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FIST Quickstart Guide

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QUICKSTART

GUIDE

WELCOME TO FIST, RECRUIT. Contained in this Quickstart


Guide is everything you need to know to deploy on
your first mission. If you’re running the game, the rules
and references here will give you a head start without
cracking open the core rulebook. Remember: as you learn
the ropes, keep an open mind and always watch your
buddy’s back. War is hell, and you’re one of the little guys.
RULES SUMMARY
PLAYERS
Premise Playing the game
In FIST, you portray a team of paranormal mercenaries Players and the referee take turns talking. The referee
doing the jobs that no one else can (or that no one else describes the scene the players are in (along with
wants) in the military-espionage ecosystem of the Cold portraying people and providing background info when
War. You are an unconventional kind of mercenary who needed), and the players respond by describing their
cares more about being true to yourself, your community, actions within the game world.
or your ideals than turning a profit, and you may have
been forced into this line of work due to incompatibility If an action would be risky or the outcome is otherwise
with non-violent, non-paranormal society. uncertain, the player rolls 2D6 and adds their most
relevant attribute score (FORCEFUL, TACTICAL, CREATIVE,
Gameplay involves deploying your mercenary character or REFLEXIVE). Don't roll the dice if the action described
on missions with other players, where you will talk to is easily accomplished or totally impossible. The referee
people, solve problems, and engage in espionage and interprets the dice and narrates how the fictional
combat. Between missions, you may contribute facts or situation changes, as follows (it never stays the same):
make choices about the direction of the game world at ƬƬ 6- / FAILURE: Things go wrong somehow
large. The story and reality of your FIST game exists as ƬƬ 7-9 / PARTIAL: Things go right but with a downside
an ongoing conversation between the players and the ƬƬ 10 / SUCCESS: Things go right with no downside
referee, and it's everyone's job to treat this game world ƬƬ DOUBLE 6s / ULTRA: Things go right with a bonus
like it actually exists, then act accordingly. The referee never uses this system to roll the dice for
non-player characters (but may roll the dice to determine
Character creation damage, random behavior, content, and stats). Referee
FIST characters begin play with the following: controlled characters simply take action, and the players
ƬƬ 0 FRC, TAC, CRE, and RFX attributes are given a chance to react or respond by roleplaying
ƬƬ 0 ARMOR and/or rolling the dice. Players can also spend one WAR
ƬƬ 0 WAR DICE DIE to add +1D6 to any type of dice roll in the game, no
ƬƬ 6 MAX HP matter who makes it, including the referee.
ƬƬ Two traits (p. 39), including modifiers and item
ƬƬ A role not already in use (p. 67) Combat and death
ƬƬ One of the following: 1D6 additional MAX HP, 1D6 WAR Attacking someone, or dealing with being attacked,
DICE, or a standard issue item (p. 2) like a knife, a is the same as any other risky action and should be
pistol, or a serving of rations handled accordingly with a 2D6 roll. Characters deal their
ƬƬ An appropriate codename, and a real name only the weapon's DAMAGE (if rolling to attack) on a success and
player knows may take DAMAGE from their target on a failure.
You are encouraged to reflavor traits and items. Some
characters may call themselves ultrahuman—voyagers If the players are engaged in active combat (i.e. two or
beyond the “standard" human experience—but your more parties actively, openly attempting to harm each
relationship to this term is yours to define. Note that the other), rolling a failure always incurs DAMAGE. Using
term may also be derogatory, othering, or misunderstood. stealth, tricks, and tactical retreats to avoid active
combat leads to better chances of survival. Players do
Traits and roles not take regimented turns but should avoid hogging
Traits are snippets of special rules for individual characters the spotlight with combat actions. Enemies controlled
which cover a unique talent, ability, or advantage, usually by the ref never roll to attack, but telegraph attacks for
accompanied by a downside, boundary, or caveat if the the players to respond to (e.g. “the guard aims a rifle at
trait's beneficial aspects are particularly powerful. Traits you," or “the vampire bares her fangs").
may offer narrative background, add new mechanics,
alter pre-existing mechanics, or involve entire mini- DAMAGE is subtracted from the victim's HP. ARMOR
games. Traits come pre-packaged with an item (like a is subtracted from DAMAGE taken (e.g. 6 DAMAGE
weapon, tool, or piece of clothing) and a modification to vs. 2 ARMOR subtracts 4 HP). Reaching 0 HP means a
your base stats (usually -2 to +2 in FRC, TAC, CRE, or RFX, character has died, and players are encouraged to insert
but sometimes an irregular alteration to HP or ARMOR, or a new one as soon as the story allows. Some characters
some unique situational modifier). Trait-granted items are may be revived through complex science/magic.
always repaired, returned, or replaced between missions.
Items
Roles define your character's narrative archetype, which FIST has no money system, as FIST operatives often work
they advance by playing into. Roles come with a relevant for no pay and/or can't engage with financial institutions.
backstory prompt (usually beginning with “Describe…") Wealth comes in the form of capital, primarily by collecting
and a difficult condition which must be fulfilled to powerful and valuable items. Characters may deal with
advance (e.g. a pacifist cannot be violent, a wildcard monetary items from time to time, like “a briefcase full
must behave unpredictably). of cash," “a gold bar," or “a blank check."

FIST: ULTRA EDITION


RULES SUMMARY
PLAYERS/REFEREE
Baseline FIST characters can wield one weapon at a Making missions
time. Holdout weapons (shivs, slingshots) are easily Don't plan a mission beat-by-beat, set up situations with
concealable and deal 3 DAMAGE. Light weapons (pistols, moving parts for the players to interact with. Prepare in
knives) deal 1D6 DAMAGE and can be concealed by the broad strokes; use shorthand notes to remember key
skilled. Medium weapons (rifles, swords) deal 1D6+1 information and leave the rest up to chance. Missions
DAMAGE, heavy weapons (machine guns, RPGs) deal should have these components:
1D6+2 DAMAGE, and anomalous, experimental, magical, ƬƬ OBJECTIVE: One clear thing that needs to be done to
or otherwise unique weapons can deal 2D6 or more complete the mission, established beforehand; also
DAMAGE. Unarmed/non-weapon attacks deal the worst secondary, optional objectives if desired
of 2D6 DAMAGE. ƬƬ REWARD: A valuable item or fortunate event, literally
given as a reward or physically attainable on-site
Baseline FIST characters can wear one piece of body- ƬƬ CONSEQUENCE: Something major that will happen
sized armor at a time, in addition to an unlimited amount and affect the PCs and/or the world if a) the mission
of non-armoring clothes, and accessories that grant is failed, or b) if it is ignored when choosing between
armor (like helmets or shields). Clothing grants 0 ARMOR, multiple missions.
but certain outfits may have useful effects. Light
armor (bulletproof vest, thick leather) grants 1 ARMOR, Enemies and NPCs
and heavy armor (ceramic plate, power armor) grants Enemies and NPCs (non-player characters) should have
2 ARMOR. Unusual or paranormal pieces may grant 3 clear motivations and behave in realistic ways (including
ARMOR or more. Some wearable items (capes, helmets, unpredictable behavior). “Enemy" and “NPC" are labels
small shields) are accessories, which can be voluntarily that can be switched between based on context. Some
destroyed to negate DAMAGE once. enemies and NPCs should have small special mechanics,
like rolling to see if they lose their nerve, or a special
Items marked with a number of uses are unavailable ability that changes combat scenes they partake in.
when depleted, but replenish between missions; they These are the loose guidelines for their stats:
are common and easily replaceable. Items marked ƬƬ 1. EASY, e.g. civilians, animals, federal agents:
consumable never return once used, and are uncommon, 3 HP, 0 ARMOR, 3 DAMAGE
irreplaceable, or unique. Some items can be used ƬƬ 2. MEDIUM, e.g. soldiers, cops, security guards:
indefinitely, like simple tools or trinkets. All items carry 3 HP, 1 ARMOR, 1D6 DAMAGE
over from mission to mission, but items not granted by ƬƬ 3. HARD, e.g. combat androids, elite soldiers:
traits or standard issue are lost if left behind or destroyed. 6 HP, 1 ARMOR, 1D6+1 DAMAGE
ƬƬ 4. EXTREME, e.g. evil spirits, alien monsters:
Rendezvous points 9 HP, 2 ARMOR, 1D6+2 DAMAGE
Once per mission, the players may request a rendezvous ƬƬ 5. IMPOSSIBLE, e.g. cyborg agents, demigods:
point, and the referee will describe a nearby but difficult- 12 HP, 2 ARMOR, 2D6 DAMAGE
to-reach safe location where the players can recuperate. ƬƬ 6. NIGHTMARE, e.g. mutant hulks, arch-demons:
At the rendezvous point, each player may choose one: 18 HP, 3 ARMOR, 3D6 DAMAGE
REST (heal 1D6 HP), RESTOCK (replenish one item or
resource), or INTEL (one useful fact about the mission). CYCLOPS
FIST is set during a version of the twentieth century
Character advancement where sci-fi, fantasy, and horror concepts are real,
Characters advance once a mission is complete if they commonplace, and a natural part of the world; however,
acted according to their role. The referee, alone or this “other world" of the strange and impossible is largely
with the players, decides when missions are complete kept unknown, suppressed, or falsely debunked.
(usually, but not always, upon completion of the original
objective), and if role criteria has been met. The world is secretly overseen by CYCLOPS, a sprawling,
totalitarian intelligence agency and apparatus of control
Upon advancing, characters can choose one reward: a which will stop at nothing to preserve the status quo.
new trait, +1D6 MAX HP, or +1D6 WAR DICE. Some traits Exploring any mission with a supernatural or conspiracy
may introduce alternative rewards for advancing, or element can attract unwanted CYCLOPS attention. You
change the criteria for being allowed to advance. might think of CYCLOPS as a Sisyphean force of Law,
and FIST as Promethean agents of Chaos.
Running the game
As the referee, you are the game's host and facilitator. CYCLOPS has their own paramilitary teams with special
You are fair and impartial, and your main job is to ensure powers equivalent to or more powerful than those of
that everything makes sense, and that everyone has fun. FIST operatives. This branch is called CYCLOPS Recon
You portray the world beyond the player characters, like Operations, or the CROs for short. CRO Teams (or
their surroundings, their enemies and allies, and the geo- individual CROs) may be dropped into a mission as evil
political goings-on behind the scenes. counterparts to FIST, pursuing opposing objectives.

QUICKSTART GUIDE
What’s an RPG? How does FIST compare to other RPGs?
An RPG (“rocket-propelled grenade”) is a shoulder-fired FIST is a rules-lite game, which means that there aren’t
weapon that launches explosive warheads—but that’s a lot of complex, fiddly rules to remember, and the ones
not important right now. You’re probably wondering that do exist are made to be bent and broken. It’s also
what a roleplaying game is, and we’ve got an answer: it’s a lethal game—you portray soldiers who can die from
a game played with paper, pencils, dice, and imagination, a bullet to the head, not powerful knights and wizards
where you and your friends tell a collaborative story in or chromed-up cyber-samurai. Finally, FIST is unfair. The
an exciting fantasy world. It’s also an exercise in strategy referee is encouraged to introduce threatening enemies
and problem solving, because that world is alive, and it and seemingly solutionless puzzles, and the players are
won’t always respond how you want or expect it to. expected to lie, cheat, and steal their way to victory.
If your
There’s no such thing as being character
too green to playdies, create
an RPG. How can I get started?
a fresh character
The book might seem intimidating, but it’s mostly toys, while play Try making a merc! You can use the rules and reference
advice, and pictures. All you’re really going to do is play to
continues. When you’re ready key in this guide to explore the world of FIST and make
make-believe about spies,deploy,
robots,jump
aliens, and
into the the
fraylike.
and roll someone you think is cool. FIST’s lore is a suggestion,
2D6: not gospel, so go hogwild explaining how your character
If you’re familiar with BDSM/kink
ƬƬ 6 ORplay,
LESS:improv theater, or
Deployment came to be. Just don’t get too attached—if they’re
divination, you already understand the structure
goes wrong somehow. at play: unlucky or reckless, they’ll come home in a bodybag.
a group of people establish a scenario and its characters
ƬƬ 7-9: Deploy normally.
in their shared mind’s eye, then they play the scenario If you’re the ref, try reading the refereeing advice in the
ƬƬ 10 ORrules,
out using hard rules, interpretive ABOVE: Deploy
and with an
a facilitator. core rulebook (p. 15), or dive into the Intelligence Matrix
extra standard issue
In doing so, a story is told through the application item.
and (p. 70) and start cooking up some intel about the world.
manipulation of symbols Ƭand Ƭ DOUBLE SIXES: As
archetypes. above,the
Ideally,
and +3and
experience is creative, therapeutic, to fun
yourfor
first roll.
all parties. What’s a good mission to start with?
If you want a straight-up example of what FIST is like, try
If you play video games, it’s like that, but it’s happening THE OUAGADOUGOU JOB (core rulebook, p. 31). If you’re
in your head. If you like TV shows, imagine acting one looking for a real action movie challenge, use ATARAXIA
out as you write it. If you’ve just crawled out of a (the red RATIONS pamphlet). If you’d like to learn to play
cloning tank yesterday and have no prior experiences, through trial and error, hop into HAZARD FUNCTION (the
we recommend setting this document down and looking orange RATIONS pamphlet). Zero time to prep? Open the
for an exit, because you’ve got bigger fish to fry. mission generator (p. 75) and make it up as you go!

REFERENCE KEY ROLES (p. 67)


11. ABANDONED 41. MERCENARY
12. AMNESIAC 42. MUDDLER
STANDARD ISSUE ITEMS EMERGENCY INSERTION 13. AVENGER 43. NIHILIST
14. CHESSMASTER 44. PARTISAN
1. Balaclava (hides identity) If your character dies, create a fresh character 15. CLEANUP 45. PEACEMAKER
16. CRUSADER 46. PUNK
2. Flashlight (can be used as while play continues. When you’re ready to 21. CULTIST 51. PROVIDER
a weapon attachment) deploy, jump into the fray and roll 2D6: 22. DEALMAKER 52. REPENTANT
23. DIPLOMAT 53. REPRESENTATIVE
3. Knife (1D6 DAMAGE) ƬƬ 6 OR LESS: Deployment goes wrong somehow. 24. ENEMY 54. RETURN
4. MRE field rations ƬƬ 7-9: Deploy normally.
25. FIREBRAND 55. RETIRED
26. FLUX 56. ROOKIE
(+1D6 HP, one use) 31. FUGITIVE 61. SCHOLAR
ƬƬ 10 OR ABOVE: Deploy with an
5. Pistol (1D6 DAMAGE) 32. GLADIATOR 62. SKEPTIC
extra standard issue item. 33. HEALER 63. UNKNOWN
6. Riot shield (1 ARMOR, 34. ICON 64. WANDERER
ƬƬ DOUBLE SIXES: As above, and
equip as weapon) 35. MASK 65. WILDCARD
+3 to your first roll. 36. MAVERICK 66. WRETCH

TRAITS (p. 39)


111. ACCOUNTANT 151. CANNIBAL 231. ECHO 311. HARVEST 351. LIMIT 431. OOZE 511. RIVAL 551. SNIPER 631. THRALL
112. ACE 152. CENTIPEDE 232. EMPATHY 312. HATE 352. LINK 432. PAINLESS 512. ROBOT 552. SOAK 632. TRAPS
113. ACHILLES 153. CHAMPION 233. EXPERT 313. HAZARD 353. LISTEN 433. PARKOUR 513. RUNNER 553. SOCIAL 633. TRIPPER
114. AIMBOT 154. CHARM 234. FASHIONABLE 314. HEADSPACE 354. LOVER 434. PATHETIC 514. SAWBONES 554. SPY 634. TRUTH
115. AKIMBO 155. CHEF 235. FATALITY 315. HEAVYWEIGHT 355. LUSH 435. PET 515. SCAVENGER 555. STAND 635. TURNCOAT
116. AMATEUR 156. CHEMIST 236. FATE 316. HENSHIN 356. LYCANTHROPE 436. PHONE 516. SCOUT 556. STATIC 636. TURRET
121. ANALYST 161. CLASSY 241. FIELD 321. HEX 361. MASCOT 441. PIRATE 521. SEAL 561. STATUESQUE 641. UNARMED
122. ANIMUS 162. CLIMBER 242. FIEND 322. HIGHLANDER 362. MECHANIC 442. POCKET 522. SECURITY 562. STICKY 642. UNDEAD
123. AQUATIC 163. COMMANDO 243. FIGHTER 323. HIJACK 363. MEDIC 443. POLYGOT 523. SEDUCE 563. STONER 643. UNFEELING
124. ARMORED 164. CONCEAL 244. FIREFIGHTER 324. HOLY 364. MERCY 444. PRECOGNITION 524. SEER 564. STRETCH 644. VAMPIRE
125. ARTIST 165. CONTORTIONIST 245. FLIGHT 325. HUNTER 365. MIMIC 445. PREPPER 525. SEXY 565. STUBBORN 645. VEHICLE
126. ASSASSINATION 166. CRUEL 246. FLOW 326. HYBRID 366. MINDREADER 446. PROJECTION 526. SHARPSHOOTER 566. SUMMONER 646. VENOMOUS
131. ASTRONAUT 211. CUT 251. FLURRY 331. HYPNOSIS 411. MOBILITY 451. PROSTHETIC 531. SHIELD 611. SUNDER 651. VETERAN
132. ATMOKINESIS 212. CYBORG 252. FOCUS 332. ICEBREAKER 412. MOMENTUM 452. PSYCHOMETRY 532. SHOW 612. SUPPLY 652. VOLATILE
133. AURA 213. DEBATEUR 253. FORAGE 333. ILLUSION 413. MONOLOGUE 453. PUNCTUAL 533. SHRINK 613. SURVEILLANCE 653. WALLBANG
134. BERSERKER 214. DEFUSE 254. FREEZE 334. IMPROVISE 414. MONSTERS 454. PUPPETMASTER 534. SKELETON 614. SYMBIOTE 654. WEAPONMASTER
135. BOMBER 215. DETECTIVE 255. GADGETS 335. INJECTION 415. MORBID 455. PYROMANIAC 535. SLACKER 615. SYNTHETIC 655. WEB
136. BOTTLENECK 216. DETONATOR 256. GANGSTER 336. INSURANCE 416. MURDER 456. QUANTUM 536. SLEEPER 616. TACTICIAN 656. WEIGHTLIFTER
141. BOUNCE 221. DIRECTOR 261. GENIUS 341. INTERROGATION 421. MUTANT 461. QUILLS 541. SLOWMO 621. TEACHER 661. WHISPERER
142. BREAKDOWN 222. DIRTY 262. GOONS 342. JANITOR 422. NEUROMANCER 462. RADIOACTIVE 542. SMASH 622. TECHNIQUE 662. WINNER
143. BUDDY 223. DISGUISE 263. GROUND 343. JINX 423. NINJA 463. RAGE 543. SMITH 623. TELEKINETIC 663. WITCH
144. BUILDER 224. DOORS 264. GROW 344. JOKER 424. NOIR 464. RECRUIT 544. SMOKER 624. TELEPORT 664. WITTY
145. BUM 225. DRUID 265. HACKER 345. KNIGHT 425. NUMBERS 465. RELOAD 545. SNATCHER 625. THEATRICS 665. WIZARD
146. CAMOUFLAGE 226. DUELIST 266. HAPPY 346. LIMBS 426. OBJECTS 466. RETREAT 546. SNEAK 626. THIEF 666. XENO

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