The Thing Roleplaying
The Thing Roleplaying
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
organisms 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
Things 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 Things 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 Tprinciple, reflected inside the organisms 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 selfrecognise prematurely is suppressed by mental alterations effected by the T-principle. This will be
imperceptible, and transferred into the imitations 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-principles goals, even while honestly insane from the
imitations point of view. Thus, its actions will become an asset for it, so long as sufficient
psychological reason exists from the imitations 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-principles 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 Things 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 vertebrates 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 organisms tissue repeats itself, the Thing can duplicate it without
imitating that tissue perfectly, by working with any given cells 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 whos 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, 58" 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
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 creatures
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 forms 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
11
28
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 Things 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 Things 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 targets 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
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 creatures 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 forms AGI is retained.
Total
Weight STR
20 or less 6
50 10
120 16
180 20
250 21
400 22
600 23
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
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
1300
2-3 4 1 1
4-5 5 1 2*
6+ 6 - 3
* Should the creature imitate the canines thorax, spine, and pelvis as well, it can run at up to 80% of
that dog types Maximum Speed. (See "Reproduction" below.)
Weight: 20% of the creatures 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 victims body, taking 1 Phase and
inflicting 5 X (4) PD, plus 70 Shock Points worth of horror. This tube will begin draining the victims
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 Norristhings head (9 lbs) splits from the main mass. 18 Phases
later it has grown the following anatomy:
Anatomy Weight (lbs) Phases Taken
Also, an assimilated victim is integrated into the main masss 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 fullyfledged 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 masss 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 originals 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 imitations 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 Things 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 creatures 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 Things
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
Things 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
Characters first encounter 3.0
Character witnessed a Things 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 whos who. The Tprinciple 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 subjects 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
couldnt 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 imitations 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 imitations 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 (511", 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 (57", 207 lbs)
STR 14, INT 18, WIL 14, HLT 10, AGI 10
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 (510", 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 (59", 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 (58", 136 lbs)