The Antarctic, 1982. It's been three days since the events that transpired at Outpost 31. The flames had died out, but once again the Thing refused to die. Fifteen miles on foot, Childs, the only survivor makes his way to Outpost 32: A small reseach outpost West of Прометей Outpost 33. The nightmare is far from over, and the prelude to madness will begin shortly. Nobody can trust anybody.
You live in Outpost 32, an outpost research centre, fifteen miles from Outpost 31 and sixty five miles from Outpost 33, a Russian based location. Your character lives here in Outpost 31, you are in control of them fully and the environment around you. Writing stories are simple. Your character can interact with NPC characters, directly controlling their actions within their story. Your stories must have a definite layout and the minimum amount of words for a single story is 300 words. Your story must begin like so:
Name: EXAMPLE Dave Hardware.
Profession: Helicopter Pilot
ALL STORIES MUST BE IN ARIAL FONT AND PRESENTED LIKE SHOWN.
Rule Two: Writing stories with others in the room.
When other players are in the room with you, story layouts remain primarily the same, however, the main difference is that there is a CUTOFF POINT. The cut-off point is the point in one players story is the next character’s beginning point. For example:
|X sighed. His eyes stared out at the black oblivion that hailed itself with snow in the blizzard. His gloved hands tapped the communications rig. “f*ck, this thing is fried alright.” He looked over to Y. “Do you believe that this just broke? Or do you think foul play was to blame?” Y rubbed his eyes and walked over to the rig. |
“Hard to say, the storm’s pretty high.”
“Maybe, but what about Z? He’s fried. Banks had to lock him down in the supply closet until he stopped freaking out.”
“What was he scared about?”
The red cut-off point is what the character must include at the start of their story, so as to keep a linear motion of their story. So here is the next player’s example:
|“Maybe, but what about Z? He’s fried. Banks had to lock him down in the supply closet until he stopped freaking out.” Said X, his eyes still scanning the darkness. |
“What was he scared about?” asked Y as his eyes flitted back and forth from X to the darkness.
“Well he should be okay in there for now.”
“Anyway, we’ve gotta sort out this communication sh*t.” Y patted the rig with a sigh and took of his gloves. His yellow jacket began to drip onto the floor, Christ it was hot in here. That was what he needed, the heating system to f*ck up along with communications. That’d be the icing on the cake.
Your world exists in real time. The players must remain faithful to the story and this means that your laziness WILL appear in your stories if you don’t keep up. If you smash a window in the common room, that window will still be broken until somebody fixes it. Continuity of the environment and people’s action is one of the main ways that players will learn to create a faithful universe.
For example: If one character is drinking coffee and they place a mug on a table in the common room, that mug will remain there. Consistency of the environment and actions will make continuance between stories more faithful.
ACTION POINTS are a low-based currency system in Outpost 32. Action Points are used up to do certain actions successfully. Moderators will tell you whether or not you must rewrite your story if you do not have enough action points. Actions that require AP are:
Searching for an item (1)
Attacking an NPC/ Player (1)
Moving between separate buildings (1)
Using a weapon successfully (1 point cost one bullet. Or 20% health due to burns.)
If you attempt to do any of these actions without the sufficient action points required, you will be asked to re-write your story to fit the continuity so the next character can continue the action. For example:
|X slammed his body against the door. “f*ck you, Z!” He was one of them. He knew it. He could sense it! Z’s tiny frame shoved the metallic door forward; its frame collided with the concrete wall. X slid back to the communication rig and fumbled around for his weapon (-1). His hand slid around the butt of his Colt. He aimed forward and fired a round off that echoed. The bullet pierced Z’s shoulder, sending him backwards with a scream, the metallic pipe in his hand sliding to the floor with a clang.|
Rule Five: Plot Points.
Plot points are narratives that can be bought for a certain amount of action points. These are created in order to continue either a universal narrative between characters, and to also add variety to the story of Outpost 32. Depending on the cost of the plot point, the severity and chance of both infection, and coming into contact with The Thing rises. Plot points must be written in three parts, beginning, middle, and end. Each part has to be a minimum of 300 words. If any of your parts end with other characters in the same area then they too must include the action within their next story (See Rule One).
Rule Six: NPC Characters.
NPC characters are player controlled characters that are all over the compound. There are 13 NPC Characters in total; all of them are susceptible to paranoia, infection, and anything else. If an NPC is in the same room as a player, the NPC will be in control of whatever player is writing at the time.
Rule Seven: Fighting and killing The Thing
The Thing is an extra-terrestrial life form that exists by assimilating the DNA of its prey in order to replicate the molecules to create a living, breathing, and clone of the person but with one deadly difference; the consciousness and ability to infect others. If The Thing or an infected person turns, then one character must take on the beast. It will cost you 5 actions points, a flamed-weapon and it will take a beginning, middle, and end (300 words each). Four of your action points will drop down The Thing’s health to 20% and the final point will be to burn the monster’s final 20% so as it fully kill it. If two characters are in the room with the monster, it is possible for two characters to share action points together. If X uses three action points, his next story must include THREE attacks, and then Y will continue to story with another attack and the death of the beast.
IF the player does not have enough action points, they will be consumed and infected. They must write this as a story and must then take on the role of The Thing.
For every three stories, a moderator will lightly check in and make sure Action Points are given out.
|3 Action Points|
|Meet Childs||5 action points|
|Marcus Watts - Location: Cafeteria|
|George Skinner Jr. - Location: Cafeteria|
|Dean Michaels - Location: Cafeteria|
|Skinner's right hand cook. He is young, quiet and half-chinese.|
|Darren Bryant - Cafeteria storage|
|Skinner's protege. He is mid-heigh, black, and skinny. He has a quirky, smartass attitude but can cook anything beautifully. He sticks around with Dean; the two share an odd relationship that others admit is a little too close.|
|Nikolai Broadvich - Cafeteria|
|R.J Daniels - Common Room|
|Childs - Location: Unknown|
|Van Ark Jalen - Location: Common Room|
|Michael Phelps - Location: Second Floor - Communications and Generator Room.|
|Hans Burgen - Location: Watchtower|
|Dr. Copper - Location: Medical Bay|
|Janet Burnside - Location: Medical Bay|
|Sebastien Ludvik - Location: Common Room|
|Arvid Ludvik - Location: Dog Sheds|
|A bearded Norweigan working for Burgen. He is short and the brother of Arvid. He is a warmer person and likes Burnside with a heartwrenching love.|
|Frederik Lars - Location: Bunks|
Meteorological Technical Officer