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A member registered Jun 06, 2020 · View creator page →

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I do! It ended up not lasting the whole year, but I have about 10ish more adventures I prototyped. There at least 3 of them I want to polish and make into modules.

As soon as Fusion Factor gets to a place I can leave it for a while, that's my next goal.


I may release them periodically if I need a mental break from working on one game.

If I was stuck on a deserted island with one RPG PDF, I would desperately hope it was this one. 

Sprinting Owl is probably the most prolific game designer I've encountered on Itch since I started following the sphere last year. Every time I look there is a new game with an exciting concepts and thoughtful design. 

This collection is organized by vibe so no matter what you are in the mood for its extremely easy to find something to play everytime you open the book.

If you are looking for something with nearly infinite replayability or want to learn more about what RPGs can be when you venture beyond mainstream tropes, this is a must buy.

Vade Retro smartly boils the exorcism genre down to its fundamentals. The main conflict between exorcist and malevolent force doesn't require any extraneous tools like dice or cards to determine success, simply the wills and words of the players. I feel like this system faithfully recreates the drama and push and pull we expect to see in exorcism media. 


This games short section on religion is also very interesting and I think can be applied to a variety of games that feature religion as a theme.


This game does require a group that trusts each other and values creativity and the greater game above personal victory to really shine. That being said I think most games works better with that expectation. 


If you want to finish October off with a Bang, download Vade Retro.

This is board for people who have tried the game to give feedback or ideas they would like to see implemented. Really excited to hear what you all thought.

Brandoff's is, in my opinion, required reading for anyone interested in playing F.I.S.T. It provides really useful advice on how to properly use the rules or bend them to suit your individual needs.

Degrees of success is a popular mechanism in modern RPG design, but it can be intimidating, even for veterans, to decide on the fly what a mixed success could mean. One the features that will keep me coming back is the partial success table included. If you ever feel stuck just look at the table for a little inspiration and you can keep things running smoothly. 

Three Scenario are also included. They are all thematic and completely ready to plug and play. More importantly is every scenario is written using a different style and format. The differences are great for variety, but also bring inspiration for those who intended to make their own scenarios.

Finally, aesthetically this is really fun. Not only is the document its own character, but it's really cute and menacing in equal measure. F.I.S.T is fun above all, and this zine really honors that

Brandoff's is, in my opinion, required reading for anyone interested in playing F.I.S.T. It provides really useful advice on how to properly use the rules or bend them to suit your individual needs.

Degrees of success is a popular mechanism in modern RPG design, but it can be intimidating, even for veterans, to decide on the fly what a mixed success could mean. One the features that will keep me coming back is the partial success table included. If you ever feel stuck just look at the table for a little inspiration and you can keep things running smoothly. 

Three Scenario are also included. They are all thematic and completely ready to plug and play. More importantly is every scenario is written using a  different style and format. The differences are great for variety, but also bring inspiration for those who intended to make their own scenarios.

Finally, aesthetically this is really fun. Not only is the document its own character, but it's really cute and menacing in equal measure. F.I.S.T is fun above all, and this zine really honors that.

I love this mini game.

 It can't be overstated how much content is in this zine. There is a full mission, equipment, and traits. The main course, of course, is the fishing mini game.

This mini game is not very "mini." The action itself is as simple as rolling 3D6. The depth comes in the form of the choices you make. You can reroll for a better score, but it may come to back to bite you if you summon a fish demon instead, for example. 

There are almost a half dozen varient rules as well, making this mini game easily fit into any mission, in one form or another. 

This has everything game players love. All gamers love points. All gamers love fish. All gamers will love FISHT.

I love this mini game.

 It can't be overstated how much content is in this zine. There is a full mission, equipment, and traits. The main course, of course, is the fishing mini game.

This mini game is not very "mini." The action itself is as simple as rolling 3D6. The depth comes in the form of the choices you make. You can reroll for a better score, but it may come to back to bite you if you summon a fish demon instead, for example. 

There are almost a half dozen varient rules as well, making this mini game easily fit into any mission, in one form or another. 

This has everything game players love. All gamers love points. All gamers love fish. All gamers will love FISHT.

Tired: The Moon landing didn't actually happen

Wired: The Moon landing happened and they actually built an alien prison while they were there.

Moonbase Madness is module that let's you head to the Moon and stop evildoers from freeing a dangerous alien prisoner. This adventure gives the reader a healthy amount of exposition and a great amount of traps, events, and enemies for the referee to play with.

This mission leans in to the specific, which makes it simple to follow and easy to visualize for the players. It's ready for immediate plug and play, which is something I am always looking for in a module. On top of it's ease of play it's also wacky and totally F.I.S.T.

"Moonbase Madness" is a quintessential mission for F.I.S.T and can be enjoyed by any table.

Tired: The Moon landing didn't actually happen

Wired: The Moon landing happened and they actually built an alien prison while they were there.

Moonbase Madness is module that let's you head to the Moon and stop evildoers from freeing a dangerous alien prisoner. This adventure gives the reader a healthy amount of exposition and a great amount of traps, events, and enemies for the referee to play with.

This mission leans in to the specific, which makes it simple to follow and easy to visualize for the players. It's ready for immediate plug and play, which is something I am always looking for in a module. On top of it's ease of play it's also wacky and totally F.I.S.T.

"Moonbase Madness" is a quintessential mission for F.I.S.T and can be enjoyed by any table. 

Morningstar is a beautiful, beautiful module, in both aesthetic and theme.

The writing immediately draws you into Prague and it's clandestine side. Using randomized tables the details of the mission are decided. Is Morningstar a foe or possible ally, and what are they trying to achieve? After that is decided your team can immediately drop into the maps provided and get to doing what agents do.

If you are someone who needs a little more guidance from your modules, you might have to challenge yourself a bit because the mission leaves a bit for you to create on the fly, but the multiple varibles of the mission creates great replayability and I have a feeling that I will want to revisit Prague multiple times.

Morningstar is a beautiful, beautiful module, in both aesthetic and theme.

The writing immediately draws you into Prague and it's clandestine side. Using randomized tables the details of the mission are decided. Is Morningstar a foe or possible ally, and what are they trying to achieve? After that is decided your team can immediately drop into the maps provided and get to doing what agents do.

If you are someone who needs a little more guidance from your modules, you might have to challenge yourself a bit because the mission leaves a bit for you to create on the fly, but the multiple varibles of the mission creates great replayability and I have a feeling that I will want to revisit Prague multiple times.

Sometimes as a referee it's really nice to take some of the load off when it comes to planning storylines and plot points for your campaign. Players will often be happy to help you, but figuring out how to collaborate creatively can be just as difficult and time consuming if you don't have structure. Luckily, there is H.A.N.D.S.

Hands will guide you and your group through creating your own F.I.S.T mythos. Past missions, VIPs, and current threats are all things you take turns creating. The prompts given got me thinking about my game just by reading them aloud, so while the Zine itself is meant to create collaborative content, it could also be inspiring for any referee just looking to write their own stories.

H.A.N.D.S is great for session zero or at any point at all. Have fun creating with it!

Sometimes as a referee it's really nice to take some of the load off when it comes to planning storylines and plot points for your campaign. Players will often be happy to help you, but figuring out how to collaborate creatively can be just as difficult and time consuming if you don't have structure. Luckily, there is H.A.N.D.S.

Hands will guide you and your group through creating your own F.I.S.T mythos. Past missions, VIPs, and current threats are all things you take turns creating. The prompts given got me thinking about my game just by reading them aloud, so while the Zine itself is meant to create collaborative content,  it could also be inspiring for any referee just looking to write their own stories.

H.A.N.D.S is great for session zero or at any point at all. Have fun creating with it!

Ronin adds new options for both players and referees to add an action slant to a game. The new role of Ronin is the thematic anchor of this supplement. 

A ronin is generally less supernatural than a typical PC but just as dangerous. Included are details of the Ronin faction, NPCs a Ronin might encounter and a few new traits that I would describe as pretty powerful.

The 2nd half of this supplement comes in the form of "Downtime" rules which players can use to pursue personal or group goals between missions. These mechanics are mostly fueled by the players giving opportunities to experience plot points and storyline that might not come naturally to a mission. It's a great tool for players that want to add depth and dimension to their personal storytelling

Whether, you want to explore the world of Ronin or are looking to add some of your own story between missions "Ronin" is recommended!

Ronin adds new options for both players and referees to add an action slant to a game. The new role of Ronin is the thematic anchor of this supplement. 

A ronin is generally less supernatural than a typical PC but just as dangerous. Included are details of the Ronin faction, NPCs a Ronin might encounter and a few new traits that I would describe as pretty powerful.

The 2nd half of this supplement comes in the form of "Downtime" rules which players can use to pursue personal or group goals between missions. These mechanics are mostly fueled by the players giving opportunities to experience plot points and storyline that might not come naturally to a mission. It's a great tool for players that want to add depth and dimension to their personal storytelling.

Whether, you want to explore the world of Ronin or are looking to add some of your own story between missions "Ronin" is recommended!

"Squad Traits" is pretty much what you expect. It is a list of traits that affect the players as a whole instead of as individuals. What I was most impressed with was the versatility these traits can bring to the game. 

The author recommends several ways they can be used, including increasing difficulty, unifying characters thematicly, and even as temporary mechanics to go along with a mission's plot.

After reading this I am starting to think of traits in different ways!

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"Squad Traits" is pretty much what you expect. It is a list of traits that affect the players as a whole instead of as individuals. What I was most impressed with was the versatility these traits can bring to the game. 

The author recommends several ways they can be used, including increasing difficulty, unifying characters thematicly, and even as temporary mechanics to go along with a mission's plot.

After reading this I am starting to think of traits in different ways!

To The Slaughter is a great zine with engaging content and a strong point of view. 

An old comrade's farm is the target of corporate espionage threatening his retirement. The players are tasked with shutting down Cyclops and their Industial assets. The campaign included consists of three different facilities featuring various livestock.

The missions include dangerous Cyclops operatives and their minions, but I found that the real standout NPCs were the livestock. They (mostly) don't have stats blocks but the writing makes clear that this story is about them and their life trajectory. 

The content warning is not used frivolously, these are not happy farms. The peek behind the curtain of the realities of industrial animal farming set a dark and grounded tone. There may be cosmic dark forces at play in the F.I.S.T universe but you don't have to look beyond out own creations to find true evil.

Included at the beginning of the Zine is the RNPM, and mishmash of psychological theories tied together to make a system for creating and defining NPCs. The thematic combination of advanced psych and it's visualization creates something that looks aestheticlly occult. It's a very interesting tool to play with and may help refrees provide realistic portrayals of the human condition.

You should read this.

To The Slaughter is a great zine with engaging content and a strong point of view. 

An old comrade's farm is the target of corporate espionage threatening his retirement. The players are tasked with shutting down Cyclops and their Industial assets. The campaign included consists of three different facilities featuring various livestock.

The missions include dangerous Cyclops operatives and their minions, but I found that the real standout NPCs were the livestock. They (mostly) don't have stats blocks but the writing makes clear that this story is about them and their life trajectory. 

The content warning is not used frivolously, these are not happy farms. The peek behind the curtain of the realities of industrial animal farming set a dark and grounded tone. There may be cosmic dark forces at play in the F.I.S.T universe but you don't have to look beyond out own creations to find true evil.

Included at the beginning of the Zine is the RNPM, and mishmash of psychological theories tied together to make a system for creating and defining NPCs. The thematic combination of advanced psych and it's visualization creates something that looks aestheticlly occult. It's a very interesting tool to play with and may help refrees provide realistic portrayals of the human condition.

You should read this.

That's a great clarification. The idea of a team full of villains with very different ethics is really fun. 

"Yeah I've killed tons of people, but she is the one who records it all for her sick research."

Great role playing inspirations in this one.

In "Mistaken" playing a Cyclops agent is a little bit like playing FIST on hard-core mode. PCs are a little darker and grittier and they have a lot more to balance than just saving the day without dying.

There are mechanical additions that you could compare with "sanity" from the Call of Chuthlu rpgs. Players can only commit so many war crimes before they either become NPCs or take their own life in despair. 

This zine is full of prose that really gets you in the mind of an Cyclops agent which is fun to read. If you want to add some survival elements or alternate role play tools to FIST you should check this out.

In "Mistaken" playing a Cyclops agent is a little bit like playing FIST on hard-core mode. PCs are a little darker and grittier and they have a lot more to balance than just saving the day without dying.

There are mechanical additions that you could compare with "sanity" from the Call of Chuthlu rpgs. Players can only commit so many war crimes before they either become NPCs or take their own life in despair. 

This zine is full of prose that really gets you in the mind of an Cyclops agent which is fun to read. If you want to add some survival elements or alternate role play tools to FIST you should check this out.

Operation Ghost Moon really feels like it is an in-world document for the agent which makes it feel like a fun prop to have handy at your table. The space race theme is a very on theme aesthetic for FIST in general and helps people get into the mid century mindset. It's a great scenario for creating theme appropriate inspiration.

Operation Ghost Moon really feels like it is an in-world document for the agent which makes it feel like a fun prop to have handy at your table. The space race theme is a very on theme aesthetic for FIST in general and helps people get into the mid century mindset. It's a great scenario for creating theme appropriate inspiration.

As far as the content itself I had a hard time understanding how to run the the game even after reading it multiple times. The enemies for example have attack ranges measured in spaces. It isn't made clear up until that point that this module uses grid based combat and after reading everything I'm still not sure how I am supposed to use the map. If you are going to change the standards of play of a system in a module I think you have to make that very clear and take time to explain the mechanical changes clearly.

Also, as said before if the reader doesn't have knowledge of A Space Odyssey, this scenario offers more questions than answers. I think it would be beneficial to be more specific and less referential to make the scenario require less homework.

"Old Dogs" gives groups fun thematic options of dealing with agents that might have gotten too powerful to go on missions with their former peers. 

The supplement gives you examples of how to determine when a character might be considered an "old dog" and even more options of what to do with them once they are. The options include a career change to a instructor of the next generation of agents or maybe sending the veterans into outerspace to fight to the death against aliens. 

It offers a few mechanical tools in the form of high level enemies and a couple of different options to alter advancement methods, but the core of this zine is creative thinking. This zine jumpstarts the conversation about high level play and brings a lot of fun options to tables dealing with it for the first time. Definitely recommend reading.

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"Old Dogs" gives groups fun thematic options for dealing with agents that might have gotten too powerful to go on missions with their former peers. 

The supplement gives you examples of how to determine when a character might be considered an "old dog" and even more options of what to do with them once they are. The options include a career change to a instructor of the next generation of agents or maybe sending the veterans into outerspace to fight to the death against aliens. 

It offers a few mechanical tools in the form of high level enemies and a couple of different options to alter advancement methods, but the core of this zine is creative thinking. This zine jumpstarts the conversation about high level play and brings a lot of fun options to tables dealing with it for the first time. Definitely recommend reading.

I'm thinking smoking might be cool again.

Red Mirror invokes the trope of "Evil Twin" and challenges players to kill their own before they can kill you. 

Creating enemies from this pamphlet is quick, easy and fun. If your players have made their characters you are already 75% done. The only task left to do is to invert your players decisions and roll on a couple of tables. 

The "Nemesis" rules will challenge most players and they may be difficult to overcome. Luckily the reward for besting your double is worth it in the form of unique traits. 

This enemy generator can be used in almost any setting at almost any time making it extremely flexible and useful. Plus on a psychological level your players will love that the challenge is essentially all about themselves.

 If you need a mind bending plot twist or just something to keep your mercenaries on their toes, Red Mirror won't disappoint.

Red Mirror invokes the trope of "Evil Twin" and challenges players to kill their own before they can kill you. 

Creating enemies from this pamphlet is quick, easy and fun. If your players have made their characters you are already 75% done. The only task left to do is to invert your players decisions and roll on a couple of tables. 

The "Nemesis" rules will challenge most players and they may be difficult to overcome. Luckily the reward for besting your double is worth it in the form of unique traits. 

This enemy generator can be used in almost any setting at almost any time making it extremely flexible and useful. Plus on a psychological level your players will love that the challenge is essentially all about themselves.

 If you need a mind bending plot twist or just something to keep your mercenaries on their toes, Red Mirror won't disappoint.

If you want cowboys instead of mercenaries when investigating the paranormal, ACES is a great place to look. It adds in a good amount of thematic traits for the setting and adds some crunch to ranged combat with reloading mechanics. Perfect for gamers who want a bit of mid combat drama. 

The included adventure shows some creative ways to combine the western genre with the more nebulous "paranormal." 

If you want to explore different genre combinations with FIST, you should see what ACES can do for your table.

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If you want cowboys instead of mercenaries when investigating the paranormal, ACES is a great place to look. It adds in a good amount of thematic traits for the setting and adds some crunch to ranged combat with reloading mechanics. Perfect for gamers who want a bit of mid combat drama. 

The included adventure shows some creative ways to combine the western genre with the more nebulous "paranormal." 

If you want to explore different genre combinations with FIST, you should see what ACES can do for your table.

Metafluid Fallout packs a lot of adventure into just 16 pages. Washington DC has "Gone Wrong" and your FIST team must escape from a dangerous clash of timelines before they are lost forever. 

This journey across timelines takes the form of a hexcrawl. Players roll dice to determine what the next hex or "timeline" may contain. These encounter range from the time of dinosaurs, modern US history, and even strange far off futures. The excitement of not knowing what's coming and the thrill of risking just one more encounter before safety make the main appeals of this mission.

The map is obscured from the players meaning they don't know how far they are from their goal or even what direction they want to go. This rule has one exception in the form of the "Stabilty Detector." This device acts as both a compass and a divination tool. The detector points you in the direction of "Stable Hexes"; points in the journey to rest and regroup. It also gives players a hint of what the shortest path towards the "Stable Hex" may contain.

The "Stabilty Detector" is an ingenious way of making the players decisions in the hexcrawl feel intentional and layered. Maybe the stable hex is north of here and the direct path is described as "cruel and dangerous." The player may choose to go around the long way and risk the danger of extra encounters to avoid the obvious danger. This tiny bit if agency allows players to make meaningful choices instead of advancing blindly without thought.

The author writes the encounters in specifics instead of generalities. This allows the referee to lean on the module more reliably without having to the fill in too many blanks themselves, which is always an option. This fact makes the game friendly to players and referees of all experience levels.

Overall, this mission will give most players a deep and smooth experience.

Metafluid Fallout packs a lot of adventure into just 16 pages. Washington DC has "Gone Wrong" and your FIST team must escape from a dangerous clash of timelines before they are lost forever. 

This journey across timelines takes the form of a hexcrawl. Players roll dice to determine what the next hex or "timeline" may contain. These encounter range from the time of dinosaurs, modern US history, and even strange far off futures. The excitement of not knowing what's coming and the thrill of risking just one more encounter before safety make the main appeals of this mission.

The map is obscured from the players meaning they don't know how far they are from their goal or even what direction they want to go. This rule has one exception in the form of the "Stabilty Detector." This device acts as both a compass and a divination tool. The detector points you in the direction of "Stable Hexes"; points in the journey to rest and regroup. It also gives players a hint of what the shortest path towards the "Stable Hex" may contain.

The "Stabilty Detector" is an ingenious way of making the players decisions in the hexcrawl feel intentional and layered. Maybe the stable hex is north of here and the direct path is described as "cruel and dangerous." The player may choose to go around the long way and risk the danger of extra encounters to avoid the obvious danger. This tiny bit if agency allows players to make meaningful choices instead of advancing blindly without thought.

The author writes the encounters in specifics instead of generalities. This allows the referee to lean on the module more reliably without having to the fill in too many blanks themselves, which is always an option. This fact makes the game friendly to players and referees of all experience levels.

Overall, this mission will give most players a deep and smooth experience.

I would like to see more encounters written, only because the hexmap is so long. It seems guaranteed you will have repeats of encounters, possibly multiple times.

Swan Point sets the scene of a small town turned big problem. Swan Point has changed and so has everything and everyone in it. FIST is sent in to investigate and perhaps solve an issue or two if they are lucky. 

Mechanically this document consists of a nice collection of enemies, new traits, and a few exciting plot hooks for the setting of Swan Point. The narrative presentation of this information gives referees plenty inspiration to bring their players into the world and expand it with their own influence.

Thanks to it's strong identity and open ended format, I could see lots of tables spending multiple sessions in Swan Point making it a great supplement for those looking to dig deep into a central plot.

Swan Point sets the scene of a small town turned big problem. Swan Point has changed and so has everything and everyone in it. FIST is sent in to investigate and perhaps solve an issue or two if they are lucky. 

Mechanically this document consists of a nice collection of enemies, new traits, and a few exciting plot hooks for the setting of Swan Point. The narrative presentation of this information gives referees plenty inspiration to bring their players into the world and expand it with their own influence.

Thanks to it's strong identity and open ended format, I could see lots of tables spending multiple sessions in Swan Point making it a great supplement for those looking to dig deep into a central plot.

AKVALAB takes FIST into the ocean with new traits and equipment tailor made for sub-aquatic missions. Along with that supplemental material that can easily used in any game, AKVALAB also includes a mission so you can test out your gills and spearguns right away.

The mission is moody and offers tons of opportunities for players to take control of the narrative and make it their own. I can see the mission playing out very differently every time, which is always fun.

If you want to add an interesting biome or just want to change the vibe for a mission or two I recommend AKVALAB.

AKVALAB takes FIST into the ocean with new traits and equipment tailor made for sub-aquatic missions. Along with that supplemental material that can easily used in any game, AKVALAB also includes a mission so you can test out your gills and spearguns right away.

The mission is moody and offers tons of opportunities for players to take control of the narrative and make it their own. I can see the mission playing out very differently every time, which is always fun.

If you want to add an interesting biome or just want to change the vibe for a mission or two I recommend AKVALAB. 

This bestiary is presented with a lot of character. The slideshow framing is a very fun idea and fits well within FIST aesthetics. The creatures within have some nice descriptions along with the stats, which can help inspire refrees to build their adventures around these beast and baddies. 

A nice resource for those who like to have some challenges readily available or want some creatures to build missions around.

This bestiary is presented with a lot of character. The slideshow framing is a very fun idea and fits well within FIST aesthetics. The creatures within have some nice descriptions along with the stats, which can help inspire refrees to build their adventures around these beast and baddies. 

A nice resource for those who like to have some challenges readily available or want some creatures to build missions around.