This document summarizes a scenario where players control characters participating in a dangerous training program. Players each create 3 characters with randomly determined traits and health. The goal is for the characters to survive an abandoned factory that has been converted into a lethal obstacle course. Characters will face randomly determined rooms, hazards, encounters, and items. The training program is meant to "winnow" the characters down to a select few candidates. Surviving characters will be greeted outside by the program's creator on a boat, with the opportunity to escape or confront him.
This document summarizes a scenario where players control characters participating in a dangerous training program. Players each create 3 characters with randomly determined traits and health. The goal is for the characters to survive an abandoned factory that has been converted into a lethal obstacle course. Characters will face randomly determined rooms, hazards, encounters, and items. The training program is meant to "winnow" the characters down to a select few candidates. Surviving characters will be greeted outside by the program's creator on a boat, with the opportunity to escape or confront him.
This document summarizes a scenario where players control characters participating in a dangerous training program. Players each create 3 characters with randomly determined traits and health. The goal is for the characters to survive an abandoned factory that has been converted into a lethal obstacle course. Characters will face randomly determined rooms, hazards, encounters, and items. The training program is meant to "winnow" the characters down to a select few candidates. Surviving characters will be greeted outside by the program's creator on a boat, with the opportunity to escape or confront him.
This document summarizes a scenario where players control characters participating in a dangerous training program. Players each create 3 characters with randomly determined traits and health. The goal is for the characters to survive an abandoned factory that has been converted into a lethal obstacle course. Characters will face randomly determined rooms, hazards, encounters, and items. The training program is meant to "winnow" the characters down to a select few candidates. Surviving characters will be greeted outside by the program's creator on a boat, with the opportunity to escape or confront him.
HAZARD FUNCTION Featureless save for bolts in the walls. 3. Flooded, electrified floor (1D6+2 DAMAGE) 3. PADDED ROOM (no cover) 4. Fillling with poison gas (1D6 damage) A paltry cage for a human being. 5. Overturned barrels leaking crude oil 4. REACTOR ROOM (low cover) 6. Pipes shooting steam (RFX roll or 2 DAMAGE) Money burns to fuel an engine of unnatural selection. A faux reactor dominates the chamber. 7. Pitch black, no visibility Only a chosen few will live to become FIST. 5. OFFICE BUILDING (low cover) 8. 1D6 red barrels (explosion deals 1D6 DAMAGE) Singed paper and shattered glass. Open-plan. 9. Hanging chains (RFX to avoid getting tangled) 6. PARKING LOT (low cover) 10. Security cameras, alarm system EXIT Streetlights illuminate a dusting of cars. 11. Laser security net, alarm system 7. TRENCHES (medium cover) 12. Compactor walls, slowly closing (2D6 DAMAGE) Two muddy trenches, barbed wire and wood. 8. FACTORY (medium cover) ENCOUNTERS (1D6+ROOMS CLEARED): High steel catwalks and an assembly line. 1. Gun turret, mounted on ceiling 9. WAREHOUSE (high cover) 2. Training android, standing on guard A maze of high shelves and shipping containers. 3. 1D6 training androids, patrolling the room 10. HOSPITAL (high cover) 4. Heavy android, ready to fight Beds and equipment. Many plastic curtains. 5. Gun turret, on four fast robotic legs 11. FOREST (perfect cover) 6. Wild animal, starving and terrified (-2 HP) Transplated cedars densely packed in a cell. 7. Control subject, begging for help 12. JUNGLE (perfect cover) 8. 2D6 training androids, on standby mode Realistically impenetrable plastic foliage. 9. 2D6 control subjects bickering pointlessly 10. 1D6 wild animals, dosed with methamphetamine 11. Control subject, dosed with methamphetamine 12. 1D6 heavy androids, patrolling the room ENEMIES 13. Wild animal, 1D6 heavy androids 1. CONTROL SUBJECT (3 HP, worst of 2D6 14. 2D6 training androids, 1 heavy with +1D6 HP DAMAGE). An unaltered civilian. 15. Roll 3 × ENCOUNTERS 1D6+0 2. GUN TURRET (6 HP, 1D6 DAMAGE, 1 16+ Stronger robot duplicate of a player (+6 MAX HP) ARMOR). Chrome, swivels menacingly. 3. HEAVY ANDROID (8 HP, 1D6+2 DAMAGE, DUCT ITEMS (1D6+ROOMS CLEARED): 2 ARMOR). Ammo belts dangle from (hollow line) 1. Armor-piercing ammo (weapon ignores ARMOR) this boxy monstrosity. 2. Bolt-action rifle (1D6+1 DAMAGE) HALLWAY 4. TRAINING ANDROID (6 HP, 1D6+1 3. Bulletproof vest (1 ARMOR) (solid line) DAMAGE). Manufactured with 4. Claymore mine (2D6 DAMAGE) precision, proudly made in the USA. 5. Flashlight (can be attached to weapon) 5. WILD ANIMAL (1D6): 6. Gas grenade (1D6 damage to all in room) 1. ALLIGATOR (8 HP, 1D6+2 DAMAGE, 1 7. Gas mask (ignore breathing-based damage) ARMOR, roll +FRC to escape jaws) 8. Trait item (if needed) or lead pipe (1D6 DAMAGE) 2. BEAR (10 HP, 1D6+4 DAMAGE) 9. Light machine gun (1D6+2 DAMAGE) 3. LION (8 HP, 1D6+4 DAMAGE) 10. Medkit (heal 1D6+TAC HP, three uses) 4. RATTLESNAKE (3 HP, 3 DAMAGE, 11. MRE field rations (heal 1D6 HP, one use) START poison deals 1D6 DAMAGE when 12. Revolver (1D6+1 DAMAGE) the victim next gets hurt) 13. Riot shield (1 ARMOR, equip as weapon) 5. 1D6 VULTURES (3 HP, 3 DAMAGE) 14. Silencer (attach to any gun) CREDITS 6. ZEBRA (6 HP, 1D6 DAMAGE) 15. Styptic (ignore 2 DAMAGE, one use) Created by B. Everett Dutton. Playtested by Agent 69, Gentleman Raptor, Gunzales, and Munin. 16+ Trait item (if needed) or reroll ITEMS 1D6+8 Fonts used: Druk Wide, Michroma, and Space Grotesk. INCOMING TRANSMISSION CHARACTER CREATION Each player should quickly create three FIST [MIC FEEDBACK] Good morning, patriots. characters with one trait, 1D6 MAX HP, no You may be feeling a little woozy right now— items, no extra MAX HP, and no WAR DICE. that’s to be expected. For the last twenty- Rolling to randomly generate characters is four hours, you have been anesthatized encouraged. Your codenames are referee- and placed in sensory deprivation tanks— assigned alphanumerical designations, e.g. that explains the pruny fingers!—while “Foxtrot-9” or “Bravo-7”. The only available being intravenously administered lysergic role is SURVIVOR: Describe why you want to acid diethylamide. There’s no need to live. If you live until the end of the mission, panic—really, you’ll feel better if you don’t. take another trait and gain a role, change Rest assured, your fellow bums, dope your MAX HP to 6, then take a pistol (1D6 dealers, and degenerates have already damage), +1D6 MAX HP, or +1D6 WAR DICE. forgotten about you, but your country— or the country you’re squatting in, as the case may be—will never forget the Crucible Program. Look alive, soldiers. [AUDIO ENDS] THE CRUCIBLE PROGRAM Each player character stumbles forth fawnlike and disoriented from their vertical tank, struggling for air and grasping at tangled tubes. They are equipped with nothing but skintight black sneaking suits still dripping with saline fluid. Dr. Stillman’s address plays gratingly over the intercom. An informational poster on the wall explains that there is no way out but forward, and that stealth, flexibility, and lateral thinking will be the test subjects’ keys to success.
The Crucible is an abandoned factory on an island
off the coast of Puerto Rico, sealed off from the outside world and converted into a training gauntlet. For each room, the referee should roll on the ROOMS, HAZARDS, ENCOUNTERS, and ITEMS INTRODUCTION and BRIEFING tables, arranging the rolled results semi-logically to HAZARD FUNCTION is a funnel mission for FIST “simulate real situations”. Periodically, they should about a human augmentation project funded by portray Stillman’s sneering commentary as relayed the US military. The goal of this project, called the through the Crucible’s intercom system. Crucible Program by its creator Dr. Timothy Stillman, is to “winnow” a group of test subjects using an The Crucible ends with a steel vault door which intensive, lethal obstacle course, leaving behind a leads outside to a verdant tropical beach. Surviving select few candidates for a proposed top-secret operatives are greeted by salty air, circling seabirds team of ultrahuman SEALs. Each player will portray and a sunset; Dr. Stillman (3 HP, 1D6 DAMAGE) waits three characters, plagued by amnesia and plucked on a small docked boat with a bottle of champagne from their homes, who are less powerful than a and a dentist’s smile. Hijacking the boat and typical FIST starting character. The goal of the escaping Puerto Rico will be the beginning of the “funnel” is to keep at least one alive until the end, survivors’ careers both as American fugitives and where they will advance and become a normal PC. members of the legendary mercenary unit FIST.