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T3h rules

By: BorisIvanov on May 29th, 2013  |  syntax: None  |  size: 6.51 KB  |  hits: 39  |  expires: Never
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  1. -=Whiteout=-
  2.  
  3. Environmental Effects-
  4. Whiteout takes place in an arctic setting, therefore during unfavorable conditions the DM may chose to implement special rolls based on temperature and intensity of the environment.
  5. Prolonged exposure to the cold elements may warrant a higher DC Rating, all are used at the DM's discretion.
  6.  
  7. Special Enemies-
  8. -Thing Beasts
  9. The main antagonists are based on John Carpenters 1982 Film, "The Thing"
  10. The Thing is an alien entity which can invade and assimilate control of any living organism through exposure on a cellular level. Thing beasts can assume many shapes and forms, and can imitate many forms of life perfectly. The main goal a Thing-Beast strives for is to turn its opponents against one another by raising suspicions that their own team-members may be Thing-Beasts. The only way to ensure the defeat of any thing beast is to burn it. Good.
  11.  
  12. Infeection-
  13. Players throught the game will be exposed to The Thing, and their infection levels will raise based on the amount of negative exposure they experience. For example, Player vs SKitter-THing Beast, A player is ambushed and the skitter-thing beast rolls a successful attack. Based on the intensity of the attack the player will receive damage to their Hits and/or Wounds, in addition to a rise (+XXX%) to their infection level.
  14.  
  15. At the start of the game all Players begin with an infection level of 000%, If at any point that Infection level rises above 080%, the player is considered to be infected, with a chance to reverse their condition. Should a player rise to a 100% infection level, they can no longer reverse their condition back to [humanity].
  16.  
  17. The DM keeps track of the infection levels, keeping them hidden from all players in game (to dissuade metagaming and to promote a feeling of uncertainty among the party). If at any point a player achieves a 080% - 100% infection level, the DM will choose a time and place to reveal the infection of that player, at which point the player may choose to continue playing as a Thing-Beast or just call it quits and let the DM assume control of that entity.
  18.  
  19. Firearms-
  20. Firearms play a special role in the game, as they are the most reliable source of attack. All Firearms have a finite source of ammunition and each uses a specific ammunition type.Firearms have unique fire-types and settings. Firearms and ammunition are kept track of by the DM and the player cards should the DM choose to use that method.
  21.  
  22. Firearms are successful on any 4+ roll, anything below that is a failure.
  23.  
  24. H.Gun (.45)
  25. Inventory slots: 1
  26. Ammunition Type: .45 cal
  27. Rate of Fire: 1 shot per attack phase.
  28.  
  29. The .45 is a solid caliber handgun round, offers decent stopping power.
  30. ------------------------------------------------------------------------------------------------
  31. H.Gun (9x19)
  32. Inventory slots: 1
  33. Ammunition Type: 9x19 Parabellum
  34. Rate of Fire- 1-3 shots per attack phase, the player may state how many rounds he/she is firing.
  35.  
  36. Standard military sidearm, light-weight and easy to fire offering easy follow-up shots.
  37. ------------------------------------------------------------------------------------------------
  38. M.Pistol
  39. Inventory slots: 1
  40. Ammunition Type: .45 Cal
  41. Rate of Fire: 8 shots per attack phase
  42.  
  43. Special Forces machine-gun, unwieldy in inexperienced [hands], however offers the same solid stopping power of the .45 Pistol
  44. -------------------------------------------------------------------------------------------------
  45. Revolver
  46. Inventory slots: 1
  47. Ammunition Type: .357 Mag
  48. Rate of Fire: 1 shot per attack phase
  49.  
  50. Revolvers never jam. Offers a serious punishing round of the infamous .357. Huge amount of recoil.
  51. --------------------------------------------------------------------------------------------------
  52. Compact Shotgun
  53. Inventory slots: 1
  54. Ammunition Type: .20 Gauge
  55. Rate of Fire: 1 shot per attack phase
  56.  
  57. CQB prowess in a small package, .20 gauge deals heavy damage at close range and may push opponents back.
  58. ---------------------------------------------------------------------------------------------------
  59. Sub-Machine Gun
  60. Inventory slots: 2
  61. Ammunition Type: 9x19 Parabellum
  62. Rate of Fire: 1 Shot, 3 Shots, or 5 Shots per attack phase.
  63.  
  64. Low recoil, easily controllable machine-gun.
  65. -----------------------------------------------------------------------------------------------------
  66. Shotgun
  67. Inventory slots: 2
  68. Ammunition Type: .12 Gauge
  69. Rate of Fire: 1 shot per attack phase
  70.  
  71. Popular among research facility inhabitants, easily located in cabinets. Simple to use as well as offers a solid buckshot attack. Heavy damage at close range, and may push opponents backward
  72. ----------------------------------------------------------------------------------------------------
  73. Assault Rifle
  74. Inventory slots: 2
  75. Ammunition Type: 5.56 NATO
  76. Rate of Fire: 1 shot, or 3 shots per attack phase
  77.  
  78. Standard issue military rifle, easily controllable with a low recoil round.
  79. ----------------------------------------------------------------------------------------------------
  80. Combat Rifle
  81. Inventory slots: 2
  82. Ammunition Type: 7.62 NATO
  83. Rate of Fire: 3 shots per attack phase
  84.  
  85. Heavy hitting Military rifle, 7.62 rounds punch through concrete and thin metal walls.
  86. ---------------------------------------------------------------------------------------------------
  87. Hunting Rifle
  88. Inventory slots: 2
  89. Ammunition Type: 7.62 NATO
  90. Rate of Fire: 1 shot per attack phase. 1 turn must be taken after firing to re-rack another round into the chamber
  91.  
  92. Suffers a -1 roll in close ranges. Devastating firepower when opponents are hit.
  93. --------------------------------------------------------------------------------------------------
  94. Flamethrower
  95. Inventory slots: 4
  96. Ammunition Type: Napalm concoction
  97. Rate of Fire: 1 shot per attack phase.
  98.  
  99. Flamethrowers begin with a 100% fuel capacity. Every subsequent attack with a flamethrower uses 20% of its fuel. Anything is instantly set-ablaze, Thing Beasts are considered to be an instant-kill.
  100.  
  101. Items-
  102. Specialized Items you can choose to use or not, I dont give one fuck
  103.  
  104. Individual First Aid Kit-
  105. Single Use, heals hits and wounds to maximum.
  106.  
  107. Flare-
  108. single use. Illuminates dark areas and can be used to start fires
  109.  
  110. Blood Test Hypo-
  111. Single use. Can be used to check infection levels on players and NPC's. Blood is extracted into the holding tank, and burned by a chemical inside the tank, based on infection levels DM either replies that the subject is infect, or is not infected and NOTHING MORE.
  112.  
  113. Napoleaus Inhibitor-
  114. Reduces infection level by 020% on any subject. Single use