THE THING III: The Isle of Man, February 23rd, 2013
Chinese and American Specialists pooled their resources together to search for new sources of oil. Their station was known as Outpost G4. A conflict broke out among everyone stationed there. To this date, nobody knows who pulled the trigger first.
Tensions were high at the North Pole.
Chinese and American Special Forces secretly returned to Outpost G4. During their search for answers, they discovered British S.A.S. had already established a campsite to conduct the same investigation.
The S.A.S. campsite was seemingly burned down by the American and Chinese operatives. Although there is no evidence to prove that.
Tensions were high between China and the United States.
THE THING III: Isle of Man
In 2011, British S.A.S. forces rescued wounded survivors prior to the American/China special forces arrival. All injured personnel loaded up onto a transported to the main location of the British Intelligence Committee.
The Isle of Man.
The S.A.S. unknowingly rescued infected survivors. Once again THE THING slowly spreads, working its way across the communities. Harbormasters, constables, and civilians, as well as British Intelligence and Special Operatives are in danger of becoming infected.
Britain needs experienced help. And the only human beings in existence that has experience combating THE THING are the Chinese and American special forces that raided Outpost G4 back in 2011. But there is a problem.
America and China are finally at war.
With two nuclear superpowers destroying each across the globe, Britain will receive no official assistance.
Unofficial assistance is on the way.
The 2011 Special Forces from America and China both disobey their countries orders.
They head towards the last remaining location where THE THING exists, in one final attempt to kill THE THING once and for all. They plot a course for The Isle of Man.
There will be no medals or parades awaiting these men and women when they return. Court martial’s, and charges of treason await those who survive this ordeal. These men and women have gone rogue, disobeying direct orders, in an attempt to save humanity.
“If the infection spreads to the mainland, the approximate time for the infection to take over the entire globe is 27,000 hours.”
The clock is ticking.
Come out and join the excitement, as the most popular and paranoid, scenario trilogy concludes.
Once again America and China will clash.
And once again, something lurks among them. Hiding in plain sight, an imitation of human beings will prey upon them – both body and mind.
THE THING III: The Isle of Man
At SKIRMISH USA
February 23rd 2013.
Game is from 11:00-4:00 / 5 Hour Scenario
Registration: $24.95 + tax
Paint is $74.00 + tax.
Field paint only (So yes you can bring Skirmish paint from previous events)
G-Force’s last scenario game
The THING III’s Command Staff
Commanding China: Box from HellKatz
Commanding the United States: Murdock from the Grave Diggers.
X.O.s TBD, generals choice.
Lieutenants (2, Generals pick 1 and Skirmish picks 1)
They are third in command. They will be someone with little or no scenario experience.
Doctors: (8 per team, you pick four, and let Skirmish pick four)
They are the teams’ player medics. If they are in the base and are live players, they can heal all eliminated players that report back to the base. This prevents players from having to go to insertion points to tag back in. Doctors cannot heal themselves, but can heal other doctors.
Scientists: (8 per team, you pick four, and let Skirmish pick four)
A Scientist is required to:
A) Be in the base alive, to administer THING tests to players by manning the base testing unit (once assembled)
B) Man the portable testing unit
Scientists cannot test themselves, but can test other Scientists. (See “How Infections work”)
Only 1 Scientist at a time may man the base testing unit, and only 1 Scientist at a time may man the portable testing unit.
Communications Officers (8 per team, you pick four, and let Skirmish pick four)
These individuals will be issued all WTBD news and missions transmitted. These messages are issued to Comm. Officers in the base only. In the event these Comm. Officers are not present, anyone else present will be issued the news updates up to 5 minutes late.
Mechanics (8 per team, you pick four, and let Skirmish pick four)
When/If they are needed, you will know.
This small entity team consists of 5 people, led by Grazi. (*YAWN*)
They are anti THING operatives.
Grazi and a small band of hand-picked players represent the Third Entity for this event. (Although it has been pointed out that these guys might be considered the 4th entity if THE THING is considered the third entity)
Their objective all day is to assist on missions and objectives, and help both teams with anything that involves containing, destroying, or killing THE THING. If points are involved in the process, fine. But missions that are not considered ANTI-THING related are of no interest to them.
Unlike normal third entities, these players are not swing teams and prefer to not engage in firefights with China nor America. (Although I can guess this won’t always be the case)
Unlike all other third entities in every other scenario game you ever played that switch sides throughout the day, or try to screw over both main sides…This crew wants to help both sides at all times.
They do not start the game with any points, props or with pulled flag stations. If they end up with any, it is only because they acquired it.
Third Entity guys are subject to the same stuff regular players are:
Infections, Inoculations, being shot and eliminated, shooting people sending them back to tag back in, hanging and pulling down your flags at flag stations, being tested, etc.
Here is a possible example of the third entity and how they might conduct themselves:
Grazi and his company of half wits might decide shooting Chinese players that are not inoculated from going near a flag station or a prop is a good idea, if there is an inoculated player from America that can get there instead.
They might consider the American, who is guaranteed human, a safer bet to touch that flag and grab that prop, than the Chinese player who may or may not be infected.
Another Possible Example:
Grazi and The Jets acquire two props that are used to help build a base testing unit. They hear America already has theirs up and running. China does not. They decide to give both props to China, to help get them a unit up and running, so China can now help weed out THE THING in their ranks.
These are examples. Grazi and the Blowfish might not see the above situations the same way. Who knows? But they are honorable players and will seek to stop THE THING as their number 1 priority.
They only want to help inoculate players, contain the infection, test every player out there, and destroy THE THING. So if you read your missions, they are pretty clear as to whether Grazi and the E-Street Band will want to get involved, and how they will want to get involved.
Key Area 1: Ronague
Key Area 2: Laxey
Key Area 3: Ballig
Key Area 4: Onchan
All four are worth 1 point every 30 minutes from 11:30 to and including 3:30. All four also will have goodies that may be put in play at each of these times, at each of these flag stations.
Anyone who is present to collect them. If nobody is present, the goodies will be dropped into play for the next player that swings by and seizes them.
Keep Props: Props all players never have to surrender once they possess it
All your personal property, Dynamite, and all paperwork, such as, but not limited to: Missions, news updates, playable cards, laminated cards, clue cards, infection cards, inoculation cards, instructions, testing charge cards, and points cards.
Drop Props: Props all players must surrender if you possess it and get eliminated
Radio transmitters, food crates, water jugs, mannequins, bodies, science lab equipment, Dark Matter, tools, boxes, mutated stuffed animals, Bionicon boxes, normal stuffed animals, science lab equipment, Blue fuel drums, red fuel drums, and anything else that does not fit the description of the props that you do not have to surrender in the Keep Props list above. When in doubt, drop it.
Note this is a partial list that applies to THE THING III. (Some props are surprises and you will see them game day)
If you wish to see the entire G-Force prop list from as far back as Paint the World, let me know.
A neutral white taped role-player is assigned to each side. From now on they will be called THE TESTER. (Have fun with that)
The Tester may engage starting at 11:30 for America. China will have to secure a red fuel drum by 11:30 in order for their tester to be utilized.
The Tester cannot be shot and eliminated, but understands if caught in firefights they may get hit. Also The Tester cannot be infected. So don’t waste time with that. They are unarmed role-players.
The Tester is neutral. 1 Scientist at a time may control the tester and lead them on and off the field to test potential infected players.
Testers are working the game and will go where the scientist tells him to, and test who the scientist tells him to, as long as he has cartridges (see below) to do so. They will not help identify infected players, enemy movements, where props are, engage as a spy, etc.
When a portable tester runs out of cartridges , they will report back to their respective base.
Just like the Base Testing Unit The Tester CAN ONLY be accompanied by a Scientist. 1 Scientist is safe from infection while roaming on and off the field with the Tester. (That means assigning more than one scientist to The Tester will not result in multiple player protection)
BUT remember, even though your scientist manning the portable unit cannot be infected while manning it, they can still be shot and eliminated when off the field.
The Scientist can test players anywhere both on and off the field, provided they have cartridges. (G-Force laminated cards) The Tester can only test LIVE players on the playing field.
The tester works based on cartridges, which are G-Force laminated cards. If they have 2 cartridges, they can test two people. Once they test two people, they have zero cartridges and need more before they can test again.
Your base judge will have new cartridges for you every half hour starting at 12:00.
UNLIKE a base testing unit, the 1 Scientist manning the portable testing unit MAY NEVER be infected. However on the playing field, like any other player, they may be eliminated. Eliminated Scientists cannot continue to test for THINGS as they must go tag back in.
Base Testing Unit
Commanders and players will be working on acquiring the necessary props to build a base testing unit. An immobile, self powered machine that if manned by a Scientist, can test players that enter the base. Infected players will automatically become human again…subject to future infections of course.
Props required to get this base testing unit up and running for a Scientists to man it:
2 G-Force stuffed animals
2 G-Force test tubes
2 Skirmish blue fuel drums
NOTE: A Scientist manning an operating base testing CAN be infected if a THING gets to him, catching the Scientist off guard. Scientists are not automatically immune to infections just by hanging near the props. They must remain alert.
The Scientist can also be eliminated normally, and forced to get healed or walk back to insertion and tag back in.
Infected players KEEP their team colors on, be it American or Chinese. They never don any other colors. There are no official THING colors, leaders or bases.
THE THING is a loose association of players trying to destroy the human threat, causing great havoc to all human beings. (American, Chinese and Third Entity) An infected player is like a spy without a side that wants to destroy all props, points, and human beings.
They may infect other players by handing out one or more infection cards, always keeping one for themselves. Infections can occur both on and off the playing field, and anywhere on Skirmish property.
If you stumble upon an infected person (and they get you) an infected prop (There will be some), infected food (Pop Tarts for example, true story) or get caught in a bathroom stall (another true story) …honor system folks. Please accept your infectious fate. That is part of the fun.
When On the Playing Field:
BOTH players must be alive and in play, otherwise THE THING cannot infect a player. A dead THING player cannot infect anyone. A dead human cannot be infected. A dead THING and human are just that. Dead walking to insertion. This is in effect while on the playing field.
Normal paintball and shooting eliminates players, but it never takes care of infections.
When Off the Field:
Now it gets interesting. Once off the playing field, infections can happen at will. In the parking lot, food lines, command central, the bathrooms, while visiting the lady offering free hot chocolate and cookies. Yes, the cookie story you may have heard about!
Everywhere on Skirmish grounds is fair game. (If you drive to the Exxon on route 903, you are safe)
How do you become human again?
There are two ways to get THE THING out of a player and make them human again
1) Temporary Solution
If players are successfully tested by a Scientist, who has testing equipment set up in a base, OR by a charged portable testing unit the player is instantly healed. They are subject to infection again.
2) Permanent Solution
Inoculations make you immune. If players earn inoculations during the day, they have immunity. Inoculations instantly turns the recipient back human, and protects that player from THE THING for the rest of the game. That can NEVER be infected for the rest of the game. The player will be marked accordingly by command central so everyone can easily identify them as inoculated and the inoculated player will have to wear this marking at all times.
Whether Permanent or Temporary, Infected players will turn infection cards to refs, Pak members or the Tester after they are inoculated or tested. Please do not throw them out or litter.
If … When folks decide they want to keep some as souvenirs infect players at every other freaking paintball game in existence, tell them to see us when the game is over. We have no problems giving out ALL these infection cards after the game. (THE THING III is the last we are doing)
Some of these infection cards have turned up at other paintball fields, including one in Arizona and we like to continue supporting that.
For the record: Any player can be tested, and any player not Inoculated can be infected.
Scientist Exception to the rule repeated:
When a Scientist is using and manning a completed and assembled portable testing unit Scientist cannot become infected. The testing equipment isolates the Scientist from the infected sample, and confers temporary immunity.
Therefore as long as the Scientist is manning the portable testing unit, the Scientist cannot become infected.
Base Testing Units:
If Player A approaches a Scientist who is tying his shoe while next to his base testing equipment, and hands the Scientist an infection card, but the scientist says he was manning the testing unit therefore is immune and the player is automatically tested, etc, etc, blah, blah
The ruling is the scientist is infected. He got caught with his guard down and wasn’t testing anything when the infected player rolled up on him.
Scientists cannot dawdle, zone out, text their friends, and turn their back claiming immunity just by hanging next to an assembled testing unit.
HUGE Kudos to an infected player that can get to a Scientist who is at an operational testing unit and should be ordering every player in the area to come get tested, gun in hand, and always alert.
What if the Scientist gets infected prior to manning the testing unit?
Infected Scientists do not get cured if they take over the testing unit or the portable testing unit, and choose to test other players.
They can normally test and cure other players like a normal scientist can.
Quick note on Spy roles from other games, and what is consider being a traitor to teams and sides, and all that bad feeling harbored by folks who take this stuff too seriously, etc., etc.
At the first THING, we had a backup plan or folks who did not want to be infected. We learned quickly players had no problems messing with each other, and actually didn’t mind being infected. They enjoyed it.
Everyone understands players are abiding by the game rules, and having fun in the process, when they act against their friends, team, and side they registered for, if they are infected.
That is the theme of the game. Suspicion, paranoia, mistrust, and infighting.
THING players want to ruin humanity, spread paranoia and turn the humans on the same side against each other. This is what makes this game incredibly awesome and unique from all the other games.
Players may be asked to show Infection cards by a ref or Pak member at any time. This is to cut down on folks who are using the game as an excuse for a free for all mess job. We had zero instances of this the first two times around. The players responded incredibly to this format. We expect zero instances in Part III as well.
Being infected cannot be refused. Once you are in possession of an infection card, you are infected. If you have a beef with it, come see us at command central.
The THING doesn’t want to be discovered. They want to create as much chaos and paranoia as possible for as long as possible, while damaging both sides / all humans, and their ability to score points, while increasing the number of THINGS and reducing the number of humans.
They wish to take down humanity and will cause major strife, using many different methods.
At the first THING, over 60 points were lost---unclaimed by either human side, because THE THING spread and did its part. America and China combined scored 90 points total.
At THE THING II, fewer points were destroyed by THE THING, as both teams combined tallied 98.
What can you expect from infected players?
They are against all humans in the game. Naturally U.S. infected players still shoot Chinese players, and Chinese players will still shoot U.S. players. It is the other instances of THING sabotage that made the game interesting.
Missing props disappearing and friendly fire actually being not so friendly aside, obviously the most dangerous act of all is the Infection spread to other players, strengthening THE THING and weakening your team.
Can Generals and X.O.s be infected?
Yes they can. 30 minutes into THE THING back in 2009, the Chinese general was infected. The X.O. took command and gathered players he could trust to continue the fight for their side. He might have promoted someone mid game to X.O. (You’ll have to ask him to be sure)
Now what do you do if you are infected?
At Part I, the general went off to combat leaving the X.O. in command. You may do that. In the end what you do as an infected commander is up to you.
At Part II, a player took over and successfully had his Scientists test the General and X.O., bringing them back to the game.
Hopefully players close enough to you will realize you are no longer to be trusted and do something about it.