- -=Whiteout=-
- Environmental Effects-
- 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.
- Prolonged exposure to the cold elements may warrant a higher DC Rating, all are used at the DM's discretion.
- Special Enemies-
- -Thing Beasts
- The main antagonists are based on John Carpenters 1982 Film, "The Thing"
- 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.
- Infeection-
- 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.
- 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].
- 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.
- Firearms-
- 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.
- Firearms are successful on any 4+ roll, anything below that is a failure.
- H.Gun (.45)
- Inventory slots: 1
- Ammunition Type: .45 cal
- Rate of Fire: 1 shot per attack phase.
- The .45 is a solid caliber handgun round, offers decent stopping power.
- ------------------------------------------------------------------------------------------------
- H.Gun (9x19)
- Inventory slots: 1
- Ammunition Type: 9x19 Parabellum
- Rate of Fire- 1-3 shots per attack phase, the player may state how many rounds he/she is firing.
- Standard military sidearm, light-weight and easy to fire offering easy follow-up shots.
- ------------------------------------------------------------------------------------------------
- M.Pistol
- Inventory slots: 1
- Ammunition Type: .45 Cal
- Rate of Fire: 8 shots per attack phase
- Special Forces machine-gun, unwieldy in inexperienced [hands], however offers the same solid stopping power of the .45 Pistol
- -------------------------------------------------------------------------------------------------
- Revolver
- Inventory slots: 1
- Ammunition Type: .357 Mag
- Rate of Fire: 1 shot per attack phase
- Revolvers never jam. Offers a serious punishing round of the infamous .357. Huge amount of recoil.
- --------------------------------------------------------------------------------------------------
- Compact Shotgun
- Inventory slots: 1
- Ammunition Type: .20 Gauge
- Rate of Fire: 1 shot per attack phase
- CQB prowess in a small package, .20 gauge deals heavy damage at close range and may push opponents back.
- ---------------------------------------------------------------------------------------------------
- Sub-Machine Gun
- Inventory slots: 2
- Ammunition Type: 9x19 Parabellum
- Rate of Fire: 1 Shot, 3 Shots, or 5 Shots per attack phase.
- Low recoil, easily controllable machine-gun.
- -----------------------------------------------------------------------------------------------------
- Shotgun
- Inventory slots: 2
- Ammunition Type: .12 Gauge
- Rate of Fire: 1 shot per attack phase
- 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
- ----------------------------------------------------------------------------------------------------
- Assault Rifle
- Inventory slots: 2
- Ammunition Type: 5.56 NATO
- Rate of Fire: 1 shot, or 3 shots per attack phase
- Standard issue military rifle, easily controllable with a low recoil round.
- ----------------------------------------------------------------------------------------------------
- Combat Rifle
- Inventory slots: 2
- Ammunition Type: 7.62 NATO
- Rate of Fire: 3 shots per attack phase
- Heavy hitting Military rifle, 7.62 rounds punch through concrete and thin metal walls.
- ---------------------------------------------------------------------------------------------------
- Hunting Rifle
- Inventory slots: 2
- Ammunition Type: 7.62 NATO
- Rate of Fire: 1 shot per attack phase. 1 turn must be taken after firing to re-rack another round into the chamber
- Suffers a -1 roll in close ranges. Devastating firepower when opponents are hit.
- --------------------------------------------------------------------------------------------------
- Flamethrower
- Inventory slots: 4
- Ammunition Type: Napalm concoction
- Rate of Fire: 1 shot per attack phase.
- 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.
- Items-
- Specialized Items you can choose to use or not, I dont give one fuck
- Individual First Aid Kit-
- Single Use, heals hits and wounds to maximum.
- Flare-
- single use. Illuminates dark areas and can be used to start fires
- Blood Test Hypo-
- 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.
- Napoleaus Inhibitor-
- Reduces infection level by 020% on any subject. Single use