FIST Ultra Edition (Pre-Alpha)

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Now: the second half of the twentieth century.

The powers that be


are locked in a tense nuclear standoff, and the fate of the world hangs
in the balance. Away from the watchful eye of national intelligence, a
cadre of exceptional misfits is assembled. These soldiers of fortune
are uniquely equipped for covert and unusual operations.

In these uncertain times, the line between science and superstition


has been broken, and the new arms race is only beginning. You, or your
associates, may be faced with weapons, tactics, and actors unlike any
you have ever seen. For a price, those exceptional misfits can help.

When you’re all out of options, it’s time to call...


Credits Foreword
Written by: B. Everett Dutton and Ripley Caldwell
Illustration and layout: B. Everett Dutton
Typefaces used: Microgramma, Space Grotesk

Inspirations
Metal Gear Solid, Kojima Productions
The A-Team, Stephen J. Cannell and Frank Lupo
Doom Patrol, Grant Morrison and Richard Case
World of Dungeons, John Harper
Offworlders, Chris P. Wolf and Olivia Gulin
Maze Rats, Benjamin Milton
Star Wars: The Roleplaying Game, West End Games

FIST: ULTRA EDITION


PLAYERS Getting started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 1
Necessary items for play and play as a conversation
Making mercs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 2
An explanation of traits and creating a character
Example characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 3
Four premade FIST operatives for inspiration or deployment
Rolling the dice. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 5
Risky actions and rules of engagement
Squad tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 6
Emergency insertion, rendezvous signals, tactical infinity, and jargon
Playing dirty. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 7
Notes on lying, cheating, and stealing
Ongoing games. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 8
Necessary items for play and play as a conversation
Example of play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 9
A segement of an active FIST mission, transcribed

REFEREE Getting started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 1


Necessary items for play and notes on referee operations
Playing fair. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 1
Notes on trust, chance, and rules
Quality fiction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 1
Notes on the theater of the mind
Using agency. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 1
Agency as the catalyst for immersion
Referee FAQ. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 1
Nuts and bolts for edge cases and uncharted playspace
Mission making. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 1
Guide to planning and executing tactical espionage operations
Example mission. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 1
A premade mission for inspiration or deployment
Building worlds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 1
N
Example campaign. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 1
A timeline of events from a long-running game of FIST
Modding FIST. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 1
Quick reference guide for ludomechanical engineering

SUPPLIES Traits index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 1


List of currently known traits for FIST operatives
Roles index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 1
List of currently known motives for FIST operatives
Intelligence matrix. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 1
Collection of random tables, optional rules, and premade content
Character sheet. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 1
Reusable information form for FIST operatives

TABLE OF CONTENTS
PLAYERS
GETTING Necessary items for play
To play FIST, you’ll need:
STARTED ƬƬ This rulebook
ƬƬ Two to six other people you know, like, and trust
ƬƬ Some six-sided dice (also called “D6”)
ƬƬ Communal copies of the traits and roles indexes, p. xx-xx
ƬƬ Copies of the character sheet for each player, p. xx
ƬƬ Paper and pencils

Play as a conversation
FIST functions like a conversation between the players and the referee.
The referee narrates the environment, characters, and story the players
are interacting with. The players respond by asking the referee for
details, talking to characters they encounter, and narrating their own
actions in the fictional world. When the outcome of those actions is
uncertain, the players roll the dice to find out what happens next.

FIST is light on bookkeeping and number-crunching, and doesn’t have


formal turns split up into a certain amount of actions. Players will take
turns talking amongst each other and to the referee, but mostly in the
same way they would in a natural conversation. Sometimes, you’ll be in
the spotlight describing something cool, complex, or confusing. Other
times, you’ll step out of the spotlight to let other players do the same.

1 FIST: ULTRA EDITION


MAKING Creating a character
You belong to a legendary rogue mercenary unit called FIST. You are a
MERCS soldier of fortune who doesn’t fit into modern society. You are one of
the little guys, caught up in the death and destruction of pointless proxy
wars and oppressive establishments. You may also be someone who
can turn into a ghost or control bees with your mind. The paranormal
secrets of the Cold War are your bread and butter, and you fight for
your life to make ends meet alongside others like you.

An explanation of traits
Traits are the building blocks of FIST characters. Each trait grants you
three things: a special skill or benefit, an item for your inventory (like a
weapon or tool), and a modification to your stats (like your attributes or
HP). Picking a handful of traits generates a complete character. When
a character advances, they may choose to take another trait—it’s like
adding another block which makes them more complex or powerful.

1. Procure a character sheet (p. xx).


Found on the character sheet are your character’s attributes: FORCEFUL,
TACTICAL, CREATIVE, and REFLEXIVE. An attribute represents a character’s
skill level when approaching a related challenge. A higher number means
a higher chance of success when using that attribute.

2. Choose two traits from the traits index, or roll 2D666 (p. xx-xx).
Record your chosen traits on your character sheet. Keep the traits
index on hand for reference.
STANDARD ISSUE ITEMS
Roll 1D6 or choose: 3. Fill out your ATTRIBUTES, INVENTORY, ARMOR, HP, and WAR DICE.
1. Balaclava (hides identity)
ƬƬ All of your attributes start at 0. Calculate what they are after picking
2. Flashlight (can be used
as a weapon attachment) two traits, and write them all down.
3. Knife (1D6 DAMAGE) ƬƬ Fill your inventory with any items your traits gave you. You can
4. MRE field rations always carry as many items as you want, but you can only equip one
(+1D6 HP, one use) weapon at a time. Unarmed attacks deal worst-of-2D6 DAMAGE.
5. Pistol (1D6 DAMAGE) ƬƬ All characters start with 0 ARMOR. You can only wear one body-sized
6. Riot shield (1 ARMOR, piece of armor at a time, but there’s no limit on accessories (p. xx).
equip as weapon) ƬƬ All characters start with 6 MAX HP. HP stands for “hit points”, and
represents how much damage you can take.
EMERGENCY INSERTION
ƬƬ All characters start with 0 WAR DICE. WAR DICE represent grit, spirit,
If your character dies, create
and luck. You can spend a WAR DIE to add +1D6 whenever anyone
a fresh character while play
continues. When you’re ready rolls the dice (including damage rolls, referee rolls, encounters, etc.).
to deploy, jump into the fray WAR DICE are consumable—when you use a WAR DIE, it’s gone.
and roll 2D6: ƬƬ Take 1.) a standard issue item, 2.) +1D6 MAX HP, or 3.) +1D6 WAR DICE.
ƬƬ 6 OR LESS: Deployment
goes wrong somehow. 4. Choose a role from the roles index, or roll D66 (p. xx).
ƬƬ 7-9: Deploy normally. Your role is something your character always wants to do, and doing it
ƬƬ 10 OR ABOVE: Deploy lets them advance. You can’t choose a role someone else already has.
with an extra standard
issue item.
5. Choose a codename.
ƬƬ DOUBLE SIXES: As above,
Pick a codename for yourself that fits who you are and what you do.
and +3 to your first roll.
Also, pick a real name, but don’t tell it to anyone—not even the referee—
until the perfect dramatic opportunity occurs.

PLAYERS 2
ZERO

SMOKER
VETERAN

INTERVIEW TRANSCRIPT
[ZIPPO FLICKING OPEN, LONG INHALE] There is no place for men like
us in the world. We are soldiers, killers, instruments of war. When the
killing was over, they didn't want me anymore—but killing is all I know.
[CONTEMPLATIVE PAUSE] I refuse to be the pawn of a nation-state—
what a sick joke. Good men don't follow orders. They use their heads.
[AUDIO ENDS]

SONG
Creedence Clearwater Revival — Fortunate Son

SPLICE

DUELIST
MUTANT

SONG
The Kinks — Paranoia

3 FIST: ULTRA EDITION


GATE

WHIPLASH

ACE
MERCY

INTERVIEW TRANSCRIPT
[CHAIR LEGS CREAKING] I told 'em I was the second coming, they said—
they said, "No, you're homeless and crazy." I told 'em, well, you sound just
like Pontius did. They didn't like that, tried to put me in an institution.
So, I'm done with preaching: I race cars now. [CLEARS THROAT] You got
any water? [GLASS CLINKING, SMACKING LIPS, HISSING THROUGH TEETH]
Damn, a little too dry. I must be off my game today. [AUDIO ENDS]

SONG
The Bar-Kays — Holy Ghost

PLAYERS 4
ROLLING Rolling the dice
When you do something risky—that is, any action where the outcome is
THE DICE uncertain—you roll the dice to find out what happens. You don’t need to
roll the dice when it’s something the character could easily accomplish,
and you shouldn’t roll the dice when it’s something completely impossible.
When you take risks, try to be prepared for the consequences.

1. Choose an attribute.
The referee will ask you which of your attributes you’re using, or they
might decide for you if the answer is unclear. Before you roll, you can
ask the referee for some possible outcomes of your action to get an
idea of what you’re up against.
ƬƬ Roll +FORCEFUL for displays of strength, like kicking in doors, using
clunky, powerful weapons, or intimidating others.
ƬƬ Roll +TACTICAL for applications of logic, like maintaining a disguise,
hacking into a database, or operating machinery.
ƬƬ Roll +CREATIVE for expressions of will, like persuasive speeches, off-
the-cuff bluffing, or psychic manipulation.
ƬƬ Roll +REFLEXIVE for feats of agility, like dodging bullets, using light,
precise weapons, or parrying enemy attacks.

2. Roll the dice.


Roll 2D6, add them together, and add the attribute you’re using. You can
also add a WAR DIE to any roll to change the result. The total determines
your degree of success. No matter what happens, the referee always
narrates how fictional situation changes. It never stays the same, even
when things are going smoothly.
ƬƬ 6 OR BELOW: Your roll is a failure. You don’t do what you wanted to
do, and things go wrong somehow.
ƬƬ 7 TO 9: Your roll is a partial success. You do what you wanted to, but
with a cost, compromise, or complication.
ƬƬ 10 OR ABOVE: Your roll is a success. You do exactly what you wanted
to do, without any additional headaches.
ƬƬ DOUBLE SIXES: Your roll is an ultra success! You do exactly what you
wanted to do, with some spectacular added bonus.

Referee-controlled characters don’t have to roll the dice to do something


risky. The referee simply narrates things that are about to happen, and
the players roll the dice to react to them.

Rules of engagement
ACTIVE COMBAT Combat works the same as doing anything else risky. Roll the dice to
FIST defines “active combat” attack, and deal the damage listed for your weapon if you succeed. If
as any situation where two or you’re being attacked, roll the dice to avoid, counter, etc. Rolling a failure
more parties are aware of each in active combat always incurs damage. If you take damage, subtract
other and actively attempting it from your HP. If you take damage while wearing armor, subtract the
to harm each other. Failing in ARMOR bonus from the damage dealt. HP is precious, so stealth, guerilla
dangerous situations which warfare, and creative thinking are necessary for survival. If your HP drops
are not active combat doesn’t to 0, you’re dead—there are no saving throws in war, my friend. Log your
necessarily incur damage. death somehwere the whole table can see (a “character graveyard”),
then make a new merc and prepare for emergency insertion.

5 FIST: ULTRA EDITION


SQUAD Emergency insertion
Dying in the middle of a mission doesn’t mean you have to sit back
TACTICS and watch everyone else play. While the mission continues, you can
create a new operative and describe how they’ll be inserted into the
mission—perhaps as a plant, through a helicopter airdrop, or by using
an experimental teleporter. Wait for the referee to clear you for entry,
then roll on the emergency insertion table (p. xx) to jump in. Be aware
that you may face complications while attempting to join your team.

Rendezvous signal
Once per mission, the team can agree to send out a rendezvous
signal. Upon the signal’s activation, the referee will describe a nearby
rendezvous point (such as a janitor closet or abandoned building)
and the obstacles to reaching it. As long as the players remain at the
rendezvous point (which is typically out-of-the-way, easily defensible,
and stocked with common supplies), they are safe. Each player at the
point may choose one of the following bonuses:
ƬƬ REST: Recover 1D6 HP.
ƬƬ RESTOCK: Refill one limited-use item.
ƬƬ INTEL: Receive one useful fact about the mission from the referee.

Tactical infinity
For any reason, at any time, you can try any tactic to solve any problem.
The ideas and mechanics which comprise this game are there to provide
support and context for what tactics you consider (and which ones will
work), but you are not limited by them—this is the beauty of tabletop
RPGs, their infinite possibility space. For this reason, much of FIST is
written with the assumption that the rules are incomplete; they cannot
realistically cover every fictional situation which could occur in the world
your table creates. Remember: you can always think outside the box!

Technical jargon
Finally, here are some terms and abbreviations which are likely to come
up during play.
ƬƬ Attributes are sometimes abbreviated like so: FRC for FORCEFUL, TAC
for TACTICAL, CRE for CREATIVE, and RFX for REFLEXIVE.
ƬƬ Rolling D66 (instead of 2D6) or D666 (instead of 3D6) means rolling
multiple six-sided dice in a specific order and using the numbers
shown as the digits in your result. For instance, a D66 roll of 2 and 4
would be 24, not 6. A D66 roll of 5, 2, and 1 would be 521. There are 36
possible results for a D66 roll, and 216 possible results for a D666 roll.
ƬƬ Sometimes the likelihood of an event is expressed as X-in-1D6. This
means you should roll 1D6 and treat the associated information as
true if the result is less than or equal to X, and false if it's above X.
ƬƬ Some items list a number of uses (also called limited-use items), and
others are marked as consumable. Items which list a number of uses
are unavailable when their uses have been exhausted, but always
remain in your inventory. Consumable items can only be used once,
after which they are gone forever (or until you find more).
ƬƬ Best-of-XD6 and worst-of-XD6 are used as shorthand for rolling XD6
and dropping the lowest die (best-of), or the highest die (worst-of).

PLAYERS 6
PLAYING A note on high lethality
War is hell, and death is cheap in FIST. While your characters may have
DIRTY ultrahuman skills, abilities, and experience, they are not immune to
the business end of a rifle. FIST operatives are typically outnumbered,
outgunned, and underfunded, lacking the resources and support of a
state agency or private military contractor. You will not be able to win
every fight, and active combat is never your only option.

The mercenary mindset


As a player, you are encouraged to lie, cheat, and steal as necessary
to ensure the success of your mission. This doesn’t mean you should
antagonize the referee or the other players, but it does mean that the
game is unfair, and completing your objectives will require shifting the
advantage from the enemy to yourself. Lying, cheating, and stealing are
not game mechanics per se, but should be your foremost tools when
death is breathing down your neck.
ƬƬ Lying could mean assuming a false identity to bypass a guard post
when your HP is low. It could mean tossing a rock against a nearby
oil drum to misdirect a robotic search dog, or bluffing to a vampire
that you have a vial of holy water up your sleeve. Letting yourself be
taken in by a UFO cult under false pretenses so you can study their
alien connections from within is a lie. Stealth itself is a lie—for your
own gain, you convince the enemy that you “don’t exist”.
ƬƬ Cheating could mean sabotaging a vehicle at rest because you know
you won’t be able to outrun it later, or waltzing through a group
of would-be assassins because you can freeze time at will. It could
mean asking every other player to spend a WAR DIE on your attack,
boosting the damage you just dealt into the stratosphere. More
often than not, you are beneath the world’s boot, but you can always
think outside the box and try to game the system.
ƬƬ Stealing can also be euphemized as “on-site procurement”. You are
not limited to standard issue and trait items. If a worker has a tool, a
guard has a key, or a soldier has a gun, it can become yours with a
little creative thinking. If you carry an item to the end of a mission, it
persists into the next. Rend the dust-caked thermal goggles from an
undead Navy SEAL and keep them for yourself. Pilfer an experimental
Soviet microwave gun and make it your signature weapon. Grab some
rags and vodka from a haunted liqour store today—you might find
yourself beating back mutant kudzu vines tomorrow.

Strength in numbers
Subterfuge aside, your greatest hope lies in other people. Some referee-
controlled characters may offer insider information in exchange for
protection, others may join you in battle as powerful allies. Even if a
character has nothing to offer you, FIST is a conversation game, and
talking is always a free action. Feel free to stop a fight and challenge
your enemy’s ideology, or take a breather to map out an infiltration
strategy with your fellow players. Coordinating with your teammates
can give you a tactical edge—more people can cover more bases at
once. There’s also no rule against making brand new FIST operatives
perfectly suited for the challenge at hand. The world is your oyster.

7 FIST: ULTRA EDITION


ONGOING Mission structure
FIST campaigns are framed as a series of missions which usually last a
GAMES single play session. Sometimes, the missions fall into an overarching plot
or grand conspiracy. Other times, they’re just one-off jobs. Periodically,
the mission might be unpaid and done for personal reasons, like squaring
off with an old nemesis, tracking down a useful asset for a future goal,
or making amends for past mistakes.

Player characters start each mission at full HP with all limited-use items
refilled, and any lost trait-granted or standard-issue items replaced or
returned. Any other items carry over between missions, but are lost if
left behind. WAR DICE are single-use and don’t refill. Paid jobs are just
a framing device in FIST, so don’t worry too much about supply costs.

Character advancement
Characters advance when they act according to their role. For instance,
a CRUSADER advances if they behaved ethically during the course of
a mission. If you feel you’ve reached natural closure for your role, you
can choose a new one between missions. If a player advances, they can
choose to gain 1.) a new trait, 2.) +1D6 MAX HP, or 3.) +1D6 WAR DICE.

Players who choose new traits are encouraged to narrate how they
got them, in order to add some personal flavor. For instance, a player
who chose the ILLUSION trait could explain that they used a sensory
deprivation tank to activate latent psychic abilities, or that they
constructed a swarm of holographic projection drones. Feel free to
reskin traits, too—maybe your BARD is actually a warrior-poet, or your
PARKOUR gives you a golf club.

Global politics
In FIST, it is the referee’s job to maintain a fictional world that responds
to your actions. For this reason, it is important to consider your team’s
place in this world as they move from mission to mission. If civilians
witness you assassinating a British politician now, you are likely to be
harassed by MI6 in the future (even if you explain that she was a body-
snatcher, and that it was an MI6 contact who hired you to whack her in
the first place). FIST is not well-liked by the global intelligence community
and military-industrial complex, and they are certainly not needed—you
are unlikely to be hired directly by a government or large corporation
unless they have some ulterior motive or have exhausted their in-house
paranormal research and defense options. Rogue ultrahuman actors are
an intolerable risk to the status quo, and the system is not your friend.

Anti-canon
There is no one, correct FIST game world, and if there was, it certainly
wouldn’t be locked up in the back room at CLAYMORE. Many sections in
this book state or imply certain things about the setting, but these are
provided as tools and seasonings for your game, not hard truths. The
world you create at your table through roleplay when you say, “This is
worse than the Budapest job,” or “You know, I helped JFK slay a vampire,”
or “My character is from Mars,” is more real than anything in this book.

PLAYERS 8
9 FIST: ULTRA EDITION
PLAYERS 10
REFEREE
GETTING Necessary items for play
To be the referee in FIST, you’ll need:
STARTED ƬƬ This rulebook, in particular the intelligence matrix, p. xx
ƬƬ Two to six other people you know, like, and trust
ƬƬ Some six-sided dice (also called “D6”)
ƬƬ Pencils and a notebook, or an electronic note-taking device

Notes on referee operations


Instead of playing as a mercenary, the referee plays as the game world
itself. If you’re planning to be the referee for your FIST game, you should
familiarize yourself with the player section (p. xx) before reading on. If
you’re a player, you might like to read this section before going on a
mission to better understand how FIST works under the hood. Nothing
in this section is a secret from the players, and vice versa—the players
and the referee are the custodians of two reactive compounds which
only tell a whole story when combined and allowed to brew.

As the referee, your job is something like that of a showrunner. Everyone


at the table will be doing some acting, writing, and directing, but you
make sure that the universe stays consistent, the pacing stays brisk,
and that all the right pieces are in place for the show to begin. You’re
also like the code of a computer game: it’s your job to generate content,
distribute rewards, enforce rules, and provide a responsive world.

13 FIST: ULTRA EDITION


PLAYING A theory of roleplaying games
What is a roleplaying game? We’re not sure, but while our top scientists
FAIR are putting their heads together to find an answer, we’ll share some of
the design philosophy that went into making this game. How does a
roleplaying game differ from make-believe? Because FIST is a mercenary
roleplaying game, we’ll open with another example of imaginary warfare—a
pretend playground gunfight—and lay out three pillars of thought for
the referee: trust, chance, and rules.

ƬƬ Trust is typically expected and assumed in a pretend playground


gunfight. All parties involved implicity trust each other to constrain
their imaginative play along commonly understood boundaries: guns
go “bang” when fired, people cannot be shot through solid objects,
people die when shot, etc. Players who undermine these rules (“My
magic armor can deflect bullets”) are removing the structure which
turns freeform play into a sensory- and decision-based game—you
run from “bang”s you hear, you duck behind solid objects you see,
you lie down when dead so others are not confused, you die loudly
and wildly to help suspend collective disbelief. In a roleplaying game
context, this implict trust still exists: the referee trusts the players
to approach the imagined world boldly, cleverly, and in good faith,
and the players trust the ref in turn to be fair, knowledgeable, clear,
and consistent. At a table, fiction takes the place of sensory input;
all decisions are now made in an imaginary context narrated largely
by the referee. This places an incredible burden on the referee to be
as impartial and knowledgeable about simulated minutiae as possible
(and tends toward predictability), so we incorporate chance.

ƬƬ Chance can be used to abstract all kinds of mental heavy lifting


for the table. Complex matters like combat, injury, body language,
piloting, etc. would be a chore to resolve entirely through agreed-
upon, common-sense descriptions, so we roll dice to find out what
happens—whatever the specifics of dogfighting are, the dice will tell
us if you crash the fighter jet, you don’t, or something in between.
Chance further suspends disbelief and increases fairness—things
don’t always play out according to our agreed-upon, common-sense
expectations. Chance can also be used in place of referee prep; the
intelligence matrix (p. xx) is provided partially for this purpose.

ƬƬ Rules are the final pillar. Trust and chance are the proteins of roleplaying
and make for a fun, if vague and strenuous, game. Rules are the
seasoning. They can handle further heavy lifting, hand-waving complex
questions for the sake of pacing and everybody’s time. When should
we invoke chance? How do we abstract some people having better
odds than others, given the same preparation? When can I summon
my magic armor that deflects bullets? The implicit rules (advice,
setting information, etc.) are just as important as the explicit ones.
For instance, FIST itself is an action-science-fantasy-horror pastiche
so that genre conventions can replace mental heavy lifting—maybe
we don’t know which common industrial chemicals are flammable,
but we do know that red barrels always explode.

REFEREE 14
QUALITY Notes on the theater of the mind
Our pillars support a theater of the mind. What makes for good theater?
FICTION 1. Run the show.
ƬƬ Always keep things moving. Pacing is key to running the show. When
a player rolls a failure, it doesn’t just mean they mess up—it’s the
referee’s opportunity to inflict some negative consequence that still
changes the situation, letting the players “fail forward”. When a player
rolls a success, a new challenge should appear that follows logically
from how their actions changed the situation. Most of the time, the
players will roll partial successes, so you should always be thinking of
difficult compromises, holes in good plans, and bittersweet victories.

ƬƬ Maintain the suspension of disbelief. The fictional world must behave


how the players expect it to. Don’t pull things out of nowhere, and
try not to change how the setting works after it’s been established
(unless you have a good explanation). Do ensure that all the little
things that “sell” a game world occur: NPCs should appear to have
inner lives, small fires should propagate, and buildings should be
destructible, given the right explosives.

ƬƬ Be a fan of the characters. Excite them with grand conspiracies and


strange phenomena beyond the fringes of scientific thought. Let
their clever solutions work as long as they are within the realm of
possibility; consider having them roll the dice before you say “no”.
Generally speaking, give them space to be legendary mercenaries.

2. Respect the audience.


ƬƬ Don’t hide important information. This is a game of communication
and decisions, and the players can’t make good decisions if you
don’t communicate. Tell players information that their characters
could reasonably know. Try to present actionable challenges and
opportunities, not arbitrary mechanisms of punishment and reward.
Roll your dice out in the open so the players can see your results, and
require the same from them. When you make rulings, be consistent
and clear, and let the players know beforehand.

ƬƬ Make rulings that make sense. As the referee, you have the power to
reinterpret the rules as you see fit in service of fun. Let your players
use the tools at their disposal to do cool things (even if they’re a
stretch, like dual-wielding rocket launchers) but keep things fair for
the other players, too. If the function or scope of a trait is unclear,
you have the final say, but never be afraid to open a dialogue at the
table. There is no downside to a fun “what-if” conversation.

ƬƬ Don’t pull punches. Sometimes, a player might do something that


completely screws them over, or even compromises the mission
in pursuit of their own goals. Other times, forces outside of the
protagonists’ control (from massive conspiracies to pure dumb luck)
will ruin even the best-laid plans. Allow conflict and failure to freely
occur, just as they do in real life.

15 FIST: ULTRA EDITION


3. Play to find out what happens.
ƬƬ Respond to the dice. Randomness can bring an energy and mystery
to the game which is hard to improvise—don’t throw this away by
fudging rolls or guiding the game strictly toward a pre-planned ending.

ƬƬ Look at all of your ideas through crosshairs. Be ready to improvise


based on how the players and dice steer the story. You might find
that you’ve imagined a ton of exciting moments that cannot come
to fruition once the players choose to follow a different path. This
is normal. The referee, much like a secret agent handler, can only
provide key information and speculate about what may happen
before the mission begins. Once the trigger is pulled, uncontrolled
variables are the name of the game.

ƬƬ Above all else, follow the rule of fun over the rules as written. FIST
is designed to have flexible gameplay, and this flexibility depends
entirely on its core design principle: people are smarter and more fun
than a book. Of course, you bought, found, or stole this book and are
expecting it to give you the tools to play a game, so we’ve included
as much of that as possible (our favorite rulings, our best practices,
our sources of inspiration), but when it comes down to it, your table
knows what they find fun better than we do. If something in this
book doesn’t work for you, toss it out and make something new.

REFEREE 16
REFEREE Frequently asked questions
Our pillars support a theater of the mind. What makes for good theater?
FAQ 1. “How do I move the spotlight between the players fairly?"

2. “On a success, a character does what they wanted to do. On a failure,


they don’t, and something happens which moves the story forward.
What should I rule for a partial success?”

3. “When should enemies deal damage, and how should I handle partial
successes during combat?”

4. “How do I determine when a mission is complete?”

5. “How do I determine if someone has fulfilled their role?”

6. “When should I allow players to bend the rules, or make new rulings
myself? How do I make rulings?”

7. “What kind of dynamic should the referee have with the players?”

8. “What is the tone of FIST?”

17 FIST: ULTRA EDITION


REFEREE 18
MISSION
MAKING

19 FIST: ULTRA EDITION


REFEREE 20
21 FIST: ULTRA EDITION
REFEREE 22
BUILDING
WORLDS

23 FIST: ULTRA EDITION


REFEREE 24
MODDING
FIST

25 FIST: ULTRA EDITION


REFEREE 26
SUPPLIES
TRAITS 001. ACE: You can do tricky vehicular maneuvers, like drifting or doing a
barrel roll, without rolling the dice. If it’s something really difficult, like
INDEX flying sideways through a small opening or riding a motorcycle across
a tightrope, you can do it, but a key component of your vehicle will be
destroyed—the referee will tell you what. When you have downtime to
repair it, you can use it again.
� Fuzzy dice (gives any vehicle +2 MAX HP), +1 REFLEXIVE

002. ACHILLES: In exchange for great power, you have a terrible weakness
to a common substance, such as salt, iron, or silver. It could also be
something considered uncommon (like a specific mineral from space),
but the referee will make sure it appears often enough to be a problem. If
this substance physically touches you, you are completely incapacitated
until you have downtime to receive medical care.
� Substance detector (pings on proximity), +6 MAX HP

003. AIMBOT: You can only attack one target at a time. You are unable to
engage another until your target has either left your line of sight or
died. While attacking your target, partial successes become full ones.
� Hand cannon (1D6+1 DAMAGE), -1 TACTICAL

004. AKIMBO: You can wield any two weapons at once, but your accuracy is
decreased: when an attack lands, roll DAMAGE for both weapons, then
drop one die from the total.
� Two SMGs (1D6 DAMAGE each), +1 CREATIVE

005. AMATEUR: You have no formalized military training. Civilians always listen
to you and tend to to trust you, but you can never pass as a soldier.
� Civilian outfit (0 ARMOR, blend into crowds), -1 FORCEFUL

006. ANALYST: You are trained in the art of war, and your judgment in the
field of combat analysis is impeccable. When a fight breaks out, you
may always ask the referee what tactics your enemies plan on using
(e.g. flanking, a bum rush, or picking off the weak), and receive an
honest answer.
ƬƬ Bolt-action rifle (1D6+1 DAMAGE), +1 TACTICAL

007. ANIMUS: Your touch grants sapience. Once per mission, you may touch
an object or animal to give it human intelligence, movement and speech.
Those you “awaken” in this way are under no obligation to take it well.
ƬƬ Lighter (your longtime companion), +1 CREATIVE

008. AQUATIC: You’re a water-breather—perhaps due to spliced-on fish genes


or cybernetic gills—and you may stay submerged indefinitely with no ill
effects. When you roll the dice to do something risky underwater, roll
3D6 and take the best two. On land, roll 3D6 and take the worst two.
ƬƬ Heavy harpoon launcher (1D6+2 DAMAGE), +1 FORCEFUL

009. ARMORED: You are fused with a cumbersome suit of power armor that
you cannot remove. Once per mission, you can completely ignore any
amount of DAMAGE dealt to you.

29 FIST: ULTRA EDITION


TRAITS � Power armor (2 ARMOR, cannot be unequipped), -2 REFLEXIVE

INDEX 010. ARTIST: If you have a reasonable amount of time and complete safety,
you can create something with your art supplies and it will become real
until the end of the mission.
� Art supplies (one use), +2 CREATIVE

011. ASSASSINATION: Once per mission, you may instantly kill up to three weak
enemies (3 HP or less) who are completely unaware of your presence,
without rolling the dice. If you do not have a way of measuring an
enemy’s HP, you may have to gauge their condition based upon referee
description.
ƬƬ Wrist blade (3 DAMAGE, does not count as equipped), +1 TACTICAL

012. ASTRONAUT: You have been to (or are from) outer space. When you
would roll the dice to do someting risky which involves aliens, spaceships,
airless enviornments, or irregular gravity, roll 3D6 and take the best two.
ƬƬ Space suit (1 ARMOR, constant oxygen supply), -1 REFLEXIVE

013. ATMOKINESIS: You can always change the weather within a mile of
you. Once per mission, you can make it something particularly severe/
dangerous (tornadoes, extreme heat, freezing blizzards, etc.) Once
changed, it’s difficult to undo.
� Lightning grenade (1D6 DAMAGE, one use), -1 TACTICAL

014. AURA: You can see the auras of yourself and others; their colors are up
to your interpretation. You may also regulate your aura and conduct
it between bodies—while doing so, NPCs who are touching you won’t
CHOKE, and anyone who remains in constant physical contact with you
for about ten minutes regains 1D6 HP.
ƬƬ Psionic grenade (scrambles emotions, one use), +1 CREATIVE

015. BERSERKER: If you rush into combat with no precaution or pre-planning,


your first attack will deal double DAMAGE.
� Minigun (1D6+2 damage), -2 TACTICAL

016. BOMBER: If you have a reasonable amount of prep time, you can use your
bomb kit and attempt to destroy any structure by rolling +TACTICAL.
ƬƬ Bomb kit (one use), +1 TACTICAL

017. BOTTLENECK: If you put yourself between something you are defending
and a large amount of enemies, you deal +1 DAMAGE per 5 enemies
attempting to harm you for as long as you hold your position.
ƬƬ Bronze shortsword (1D6+1 DAMAGE), -1 TACTICAL

018. BOUNCE: When you deal damage to an enemy in melee combat, they
are tossed 1D6 × 10 feet. Any amount of damage you deal is enough
to knock an enemy through a wall (though this deals no additional
DAMAGE).
ƬƬ Kinetic gauntlet (1D6 DAMAGE), +1 FORCEFUL

SUPPLIES 30
TRAITS 019. BREAKDOWN: Your mind is paranormally sensitive to the cacophony of
the outside world (or perhaps is a cacophonous world in and of itself).
INDEX When you take this trait, randomly roll a CHOKE score for your character
(D666, pg. xx)—and roll against it when appropriate, as the ref would
with an NPC. Always be honest about when your character would
CHOKE. If you CHOKE, you must either drop everything you're doing to
perform the listed action, or immediately create a psionic shockwave
from your skull, ten feet in diameter with the concussive force of a
frag grenade. This shockwave deals 1D6+2 DAMAGE to everyone caught
inside (including yourself).
ƬƬ Needle gun (1D6+1 DAMAGE), -1 TACTICAL

020. BUILDER: Given enough time, the right materials, and relative safety, you
can build any common structure (guaranteed to be sound, sturdy, and
reliable) without rolling the dice. Special structures and rush jobs will
have complications—the referee will tell you what.
ƬƬ Tool belt (produce any hardware store tool, one use), -1 CREATIVE

021. CANNIBAL: Your power grows when you feast upon human flesh (or
metal, or ectoplasm, or something else, if you're not made of human
flesh yourself). When you have free time and complete safety, you may
dine upon any corpse and gain 1D6 HP. When you imply to someone that
you're going to eat them, roll 1D6—if the result is less than or equal to
the amount of people you've eaten during this mission, they lose their
nerve and capitulate or flee (referee's choice).
ƬƬ Chainsaw (1D6+1 DAMAGE), +1 CREATIVE

022. CENTIPEDE: You have a wormlike parasite living inside you. You may roll
+FORCEFUL to bite someone. On a success, the parasite travels through
your mouth and latches on, controlling their body. The parasite may
then travel through the secondary body, and so on, creating a “chain”
of bodies. For each body you add to the chain, gain their HP and any
special abilities they have, but take a cumulative -1 penalty to REFLEXIVE.
You may release a body from the end of the chain at any time; they
quickly regain control.
ƬƬ Muzzle (contains the centipede, accessory), +1 FORCEFUL

023. CHAMPION: You live for the thrill of battle. When you are the only player
to survive a fight, immediately gain 2D6 MAX HP and fully heal.
ƬƬ Spear (1D6+1 DAMAGE), +1 FORCEFUL

024. CHARM: You can always manipulate people into doing what you want
without rolling the dice, but you will have to make a significant sacrifice
or maintain a difficult lie—the referee will tell you how.
ƬƬ Combat tuxedo (1 ARMOR), +1 CREATIVE

025. CHEF: You can cook a good meal in almost any situation without rolling
the dice. When you need to cook an exquisite meal, roll +CREATIVE and
choose one of the following effects on a partial success, or two on a
full success: grants +1 to any attribute for one roll, heals 1D6+CRE HP,
pacifies and nourishes those who eat it.

31 FIST: ULTRA EDITION


TRAITS ƬƬ Meat cleaver (1D6 DAMAGE), +1 WAR DIE per mission

INDEX 026. CHEMIST: If you have a reasonable amount of prep time and complete
safety, you can set up your portable lab and synthesize any common
chemical, such as isopropyl alcohol, lighter fluid, or chloroform.
Synthesizing esoteric or experimental compounds will require special
supplies—the referee will tell you what.
ƬƬ Portable lab (three uses), +1 TACTICAL

027. CLASSY: You are well-versed in the aesthetics, logistics, and mores
of high society. Your name always ends up on VIP lists, and wealthy
socialites tend to share gossip with you freely. Lower-class people will
never trust you, and you struggle to hide the psychic stench of money
which sticks to your clothes.
ƬƬ Diamond jewelry (quietly bribe someone, one use), +1 CREATIVE

028. CLIMBER: You can climb surfaces with hand- and footholds without
rolling the dice, and stick to smooth surfaces by rolling +REFLEXIVE. If
you do so during a dangerous situation, you must roll +REFLEXIVE again
to unstick yourself without falling or getting hurt.
ƬƬ Grapple gun (50 feet of cable), +1 REFLEXIVE

029. COMMANDO: You deal +1 DAMAGE during a solo fight with any extremely
large opponent, but take a -2 DAMAGE penalty when someone is fighting
alongside you.
ƬƬ Rocket launcher (1D6+2 damage), +1 FORCEFUL

030. CONCEAL: You can always take weapons and contraband through pat-
downs, checkpoints, and metal detectors without rolling the dice. Once
per mission, if you have no weapon equipped and no weapons in your
inventory, you may reveal a random weapon (roll D66 on the weapons
table, p. xx) and say that you had it hidden away the whole time.
ƬƬ Leather trenchcoat (1 ARMOR), +1 TACTICAL

031. CONTORTIONIST: You can always fit through small openings and perform
feats of flexibility without having to roll the dice. If you contort yourself
in a particularly difficult way, you've pulled something—decrease your
REFLEXIVE attribute by 2 until the end of the mission.
ƬƬ Skin-tight suit (1 ARMOR), +1 REFLEXIVE

032. CUT: You can easily cut any mundane object (such as a tree, a dumpster,
or an oil tanker) into several pieces given enough time. You may also
instantly cut something perfectly in half, as long as you identify its
unique fracture point by rolling 1D6 and correctly predicting the result.
You may also roll DAMAGE for your currently equipped weapon (as
long as it's a cutting weapon) against anyone who damages you—on a
mismatch, you deal no DAMAGE, but on a tie, your opponent is revealed
to have been cut in half.
ƬƬ Katana (1D6+1 DAMAGE), +1 REFLEXIVE

033. CRUEL: Merely shooting, burning, or stabbing someone is never enough

SUPPLIES 32
TRAITS for you—without fail, you always double down and twist the knife. While
dealing DAMAGE, you may reroll any dice which show up as 1.
INDEX ƬƬ Micro-blade stiletto (1D6+RFX DAMAGE), +1 DAMAGE vs. fleeing targets

034. CYBORG: You have augmented superhuman agility. You can reroll one
damage die—dealing or receiving—once per fight.
ƬƬ Exoskeleton (1 ARMOR), +1 REFLEXIVE

035. DEBATEUR: If you change an NPC’s mind or convincingly win an argument


against them, you may immediately deal 6 DAMAGE to them (ignoring
armor) in a psychic attack.
ƬƬ Debate notes (use to cite inarguable statistics, one use), +1 TACTICAL

036. DEFUSE: When you would attempt to defuse a bomb or bomb-like


device, you may open it up to reveal a mess of wires. Ask the referee to
roll 1D6 and choose an amount of wire colors equal to the number rolled
(the ref should choose from the following list: red, orange, yellow, green,
blue, purple). The referee should secretly decide which wire, when cut,
defuses the bomb, assuming that all others will detonate it. You may
also roll 1D6 to receive a list of that many wire colors which are unsafe
to cut. If you roll equal to or over the amount of wire colors, it’s too
complicated, and you’ll have to make a choice based on your gut alone.
ƬƬ Wire cutters (3 DAMAGE), +1 TACTICAL

037. DETECTIVE: At the beginning of each mission, the referee will privately
tell you a secret, such as the identity of a killer or the truth behind a
conspiracy. Every time you do something which produces conclusive,
show-stopping evidence towards revealing the secret, gain a WAR DIE.
ƬƬ Notepad (provides details about someone, three uses), +1 TACTICAL

038. DETONATOR: You can explode, once. Doing so kills you, messily, destroys
nearby structures, and deals 2D6 DAMAGE to everyone around you.
ƬƬ Bomb suit (2 ARMOR), +1 FORCEFUL

039. DIRECTOR: Once per mission, you may yell (or say quietly if yelling would
disturb) “CUT”. The camera pulls back, revealing a set, and you may give
direction to the other characters and NPCs as if they were actors in a
movie. When you’d like to play again, say “ACTION” and start again from
the beginning of the scene or fight (essentially rewinding time, allowing
characters to make different decisions and rolls).
ƬƬ Stupid hat, +1 CREATIVE

040. DIRTY: You fight using underhanded and dishonorable methods. When
you trick-attack an enemy, roll twice for DAMAGE and take the higher
result. You also gain +1 when rolling the dice to attack victims of your
pocket sand.
ƬƬ Pocket sand (one use), +1 FORCEFUL

041. DISGUISE: You can disguise yourself as anyone as long as you have a
reasonable amount of prep time; however, your cover will be blown if
you either speak, move quickly, or get hurt—the referee will tell you

33 FIST: ULTRA EDITION


TRAITS which.
ƬƬ Bulletproof vest (1 ARMOR), +1 TACTICAL
INDEX 042. DOORS: When you enter through a door, you may emerge through any
other door you have seen. You have a method for pushing through
locked/barricaded doors (like lockpicks, bombs, or a heavy boot) that
works every time, but always has an inconvenient downside—the
referee will tell you what.
ƬƬ Keyring (3 DAMAGE), +1 FORCEFUL

043. DRUID: You are a perceptive lorekeeper who uses your surroundings
for divination. When you enter a new area, you may ask the referee
one question about the topography or ecosystem’s relevance to the
mission, and receive an honest answer.
ƬƬ Medicinal herb (cures an ailment, one use), +1 TACTICAL

044. DUELIST: You deal +1 DAMAGE during a fair fight with a single opponent.
You deal another +1 DAMAGE if you attempt to intimidate, taunt, or
seduce that opponent.
ƬƬ Laser katana (1D6+2 damage), +1 DAMAGE with melee weapons

045. ECHO: You can create 1D6 shadow-clones of yourself at will. Doing so
stretches you thin, and costs you HP equal to the number of clones
summoned. The clones appear incorporeal but physically exist and are
able to damage targets, manipulate objects, use tools, and so on. Each
clone has MAX HP equal to your MAX HP minus the number of clones,
does not think or feel, and behaves roughly as you behave.
ƬƬ Quantum duplicator (copies any object, one use), +2 MAX HP

046. EMPATHY: You can sense how anyone is feeling without having to roll.
Whenever you do something risky to prevent needless pain and death,
roll 3D6 and take the best two. Any time you do something violent or
harmful, roll 3D6 and take the worst two.
ƬƬ Invisibility cloak (room for two people), -1 FORCEFUL

047. EXPERT: Your encyclopedic knowledge of a scientific discipline exceeds


professional and borders on obsessive. When you take this trait, choose
an “-ology”, such as sociology, entomology, or cryptozoology. When you
roll the dice to do something risky related to your field of expertise, roll
3D6 and take the best two.
ƬƬ Textbook (answer any field-related question, one use), -1 CREATIVE

048. FASHIONABLE: You may combine multiple pieces of body-sized armor


and wear them all at once to gain their cumulative ARMOR score, if you
can convincingly explain how they work together as a cohesive outfit.
ƬƬ Leather jacket (1 ARMOR), -2 REFLEXIVE

049. FATALITY: Once per mission, you may describe the creative and brutal
finishing move you perform on an enemy with less than 3 HP (if you do
not have a way of measuring an enemy’s HP, you may have to gauge
their condition based upon referee description). Once you’ve performed

SUPPLIES 34
TRAITS your finisher, the enemy is permanently killed and cannot be revived by
any means.
INDEX ƬƬ Kunai chain (1D6 DAMAGE), -1 TACTICAL

050. FATE: You are able to manipulate the threads of chance, perhaps through
careful study of reality’s emergent properties or by some connection
to the divine. When you would roll a WAR DIE, roll two instead and use
either one as your result. If you roll doubles, use both.
ƬƬ Loaded dice (difficult to detect), -2 TACTICAL

051. FIELD: Once per mission, you may project a bubble of solid psionic force
ten feet in diameter which is centered on you and provides anyone
inside 3 ARMOR against outside attacks. If you roll the dice +CREATIVE,
you may attempt to fashion the field into a different shape. Failing this
roll or getting hurt while projecting the field immediately dissipates it.
ƬƬ Paint gun (clearly marks a surface or area), -2 FORCEFUL

052. FIEND: You utilize amphetamines to enhance your focus. When you
have a second free, you can pop some pills and take +2 to your next
TACTICAL roll.
ƬƬ Pill bottle (one use), +1 WAR DIE per mission

053. FIGHTER: Your study of hand-to-hand, the basis of all combat, has
made your body itself into a lethal weapon. You may choose to deal 1D6
DAMAGE when attacking with no weapon equipped. Once per mission,
you may launch a special, unarmed super attack which deals 1D6+1
DAMAGE and knocks most living things unconscious. When you do,
state the name of your super attack.
ƬƬ Flashy outfit (1 ARMOR), +1 FORCEFUL

054. FLIGHT: You have the ability to fly, perhaps using wings, a jetpack, or
telekinetic levitation. If you take damage while in the air, you must
roll +REFLEXIVE to avoid plummeting to the ground or colliding into
something nearby.
ƬƬ AR goggles (let you see enemies’ HP), +1 TACTICAL

055. FLOW: You live in the moment and can be like water, moving with the
currents of reality. Each time you roll a failure, put a small plus sign
somewhere on your character sheet—you can have up to three. When
you do something risky, you can spend your plus signs and add that
much to your roll.
ƬƬ Staff (1D6 DAMAGE, 3-in-1D6 chance to knockout), -2 TACTICAL

056. FLURRY: Once per mission, you may enter a “flurry state” during combat.
In your flurry state, you may choose to instantly roll DAMAGE against
anyone who hurts you; doing so ends the state. When you leave your
flurry state, take 1D6 DAMAGE from overexertion.
ƬƬ Energy drink (+1D6 HP, one use), +3 REFLEXIVE

057. FOCUS: When you have a moment of utter tranquility to rest and digest
the day’s events (such as a quiet drink at an empty bar or a gorgeous

35 FIST: ULTRA EDITION


TRAITS view from the top of a mountain), gain a WAR DIE. You lose this WAR DIE
if you fail to use it before the mission ends.
INDEX ƬƬ Stress ball (squeeze for +1 to any WAR DIE roll), -1 CREATIVE

058. FORAGE: When you have some prep time, you can ask the referee about
the local flora and fauna. If you present a convincing reason why one of
these things could work for the ailment you’re trying to treat, you may
heal yourself or someone else for 1D6 HP.
ƬƬ Machete (1D6 damage), +1 TACTICAL

059. FREEZE: Once per mission, you may freeze time for ten minutes and move
around freely. You may not harm or otherwise alter any living things (as
this would cause a superposition-collapse cascade), but you can do
anything else that fits in the span of an hour, such as constructing
a barricade, moving to a different location, or taking a short rest. To
outside observers, you will look like a blur, and your actions will appear
to have happened almost instantly. Your stasis grenade creates a zone
of frozen time ten feet in diameter which stops anything that enters it.
ƬƬ Stasis grenade (ten minute duration, one use), -1 TACTICAL

060. GANGSTER: You are part of an organized crime group such as a mafia
syndicate, a yakuza clan, a cartel, or a triad. The referee will always
tell you where to find illegal items. You can intimidate enemies without
rolling, but civilians will always mistrust you.
ƬƬ Silencer (attach to any gun), +1 FORCEFUL

061. GENIUS: You’re really smart. You have to make sure everyone else knows
it. Whenever you correct someone, especially on something pedantic
(and you’re actually right), heal 1 HP.
ƬƬ Glasses (you can’t see without them), +1 TACTICAL

062. GOONS: You begin each mission accompanied by 1D6 disposable goons.
Each goon comes with 3 MAX HP and all standard issue items. You
can roll +TACTICAL to command your goons. They tend to misinterpret
commands, shoot themselves in the foot (figuratively or literally), and
often make bizarre non-sequitir decisions under pressure.
ƬƬ Walkie-talkie (summons goons to your position), +1 TACTICAL

063. GROW: You may double your size at will, as long as your spatial manipulator
belt is intact. Each time you do, increase your MAX HP by 1D6 (and gain
that much HP), increase your FORCEFUL score by 1, and decrease your
REFLEXIVE score by 1. While enlarged, you may also add your current HP
to any unarmed or melee DAMAGE you deal.
ƬƬ Spatial manipulator belt (accessory), -2 MAX HP

064. HACKER: If you have a reasonable amount of prep time and direct access,
you can attempt to gain control of any computer or electronic machine
by rolling the dice +TACTICAL. If you do not have direct access, you can
attempt to hack in from a safe place using your briefcase computer.
ƬƬ Briefcase computer (remotely access electronics), +1 TACTICAL

SUPPLIES 36
TRAITS 065. HAPPY: You don’t let anything get you down. You have +1 on all rolls
to make a person or situation happier (but not necessarily better). If
INDEX you ask the referee “What does this character enjoy?”, they will always
answer truthfully.
ƬƬ Bundle of lollipops (heal 1 HP, three uses), -1 FORCEFUL

066. HARVEST: When you would deal a killing blow with a melee weapon, you
may roll 1D6 to attempt to harvest an internal organ before death—on
a 5 or 6, consume it and heal for 2D6 HP. On a 4 or below, your killing
blow doesn’t land.
ƬƬ Machine pistol (1D6 damage), +1 REFLEXIVE

067. HAZARD: You are unusually hardy when faced with toxins and pathogens.
Once per mission, you can expose yourself to a hazardous substance
and suffer no ill effects. If you choose to anyway, the referee will tell
you something useful about the substance’s effects, nature, or origin.
ƬƬ Gas mask (ignore breathing-based damage), +1 FORCEFUL

068. HEAVYWEIGHT: You can tear through most inanimate obstacles with
ease. If it’s something really tough, like solid concrete or metal, it will be
more difficult and complicated—the referee will explain how.
ƬƬ Shotgun (1D6+1 damage), +1 FORCEFUL

069. HENSHIN: Using your device, you can take on another form. This alternate
form has one additional trait and 1D6 HP (reroll each time). If you reach
0 HP while transformed, you’re knocked out for a few minutes, revert to
normal, and can’t transform again until the next mission.
ƬƬ Mystery device (wearable), -1 to ARMOR in normal form

070. HEX: You can place any being under a hex, depriving them of good luck.
For as long as you hold someone in your web of tainted fate, something
of your choice always goes wrong—guns always jam, vehicles always
fail to start, etc. Until you break the hex, it applies to you as well.
ƬƬ Ritual dagger (1D6 DAMAGE, double vs. divine beings), +1 CREATIVE

071. HIGHLANDER: When you kill someone important, you may gain a trait,
but not the associated stat bonus or item, based on any special abilities
they may have. The referee decides who is important.
ƬƬ Ancient longsword (1D6+1 damage), +1 FORCEFUL

072. HIJACK: You can take control of any occupied vehicle and toss aside its
operator without rolling the dice, as long as the operator is exposed. For
closed and/or armored vehicles, the process of hijacking will be more
diffuclt and complicated—the referee will tell you how.
ƬƬ Hotwiring kit (hotwire any inert vehicle, one use), +1 TACTICAL

073. HOLY: You may be a god, an angel, a pious believer, or a power-drunk


zealot—whatever your relationship is to the divine, choose a conceptual
domain to which you belong (such as balance, love, or war). Once
per mission, you may trace a holy circle upon the ground (ten feet
in diameter), over which all things antithetical to your domain cannot

37 FIST: ULTRA EDITION


TRAITS cross. The referee has the final say on which things are truly antithetical,
unless you spend one WAR DIE to preach over them.
INDEX ƬƬ Bow of solid light (1D6+CRE DAMAGE), +1 DAMAGE vs. antithetical

074. HUNTER: You can track anything that leaves a trail, as though the ability
were instinctual. When you find it, you can roll +TACTICAL to observe it
without detection.
ƬƬ Compound bow (1D6 damage, silent), +1 TACTICAL

075. HYBRID: You are genetically spliced with an animal of your choice. You
gain +1 to an attribute that you and the referee agree makes sense for
your animal (+1 FORCEFUL for a shark, +1 REFLEXIVE for a hummingbird,
etc.), and animals of the same type will always be friendly towards you
and anyone you’re with; however, all armor is 1 point less effective due
to its incorrect fit.
ƬƬ Animal feed (+1D6 HP, one use), +1 to chosen attribute

076. HYPNOSIS: You are locked in a permanent state of self-hypnosis which


maximizes your efficiency but suppresses your sense of self. Any time
you roll the dice to do something risky, you can reroll one die, as long as
the number it shows is odd. You cannot speak or use facial expressions.
ƬƬ Nutrient slurry (+2D6 HP, one use), -2 CREATIVE

077. ILLUSION: If you have a free hand, you can attempt to manipulate another
person into hallucinating anything of your choice by rolling +CREATIVE.
Rolling higher creates a more believable illusion.
ƬƬ Whip (1D6 DAMAGE)

078. IMPROVISE: You can improvise a weapon from two or more common
objects to instantly kill a single enemy once per mission. You can
always create this makeshift weapon discreetly and quickly, even while
restrained or otherwise incapacitated, without rolling the dice.
ƬƬ Slingshot (1D6 damage), +1 CREATIVE

079. INJECTION: You are addicted to an experimental serum that increases


your combat ability. During combat, you can inject and deal double
damage until the fight is won. Each time you inject, decrease your MAX
HP by 3. at the end of a mission, your MAX HP returns to its normal
amount.
ƬƬ Automatic injection suit (2 ARMOR), -1 REFLEXIVE

080. INSURANCE: When you take this trait, write your “will”. Your will may
be modified, but only once per mission. If you die permanently, your
traits (not including this one), skill modifiers (positive and negative),
and items are distributed to other characters according to your will via
magical transference, advanced gene technology, legal channels, etc.
ƬƬ Briefcase full of cash (a small fortune), +1 to any attribute

081. INTERROGATION: You can lock an unsuspecting enemy in a chokehold


and ask them one question, which they will always answer truthfully
before trying to escape.

SUPPLIES 38
TRAITS ƬƬ Masterwork knife (1D6+1 damage), +1 FORCEFUL

INDEX 82. JANITOR: You can clean up any mess in minutes and always have the
supplies on hand to do so. If someone interrupts your cleaning or makes
the mess worse, you have +2 on DAMAGE rolls against them.
ƬƬ Mop (3 DAMAGE), +1 FORCEFUL

083. JINX: Bad luck has followed you for your entire life. Once per mission,
you can say “I feel like something really bad is about to happen” or an
equivalent phrase, and it does. It will be bad for you and all nearby
characters. The resulting catastrophe completely interrupts the scene
and can cancel incoming damage, disorient enemies, etc.
ƬƬ Mirror (break to reroll any roll and take the lower result), +1D6 MAX HP

084. KNIGHT: You follow a strict code of honor and unquestiongly serve a
powerful person or organization of your choice (note that FIST is not a
powerful organization). You deal +1 DAMAGE if you have not yet broken
your code of honor during a mission. Your role is irrelevant: you can only
advance by increasing the wealth, power, or status of those you serve.
Should your superiors die, you become a knight errant/ronin/etc., and
your role becomes WANDERER.
ƬƬ Medieval helmet (1 ARMOR, accessory), -1 CREATIVE

085. LIMBS: You have many appendages (additional arms, spiderlike legs,
tentacles, etc.) When attempting to grapple someone, roll twice and
take the best result.
ƬƬ Many knives (1D6+1 damage), +1 REFLEXIVE

086. LIMIT: When pushed to the brink of your capacity for punishment, you
unlock new wells of power. If you have already fulfilled your role during
the course of a mission and your HP is equal to 1, you may immediately
advance now, instead of when the mission ends.
ƬƬ Mercury-core executioner’s sword (1D6+FRC DAMAGE), +2 MAX HP

087. LINK: Touching someone’s skin bonds their soul to yours. When you take
damage, they take the same amount and vice versa. You may speak to
each other telepathically and share each other’s five senses (one at a
time).
ƬƬ Thick gloves (must be removed to establish link), +1 REFLEXIVE

088. LOVER: If you and another player both have this trait, you can choose,
together, to become lovers. If you rescued your lover from the brink of
death during the mission, you gain 1 WAR DIE at the end of the mission..
There is no limit to how many lovers you can have, but if a lover of yours
dies, your character can no longer gain new traits by fulfilling their ROLE.
ƬƬ Silver handgun (1D6 damage, double vs. undead), +1 ARMOR when
protecting others

089. LUSH: You prefer to fight at least half in the bag. When you have some
free time, you can down a few shots and take +2 to your next FORCEFUL
roll.

39 FIST: ULTRA EDITION


TRAITS ƬƬ Liquor bottle (one use), +1 WAR DIE per mission

INDEX 090. LYCANTHROPE: At night, you transform and gain the HYBRID trait (but
not the associated item). If you have transformed during a mission, your
role becomes irrelevant, and you can only advance by fulfilling a specific
animal desire—roll 1D6 to let it wash over you (1-2: Challenge yourself as
hunter or prey, 3-4: Consume the lifeforce of several human beings, 5-6:
Stage a grand sacrifice to the gods of the Moon.)
ƬƬ Handcuffs (titanium-reinforced), +6 MAX HP in animal form

091. MECHANIC: With a reasonable amount of prep time, you can use your
toolbox to repair any machine for 1D6+TACTICAL HP.
ƬƬ Toolbox (repair 1D6+TAC HP, three uses), +1 TACTICAL

092. MEDIC: With a reasonable amount of prep time, you can use your medkit
to heal any living thing for 1D6+TACTICAL HP.
ƬƬ First aid kit (heal 1D6+TAC HP, three uses), +1 TACTICAL

093. MERCY: When you would deal a killing blow to a non-player character,
you may choose to instead approach them, help them up, and show
them mercy. Characters who have been shown your mercy can never
take DAMAGE again, and will always treat you (but not necessarily
anyone else) as a trustworthy and reliable friend.
ƬƬ Halo (make somene change their ways, one use), -1 FORCEFUL

094. MIMIC: You can shapeshift, but only into inanimate objects. Once per
mission, you may transform into a single item no larger than a car. If you
transform into a tool, machine, etc., you are fully functional and may be
used as such by others.
ƬƬ Varnish (+1D6 HP while mimic, one use), +2 MAX HP

095. MINDREADER: You can read anyone’s thoughts and general state of mind
without rolling. You may roll +CREATIVE to scan for specific information,
such as names, passwords, memories, and images. Unfortunately, you
are particularly susceptible to interference, and the thoughts of others
often cloud your psyche. Your mindreading ability is neutralized in the
presence of another mindreader, and vice versa.
ƬƬ X-ray specs (see through walls), -1 CREATIVE

096. MOMENTUM: You are able to enter a state of cumulative momentum at


will, harnessing intertia to your advantage. Each time you succeed on
a REFLEXIVE roll, gain +1 REFLEXIVE. This bonus accumulates until you
stop moving, at which point your REFLEXIVE attribute reverts back to
normal. Rolling a failure with a cumulative bonus from this trait will incur
DAMAGE equal to the bonus, and cause you to stop moving.
ƬƬ Rail-grinding boots (grind on any edge), +1 REFLEXIVE

097. MONSTERS: Once per mission, you may use your computerized monster
index to summon and command a monster from the barcode of any
real-life object you have with you. When you do, arrange the numbers
in the barcode from lowest to highest and derive your monster's stats

SUPPLIES 40
TRAITS as follows: DAMAGE equal to 1D6 + the lowest number, HP equal to
the highest number, and ARMOR equal to the middle number (if there
INDEX are two, split the difference and round down). State and record the
monster's appearance and name, and work out a special power with
the referee that reflects the origin object (e.g. belches of flame from a
bottle of hot sauce or answering any one question from a library card).
ƬƬ Monster index (hold aloft with both hands to summon), +1 TACTICAL

098. MORBID: You have some kind of relationship with death. Describe how,
and what death looks like. If you or another character dies, you can call
death to your side. Death will give you some task or challenge and a time
limit, then the dead character is healed by 1D6. If you don’t complete
the task within the time limit, death takes you both.
ƬƬ Gifted scythe (2D6 damage), -2 MAX HP

099. MURDER: You’re followed by a heckling murder of crows that spout


various ominous phrases (some helpful). The crows circle when someone
is soon to die, foreshadowing danger. You may command the crows to
circle around an enemy, who takes +1 DAMAGE from all sources until the
crows get bored and leave.
ƬƬ Birdseed (guarantee a helpful omen, one use), +1 TACTICAL

100. MUTANT: You are a picture of evolution in microcosm, always changing


form as your unstable genome shifts. At the beginning of each mission,
roll 1D6. On a 4 or higher, you must drop one trait you already have (except
MUTANT), and take a new one instead, permanently recalculating your
attributes.
ƬƬ Toxic grenade (1D6+2 damage, one use), -1 TACTICAL

101. NEUROMANCER: Given a few hours in a quiet place, you can remove
brains from their bodies and put them in new ones. Body transplantation
is not a perfect science, and those who have undergone the process
may not always come back the same.
ƬƬ Brain jar (keeps one brain alive), +1 CREATIVE

102. NINJA: Due to your training in the dark arts of subterfuge, any acrobatic
or athletic action you take will always be completely silent, even when
you roll failures. You may choose your current ninja weapon from the
following list at the beginning of each mission: shuriken (1D6 DAMAGE),
kunai (3 DAMAGE, create a handhold for wall climbing), or smoke bomb
(temporarily disorient 1D6 targets).
ƬƬ Ninja weapon (six uses), +1 REFLEXIVE

103. NOIR: You’re a detective from the old days, when crime ran the streets,
the cigarettes were plentiful, and hard work meant something. You gain
+1 on rolls you provide an appropriate monologue for.
ƬƬ Trench coat (1 ARMOR), +1 FORCEFUL

104. NUMBERS: All numbers are important, all numbers have meaning. At the
beginning of each mission, roll 1D6. Once per mission, you may replace
any number with the number rolled. This can be another roll (such as

41 FIST: ULTRA EDITION


TRAITS damage) or numbers spoken by the referee (five enemies, ten days, six
stars, etc.), changing reality accordingly.
INDEX ƬƬ Sudoku workbook (keep someone occupied, one use), +1 TACTICAL

105. OBJECTS: You may attack with any non-weapon object within reach—if
you describe a unique, creative way of causing harm with this object, it
functions as a weapon which deals 1D6 DAMAGE. Subsequent objects
you attack with add a cumulative +1 DAMAGE bonus per new object;
this cumulative bonus resets to 0 when you roll a failure, reuse an attack
description, or switch to a conventional weapon.
ƬƬ Belt (1D6 DAMAGE), +1 CREATIVE

106. OOZE: You can transform into a gelatinous substance at will. While in
your gelatinous form, you have -2 REFLEXIVE and -2 FORCEFUL, but you
can squeeze through grates, fit inside containers, and split into pieces.
ƬƬ Bucket (5 gallon), +1 CREATIVE

107. PAINLESS: You cannot feel pain, and being hurt will never cause you to
flinch or stop what you’re doing. At the beginning of each mission, the
referee will roll 1D6 and keep the result hidden from you. The first time
you reach 0 HP during the mission, you will regain HP equal to the result.
ƬƬ Wrist and ankle weights (1 ARMOR, accessory), -2 REFLEXIVE

108. PARKOUR: You can easily swing, jump, and free-run across rooftops,
rafters, and the like without having to roll. If it’s something really
dangerous and precarious, like barrels floating in toxic waste or a rope
bridge full of people shooting at you, you can still do it, but you’ll drop
one of your items in an inconvenient spot—the referee will tell you what,
and where.
ƬƬ Baseball bat (1D6 damage), +1 REFLEXIVE

109. PATHETIC: You are entirely unintimidating and almost universally pitied.
Enemies often underestimate you. Once per mission, before you take
damage, you may look into an enemy’s eyes and nullify it.
ƬƬ Box of tissues (hides a pistol inside, 1D6 DAMAGE), -1 FORCEFUL

110. PET: You have a small pet (1-3 HP, referee's choice) which you always
keep on your person—perhaps in a shirt pocket, on your shoulder, or
leashed to your belt. Describe your pet and choose a bonus for them:
1) grants 1 ARMOR and functions as an accessory, 2) grants +1 to an
attribute of your choice when fed a treat, 3) deals 3 DAMAGE to an
enemy when fed a treat. If your pet dies, you can start the next mission
with a new one, but you cannot choose the same bonus twice in a row.
ƬƬ Pet treats (three uses), +1 WAR DIE per mission

111. PHONE: You may make telepathic “calls” to anyone regardless of time,
distance, or interdimensional status. They are not guaranteed to answer.
Sometimes, you’ll receive calls you’d prefer not to.
ƬƬ Rolodex (3 strange and important people are listed), +1 CREATIVE

112. PIRATE: You're a free spirit who prefers a life of spontaneous adventure

SUPPLIES 42
TRAITS on the high seas. Whenever you roll the dice to do something risky
involving the ocean, stealing, or taking over a crewed vessel, roll 3D6
INDEX and take the best two.
ƬƬ Illegally modified LMG (1D6+2 DAMAGE), -1 TACTICAL

113. POLYGLOT: You can understand and communicate in any mundane


language, written or verbal. You can also roll +TACTICAL to understand
languages which are supernatural in origin.
ƬƬ Universal phrasebook (can teach anyone one phrase), +1 TACTICAL

114. PUNCTUAL: Tou always know what time it is, down to the second. When
you need to get to a time-sensitive event, appointment, or meeting, you
will always get there in the nick of time. If arriving on time is particularly
unlikely, the referee will tell you in what way you are unprepared for it
when you get there.
ƬƬ Gold stopwatch (always works), +1 REFLEXIVE

115. PUPPETMASTER: You can implant a command in someone’s brain by


rolling the dice +FORCEFUL. if you succeed, they have no choice but to
follow it.
ƬƬ Strappy leather harness (1 ARMOR), +1 FORCEFUL

116. PROJECTION: You can project your spirit from your body to view any
faraway place remotely, as long as your physical body is somewhere
completely safe. You can also cheat death once per mission by
abandoning your body, but you will be stuck in spirit form until it gets
medical attention.
ƬƬ Flowing garment (1 ARMOR), +1 CREATIVE

117. PROSTHETIC: One of your limbs is replaced with any weapon you own,
and you can equip another weapon to use. When you roll the maximum
damage possible with an equipped weapon, you can roll damage again
with your limb-weapon for an extra powerful combo attack.
ƬƬ Light machine gun (1D6+1 damage), -1 REFLEXIVE

118. PSYCHOMETRY: Once per mission, you can ask any inanimate object
you are touching a psychic question. Objects will answer truthfully, but
are limited by their experience—a photograph cannot comprehend the
passage of time, and a gun can only think in terms of killing.
ƬƬ

119. PYROMANIAC: If there is something flammable nearby, you can always


ignite it, but the fire will uncontrollably spread somewhere inconvenient—
the referee will tell you where.
ƬƬ Flamethrower (1D6+2 damage), +2 FORCEFUL

120. QUANTUM: If another player’s character dies, you may rewind time to
shortly before their death and permanently swap bodies (and character
sheets, excluding your ROLE) with them, giving you a second chance to
save their life. Swapping back into a body you’ve inhabited before kills
the one you’re leaving.

43 FIST: ULTRA EDITION


TRAITS ƬƬ Quantum stabilizer suit (2 ARMOR), +1 CREATIVE

INDEX 121. QUILLS: You are covered in quills, spines, or thorns. When an enemy
deals damage to you in melee combat, they take 1 DAMAGE in return. In
addition, you may shoot the spines out of your body for 1D6 DAMAGE
to everyone in the area, though you’ll need a day to grow them back.
ƬƬ Ripped jacket (1 ARMOR), +2 MAX HP

122. RADIOACTIVE: When you aren’t wearing your treated bandages, radiation
bursts forth from your body and deals 2D6 DAMAGE to anyone near you.
When this occurs, you may attempt to direct the attack at a single
target by rolling +FORCEFUL. After the damage is dealt, the radiation
temporarily dissipates, but you will quickly waste away and die if your
treated bandages are not reapplied.
ƬƬ Treated bandages (accessory), -2 FORCEFUL

123. RAGE: Whenever you do something risky that’s loud, bloody, and violent,
roll 3D6 and take the best two. Any other time you do something risky,
roll 3D6 and take the worst two. Enemies who you hurt have a 1 in 6
chance of attempting to flee the scene (rolled separately from their
CHOKE score, if they have one).
ƬƬ Ultra-shotgun (2D6 damage), -1 CREATIVE

124. RECRUIT: If you bring an unconscious enemy back to base with you at
the end of a mission, you may take them with you on future missions as
another character you control. Recruits retain their currently equipped
weapon and armor and may have up to one trait, decided by the referee.
Recruits start with 1D6 MAX HP and gain 3 MAX HP for each mission
they complete alongside you.
ƬƬ Tranq pistol (0 DAMAGE, 3-in-1D6 chance to knockout), +1 CREATIVE

125. RELOAD: When you’re about to attack with a ranged weapon, you can
choose to dig in your heels, slam in another mag, and unload a whole
clip. You will deal double DAMAGE, but any damage you take until finding
cover will also be doubled.
ƬƬ Grenade (1D6 DAMAGE, one use), +1 REFLEXIVE

126. RETREAT: You have a pocket dimension in your head (a cozy cabin, a
crystal palace, a concrete cell, etc.) that you can manifest physically.
Once per mission, you may roll +CREATIVE to transport yourself and
up to four other people there (on a failure, one person is transported
somewhere dangerous instead; the referee will tell you where). The
specifics of the retreat may be changed at will, resting there heals 1D6
HP, and you or your guests may leave at any time.
ƬƬ Polaroid camera (for memories), +1 CREATIVE

127. RIVAL: Choose any other player to be your rival. each time you
spectacularly one-up or humiliate your rival, heal 1D6 HP. If your rival
thoroughly one-ups you, you lose any WAR DICE you have. When you
take this trait, you gain a new aesthetic quirk, like a streak of dyed hair,
an eyepatch, or a cool scar.

SUPPLIES 44
TRAITS ƬƬ Carbine (1D6 damage), +1 damage when showing off

INDEX 128. ROBOT: You are a man-made automaton bound by your rigid programming.
When you take this trait, select another player to be your programmer
(or allow all of the players to program you democratically). When a
mission begins, your programmer(s) should define a three-word core
directive for you to follow, such as "ELIMINATE ALL HOSTILES", "SEARCH
NEW AREAS", or "PROTECT THE TEAM". Your programmer(s) should also
select a broad concept which "does not compute", such as love, music,
or peace. When you roll the dice to do something risky while acting
on your core directive, roll 3D6 and take the best two. When you are
exposed to something which does not compute, drop what you're
doing and shut down for ten minutes, or take 1D6 DAMAGE.
ƬƬ Laser rifle (1D6+1 DAMAGE), -1 CREATIVE

129. RUNNER: You possess superhuman speed. Once per mission, you may
outpace someone or something. If it’s something really fast, like a
hunting cheetah or a flying bullet, there will be a complication from
over-exertion—the referee will tell you what.
ƬƬ Experimental sneakers (indestructible), +1 REFLEXIVE

130. SAWBONES: You’re a doctor, but you don’t have a medical license. Once
per mission, when a player character dies, you can roll +CREATIVE to
perform surgery and resurrect them with full health. You must swap out
one of their traits for a new one as part of your experimental surgery,
and explain why your operation changed their trait.
ƬƬ Bone saw (1D6+1 damage), -3 MAX HP

131. SCAVENGER: You understand that everything can be repurposed and


that nothing need go to waste. If the referee narrates that you've run
out of a finite resource (like ammo, medicine, or food), you may spend
a WAR DIE and roll it to negate the referee and reveal your backup
reserves, equal to the result rolled (e.g. 2 clips of ammo, 4 doses of
antivenom, or 6 MREs).
ƬƬ Semi-automatic rifle (1D6+1 DAMAGE), +1 TACTICAL

132. SCOUT: You always get the lay of the land before starting a mission. You
can find a good vantage spot or hiding place anywhere, any time. The
referee will always tell you about ambushes and hidden traps.
ƬƬ Ghillie suit (disguise self as plant), +1 TACTICAL

133. SEAL: You are a living lock for the cage of something horrible (you don’t
know what). You have complex tattoos and carvings across your entire
body. If you die before the appointed time (also unknown), you release
whatever you’re holding back into the world.
ƬƬ Wards and charms (accessory), +1 REFLEXIVE

134. SECURITY: If you have a reasonable amount of prep time and the coast
is clear, you can use your anti-security kit and attempt to breach any
lock or crack any safe by rolling +REFLEXIVE. You may also disarm traps
you know about and can physically reach by rolling +TACTICAL.

45 FIST: ULTRA EDITION


TRAITS ƬƬ Anti-security kit (three uses), +1 REFLEXIVE

INDEX 135. SEDUCE: When someone wants to get with you, you can fade to black
and get with them too. After you return from a nearby private retreat,
roll +CREATIVE and choose one result on a partial success, or two on a
full success: they want to help you, they trust you with their secrets,
or they want to get with you again. On a failure, you're old news, and
they'll dislike your company from now on.
ƬƬ Little black dress (0 ARMOR, stand out anywhere), +1 CREATIVE

136. SEER: When you have a moment of peace and quiet, you may read your
divination tool (perhaps a deck of playing cards or a set of polyhedral
dice) and roll +CREATIVE. If you succeed, the referee will answer one
question about the current mission honestly. If it’s a partial success,
they’ll answer vaguely. A failure brings a grim and terrible omen.
ƬƬ Divination tool, +1 CREATIVE

137. SEXY: You’re so hot, and everyone knows it, you most of all. When
you’re wearing your fetching outfit, you can stun another person with
your beauty without having to roll. If you take damage in the outfit, you
have to stay out of the fight until it’s over to attend to chipped nails,
untucked shirts, and messed up hairdos.
ƬƬ Fetching outfit (0 ARMOR), -1 REFLEXIVE

138. SHARPSHOOTER: If you name a specific body part, possession, or


component of something you’re attacking with a ranged weapon, you
will always hit it, temporarily disabling that part rather than dealing
damage.
ƬƬ Revolver (1D6+1 damage), +1 REFLEXIVE

139. SHIELD: You can use any shield as a weapon which bashes enemies for
1D6 DAMAGE plus the shield’s ARMOR bonus. If you throw the shield as
a ranged weapon, you can roll +REFLEXIVE to ricochet it back into your
hands.
ƬƬ Combat shield (0 ARMOR, accessory), +1 FORCEFUL

140. SHOW: Your performances (perhaps music, dance, acrobatics, or


comedy) have inexplicable mind-altering effects on those who view
them. While peforming, choose one of the following: your allies have +1
to an attribute of your choice, enemies are dazed (they deal -1 DAMAGE),
or one enemy becomes entirely wrapped up in the show. You take -1 to
any rolls made while performing.
� Performing accoutrement (e.g. instrument, baton, mic), +1 CREATIVE

141. SHRINK: Your unique atomic structure allows you to compress yourself
down to an inch tall without rolling the dice. If you go smaller (e.g. the
microscopic or subatomic scale), you must roll +TACTICAL to avoid
slipping through a hole in the quantum foam. Those who slip through
the foam suffer mind-bending consequences, like becoming marooned
in a higher plane or losing their sense of linear time (referee's call).
ƬƬ Stainless steel syringe (contains a miniature submarine), +2 MAX HP

SUPPLIES 46
TRAITS 142. SKELETON: You have no flesh—explain why. You have 2 ARMOR against
INDEX weapons that pierce or slash, and take +1 DAMAGE from weapons that
bludgeon. If you reach 0 HP but all your bones are intact, you may rise
with 1 HP after someone else completely reassembles you.
ƬƬ Ownerless femur (1D6 damage), -2 FORCEFUL

143. SLACKER: You abide by the universe in all things and appreciate simple
pleasures. In addition to the single rendezvous point all player characters
can use, you may always access an additional, second rendezvous
point which is typically easy to reach and additionally contains snacks,
substances, a hammock, or similar amenities.
ƬƬ Shabby clothes (0 ARMOR, always unthreatening), -1 TACTICAL

144. SMASH: You break things. You deal +1 DAMAGE against any man-made
construct, and another +1 DAMAGE against anything that is grossly
expensive or has exquisitely fragile components.
ƬƬ Sledgehammer (1D6+1 DAMAGE), +1 FORCEFUL

145. SMITH: You may deploy your portable workbench once per mission to
add a new effect to an existing weapon (you can choose a premade
weapon tag or negotiate a custom effect with the referee). The effect
will be successfully added if you leave the weapon at the workbench,
acquire three integral but difficult-to-reach components, and return to
combine the components and weapon. The referee will tell you what
and where the components are; they are usually scattered throughout
the mission area.
ƬƬ Portable workbench (one use), +1 TACTICAL

146. SMOKER: You are addicted to nicotine. When you have some downtime,
you can calm your nerves with a cigarette and take +2 to your next
REFLEXIVE roll.
ƬƬ Cigarette case (one use), +1 WAR DIE per mission

147. SNATCHER: You are an alien poorly puppeteering a technically dead


human body, with a killing touch. If you do not consume one human
brain without anyone finding out once per mission, you will melt into a
puddle and die.
ƬƬ Poison fingertips (2D6 damage, don't count as equipped), -1 CREATIVE

148. SNEAK: If you hold still in a good hiding spot, no one will see you until you
make your presence known. You can also easily fit into small containers
like barrels and carboard boxes.
ƬƬ Camouflage fatigues (1 ARMOR), +1 REFLEXIVE

149. SNIPER: If you have prep time, the enemy is unaware of your presence,
and you remain stationary, you can roll 3D6 to attack and use the best
two dice. If you succeed, you deal the maximum possible DAMAGE for
your weapon.
ƬƬ Sniper rifle (1D6+2 damage), +1 DAMAGE with ranged weapons

47 FIST: ULTRA EDITION


TRAITS 150. SOAK: You know how to grin and bear it. When you take damage, you
may roll a WAR DIE and subtract that much from the DAMAGE taken. You
INDEX may also apply this effect to anyone standing immediately behind you.
ƬƬ Kinetic shock shield (2 ARMOR, equip as weapon), -2 REFLEXIVE

151. SOCIAL: You have a likable personality and a familiar face. Take +1 to your
roll whenever you do something risky that involves a social interaction.
ƬƬ Cyanide pill (one use), +1 CREATIVE

152. SPY: You are a dashing and clever international person of mystery. Major
antagonists tend to behave in contrived and theatrical ways around
you. If you are captured, you may ask the referee to give you an easy
opportunity to escape and they will give it to you.
ƬƬ Laser watch (3 DAMAGE, can cut any restraints), +1 TACTICAL

153. STAND: You command a flamboyant spirit with its own trait, tangible
only to you but able to affect the corporeal world. Roll a random trait
for your stand (D666) and choose a hyper-specific additional bonus,
like “can be used twice per mission if my blood is removed and replaced”
or “deals double DAMAGE if the target is left-handed”. Everyone else at
the table should democratically decide on a hyper-specific condition or
downside, such as “can only be used when Mercury is in retrograde” or
“causes a random bone in the user’s body to break when used”.
ƬƬ Stand (immortal and invisible), +1 WAR DIE per mission

154. STATIC: You can enter and travel between electronic screens of any
kind as long as the screen isn’t too “busy” (plain backgrounds and
static work best).
ƬƬ Chaff grenade (disables electronics), +1 REFLEXIVE

155. STATUESQUE: You’re made of something hard (stone, metal, gems, etc.)
Once per mission, you can reflect any projectile back at the attacker.
ƬƬ Tough exterior (2 ARMOR), +1 FORCEFUL

156. STICKY: You can secrete a sticky substance from your hands which
dries in seconds and is comparable in strength to the most powerful
mundane adhesives. It can only be dissolved with a common substance
of your choice (water, alcohol, blood, etc).
ƬƬ Flask of dissolving fluid (8 ounces), -1 REFLEXIVE

157. STONER: You function much better while high. When you have the time,
you can enjoy some indica (+1D6 HP) or sativa (+2 to your next roll)
using any method of your choice.
ƬƬ Personal stash (one use), +1 WAR DIE per mission

158. STRETCH: You can stretch any of your limbs to a length of ten feet ×
your MAX HP by rolling the dice +REFLEXIVE. Stretched out limbs can be
pushed even further, but will incur 1 DAMAGE for every additional ten
feet of stretch. You take +1 DAMAGE when enemies specifically target
stretched-out limbs.

SUPPLIES 48
TRAITS ƬƬ Elastic bodysuit (0 ARMOR, up to 1000 sq. ft. of fabric), -1 FORCEFUL

INDEX 159. SUMMONER: You know the deepest, truest names of two phantasmagoric
entities (demons, elementals, Platonic ideals, etc.) and their domains of
power (such as grief, fire, or logic). You can summon them via fire-circle
with ten minutes of unbroken ritual, or instantly by spending a WAR DIE.
Each of these spirits will carry out a single magical command related
to their domain of power before vanishing, and tend towards bad-faith
or misguided interpretations of vaguely worded instructions. Magical
attacks from summoned spirits deal 2D6 DAMAGE, and double DAMAGE
if their domain is well-suited to the attack (like fire against ice, or silver
against werewolves). When you advance, you may add another spirit to
your roster instead of taking one of the usual advancement rewards.
ƬƬ Box of tea lights (one circle's worth, one use), +1 CREATIVE

160. SUNDER: Using your psionic powers, you may sunder the mind of anyone
you presently perceive, dealing 1D6 DAMAGE which ignores ARMOR. You
may roll additional six-sided dice and add them to the total DAMAGE
at will. Opening a psionic channel strains your body (perhaps causing
nosebleeds, shaking, or confusion), and you will always take DAMAGE
equal to half of what you deal, rounded down.
ƬƬ Grippy socks (prevent you from slipping), -3 FORCEFUL

161. SUPPLY: You know secret frequencies and can use your radio to get
any item delivered in a pinch; however, there will be a catch, like an
inconvenient pickup spot or a fault with the item—the referee will tell
you what.
ƬƬ Supply radio (three uses), +1 TACTICAL

162. SURVEILLANCE: You can install your camera drone somewhere stationary
and surveil without detection. You can also keep it mobile and control
it at will, but it will be exposed to enemy attacks.
ƬƬ Camera drone (1 HP, one use), +1 TACTICAL

163. SYMBIOTE: You’re bonded to a violent symbiotic lifeform with whom


you share a tumultuous and intimate relationship. The constant
commentary by a chorus of alien voices makes it difficult to hold on
your thoughts or focus on tasks. Your role is irrelevant—you can only
advance by following the whims of the creature (roll D6, 1-2: Trust no
one, not even for a moment, 3-4: Destroy something important, 5-6:
Backstab a teammate before they backstab you).
ƬƬ In-vivo symbiote (+2 ARMOR vs. attacks from behind), -1 TACTICAL

164. SYNTHETIC: You are a human-like android. Your positronic brain can
make thousands of calculations per second, and you never have to roll
the dice for tasks like solving equations and calculating trajectories.
You take 1D6 DAMAGE when your innards are exposed to water.
ƬƬ Infantry-scale railgun (1D6+2 damage), +1 TACTICAL

165. TACTICIAN: If you explain an elaborate plan of action to the team, all
partial success rolls count as total success rolls while the plan is being

49 FIST: ULTRA EDITION


TRAITS executed—until someone rolls a failure, at which point the plan falls
apart catastrophically.
INDEX ƬƬ Night vision goggles (can see at night), +2 TACTICAL

166. TECHNIQUE: Your special technique targets a series of critical pressure


points. When you would deal DAMAGE, you can choose to roll 2D6 and
execute your technique instead—on a 9 or below, you deal no damage.
If you roll 10 or more, the victim instantly dies.
ƬƬ Tattered gi (1 ARMOR), -1 FORCEFUL

167. TELEKINETIC: You have telekinetic control over a single substance


of your choice—it could be something simple like water or metal, or
something more esoteric like blood or flies. You have a unique talisman,
such as a mask or a pendant, through which you channel your power. If
this psychic amplifier is damaged or lost, you are no longer telekinetic
until you repair or replace it.
ƬƬ Psychic amplifier (accessory), +1 CREATIVE

168. TELEPORT: You can teleport yourself (and any items you are wearing or
holding) to a safe location within your line of sight at will. If you want
to teleport under fire or to somewhere you can’t see, roll +TACTICAL to
avoid accidents.
ƬƬ Flare gun (1D6 damage), +2 REFLEXIVE

169. THEATRICS: You command attention. When you enter a room, everyone
inside is guaranteed to look at you. When you’re trying to cause a
distraction, partial successes count as full successes.
ƬƬ Sweeping cape (1 ARMOR, accessory), +1 CREATIVE

170. THIEF: You may roll +REFLEXIVE to teleport an object you can see into
your hands. On a failure, you take something else as well—the referee
will tell you what.
ƬƬ Smoke grenade (one use), +1 REFLEXIVE

171. THRALL: You are bound to an anomalous artifact, a weapon which


drives you to commit evil. When you start a mission, roll 1D6 to receive
its command (1-2: Make a good person suffer. 3-4: Spread chaos and
permanent destruction. 5-6: Sabotage your teammates.) Your role is
irrelevant—you can only advance if you have completed this task. All
damage dealt with your anomalous weapon is increased +1D6.
ƬƬ Anomalous weapon (choose any), +1 FORCEFUL

172. TRIPPER: You are a hallucinogen enthusiast. When you have some time
to relax, you can drop a tab to expand your consciousness and take +2
to your next CREATIVE roll.
ƬƬ Acid tab (one use), +1 WAR DIE per mission

173. TURNCOAT: At one point, you belonged to an enemy faction of your


choice. You no longer serve them. Any time you run up against the
enemy faction, the referee will tell you something tactically important
about them.

SUPPLIES 50
TRAITS ƬƬ Enemy uniform (1 ARMOR, blend in with faction), +1 TACTICAL

INDEX 174. TURRET: You have a portable mini-turret which can be deployed on any
flat surface without rolling the dice. If it's somewhere difficult like a
ceiling or dangerous outcropping, placing it will be more difficult and
arduous—the referee will tell you how. Your mini-turret begins with 1D6
MAX HP and 1 ARMOR, but you may increase its HP by 1D6 or its ARMOR
by 1 as an alternative reward when you advance. Whenever you or one
of your allies successfully deal DAMAGE, you may command the turret
to deal DAMAGE as well to any target within its line of sight.
ƬƬ Mini-turret (1D6+TAC DAMAGE), +1 TACTICAL

175. UNARMED: You are skilled in martial arts. You can silently knock any
enemy unconscious, but they might make noise on the way down, or
wake up at an inconvenient time—the referee will tell you the downside.
ƬƬ Hand wraps (3 DAMAGE), +1 FORCEFUL

176. UNDEAD: That which should kill you only makes your rotting flesh
weaker. When you would die, lower all of your attributes by 1 and revive
next mission with full health. Each time this happens, you gain a new
aesthetic quirk, like bolts in your neck or stitched-together skin. You
may still die voluntarily.
ƬƬ Full-body bandages (1 ARMOR), -2 CREATIVE

177. VAMPIRE: You are pale and shadowy, starved for blood. If you have
recently fed on a new victim, your next roll will be one degree of success
higher. If you are currently exposed to sunlight, all your rolls will be one
degree of success lower.
ƬƬ Gothic amulet (used to turn into a bat and back), -2 FORCEFUL

178. VEHICLE: You have a customized civilian vehicle of your choice. It could
be a common vehicle like a motorcycle or pickup truck; it could be
something unique like a snowmobile or horse. You can permanently
mount any of your weapons on the vehicle, for yourself and for
secondary gunners. You can also permanently scrap any armor you
have and add it to your vehicle’s armor rating. At 0 HP, the vehicle is
unusable, but you can repair 1D6 HP between missions.
ƬƬ Signature vehicle (choose from Vehicles, p. xx), +1 TACTICAL

179. VENOMOUS: You can excrete a substance (perhaps as spit, or from your
skin) that corrodes most materials and is fatal if ingested. Doing so is
unpleasant and strenuous, and will cost you 1D6 HP.
ƬƬ Indestructible vial (easily concealed), -1 FORCEFUL

180. VETERAN: Whenever you enter a new area, you can ask the referee if
there is a hidden danger and get an honest answer.
ƬƬ Assault rifle (1D6+1 damage), +1 ARMOR at all times

181. VOLATILE: Your menagerie of ultrahuman abilities is virtually infinite in


scope, but which powers manifest themselves (and when) is completely
unpredictable. At the beginning of each mission, roll a random trait

51 FIST: ULTRA EDITION


TRAITS (D666). This trait (VOLATILE) turns into that trait until the end of the
mission. You can always spend a WAR DIE to reroll your randomized trait.
INDEX ƬƬ Containment armor (2 ARMOR), -1 REFLEXIVE

182. WEAPONMASTER: At the beginning of each mission, declare a specific


type of weapon which you are currently training yourself to defend
against. It shouldn’t be too vague; pick something like “bolt-action rifles”
or “two-handed swords”. If an enemy attacks you with the weapon
type you chose, their DAMAGE is cut in half, rounded down. You cannot
choose the same weapon type twice in a row.
ƬƬ Arms handbook (see enemies’ DAMAGE), +1 TACTICAL

183. WEB: Your web-shooters spray pressurized jets of sticky, artificial fiber
with high tensile strength and a slow-dissolving chemical makeup. You
may roll +REFLEXIVE to incapacitate anyone by wrapping them in webs,
and you may always deftly hang or swing from your webs without rolling
the dice.
ƬƬ Web-shooters (accessory), +1 REFLXIVE

184. WEIGHTLIFTER: You can always easily lift things close to your own weight.
If it’s something really heavy, like a huge tank or part of a crumbling
building, there will be a complication from over-exertion—the referee
will tell you what.
ƬƬ Heavy riot shield (2 ARMOR, equip as weapon) +1 FORCEFUL

185. WITCH: You are a cunning practicioner of ancient magic who can cast
spells at will. Magic spells may change any single situational detail which
only you perceive at the moment of casting (such as making a shoe
untied or causing a highway exit to be missed), but may not outright
break the laws of physics. Words of magic burn the tongue, and each
spell you cast costs 1 HP. Your odd charm never returns upon use, but
you may choose to gain a new one as an advancement reward.
ƬƬ Odd charm (ignore death and fully heal, consumable), +1 CREATIVE

186. WITTY: If you deliver a clever (or cheesy) one-liner that makes the other
players laugh, groan, or cheer after overcoming a particularly difficult
challenge, your HP is refilled to maximum.
ƬƬ Old sunglasses (see through disguises), +1 CREATIVE

187. WALLBANG: You can shoot any form of ammunition through solid matter
as though it were air. When you do so, there is a 3-in-1D6 chance that
the shot will ricochet and harm someone else (possibly yourself) instead.
ƬƬ Laser sight (attach to weapon for +1 on attack rolls), +1 CREATIVE

188. WHISPERER: You can understand the thoughts of animals, and ask them
for information or favors. They are not obligated to comply.
ƬƬ Fur cloak (pacifies nearby animals, accessory), +1 CREATIVE

189. WINNER: You can always win low-stakes contests of skill, mettle, or
chance without having to roll. If it’s a high-stakes game (like five-finger
fillet, Russian roulette, or an all-in poker hand), you can push yourself to

SUPPLIES 52
TRAITS win automatically at the cost of 1D6 MAX HP.
ƬƬ Platinum chip (extremely valuable), +1 when you roll WAR DICE
INDEX 190. WIZARD: You are an arrogant meddler in the arcane otherworld, and many
mischievous sorceries have taken up residence in your head. Once per
mission, you may roll 1D6, gesture wildly, and unleash a torrent of magic
upon any target (1: Caster becomes a small animal for 30 minutes, 2:
Target gains magical armor which deflects one attack before shattering,
3: Slightly misaimed fireball which deals 2D6 DAMAGE to anyone it
touches, 4: Target completely heals, 5: Target enters cadaverous but
reversible sleep, 6: Target and caster both disintegrate.) You may spend
one WAR DIE to reroll the result, and spend more to reroll as many times
as you like. If you advance, you can replace one of the 1D6 results with
a new spell you and the ref agree upon, instead of taking the usual
advancement reward.
ƬƬ Magic missile launcher (1D6 DAMAGE, always hits someone), +2 CREATIVE

191. XENO: You do not look, think, or act like a human. You are clearly an alien,
and cannot blend into groups of humans without a very good disguise.
Describe what type of alien you are—other aliens of the same type will
never be hostile to you.
ƬƬ Plasma pistol (1D6 DAMAGE, or charge up for 1D6+1), +1 CREATIVE

53 FIST: ULTRA EDITION


TRAITS
INDEX

SUPPLIES 54
TRAITS
INDEX

55 FIST: ULTRA EDITION


TRAITS
INDEX

SUPPLIES 56
ROLES 01. AMNESIAC: Describe the most recent event you remember (like waking
up in a vat a week ago, or learning your name from the unfamiliar wallet
INDEX in your coat). Advance if your understanding of yourself or the world
changes dramatically over the course of the mission.

02. AVENGER: Describe someone who wronged you, and what they did.
Advance if something you did brought you closer to exacting your
revenge, or decisively stopped a similar injustice.

03. CHESSMASTER: Describe what you plan to do with absolute power.


Advance if something you did brought you closer, on a long-term scale,
to holding a position of extreme power over a large group of people.

04. CLEANUP: Describe a far-reaching and complex catastrophe which you


are responsible for. Advance if you meaningfully healed some piece of
its aftermath, or the aftermath of a similar catastrophe.

05. CRUSADER: Describe an ethical ideal you hold dear that is difficult to
achieve. Advance if something you did aligned with that ethical ideal,
even though sticking to your scruples made your life harder.

06. DEALMAKER: Describe the foolproof strategy you have devised to close
any deal. Advance if you end the mission with significantly more wealth,
influence, or capital than you had coming in.

07. DIPLOMAT: Describe the types of relationships you like to form. Advance
if you forged a brand new one or kept a relationship in jeapordy intact,
and it changed the course of the mission.

08. ENEMY: Describe the front of plausible deniability which you maintain in
order to keep working for FIST. Advance if you completed the mission
objective relayed to you by CYCLOPS (divulged to you by the referee in
secret when the mission begins) without outing yourself to the team.

09. FIREBRAND: Describe your hot-blooded hopes for the future. Advance if
an event during the mission was a key moment in your coming-of-age,
or if you proved your competence to a more experienced teammate.

10. GLADIATOR: Describe an honorable, legendary warrior whom you admire


and aspire to emulate. Advance if you fought and bested a powerful
enemy using their combat philosophy.

11. HEALER: Describe your medical philosophy, and tell the table the story of
your teacher, a renowned and unconventional practitioner of medicine.
Advance if none of your teammates died under your watch.

12. ICON: Describe how you want to go down in history. Advance if something
you did brought you closer to becoming a legend, or ensured a group of
people would never forget your name.

13. MAVERICK: Describe the moment you lost your faith in everyone else.

57 FIST: ULTRA EDITION


ROLES Advance if you did something during a mission that no one else did, in
a way that no one will ever forget.
INDEX 14. MUDDLER: Describe a piece of simple, common knowledge which is in
fact wrong, and attempt to describe the infinitely more complex correct
answer. Advance if you made things more complicated in a major way, or
catasrophically obfuscated the truth about something important.

15. PARTISAN: Describe your experiences with the creation, mistreatment, or


erasure of ultrahuman beings. Advance if you proved that ultrahumans
can and should stand on their own, or if you created a new ultrahuman.

16. PEACEMAKER: Describe your vision for a world without war, and your
opinion on the use of violence. Advance if you prevented, stopped, or
eased a violent geopolitical conflict.

17. PUNK: Describe a long-standing oppressive establishment that hurt


you. Advance if something you did weakened that establishment, or
meaningfully helped people who are also being oppressed by it.

18. PROVIDER: Describe the person or entity which cannot survive without
you and your work. Advance if you found something that would make
them deeply happy and brought it to the end of the mission.

19. REPENTANT: Describe a shameful and horrible decision from your past.
Advance if something you did atoned for your sins in a meaningful way,
or completely changed the context in which you view your past sins.

20. REPRESENTATIVE: Describe your vision for a world where the ultrahuman
condition has been publicized and normalized. Advance if you created
empathy and understanding between ultrahumans and the world.

21. RETURN: Describe the faraway place or time from which you hail, and
the improbable circumstances that found you stranded here. Advance
if you made progress on your quest to go home, or if you made contact
with someone from the place before.

22. ROOKIE: Describe your ideal "first mission" experience. Advance (and
choose a new role) if a mission goes exactly how you'd always hoped
it would. If it doesn't, advance (and keep this role) if your teammates
stepped in at the last moment to save you from certain death.

23. SCHOLAR: Describe the esoteric and obscure subject you are most
curious about. Advance if something you learned brought you closer to
unlocking the ultimate secrets of that subject, or if you brought a prize
specimen to the end of the mission.

24. SKEPTIC: Describe your rational and meticulously vetted worldview.


Advance if you venture a real, reasonable explanation for something
paranormal and unfamiliar you encounter (and you’re proven right).

SUPPLIES 58
ROLES 25. WANDERER: Describe the event which sent you drifting from place to
place. Advance if you have left behind no lasting trace of your presence
INDEX by the end of a mission, or if someone you met will always miss you.

26. WILDCARD: Describe your primary vice or source of pleasure, such as


money, romance, thrills, or pain. Advance if you got your fix during a
mission in a way nobody, including yourself, expected.

27. WRETCH: Describe the uniquely horrible misfortune which has befallen
you. Advance if something happens to you which makes your suffering
poetically worse, or if you give your misery some company.

59 FIST: ULTRA EDITION


ROLES
INDEX

SUPPLIES 60
INTELLIGENCE MATRIX
RULES: Optional Rules
Abstract ammo tracking Cover and suppression
Ranged weapons have a new stat called AMMO, set If you take cover behind something, you gain an
to 6 at the beginning of each mission. When you roll ARMOR bonus against attacks which would be
the dice to attack with a ranged weapon, roll 1D6—if blocked by your cover. Low, medium, and high
your roll was higher than the weapon’s AMMO score, cover grant 1, 2, and 3 ARMOR respectively. Attacks
you’ve used up the last of your ammo (AMMO 0) which ignore ARMOR do not ignore the ARMOR
and cannot attack again until you’ve found more. bonus from cover. Characters who attack while in
cover should subtract the ARMOR bonus their cover
If your roll was lower than the AMMO score, deal grants from the DAMAGE they deal (this applies to
your DAMAGE and decrease the weapon’s AMMO enemies as well).
score by 1. Finding more ammo for a weapon
increases its score by 1, and choosing RESTOCK Low cover is anything that does little to protect
during a rendezvous can refill one weapon’s AMMO the body (e.g. iron bars, thick foliage, another
to 6 instead of refilling a limited-use item. person); medium cover protects at least half of the
body and often requires crouching (e.g. the front
Advanced lanugages and encumbrance of a car, a highway divider, a barrel), while high
You can read, write, and speak your native tongue(s) cover protects the whole body and allows free
plus an additional number of languages equal to positioning (e.g. a wall, a thick tree trunk, a train car).
your CRE or TAC (player’s choice). When you would deal damage with a ranged
weapon to an enemy in cover, you may choose to
The maximum number of items you can carry at lay down suppressing fire instead. Characters who
once is equal to your MAX HP + FOR or RFX (player’s are suppressed and leave cover risk taking the
choice). If the amount of items in your inventory DAMAGE of the suppressing attack.
exceeds this limit, you cannot move.
Die of fate
Advantage and assistance
If there are situational factors that make a risky Exploding war dice
action significantly easier (e.g. careful preparation, If you roll a WAR DIE and get a 6, roll another 1D6
the element of surprise) or harder (e.g. multiple and add it to the total. If the second “explosion” die
distractions, grievous injuries) and these factors also shows 6, add that to the total and continue.
cannot be portrayed through narration alone, the Keep rolling explosion dice as long as they show
referee may rule that a given roll has advantage (a 6. If, at any time, any of these dice show 1, the roll
+2 bonus) or disadvantage (a -2 penalty). affected by the WAR DIE instantly becomes 0.

If another player is directly assisting you with a Non-role advancement


risky action (e.g. carrying a large object, ganging up ARC: Characters all advance at the same time, after
on an enemy) you may add +1 to the roll. For each completing a multi-mission story arc (e.g. defeating
additional player which assists you, you may add an a major villain, solving an intricate mystery, etc.).
additional +1, as long as each player is helping in a Players who fulfill their roles gain 1D6 WAR DICE
different way. The consequences of assisted rolls upon mission completion. Arc-based advancement
should be divided between all characters involved. keeps the characters at similar power levels and
places focus on the story.
Chopper chatter
Begin each mission with a scene inside the mercs’ TRADITIONAL: Characters advance for the first time
mode of transport (often a helicopter, but it could after finishing one mission, for the second time after
be anything). If a player describes their character finishing two more, and so on. Each advancement
discussing the mission with their comrades, they will be progressively harder to acheive than the
start with an extra WAR DIE. last, and characters who miss missions will grow

61 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
RULES: Optional Rules (Cont.)
more slowly. Roles are purely narrative; you are
encouraged but not required to play along.

Strict initiative
At the beginning of each mission, establish a turn
order for the team. During active combat, each
player can do all of the following in the span of one
turn:
ƬƬ Speak to other characters
ƬƬ Use an item
ƬƬ Perform one non-risky action which doesn’t
require rolling the dice (e.g. moving a short
distance or knocking over some crates)
ƬƬ Perform one risky action and roll the dice

Once these options are exhausted, move on to the


next character, restarting when you get to the end
of the line. At any time, players can spend one WAR
DIE to take an additional turn, and may place their
bonus turn anywhere in the turn order. Because the
enemies in FIST respond to player rolls and actions
(taking damage on a success, dealing damage on a
failure, etc.), they do not have their own turn order.

Slower advancement

Sudden death
When a character rolls snake eyes (two 1s) during
active combat, the mode of play shifts to sudden
death. During sudden death, all DAMAGE is doubled
after applying any other bonuses, and ARMOR is
rendered useless by the force of incredible violence.
Sudden death lasts until someone dies.

SUPPLIES 62
INTELLIGENCE MATRIX
GEAR: Weapons and Armor
Weapons and armor are the two best friends of any WEAPONS (D66)
merc in the business. You can use these tables to
randomly generate the gear that players find on 11. Small blunt (baton, cane, etc.)....................3 DAMAGE
the enemies they encounter (or in their unguarded 12. Large blunt (bat, crowbar, etc.)............ 1D6 DAMAGE
armories). These are the general weapon guidelines: 13. Small blade (shiv, pocketknife, etc.).........3 DAMAGE
14. Large blade (combat knife, axe, etc.).1D6 DAMAGE
15. Light hand (wraps, thick gloves, etc.)......3 DAMAGE
ƬƬ Holdout weapons (like shivs and slingshots) deal 16. Heavy hand (knuckle dusters, etc.)..... 1D6 DAMAGE
3 DAMAGE and are concealable. 21. Small ranged (slingshot, BB gun, etc.).....3 DAMAGE
ƬƬ Light weapons (such as pistols and knives) deal 22. Whip................................................................. 1D6 DAMAGE
1D6 DAMAGE. 23. Bow................................................................... 1D6 DAMAGE
ƬƬ Medium weapons (such as rifles, shotguns, and 24. Pistol................................................................. 1D6 DAMAGE
swords) deal 1D6+1 DAMAGE. 25. Machine pistol.............................................. 1D6 DAMAGE
ƬƬ Heavy weapons (such as RPGs, miniguns, and 26. Submachine gun.......................................... 1D6 DAMAGE
31. Carbine............................................................ 1D6 DAMAGE
sniper rifles) deal 1D6+2 DAMAGE.
32. Hand cannon.............................................1D6+1 DAMAGE
ƬƬ Anomalous weapons (such as those which are 33. Bolt-action rifle........................................1D6+1 DAMAGE
enchanted, alien, or divine) deal 2D6 DAMAGE. 34. Semi-automatic rifle...............................1D6+1 DAMAGE
35. Assault rifle................................................1D6+1 DAMAGE
ƬƬ Accessories that protect the user (e.g. helmets, 36. Break-action shotgun............................1D6+1 DAMAGE
small shields, magic capes) can be shattered at 41. Pump-action shotgun...........................1D6+1 DAMAGE
will to ignore damage once, destroying them in 42. Light machine gun..................................1D6+1 DAMAGE
the process. Any number of accessories can 43. Sword...........................................................1D6+1 DAMAGE
44. Spear............................................................1D6+1 DAMAGE
be equipped alongside your weapon and armor.
45. Large axe....................................................1D6+1 DAMAGE
ARMOR-granting items which cover all or most 46. Large hammer...........................................1D6+1 DAMAGE
of the torso are not considered accessories. 51. Sniper rifle................................................. 1D6+2 DAMAGE
ƬƬ Large shields (e.g. riot and tower shields) provide 52. Rocket launcher...................................... 1D6+2 DAMAGE
1 or 2 points of ARMOR depending on material. 53. Heavy machine gun............................... 1D6+2 DAMAGE
A large shield must be equipped as a weapon; 54. Heavy misc. (e.g. railgun, laser)......... 1D6+2 DAMAGE
switching to a weapon costs precious time. 55. Energy blade (e.g. beam, magic)...... 1D6+2 DAMAGE
ƬƬ Clothing (e.g. a civilian outfit, a costume) provides 56. Concussion grenade................................... 1D6 DAMAGE
61. Frag grenade.............................................1D6+1 DAMAGE
0 points of ARMOR.
62. Small bomb (e.g. landmine, pipe)..... 1D6+2 DAMAGE
ƬƬ Light armor (e.g. full tactical gear or a bulletproof 63. Large bomb (e.g. C4 setup)....................2D6 DAMAGE
fest) provides 1 point of ARMOR. 64. Anomalous weapon....................................2D6 DAMAGE
ƬƬ Heavy armor (e.g. ballistic plating or a mechanized 65. Ultra-shotgun...............................................2D6 DAMAGE
suit) provides 2 points of ARMOR. 66. FUBAR blaster...............................................3D6 DAMAGE

Weapon tags are special game mechanics which ARMOR (2D6)


can be attached to any weapon, broadening its
functions and giving its handling a distinct “feel”. 2. Combat shield.............................0 ARMOR (accessory)
No tag is required for a weapon to have special 3. Riot shield........................ 1 ARMOR (equip as weapon)
effects—for instance, the villain in your campaign 4. Heavy riot shield.......... 2 ARMOR (equip as weapon)
may have a “gravity cannon (1D6+2 DAMAGE, 1-in- 5. Helmet............................................1 ARMOR (accessory)
6. Civilian clothing...................................................0 ARMOR
1D6 chance to crush the target into a marble)”—but
7. Standard fatigues...............................................1 ARMOR
these 36 modifications are meant to cover some of 8. Tactical clothing..................................................1 ARMOR
the more commonly thought-of special abilities as a 9. Bulletproof vest...................................................1 ARMOR
random table. You might use them as advancement 10. Exoskeleton frame..............................................1 ARMOR
rewards, as the inventory of a gunsmith NPC, or to 11. Ceramic plate.......................................................2 ARMOR
generate memorable lackeys and loot for a mission. 12. Power armor.........................................................2 ARMOR

63 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
GEAR: Weapon Tags
WEAPON TAGS (D66)
11. ACCURATE: Scoped, sighted, or well-balanced; 41. LIGHT: Weighs almost nothing. Grants +1 on
this weapon grants one automatic success when REFLEXIVE rolls that involve this weapon.
attacking per mission.
42. LOUD: Attacks with this weapon draw the undivided
12. ANTI-MATERIEL: Deals double DAMAGE to vehicles attention of enemies within earshot (and instantly
and structures; cumbersome to carry around. reveal your position).

13. ALT-FIRE: This weapon has a secondary component 43. LUCKY: Keeping this weapon in your inventory
or form which also deals damage, (e.g. bayonet, grants you one WAR DIE per mission.
launcher attachment, sword that becomes a whip).
44. MEDICAL: Once per mission, you may use this
14. ARMOR-PIERCING: Attacks with this weapon ignore weapon to deal negative DAMAGE, healing the target.
ARMOR bonuses granted by physical means.
45. MESSY: Enemies explode into gore/goo/scrap
15. BANE: Forged from (or fires) a magically useful etc. on ultra successes (in addition to the usual
material of your choice (silver, salt, etc.) Deals bonus). No identifiers will remain—not even teeth.
double DAMAGE to those affected.
46. MENACING: Enemies who see a comrade slain by
16. COLLAPSIBLE: Easily concealed, no matter the size; this weapon have a 1-in-1D6 chance to flee.
will never be detected during pat-downs.
51. NON-LETHAL: Does not deal DAMAGE; has a 3-in-1D6
21. CURSED: Requires powerful magic to remove once chance to knock unconscious on a success.
equipped. The wielder may permanently spend
1D6 MAX HP to guarantee a successful attack. 52. POISONED: When you would roll for damage for this
weapon, wait and mark your target as poisoned
22. CUSTOMIZED: Deals an additional 1 DAMAGE and instead. Next time they’re hurt, roll your DAMAGE
has a weapon skin (p. XX); coveted by enemies. and add it to the total amount they take.

23. DUMMY: Appears to be a weapon, but is actually 53. PROTOTYPE: Wielding this next-generation weapon
another mundane item of your choice (e.g. gun grants +1 TACTICAL; roll +TAC to attack with it.
lighter, fake sword with a hidden compartment).
54. QUICK-DRAW: Attacks that target enemies drawing
24. ELECTRIFIED: Deals double DAMAGE to robots and their weapons will always succeed.
other complex machines. Shorts out running
electronics and briefly electrifies bodies of water. 55. REMOTE: Projectiles (or the weapon itself) can
be remotely steered through chutes and around
25. EXPERIMENTAL: When each mission begins, roll walls.
D66 on this table for the weapon’s effect (if you
get EXPERIMENTAL, create a new one with the ref). 56. RITUAL: Shatters to protect you from death once,
negating lethal damage. Disintegrates afterward.
26. FLASHY: If you describe a unique and bombastic
attack with this weapon, you can roll +CREATIVE to hit. 61. SAPIENT: Communicates with its wielder by thought;
roll 1D6 for disposition: bloodthirsty, caring, craven,
31. GRIP: Custom materials and ergonomic design; the excitable, morose, stoic.
referee can never state that you drop this weapon.
62. SHREDDER: Deals double DAMAGE to exposed flesh.
32. HEAVY: This thing is too big to be called a weapon. On critical hits, decreases the target’s ARMOR by 1.
Once per mission, take +3 on a FORCEFUL roll that
involves this weapon. 63. STUN: Those damaged by this weapon cannot
move or act until their current HP changes.
33. HUD: Scans hostiles. When you kill something new,
the referee will tell you a useful fact about it. 64. TRANQUILIZER: As NON-LETHAL, but chance
is increased to 5-in-1D6 if a vulnerable area is
34. ICE: Deals double DAMAGE to anything which specifically targeted (e.g. head, neck, exposed
needs warmth to function. membrane, etc.)

35. INCENDIARY: When damage is dealt, this weapon 65. UNSTABLE: Can be set to overload to deal triple
also deals 2 DAMAGE to anything within fire- DAMAGE once; explodes for 3D6 damage to
spreading range. Deals double DAMAGE to plants. everyone nearby seconds later.

36. INDESTRUCTIBLE: Impervious to everything; can 66. VALUABLE: Utterly unique in history or make. Can be
withstand any amount of pressure or corrosion. used as a bargaining chip in almost any situation.

SUPPLIES 64
INTELLIGENCE MATRIX
GEAR: Items
Items COMMON ITEMS (D66)
Typically, items which could be easily replenished
between missions (like a thermos full of coffee or a 11. 10 foot chain
mass-produced medication) have a number of uses, 12. 10 foot pole
whereas unique items which cannot be replaced 13. 5 gallon bucket
(like a dose of an experimental serum or a piece of 14. 50 foot rope
15. Analgesic
alien fruit) are marked as consumable.
16. Bag of chips
21. Ballpoint pen
22. Beer bottle
23. Can of soda
CYCLOPS gadgets 24. Car keys
Due to CYCLOPS' nearly bottomless well of funding 25. Cassette player
and connections, CYCLOPS gear tends to be higher- 26. Cassette tape (p. xx)
tech, more powerful, and more broadly useful than 31. Chewing gum
anything FIST has access to. CYCLOPS gadgets can 32. Cigarettes
be sourced in small amounts from the bodies or 33. Cigars
34. Cosmetics kit
unattended bags of CYCLOPS operatives, or stolen
35. Coupon book
in bulk from fastidiously secure CYCLOPS facilities. 36. Crowbar
41. Duffel bag
All CYCLOPS gadgets are outfitted with microscopic 42. Fertilizer
geo-tracking transmitters. If the players begin a 43. Flashlight
mission in possession of CYCLOPS gadgets, the ref 44. Flip lighter
should roll 1D6—if the result is equal to or less than 45. Gas can
the total amount of CYCLOPS gadgets possessed 46. Glass pipe
by the players, CYCLOPS Command will dispatch up 51. Hand mirror
to three of the following to the mission area: 1) 2D6 52. Handbag
53. House keys
CYCLOPS GOONS (p. xx) and a CYCLOPS SPECIALIST,
54. ID card
2) 1D6 CYCLOPS HEAVY TROOPERS (p. xx), 3) 1D6 55. Keychain
CROs (p. xx). 56. Laxative
61. Metal file
62. Superglue
63. Thermos
64. Wallet (1D6 × $20 inside)
65. Wristwatch
66. Zip ties

ITEM PACKS (2D6)


2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.

65 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
GEAR: CYCLOPS Gadgets
CYCLOPS GADGETS (2D6)
2. Anti-mnemonic syringe 7. Dynamic ID
The anti-mnemonic syringe can easily be mistaken for Dynamic IDs are blank plastic ID cards mass produced by
an oddly dense steel ballpoint pen. When used on a captive magicians, outfitted with a simple glamour that
major artery, the victim's bloodstream is flooded with a responds to the user's whims. The glamour will show a
chemical compound that induces a several hour blackout, set of believable credentials to anyone who isn't looking
followed by general amnesia. The syringe is wondrously too closely. All CYCLOPS personnel, even desk jockeys
effective for memory wipes, leaving the afflicted with no and janitors, are trained early on to spot dynamic IDs.
recollection of the past day and a feeling of "lost time".
8. Fingerprint neutralizer
3. Appearance scrambler Although CYCLOPS has at least indirect control over all
CYCLOPS employs compact, belt-mounted appearance law enforcement agencies, covering one's tracks is still
scramblers to hide obviously ultrahuman operatives. Push a constant concern. The fingerprint neutralizer is a bulky,
a button and the scrambler will project a combination pistol-shaped device which projects a short-range cne
hologram-psionic shell which fools onlookers into of sebum-disturbing sonic vibration. Once used, prints
perceiving an unremarkable civilian. The scrambler is on any surface become distorted and illegible.
thorough down to the user’s voice and mannerisms, but
cannot simulate any existing person due to quantum 9. Dissolving ammunition
interference. The holographic shell has only 3 HP and For high-profile assassinations or missions which require
takes DAMAGE alongside the user, so the device must leaving no trace of an agent's presence, CYCLOPS uses
remain well-protected for its entire 12-hour battery life. proprietary "dissolving ammunition" which contains a
strain of specially-cultivated alien bacteria capable of
4. Comms wire rapidly metabolizing lead (as well as flesh, to a certain
Most CROs communicate with their team using state of extent—dissolving ammo deals an additonal 1 DAMAGE).
the art, credit card-sized transistor radios tucked away Dissolving ammo is a finite resource, so you should either
in a pocket or strapped to strategic points along the track your shots directly (dissolving ammo clips have 6
torso and limbs. These radios are unlike anything available shots), or use the abstract ammo tracking rules (p. xx).
on the consumer market, allowing for simultaneous two-
way communication and multi-user “conference calls”. 10. Portable fusion generator
Instead of a microphone and speaker, CYCLOPS has Despite the enusing stable time loop, CYCLOPS Command
developed a rubberized flesh-toned wire with a micro- has deemed their decision to build miniaturized cold
motor tip for vibrating in- and out-going audio through fusion reactors based upon their own blueprints from
the wearer’s cartilege. the distant future "an acceptable risk". The briefcase-
sized generator can supply a city grid's worth of power
5. Containment pylons for 24 hours—if pushed beyond this point, it will erupt
One CYCLOPS containment kit includes three telescoping in a small nuclear explosion which deals 10D6 DAMAGE.
black pylons (ten inches long collapsed and about five
feet tall with spring-loaded tripod feet when extended) 11. Teleporter relay
and a two-button remote which fits in the user’s palm. The chest-mounted teleporter relay instantly transports
When the pylons are placed in a triangle and activated, the user to the nearest CYCLOPS facility when the cord
a pyramid-shaped forcefield (6 ARMOR, 40 HP) forms is pulled. CYCLOPS has no way to identify who is using a
between them. The containment pylons nullify most of relay until target-site atomic reconstruction is complete,
the movement-based abilities known to CYCLOPS, have which can lead to major confusion if the incoming user
a maximum volume roughly equal to a gymnasium, and turns out to be an enemy operative.
can be switched to “neutralize”, turning the forcefield
bright red and dealing 6D6 DAMAGE to anything inside. 12. Thought disruptor
Also frequently referred to as a "Schrodinger disruptor"
6. False death implant in official documentation, the thought disruptor is used
The false death implant is a time-honored trick: a molar- when the outcome of a quantum event needs to be
implanted pill which, when ingested, perfectly simulates changed. The disruptor self-destructs upon use and
death (in fact cadaverous sleep) for twenty-four hours. renders a target temporarily unable to perceive anything.

SUPPLIES 66
INTELLIGENCE MATRIX
CHARACTERS: Soldiers
Soldiers are mere grist in the global mill of profitable RANK (2D6)
war. They may serve in a nation’s military, work for
an ideologically-motivated faction (e.g. terrorists/ 2. General 8. Corporal
revolutionaries), or be employed by a PMC (private 3. Colonel 9. Warrant officer
military company). They typically have the best of 4. Major 10. Lieutenant
5. Captain 11. Commander
2D6 MAX HP, and possess simple weapons as well 6. Sergeant 12. Lieutenant
as standard-issue items and a few personal effects. 7. Private commander

NAME (D66) FEATURE (D66)


11. Abrams 41. Nguyen 11. Afraid of the dark 41. Incredibly confusing
12. Adeyemi 42. Kai 12. Argumentative 42. Misanthropic nihilist
13. Antonov 43. Khan 13. Bulky glasses 43. Movie star face
14. Blazkowicz 44. Kilgore 14. Chain-smoker 44. Knuckle tattoos
15. Callahan 45. Kowalski 15. Charming 45. Lack of forethought
16. Chan 46. Kramer 16. Chews the scenery 46. Loud shirt

21. Flores 51. Okoye 21. Dissociating 51. Lover and a fighter
22. Gill 52. Ramirez 22. Duplicitous coward 52. Main character
23. Grant 53. Schwartz 23. Ethical conundrums 53. No indoor voice
24. Ibanez 54. Singh 24. Extremely organized 54. Overthinker
25. Johnson 55. Saad 25. Eyepatch, stubble 55. Painted nails
26. Lee 56. Soap 26. Failed hanging scar 56. Shaved head

31. Hale 61. Stacker 31. Fingerless gloves 61. Strict vegan
32. Hasan 62. Stone 32. Fishing line stitches 62. Striking makeup
33. Hawk 63. Suzuki 33. Gold tooth 63. Sunglasses indoors
34. Mason 64. Takahashi 34. Good listener 64. Takes joy in killing
35. Mohammed 65. Tran 35 History buff 65. Unstoppable force
36. Mostafa 66. Woo 36. Hotheaded 66. Very cool tattoo

ANECDOTE (D66)
11. Acid trip revelation 41. Nearly murdered for hustling
12. Alien abductee (FACTIONS: Aliens, p. xx) 42. Niche hobby hard sell
13. Bad comedy routine 43. On the Grassy Knoll
14. Broke out of a Soviet gulag 44. Once resisted torture (+1D6 MAX HP)
15. Captured by pirates 45. Patented an invention
16. Current fad is a CIA psyop 46. Personally saw Hitler die

21. Cryptid encounter 51. Pyramid scheme sales pitch


22. Ex-race car driver 52. Recent gambling windfall (2D6 × $1000 USD)
23. Failed actor (CHARACTERS: Celebrities, p. xx) 53. Religious vision
24. Favorite athlete’s greatest achievement 54. Robbed a gas station
25. Famous friend-of-a-friend 55. Romantic escapade
26. Fired cop 56. Shaggy dog joke

31. Faked moon landing theory 61. Sworn to secrecy (LORE: Coverups, p. xx)
32. Good football game 62. Venting about their ex
33. Gun facts (+1 to ranged attack rolls) 63. Vietnam war story
34. Harassed by men in black 64. Woodstock attendee
35. Incomprehensible saga about daily errands 65. Wrote a book
36. Mundane story from the news 66. Quaalude experiences

67 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
CHARACTERS: Scientists
Scientists work the grinding wheel of progress, ALLEGIANCE (1D6) CAREER (1D6)
always pushing us toward a strange and inevitable
future. Most have the worst of 2D6 MAX HP and 1. Curiosity 1. Amateur
carry no weapons. Their skills correspond with their 2. Ethics 2. Student
backgrounds (e.g. a Nobel Prize winner who has 3. Nation 3. Technician
4. Protocol 4. Doctor
discovered mind uploading would presumably be 5. Self 5. Professor
an expert programmer, engineer, and psychologist). 6. Superiors 6. Nobel Prize winner

NAME (D66) FEATURE (D66)


11. Abdullah 41. Ilunga 11. Absent-minded 41. Mysterious illness
12. Babanin 42. Laghari 12. Adorable klutz 42. Never stops talking
13. Bernstein 43. Lazarus 13. All book-smarts 43. Negligent
14. Braun 44. Mekonnen 14. Bolt of white hair 44. Nervous prepper
15. Cocteau 45. Mueller 15. Cane-sword 45. No fingerprints
16. Daystrom 46. Moyo 16. Cantankerous 46. Old but hip

21. Emmerich 51. Mitchum 21. Chemical smell 51. Pocket protector
22. Enoch 52. Octavius 22. Counterculture messiah 52. Pop culture junkie
23. Garcia 53. Palmeira 23. Condescending genius 53. Piercing gaze
24. Gomez 54. Petrov 24. Confident and sexy 54. Spec-fic fan
25. Forrester 55. Sato 25. Deeply professional 55. Square glasses and jaw
26. Freeman 56. Serizawa 26. Droning monotone 56. Rat-like posture

31. Hayden 61. Smith 31. Egghead 61. Tall, dark, handsome
32. Ibrahim 62. Song 32. Enormous beard 62. Technobabble only
33. Kim 63. West 33. Generally creepy 63. Tiny circular glasses
34. Kleiner 64. White 34. God complex 64. Traitorous sycophant
35. Kong 65. Zera 35. Hopeless romantic 65. Trim and proper
36. Ivanov 66. Zhao 36. Missing eyebrows 66. Unruly hair

DISCOVERY (D66)
11. Advanced robotics (3 in 1D6: Unruly sentience) 41. Limited time travel (3 in 1D6: Already used it)
12. Anti-gravity field 42. Meal replacement pills (1 in 1D6: Made of people)
13. Artificial black holes (1 in 1D6: Well-contained) 43. Medical necromancy
14. Bionic enhancement (5 in 1D6: Self-enhanced) 44. Mind uploading
15. Classic science fiction movie used real footage 45. Mirror universe
16. Cure for the common cold 46. Mutant supervirus (5 in 1D6: Already infected)

21. Cryogenic stasis 51. Mythological artifact (LORE: Artifacts, p. xx)


22. Dolphin psionics (3 in 1D6: Scientist is a dolphin) 52. Nanomachines (5 in 1D6: Self-injected)
23. Earth is an alien child’s toy 53. Panspermia evidence
24. Eldritch beings (CREATURES: Eldritch, p. xx) 54. Perpetual motion
25. Extra-sensory perception 55. Practical teleportation (3 in 1D6: Hidden flaw)
26. Extinct species cloning (5 in 1D6: Clones escape) 56. Prototype internet

31. Free will is an illusion 61. Reality is a simulation


32. Global information security vulnerability 62. Roswell incident truth (CREATURES: Aliens, p. xx)
33. God is dead (3 in 1D6: We killed him) 63. Shrink and/or grow ray (5 in 1D6: Stuck shrunken)
34. Hell is real (5 in 1D6: Hellmouth opened) 64. Sleep is optional
35. Imminent kaiju (MISSIONS: Cities, p. xx) 65. Trepanning ascension (5 in 1D6: Self-trepanned)
36. Lead to gold transmutation 66. Waste as an energy source

SUPPLIES 68
INTELLIGENCE MATRIX
CHARACTERS: Politicians
POSITION (1D6) VICE (1D6)
1. Public servant 1. Money
2. Bureaucrat 2. Image
3. Diplomat 3. Power
4. Lawmaker 4. Romance
5. Advisor 5. Sadism
6. Leader 6. Thrills

NAME (D66) FEATURE (D66)


11. 41. 11. Bright-eyed 41. Loves cameras
12. 42. 12. Business casual 42. Mumbles everything
13. 43. 13. Career-minded 43. Nepotist
14. 44. 14. Chunky glasses 44. Nervous glare
15. 45. 15. Cigar-chomping 45. Not all there
16. 46. 16. Clear figurehead 46. Nouveau riche

21. 51. 21. Debateur 51. Obsequious


22. 52. 22. Decorated veteran 52. Obvious schemer
23. 53. 23. Elder statesman 53. Old money
24. 54. 24. Fake hairpiece 54. Paid for position
25. 55. 25. Focus-grouped 55. Pastel pantsuit
26. 56. 26. Forgettable 56. Phones it in

31. 61. 31. Fundamentalist 61. Priceless jewelry


32. 62. 32. Hopeless romantic 62. Public speaker
33. 63. 33. Idealist 63. Revolutionary
34. 64. 34. Ironed suit 64. Too clean
35. 65. 35. Lich-like 65. Widely hated
36. 66. 36. Loud bully 66. World-weary

SECRET (D66)
11. Backstabbing their way to the top 41. Knows more than they should
12. Beholden to corporate interests 42. Knows what CYCLOPS stands for
13. Being actively blackmailed 43. Linked to organized crime
14. Being watched 44. Moonlights as a vigilante
15. Bets on horse races 45. Multiple extramarital affairs
16. Collection of offshore accounts 46. Personally institutionalized a loved one

21. Covering for a murderer 51. Placed on a watchlist


22. Covertly pushing development projects 52. Plant from across the Iron Curtain
23. Embezzling government funds 53. Publicly stated beliefs are a façade
24. Enabling a proxy war 54. Repressing a unique kink
25. Funneled money into a hate group 55. Sliding slowly into madness
26. Government base on Venus 56. Sold their soul ages ago

31. Guilty of insider trading 61. Spy for the opposition party
32. High-ranking cult member 62. Tampered with an election
33. In cahoots with corrupt police 63. Ties to the Third Reich
34. In the witness protection program 64. Understands numbers stations
35. Incognito alien 65. Well-stocked apocalypse bunker
36. Incredibly dysfunctional family 66. Yearns for a civil war

69 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
CHARACTERS: Celebrities
PROFESSION (2D6)
2. Royalty 8. Musician
3. Politician (p. xx) 9. Artist
4. Millionaire 10. Architect
5. Activist 11. Scientist (p. xx)
6. Athlete 12. Roll twice, ignoring
7. Actor duplicates

MONIKER (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

STORY (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

SUPPLIES 70
INTELLIGENCE MATRIX
CHARACTERS: Civilians
JOB (2D6)
2. Agriculture 8. Data entry
3. Supply chain 9. Teaching
4. Public works 10. Finance
5. Childcare 11. Medical
6. Manufacturing 12. Media and
7. Service industry communications

NAME (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

HOBBY (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

71 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
CHARACTERS: Spies
CODENAME (1D6) CLEARANCE (1D6)
1. Adjective + animal 1. RED (need-to-know)
2. Adjective + title 2. ORANGE (the basics)
3. Three digit code 3. YELLOW (extra facts)
4. Mythological figure 4. GREEN (half-redacted)
5. “John Doe”-type 5. BLUE (key redactions)
6. Uses real name 6. PURPLE (everything)

ALIAS (D66) FEATURE (D66)


11. 41. 11. Always uses matches 41. In perfect shape
12. 42. 12. Barcode tattoo 42. Jolly and elderly
13. 43. 13. Beauty mark 43. Menthol cigarettes
14. 44. 14. Blonde bombshell 44. Mid-Atlantic accent
15. 45. 15. Crimson lipstick 45. Military uniform
16. 46. 16. Curly mullet 46. Mod fashion

21. 51. 21. Drab workwear 51. Nothing behind eyes


22. 52. 22. Elegant ball gown 52. Pan-European accent
23. 53. 23. Fancy lingerie 53. Plastic poncho
24. 54. 24. Girl next door 54. Schlubby nobody
25. 55. 25. Gold aviators 55. Smoking jacket
26. 56. 26. Grievous expression 56. Sparkling eyes

31. 61. 31. Groovy vibes 61. Stone butch


32. 62. 32. Hair pomade 62. Tailored suits
33. 63. 33. Heavy fragrances 63. Turtleneck collection
34. 64. 34. High top fade 64. Upturned nose
35. 65. 35. High-tech jumpsuit 65. Very short shorts
36. 66. 36. Horseshoe mustache 66. Voluminous afro

MODUS (D66)
11. Acrobatics, contortionist skills, and parkour 41. Hides in plain sight
12. Actually a quadruple agent (or not?) 42. Hyper-realistic rubber masks
13. Always getting plastic surgery 43. In charge of redacting documents
14. Cat burglar antics 44. Incredible thrown-weapon aim
15. Comically overstocked utility belt 45. Leaves a theatrical calling card
16. Cracks jokes to build familiarity 46. Martial arts master, knows multiple styles

21. Doses unwitting targets with LSD 51. Melts down bodies in hydrochloric acid
22. Drinks targets under the table 52. Morbid fascination with poisons and venoms
23. Employs self-destructing messages 53. Multiple people using one codename
24. Expert bureaucracy navigator 54. Obsessively thorough note-taking
25. Exploits security footage, bugs rooms 55. Palpable aura of lust
26. Gadgets disguised as clothing 56. Performance enhancing serum

31. Gleeful torture practitioner 61. Performs idiosyncratic sympathetic magic rituals
32. Goes above their clearance level 62. Poses as service workers
33. Good old-fashioned fisticuffs 63. Resistance to lie detectors
34. Grand maestro of blackmail 64. Silver-tongued manipulation
35. Handler goes above and beyond 65. Trustworthy everyman presentation
36. Has their civilian family in the dark 66. Unpredictable, drafted unwillingly

SUPPLIES 72
INTELLIGENCE MATRIX
FACTIONS: Aliens
Though we confine our concerns to this pale blue ORIGIN (1D6) MISSION (1D6)
dot, we know that we are not alone. Aliens vary
wildly in HP and ARMOR depending on their form. 1. Our solar system 1. Conquer
Most aliens carry weaponry advanced far beyond 2. Planet beyond Pluto 2. Escape
our own (up to 3D6 DAMAGE). Many non-sentient 3. Galactic backwater 3. Manipulate
4. Galactic core 4. Observe
creatures may be of alien origin; this table covers 5. Another galaxy 5. Uplift
alien civilizations only. 6. Higher plane 6. Warn

DESCRIPTION (D66) FEATURE (D66)


11. Arm-flailing robot 41. Insectoid 11. Alien martial arts 41. Human dissections
12. Abstract geometry 42. Intelligent ape 12. All identical 42. Incredible lifespan
13. Amphibian 43. Luminous orb 13. Allergic to air 43. Love and light schtick
14. Biblical angel 44. Little green man 14. Brain-sucking 44. Livestock harassment
15. Bipedal cat 45. Mass of fur 15. British accent 45. Mean and cold
16. Cephalopod 46. Mechanical spider 16. Capes and jewelry 46. Metal-eating

21. Classic gray 51. Micro-organisms 21. Chittering, screeching 51. No empathy
22. Crystalline entity 52. Nondescript shadow 22. Chrome garments 52. Orbital drop pods
23. Disposable android 53. Opaque spacesuit 23. Corpse revival 53. Philosophizing
24. Entirely human 54. Overdesigned 24. Colossal mothership 54. Planet ruiner beam
25. Elven feature 55. Poor human imitation 25. Crop circles 55. Religious zeal
26. Evolved dinosaur 56. Post-mortal construct 26. Eerie childlike laugh 56. Vibrating enunciation

31. Exposed brain 61. Space pirates 31. Ethics-minded 61. Warm glow
32. Gas cloud 62. Starfish-like 32. Flying saucers 62. Wingding language
33. Giant eyeball 63. Tall and gangly 33. Frequent abductions 63. Strictly militaristic
34. Greek god 64. Topographic forehead 34. Generation ship 64. Sublime music
35. Hovering jellyfish 65. Two antennae 35. Hidden space station 65. Super-strength
36. Hulking brute 66. Will-o-the-wisp 36. Hivemind 66. Vast intellect

TRUTH (D66)
11. Aging has been solved by their natural sciences 41. FTL travel is quite simple (2-in-1D6: This is a scam)
12. Alien prisoners are held in a government facility 42. No other world has drugs so potent
13. Aliens worship “the precursors” (1-in-1D6: It’s us) 43. Not happy about what we did to Lt. Cmdr. Jesus
14. All life on Earth constitutes a supercomputer 44. One Earth government declares war against them
15. All of history has been a reality TV show 45. Our emotions confuse them
16. Anti-war Milky Way Commune hates us 46. Our solar system is their Shangri-La

21. CYCLOPS denies knowledge of their existence 51. Our sun empowers them
22. CYCLOPS goes loud and public to ward them off 52. Our technology is the most advanced anywhere
23. CYCLOPS welcomes them for unknown reasons 53. Simulations indicate our society will collapse soon
24. Different aliens are after them (roll Aliens again) 54. Someone here is the Galactic Chosen One
25. Disasters have rendered them refugees 55. The asteroid belt holds invaluable minerals
26. Deep Earth core colonies established 56. They bet credits on our wars (3-in-1D6: They lost)

31. Earth is a Systems Collective wildlife refuge 61. They find us delicious (5-in-1D6: Won’t admit it)
32. Earth is to be demolished (3-in-1D6: Clerical error) 62. They have taken our fiction as fact
33. Earth is to be judged 63. They’re here to pick up true believers
34. Earth will be a colony for the United Star Empire 64. We are their abandoned experiment
35. Everyone in the galaxy wants the H-bomb 65. We’ve been blacklisted by the Galactic Alliance
36. Famous human was one of them 66. Weak to terrestrial diseases

73 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
FACTIONS: Agencies
PARENT (2D6)
2. BOSS (South Africa) 8. KGB (USSR)
3. Mossad (Israel) 9. GRU (USSR)
4. MI-6 (UK) 10. Stasi (East Germany)
5. FBI (USA) 11. MSS/Guoanbu (China)
6. CIA (USA) 12. TC2 (also known
7. CYCLOPS (Earth) as GDDI, Vietnam)

DESCRIPTION (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

PLAN (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

SUPPLIES 74
INTELLIGENCE MATRIX
FACTIONS: Corporations
SECTOR (2D6)
2. 8.
3. 9.
4. 10.
5. 11.
6. 12.
7.

NAME (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

HOBBY (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

75 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
FACTIONS: Cults
LEADERSHIP (1D6) SIZE (1D6)
1. True commune 1. Household
2. Power struggle 2. Neighborhood
3. Tight-knit coven 3. Village
4. Scam artist 4. City
5. Divine family 5. National
6. Messianic figure 6. Global

DESCRIPTION (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

PROPHECY (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

SUPPLIES 76
INTELLIGENCE MATRIX
FACTIONS: Dissidents
POSITION (1D6) VICE (1D6)
1. Pencil-pusher 1. Control
2. Bureaucrat 2. Death
3. Lawmaker 3. Fame
4. Cabinet member 4. Fear
5. Inner circle 5. Pleasure
6. Leader 6. Wealth

NAME (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

HOBBY (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

77 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
FACTIONS: Rebels
POSITION (1D6) VICE (1D6)
1. Pencil-pusher 1. Control
2. Bureaucrat 2. Death
3. Lawmaker 3. Fame
4. Cabinet member 4. Fear
5. Inner circle 5. Pleasure
6. Leader 6. Wealth

NAME (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

MODUS (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

SUPPLIES 78
INTELLIGENCE MATRIX
ENEMIES:
ORIGIN (1D6) MISSION (1D6)
1. Our solar system 1. Conquer
2. Planet beyond Pluto 2. Escape
3. Galactic backwater 3. Manipulate
4. Galactic core 4. Observe
5. Another galaxy 5. Uplift
6. Higher plane 6. Warn

DESCRIPTION (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

PLAN (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

79 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
ENEMIES:
PARENT (2D6)
2. BOSS (South Africa) 8. KGB (USSR)
3. Mossad (Israel) 9. GRU (USSR)
4. MI-6 (UK) 10. Stasi (East Germany)
5. FBI (USA) 11. MSS/Guoanbu (China)
6. CIA (USA) 12. TC2 (also known
7. CYCLOPS (Earth) as GDDI, Vietnam)

DESCRIPTION (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

PLAN (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

SUPPLIES 80
INTELLIGENCE MATRIX
ENEMIES:
SECTOR (2D6)
2. 8.
3. 9.
4. 10.
5. 11.
6. 12.
7.

NAME (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

HOBBY (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

81 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
ENEMIES:
LEADERSHIP (1D6) SIZE (1D6)
1. True commune 1. Household
2. Power struggle 2. Neighborhood
3. Tight-knit coven 3. Village
4. Scam artist 4. City
5. Divine family 5. National
6. Messianic figure 6. Global

DESCRIPTION (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

PROPHECY (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

SUPPLIES 82
INTELLIGENCE MATRIX
ENEMIES:
POSITION (1D6) VICE (1D6)
1. Pencil-pusher 1. Control
2. Bureaucrat 2. Death
3. Lawmaker 3. Fame
4. Cabinet member 4. Fear
5. Inner circle 5. Pleasure
6. Leader 6. Wealth

NAME (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

HOBBY (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

83 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
ENEMIES:
POSITION (1D6) VICE (1D6)
1. Pencil-pusher 1. Control
2. Bureaucrat 2. Death
3. Lawmaker 3. Fame
4. Cabinet member 4. Fear
5. Inner circle 5. Pleasure
6. Leader 6. Wealth

NAME (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

MODUS (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

SUPPLIES 84
INTELLIGENCE MATRIX
LOCATIONS:
ORIGIN (1D6) MISSION (1D6)
1. Our solar system 1. Conquer
2. Planet beyond Pluto 2. Escape
3. Galactic backwater 3. Manipulate
4. Galactic core 4. Observe
5. Another galaxy 5. Uplift
6. Higher plane 6. Warn

DESCRIPTION (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

TRUTH (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

85 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
LOCATIONS:
PARENT (2D6)
2. BOSS (South Africa) 8. KGB (USSR)
3. Mossad (Israel) 9. GRU (USSR)
4. MI-6 (UK) 10. Stasi (East Germany)
5. FBI (USA) 11. MSS/Guoanbu (China)
6. CIA (USA) 12. TC2 (also known
7. CYCLOPS (Earth) as GDDI, Vietnam)

DESCRIPTION (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

PLAN (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

SUPPLIES 86
INTELLIGENCE MATRIX
LOCATIONS:
SECTOR (2D6)
2. 8.
3. 9.
4. 10.
5. 11.
6. 12.
7.

NAME (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

HOBBY (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

87 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
LOCATIONS:
LEADERSHIP (1D6) SIZE (1D6)
1. True commune 1. Household
2. Power struggle 2. Neighborhood
3. Tight-knit coven 3. Village
4. Scam artist 4. City
5. Divine family 5. National
6. Messianic figure 6. Global

DESCRIPTION (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

PROPHECY (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

SUPPLIES 88
INTELLIGENCE MATRIX
LOCATIONS:
POSITION (1D6) VICE (1D6)
1. Pencil-pusher 1. Control
2. Bureaucrat 2. Death
3. Lawmaker 3. Fame
4. Cabinet member 4. Fear
5. Inner circle 5. Pleasure
6. Leader 6. Wealth

NAME (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

HOBBY (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

89 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
LOCATIONS:
POSITION (1D6) VICE (1D6)
1. Pencil-pusher 1. Control
2. Bureaucrat 2. Death
3. Lawmaker 3. Fame
4. Cabinet member 4. Fear
5. Inner circle 5. Pleasure
6. Leader 6. Wealth

NAME (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

MODUS (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

SUPPLIES 90
INTELLIGENCE MATRIX
LORE:
Though we confine our concerns to this pale blue ORIGIN (1D6) MISSION (1D6)
dot, we know that we are not alone. Aliens vary
wildly in HP and ARMOR depending on their form. 1. Our solar system 1. Conquer
Most aliens carry weaponry advanced far beyond 2. Planet beyond Pluto 2. Escape
our own (up to 3D6 DAMAGE). Many non-sentient 3. Galactic backwater 3. Manipulate
4. Galactic core 4. Observe
creatures may be of alien origin; this table covers 5. Another galaxy 5. Uplift
alien civilizations only. 6. Higher plane 6. Warn

DESCRIPTION (D66) FEATURE (D66)


11. Arm-flailing robot 41. Insectoid 11. Alien martial arts 41. Human dissections
12. Abstract geometry 42. Intelligent ape 12. All identical 42. Incredible lifespan
13. Amphibian 43. Luminous orb 13. Allergic to air 43. Love and light schtick
14. Biblical angel 44. Little green man 14. Brain-sucking 44. Livestock harassment
15. Bipedal cat 45. Mass of fur 15. British accent 45. Mean and cold
16. Cephalopod 46. Mechanical spider 16. Capes and jewelry 46. Metal-eating

21. Classic gray 51. Micro-organisms 21. Chittering, screeching 51. No empathy
22. Crystalline entity 52. Nondescript shadow 22. Chrome garments 52. Orbital drop pods
23. Disposable android 53. Opaque spacesuit 23. Corpse revival 53. Philosophizing
24. Entirely human 54. Overdesigned 24. Colossal mothership 54. Planet ruiner beam
25. Elven feature 55. Poor human imitation 25. Crop circles 55. Religious zeal
26. Evolved dinosaur 56. Post-mortal construct 26. Eerie childlike laugh 56. Vibrating enunciation

31. Exposed brain 61. Space pirates 31. Ethics-minded 61. Warm glow
32. Gas cloud 62. Starfish-like 32. Flying saucers 62. Wingding language
33. Giant eyeball 63. Tall and gangly 33. Frequent abductions 63. Strictly militaristic
34. Greek god 64. Topographic forehead 34. Generation ship 64. Sublime music
35. Hovering jellyfish 65. Two antennae 35. Hidden space station 65. Super-strength
36. Hulking brute 66. Will-o-the-wisp 36. Hivemind 66. Vast intellect

TRUTH (D66)
11. Aging has been solved by their natural sciences 41. FTL travel is quite simple (2-in-1D6: This is a scam)
12. Alien prisoners are held in a government facility 42. No other world has drugs so potent
13. Aliens worship “the precursors” (1-in-1D6: It’s us) 43. Not happy about what we did to Lt. Cmdr. Jesus
14. All life on Earth constitutes a supercomputer 44. One Earth government declares war against them
15. All of history has been a reality TV show 45. Our emotions confuse them
16. Anti-war Milky Way Commune hates us 46. Our solar system is their Shangri-La

21. CYCLOPS denies knowledge of their existence 51. Our sun empowers them
22. CYCLOPS goes loud and public to ward them off 52. Our technology is the most advanced anywhere
23. CYCLOPS welcomes them for unknown reasons 53. Simulations indicate our society will collapse soon
24. Different aliens are after them (roll Aliens again) 54. Someone here is the Galactic Chosen One
25. Disasters have rendered them refugees 55. The asteroid belt holds invaluable minerals
26. Deep Earth core colonies established 56. They bet credits on our wars (3-in-1D6: They lost)

31. Earth is a Systems Collective wildlife refuge 61. They find us delicious (5-in-1D6: Won’t admit it)
32. Earth is to be demolished (3-in-1D6: Clerical error) 62. They have taken our fiction as fact
33. Earth is to be judged 63. They’re here to pick up true believers
34. Earth will be a colony for the United Star Empire 64. We are their abandoned experiment
35. Everyone in the galaxy wants the H-bomb 65. We’ve been blacklisted by the Galactic Alliance
36. Famous human was one of them 66. Weak to terrestrial diseases

91 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
LORE:
PARENT (2D6)
2. BOSS (South Africa) 8. KGB (USSR)
3. Mossad (Israel) 9. GRU (USSR)
4. MI-6 (UK) 10. Stasi (East Germany)
5. FBI (USA) 11. MSS/Guoanbu (China)
6. CIA (USA) 12. TC2 (also known
7. CYCLOPS (Earth) as GDDI, Vietnam)

DESCRIPTION (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

PLAN (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

SUPPLIES 92
INTELLIGENCE MATRIX
LORE:
SECTOR (2D6)
2. 8.
3. 9.
4. 10.
5. 11.
6. 12.
7.

NAME (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

HOBBY (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

93 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
LORE:
LEADERSHIP (1D6) SIZE (1D6)
1. True commune 1. Household
2. Power struggle 2. Neighborhood
3. Tight-knit coven 3. Village
4. Scam artist 4. City
5. Divine family 5. National
6. Messianic figure 6. Global

DESCRIPTION (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

PROPHECY (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

SUPPLIES 94
INTELLIGENCE MATRIX
LORE:
POSITION (1D6) VICE (1D6)
1. Pencil-pusher 1. Control
2. Bureaucrat 2. Death
3. Lawmaker 3. Fame
4. Cabinet member 4. Fear
5. Inner circle 5. Pleasure
6. Leader 6. Wealth

NAME (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

HOBBY (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

95 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
LORE:
POSITION (1D6) VICE (1D6)
1. Pencil-pusher 1. Control
2. Bureaucrat 2. Death
3. Lawmaker 3. Fame
4. Cabinet member 4. Fear
5. Inner circle 5. Pleasure
6. Leader 6. Wealth

NAME (D66) FEATURE (D66)


11. 41. 11. 41.
12. 42. 12. 42.
13. 43. 13. 43.
14. 44. 14. 44.
15. 45. 15. 45.
16. 46. 16. 46.

21. 51. 21. 51.


22. 52. 22. 52.
23. 53. 23. 53.
24. 54. 24. 54.
25. 55. 25. 55.
26. 56. 26. 56.

31. 61. 31. 61.


32. 62. 32. 62.
33. 63. 33. 63.
34. 64. 34. 64.
35. 65. 35. 65.
36. 66. 36. 66.

MODUS (D66)
11. 41.
12. 42.
13. 43.
14. 44.
15. 45.
16. 46.

21. 51.
22. 52.
23. 53.
24. 54.
25. 55.
26. 56.

31. 61.
32. 62.
33. 63.
34. 64.
35. 65.
36. 66.

SUPPLIES 96
INTELLIGENCE MATRIX
WEAPON SKINS

97 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
WEAPON SKINS (Cont.)

SUPPLIES 98
INTELLIGENCE MATRIX
CHOKE SCORES

99 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
CHOKE SCORES (Cont.)

SUPPLIES 100
INTELLIGENCE MATRIX
PREMADE ENEMIES: CYCLOPS
CYCLOPS GOON (3 HP, 2D6 appear)
ƬƬ 4-in-1D6: M16 assault rifle (1D6+1 DAMAGE)
ƬƬ M1911 pistol (1D6 DAMAGE)
ƬƬ Worst-of-2D6 frag grenades (1D6+1 DAMAGE)
ƬƬ Bulletproof vest (1 ARMOR)
ƬƬ Black fatigues, balaclava, nondescript personality
SUPPRESS: Between their limited capacity for
lateral thinking and their dubious ability to aim,
CYCLOPS goons are not particularly threatening
on their own—shooting goons who would deal
more than 3 DAMAGE miss the target instead.
Groups of three or more goons all piling on the
same target may ignore this penalty.

CYCLOPS HEAVY TROOPER (5 HP, 1D6 appear)


ƬƬ 3-in-1D6: M2 flamethrower (1D6+2 DAMAGE)
ƬƬ M1918 light machine gun (1D6+1 DAMAGE)
ƬƬ 1D6 stun grenades (temporary blinding, one use)
ƬƬ Ceramic battle armor (2 ARMOR)
ƬƬ Riot shield (1 ARMOR, equip as weapon)
ƬƬ Riot helmet (1 ARMOR, accessory)
ƬƬ Feet apart and shoulders square
CONTROL: CYCLOPS Command employs heavy
troopers for evidence removal, crowd control,
and the application of excessive force. CYCLOPS
heavy troopers deal +1 DAMAGE against civilians.

CYCLOPS SPECIALIST (7 HP)


ƬƬ 2-in-1D6: 6.5×52mm Carcano sniper rifle (1D6+2
DAMAGE, silenced, used only for assassinations)
ƬƬ High Standard HDM pistol (1D6 DAMAGE, silenced)
ƬƬ Kevlar weave bodysuit (1 ARMOR)
ƬƬ Psychic headset (sync with goons, one use)
ƬƬ 2D6 CYCLOPS gadgets (reroll duplicates, pg. xx)
ƬƬ Night vision goggles (see at night)
ƬƬ Experimental nano-gel (heal 2D6 HP, one use)
ƬƬ Authoritative presence and cat-like reflexes
COORDINATE: Soldiers who are lucky enough to
become CYCLOPS specialists are subjected to
a strict hypnotic traning program designed to
A CYCLOPS SPECIALIST wordlessly orders her goon squad tone the body and temper the psyche. In the
around via headset. This particular specialist has been
field, specialists may use their psychic headset
tasked with staging an ecoterrorist bombing on a coal-
burning power plant, and carries a fingerprint neutralizer, to synchronize with up to six subordinates and
portable fusion generator, and dynamic ID for the job. take partial or full DAMAGE on their behalf.

101 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
PREMADE ENEMIES:
BEAT COP (3 HP, 1D6 appear)
ƬƬ Colt Official Police revolver (1D6+1 DAMAGE)
ƬƬ Bulletproof vest (1 ARMOR)
ƬƬ Pepper spray (temporary blinding, one use)
ƬƬ Police badge (confers institutional authority)
ƬƬ Confident swagger
BASTARD:

SECURITY CONTRACTOR (7 HP)


ƬƬ
LUCRE:

INTERNATIONAL SPY (6 HP)


ƬƬ Walther PPK pistol (1D6 DAMAGE, silenced)
FATALE:

SUPPLIES 102
INTELLIGENCE MATRIX
PREMADE NPCs: CYCLOPS
CYCLOPS SCIENTIST

103 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
PREMADE NPCs:
BEAT COP

SUPPLIES 104
INTELLIGENCE MATRIX
MISSION PROMPTS
001. Alien contact in third-world country 055. Escort/smuggle across Berlin Wall
002. Alien impostor in an enclosed space 056. Escort/smuggle across US-Mexico border
003. Allegedly “natural” disaster 057. Evil cars murdering passengers
004. Amnesiac clone seeking asylum 058. Evil duplicates of FIST ruining their reputation
005. Arm and train a resistance movement 059. Explore a demonic hotel
006. Assassinate a Soviet politician 060. Explore the Bermuda Triangle
007. Assassinate a US politician 061. Extract all civilians from a war zone
008. Assassinate a global celebrity 062. FIST placed on most-wanted list
009. Assist US/USSR with Space Race 063. Feds disappearing random civilians
010. Assist Vietnam POWs 064. Find out if the target is real or not
011. Assist militarized freedom fighters 065. Floating island materializes
012. Assist in destroying an iconic landmark 066. Flush out vampires from the suburbs
013. Assist a striking labor union 067. Formal first contact goes awry
014. Battle cutting-edge enhanced supersoldiers 068. Gather mech components
015. Beat back aggressive plants/fungus 069. Gelatinous blob attacks major city
016. Biblical apocalypse imminent 070. Giant insects swarm major city
017. Bomb suit user on subway 071. Global thermonuclear war imminent
018. Bombed-out building civilian rescue 072. Guy made of bugs
019. Breach Chernobyl exclusion zone 073. HALO jump into military base
020. Burn down a police precinct 074. Haunted mansion full of puzzles
021. CYCLOPS agents are stalking FIST 075. Help seafaring refugees to safety
022. CYCLOPS is building a concrete stronghold 076. Help stage a politically intricate coup
023. CYCLOPS is staging a coup 077. High speed carrier plane heist
024. CYCLOPS is deploying a mind control program 078. Hijack a commercial airliner
025. CYCLOPS occupies a small town 079. Human test subjects coverup
026. Cause an international political scandal 080. Hunt an expert bounty hunter
027. Civilian swears they’re being watched 081. Hunt anomalous game
028. Clear region of all hostiles, no complications 082. Impending Earth-asteroid collision
029. Cloned extinct species runs amok 083. Industrial-scale alien invasion
030. Close a hungry dimensional rift 084. Infiltrate Area 51
031. Collapsed mine civilian rescue 085. Infiltrate CYCLOPS sky fortress
032. Collect information at a charity gala 086. Infiltrate Guantanamo Bay
033. Comb the desert for a lost nuclear briefcase 087. Infiltrate Santa’s North Pole compound
034. Complex and booby-trapped CYCLOPS bunker 088. Infiltrate an enemy oil rig
035. Contain army of rogue haywire robots 089. Intel-gathering pub crawl
036. Contain nascent zombie outbreak 090. International ultrahuman fight club
037. Corporate mutant outbreak in major city 091. Investigate a cultist church
038. Corporation opens demon portal 092. Investigate Dyatlov Pass
039. Cover up a run-of-the-mill felony 093. Involved in or responsible for a Triad war
040. Cuban missile crisis 094. Jump into someone’s psyche
041. Cuban spacetime crisis 095. Kaiju are wrecking a major city
042. Defeat a campy, themed CRO team 096. Kids on bikes discover a monster
043. Deliver medicine to a war zone 097. Liberate captive research animals
044. Demolish an important government building 098. Locate haunted pirate treasure cove
045. Destroy harmful drug shipment 099. Loose cannon cop on a killing spree
046. Disarm New Year ball drop bomb 100. Mafia drama ropes in FIST
047. Disaster search and rescue 101. Magician irresponsibly casting real spells
048. Disastrous archaeological dig 102. Major supply chain train heist
049. Disrupt WMD production 103. Malevolent anomalous factory
050. Distribute samizdat literature 104. Massive skyscraper heist
051. Elude INTERPOL in a pan-Eurasian chase 105. Maximum security prison escape
052. End a long-running proxy war 106. Meet with an informant across the Iron Curtain
053. Erase all traces of memetic mind-virus 107. Men in black sightings increasing
054. Escort a targeted activist 108. Meteorite containing alien monster touches down

105 FIST: ULTRA EDITION


INTELLIGENCE MATRIX
MISSION PROMPTS (Cont.)
109. Miles-wide hole opens in the ground 163. Rogue AI commandeers a facility
110. Monster gets loose inside Skylab/Mir 164. Sabotage a colonizing force
111. Moon phases begin behaving erratically 165. Save commercial airliner from hijackers
112. Moon’s haunted 166. Second coming of Jesus
113. Mountaintop CYCLOPS base assault 167. Sewer creatures swarm a major city
114. Multiple new countries suddenly appear 168. Shrink to battle a virus in the President’s body
115. Murder-factory theme park 169. Shut down arms manufacturing
116. Murphy’s law stops working 170. Sink an offshore platform with no survivors
117. Mutant animals escape zoo 171. Snub out the Fourth Reich
118. NASCAR anomalous disaster 172. Someone is creating and destroying matter
119. Naked in the deep wilderness 173. Someone keeps tying victims to train tracks
120. Navigate an enormous minefield 174. Sports stadium battle
121. Nazi scientists working at NASA 175. Steal CYCLOPS gadgets
122. Necromancer building an army 176. Steal and disseminate corporate secrets
123. Nightmares are becoming real 177. Stop a proxy war from starting
124. Noir murder mystery 178. Stop a serial killer from killing again
125. Notable building comes alive and rampages 179. Stop an anthrax envelope delivery
126. Open mic night at FIST HQ 180. Stop chemical weapon development
127. Paris to Dakar race has a supernatural contestant 181. Stop a plot to destroy an iconic landmark
128. Perform a counter-arrest 182. Stop a runaway bus rigged to explode
129. Pirates take over an island of civilians 183. Stop a mysterious string of bombings
130. Planned cult mass suicide 184. Stop the use of child soldiers
131. Plant a tracking device on a high-profile target 185. Street racing tournament
132. Police escalate a FIST chase into the wilderness 186. String of alien abductions
133. Police corruption coverup 187. Subway tunnel cultists
134. Portal to an illogical gonzo dimension 188. Supervillain terrorizes major city
135. Prehistoric time travel detour 189. Survive a really bad trip
136. President being held for ransom 190. Take a relaxing vacation
137. Protect a US politican from assassins 191. Tense hostage situation still hasn’t resolved
138. Protect a Soviet politician from assassins 192. Terrorists steal a nuclear mech
139. Protect a drug deal 193. Time portal to the 2020s
140. Protect a global celebrity from assassins 194. Time portal to the year 3000
141. Protect a homeless encampment 195. Tiny faction suddenly obtains a nuke
142. Provide asylum for a sentient robot 196. Top-secret mission to Mars
143. Psionic child rampage 197. Track down a magical crystal
144. Raid a rival mercenary base 198. Track down the sword Excalibur
145. Realm outside reality starts bleeding in 199. Track down the U.S.S. Eldridge
146. Remote CYCLOPS weapons research base 200. Training simulation exercise
147. Remote gulag escape 201. Trapped inside an arcade game
148. Rendezvous with a white-collar spy 202. Trapped on a submarine
149. Repair time travel meddling 203. Trip-sit an adventurous chemist
150. Repel or appease an eldritch god 204. Ultrahuman registration act
151. Rescue a CYCLOPS defector 205. Underwater CYCLOPS facility assault
152. Rescue Vietnam defectors 206. Upscale art museum heist
153. Rescue an asset from the Land of Oz 207. Vegas casino heist
154. Rescue revolutionaries from a hanging 208. Voyage to the Earth’s core
155. Retrieve target from a very similar parallel world 209. War breaks out with Atlantis
156. Return from the afterlife 210. Warring yakuza families both hire FIST
157. Rival mercenaries competing for jobs 211. Werewolf terrorizing a village
158. Rival mercenaries smear FIST 212. Wildlife replaced by robotic duplicates
159. Rival mercenaries attack FIST 213. Win a bet at any cost
160. Rob a gas station to fund the next mission 214. Win a team sports game
161. Rob a grocery store to avoid starvation 215. Woodstock is a distraction
162. Rob a high-tech bank on Christmas 216. World-eater entity’s herald arrives

SUPPLIES 106

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