DISTRESS SIGNAL . . .
ORIGIN IS SCIENCE CENTER 5-2 ON NEARBY ICE PLANET.
. . . ACTIVATING MARINES |
Who Goes There?Get off the planet alive by working with your teammates. Beware, one of you is not to be trusted.
There will be a 'Radio Thread' to talk with your teammates, this is the ONLY way you should talk to them.
You will randomly be assigned a weapon and will be told after a few turns if you ARE or are NOT the thing. Do not paste segments of your PMs, but you can share any info on the radio. PM your action. (feel free to change it before the heat is updated)
You can hold one weapon. It is destroyed when you die.
FLAMETHROWER
7 damage to all others that stay in the area even if invisible. Preparation required, deactivated to use an item. (Does not increase heat from use or damage)
MACHINE GUN
3 damage. Can hit fleeing targets. Choose up to 2 extra targets, they must chose the same movement as the target to hit. Reload required if used twice in a row. Can shoot an invisible target, and will automatically choose them as extra targets.
RIFLE
5 damage. Can hit a fleeing target. Can see hints about what is in a nearby area and can fire there too. Reload required.
Items are dropped when you die.
MEDPACK
Restore 4 damage.
HEATPACK
Restore 25 heat.
KEY ITEM
Item important to progress.
MINE
10 damage to all in area. Goes off when an unallied thing enters the area.
CLOAK
Can become invisible, but can't shoot your weapon. Reusable.
DOG
Loyal thrall. Has camera collar. Indistinguishable from a wolf when seen by a rifle far away. 2 damage. 4 HP. Activated instead of picked up.
WOLF
Hostile wild animal. Can hit a target moving past. 2 damage. 4 HP. Chase until they lose their target, then stay put.
BEAR
Hostile wild animal. Can hit a target moving past. 6 damage. 12 HP. Territorial in a small area, returns.
THE THING
One of the marines, same weakness to cold. Can take an invisible form with sharp blades. Can hit a target moving past. 10HP. Reborn with same weapon after 2 turns if dies, +1 turn each time.
4 damage. 1 point to upgrade.
0 resistance. 2 points to upgrade.
+1 point every kill or 10 turns.
MARINE
10 HP. 100 Body Heat. -5H each turn outside. +10H each turn by heater. Colors indistinguishable when seen by a rifle far away.
It will be up to you to keep track of the map. You can move one space in any direction not blocked off. You will be told about your setting in PM.
A1 B1 C1 D1 E1 F1 A2 B2 C2 D2 E2 F2 A3 B3 C3 D3 E3 F3 A4 B4 C4 D4 E4 F4 A5 B5 C5 D5 E5 F5 A6 B6 C6 D6 E6 F6
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Please be dedicated enough to finish. The play style of the players will dictate the length of the game.
Turns can or can not be skipped after 24 hours.
GL HF