Egads! If that information is missing it can only be the work of the Page XX Syndicate! Fortunately a heroic team of our top agents has recovered the missing material. We have updated Warning Order #1 with the missing items along with some tweaks to improve readability. Feel free to download the latest version.
irregular-wisdom
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High praise indeed from THE Fancy Unicorn!
The NPC table appearance and demeanor tables are on the short side because they were a last-second addition. Glad to know there is a desire to see those fleshed out to a full d66.
I'm looking forward to the next Warning Order as well, but that will probably be focused on a different genre. Because wherever GMs are in need of a quick NPC background or just want to idly roll dice until a plot stirs their creativity? I'll be there.
A simple but thorough framework for psychic powers that can ride on top of the FIST system, or any other for that matter with some minor tweaks. Setting the cool down period to a game session instead of hours or days should prevent PCs from gaming the system too much. The list of powers covers the usual favorites along with some traits to give access to them, though Universe Hopping may not be a popular one with most GMs.
It also comes, at no extra cost, with cards describing not just the powers, but various weapons and weapon attachments to let the players customize their loadout.
A solid piece of work and easily adaptable to other rules-light games. If I had one suggestion, it would be to expand what the various consequences mean and how they can be used to torment PCs who dig too greedily and too deep into their arcane abilities.
The Bureau for Normalization is a supplement for the tabletop role-playing game FIST. The supplement takes the form of a PDF file consisting of twenty (20) A5-sized pages. The author adopts a satirical tone by copying the verbose, overly descriptive style of bureaucratic organizations. These organizations, which perform vital tasks ranging from the internationalization of ball-bearing standards to defending this miserable planet from the Outer Gods, might not appreciate this mockery. If they had an official position, which they do not.
That being said, the joke does go on a bit, even though I will never get tired of ball-point pen diagrams in the margins. The Bureau for Normalization has easter eggs for the video game Control, but in addition to the inspirations listed in the supplement you can also get ideas from Men in Black, Delta Green, Stross's Laundry series and the Technocracy from Mage:The Ascension.
The text is mostly atmospheric but there are a few missions and some nice custom traits. BFN talents can include clever fixers, remorseless killing machines and a nice twist on "I roll to disbelieve"
Right now it's a great faction for a patron, foe or mysterious third party, but I'd love to see the author expand on this with more gameable content.
PUNCH needs a different backronym, maybe Plausibly Unrelated Network of Combat Heroics? What it really stands for is new FIST traits including the long-awaited Mage, Pacifist, and Guy Who Looks Just Like Peter Lorre. OK, maybe not that last one, but it's a fun collection of traits that is definitely worth a look.
If anyone is looking for a follow-up project? A concordance of all the new traits from this jam and where they can be found sounds nifty to me, you can even code them by theme and genre… hmm.
A rather hilarious adventure that shouldn’t work but somehow does. Elite, super-powered commandos must somehow masquerade as 1980s children in order to win over the affection of a lovable outsider who is actually a trojan horse filled with ravenous aliens. Even for FIST it's oddball, but the opportunity for players to chew the scenery, subvert movie tropes and end it all with a deadly serious battle to save the world, or at least their local shopping mall, makes it a winner.
A good old fashioned bestiary, mixing together Greek myth, Soviet secret weapons and decades of UFO and creepypasta lore to come up with an assortment of challenges for your FIST team. Like a box of chocolates they are best enjoyed one at a time instead of all at once, but there’s enough in here to provide plenty of inspiration and challenges.
ENIGMA is an effort to merge FIST with GUMSHOE for more mystery focused games. It seemed a bit unwieldy as I see them as very different systems, but your mileage may vary.
There are still plenty of ideas worth considering even if you don’t use the investigative specialties. The “Insufficiently Trained” section has ways of delivering clues to your agents and that’s where things get gonzo. Sassy robot partners, demonic familiars and psychic powers are just some of the ideas that would fit in with any mission or team.
This collection of "Unsecured Dangerous Objects" can serve as excellent mission objectives. Sending the PCs off to secure, contain and protect dangerous MacGuffins is something FIST excels at. The real fun begins when they get these UDO's in their hands. Each one offers incredible power, but comes with a terrible price, like other teams coming for your new sweet gear.
They also come with a free frogurt! (Simpsons reference. Anyone?)
One note? The descriptions and illustrations are often on different pages. The author may want to reformat the PDF so that they are together.
A grab bag of new traits, missions, factions, systems and… ah who are we kidding? It's all about the guns and gadgets!
FINGER offers guns and gear, but all of the above as well. If you are looking for an all you can eat buffet, it's more like a carefully arranged plate of sushi. But one from that quiet sushi place on the outskirts of town. You don't know what's in every roll but some of it is going to be delicious.
Or maybe it's more like a box of chocolates? Either way there's a lot of ideas packed in here and some of them are bound to suit your tastes. Me? I'm going to put a haunted Russian sniper rifle into my next campaign.
A VERY well written adventure. Don't let the synopsis fool you, this scenario is more than you might imagine.
For starters, it's well executed. It starts out with a well organized investigative scenario which anticipates the many ways players can go, and doesn't railroad them. It's possible for the PCs to wrap things up quickly, efficiently and completely ignorant of the true horror that's ongoing.
And it is absolutely a horror scenario. Children have been abducted from their homes, never to be seen again. The secret notes describing how things were set in motion are chilling in their cruelty, and should the players actually find out what happened to the missing children? That's a whole deranged playground filled with terrifying encounters.
But, it's also an adventure, and that means the PCs have a chance to triumph. Not just to beat the bad guy or live to fight another day, but get the serious, big damn hero ending with a happily ever after for dozens of tortured souls.
Probably not, but the pathway is there and I admire the author for giving us that light despite all the darkness in this scenario. Also any GM who can't have a blast with Mrs. Hearting just isn't trying.
One quibble. I wasn't clear on how the so-called zombies wound up in their present state. Perhaps I missed it, but while I could fill in the gaps I wasn't sure how they wound up where they were or what caused their condition. Otherwise a fantastic adventure. I'd also advise including the red herring in the briefing documents, just to watch the players faces when they realize what story they are really in.
A colorful villain with a nice backstory you can drop into any mission, with the added benefit of CYCLOPS to complicate things. Will the enemy of an enemy prove to be a friend?
The included swarm rules provide a way of modeling zombie hordes or any other group as a single creature for the GM to keep track of. And it is rounded out by some scenario hooks for your friendly, local FIST team to bite on. More than enough for a few sessions of fun.
One note, the details on Gyges psychic attack are a bit unclear. It reads like any roll of 2-6 is no damage while 7-12 is inflicted normally, but it could also be that only rolls of 6 are counted for damage purposes. Some clarification might be needed.
Short but sweet. BOO offers a lot in a small package. Leaning hard into monsters and magic it offers an alternative framework for FIST games plus plenty of options worth adopting. After all, how can you have a bionic secret-agent without a sasquatch to fight?
The idea of budget cuts as a persistent problem during mission generation is one every GM should consider, especially if their PCs have botched their last few missions. My PDF also had a blank page nine that should be trimmed, but that's a minor blight on this small but brilliant gem.
A faction with an interesting theme and a nice contribution to FIST’s antagonists. You can use this group as a possible client, enemy or meddling third-party in any mission.
I might drop the telekinetic mercs. Messing with senses and the mind is this group’s raison d'être and if they were exclusive on those techniques it would be more thematic. (I assume the Oasis agents are masters of motivational speaking.)
By the way, how would one pronounce Sombroek?
Lots of ideas here and a lot of potential. The animal rules make perfect sense for the high-octane, low-sense world of FIST and I could totally see using those. After all the decades that inspired FIST did have Max, The Bionic Dog.
I think the rest have potential. Planning The Op warms my heart because of all the games of Shadowrun where planning the operation is half the fun. As presented, it's a dice roll, some bonus points and the chance of a problem, but you are definitely onto something. I also like the idea of complications as they remind me of FATE's aspects and points.
I probably wouldn't use this expansion as is, but I definitely want to pull it apart for all the ideas that would come spilling out. Well done.
Nifty idea and setting. Drug-fueled paranormal spy-fi has potential and your setting puts a fascinating lens on the Swinging Sixties. I also like the way you pared down the list of FIST traits to better fit the genre.
There were a few issues you might want to tweak. The dosage die on page 6 rules need some cleanup. It looks like there is some missing text and even without it I'm not sure how it works. When does burnout happen? Also it's not clear if a drug is physically taken to activate a weird trait or if it is a mental switch. Mechanically there is no difference, but it would affect player actions. Can they go weird if tied up?
On page 9, there's a spelling error, "The bowls of PBS itself" should be bowels. Also I'm not sure if the use of PBS, which is also the name of the Public Broadcasting System, is intentional. If not you may want to change it to "the Project" as it is jarring.
I like the Clutch trait, especially as it encourages the donning of sunglasses ala CSI:Miami. I might also put the OTS sections closer together for easier reading, but otherwise a great entry.
Interesting idea. The mission prompts were fantastic and the different versions of immortality are very gameable. The mechanics need some tweaking though. The team trait doesn't feel necessary; it's a free ability that could invalidate some PC concepts.
The shared costs also felt unbalanced with the consequences unclear. Is it three deaths per squad or per character, and why are some options game-ending? Good ideas but it might benefit from play testing. Bonus points for presentation and the extra trait options.
Congratulations everyone on a bunch of fantastic entries. Some of them have already blown me away and I'm looking forward to gushing over them. However I'm a bit new to itch.io and am wondering what the etiquette is for rating an entry via stars? Are we going by Amazon rules where anything less than five-stars is considered a dislike? What does a three or four represent to the community?
Thanks for your patience and thanks for this jam which has been a lot of fun.