoned Palmer (5’9", 154 lbs)

STR 12, INT 6, WIL 6, HLT 10, AGI 6

CHA 12, LDR 3, MOT 3 (18 for food), TCH 10, TS 5

CA 3, KV 5, LR 2, DB 0.5

Skills: Flamethrower 3, Mechanics 5, Pilot Helicopter 2, Driving –2, Horticulture 6, Moral Fitness 0.

Sanity 3

Windows (5’8", 136 lbs)

STR 10, INT 10, WIL 9, HLT 10, AGI 10

CHA 12, LDR 5, MOT 10, TCH 10, TS 14 (8 while wearing shades)

CA 4, KV 5, LR 8, DB 1

Skills: Flamethrower 1, Radio 9, Driving 1, Guitar 6, Songwriting 3, Poetry 2, Singing 2, Prayer 3, Moral Fitness 4.

Sanity 15


 
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