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Dragon Slayer Press

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A member registered Dec 22, 2015 · View creator page →

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Had been in love with the cover ever since it had been uploaded, and the rest of the interior lives up to that too.

  • Twists the original prompt to become more of a jailbreak, something that feels like it would feel right at home as part of 'The Cabin in the Woods'.
  • Really like Wendy, both in her abilities and her ulterior motives! Lots of fun roleplaying to be had here, and her secret motivation makes her more than just an annoying escort mission. All of the other cryptids are great too, with fun abilities and enough room in their background for a referee to riff on them.
  • The layout on the Fractal Vast pages is great. Love the way that the different zones are set out, and it's clearly explained how to move between each one. Would maybe have liked a bigger random table so that new zones could be randomly generated, as a way of making the Vast feel more maze-like, but the evocative descriptions of each room do a lot of the heavy lifting!

Could easily see this being blown out into something more than double its current length, but this straightforward jailbreak has a surprising amount of depth in it already.

An evocative heist that takes things in a very different direction.

  • The vibes in this one are off the charts. From the namedrop of the D.B. Cooper $100 bill to the Bastards' open morgue doors, this one pulls at the mystery just out of reach. There's so much there, but still so much for the referee to play around with.
  • The horror of the bill's 2d6 table of memory wiping powers is great. A really cool way for players to get to roleplay and the ref to ramp up the cosmic horror elements of the mission.
  • A colourful cast of bank robbers, each with just enough there that they can be a nuisance but also so that the ref can expand them in their own way.

Overall I think I wish there was just a little bit more of this! Would love to see an extended cut, maybe with a bank floorplan, some more of the horror elements and a bit of a clearer mission resolution - does the bill lose its power when it leaves the bank? Can FIST regain their memories somehow? A lot of room to play around it for a sequel/continuation.

A simple but intriguing mission as FIST pit their wits against a magic computer - do you want to make a wish?

  • A really comprehensive intelligence matrix for the referee to use against the players, that work well within the mission's setting.
  • Love the idea of introducing the doppelgängers, adds a lovely bit of depth to the players' choices, both in terms of their action and roleplay opportunities. The meta nature of the Reverse Magician using wishes is a fun one, and offers something new for the final showdown.
  • Would maybe have liked a bit more structure in the bunker/labyrinth's layout - if this elusive millionaire has built this bunker for the supercomputer, what else has he built in there? Art gallery, biodome with previously thought extinct animals, garage of fancy cars? 

Overall it's an easy to run mission from point A to B, elevated by the meta final boss fight that a competent ref could really take off the rails!

Takes a pretty simple one-liner and gives it a whole load of depth and intrigue to become a comprehensive heist mission.

  • Great layout. Clear, concise, expertly planned; exactly what you want from a heist. The palette work well together, the pops of colour for the information boxes making it easy to keep track of each bit of information throughout the various moving parts of the mission itself. Love all the little uses that PANICO are having for the stolen documents, and the front vs. back office functions.
  • Combines the fun of the social side of roleplaying through the job interviews and key card acquisition with the action of a heist going awry. Evocative NPCs and enemies, FIST really feel like they're in the midst of PANICO's operation. The tongue in cheek writing of the corporate jargon really made me laugh out loud more than once. It wears its inspirations (a great list) openly and really makes it work.
  • It's got a hind boss fight. I mean, what more could you want?!

As someone who was also riffing on the corporate hellscape of 80s evil suits, I really had so much fun with reading through this one - could easily see POLYPHEMUS RECORDS and PANICO having joint corporate conferences or sharing a timeshare in the negative-Bahamas (it's like the regular Bahamas, but in the negative dimension). Can't wait to run this.

An absolutely stunning mission. That just about sums it up!

  • Firstly, I just have to gush about the layout. An incredible work of collage and texture that never makes you feel lost or confused about what's in front of you. It takes images that usually sit outside of FIST's Cold War aesthetic and makes them work. The colours are striking and draw the eye through the mission effectively, with all the relevant information sections off so a ref can find what they need at a glance. Even the inclusion of the clock tracker directly above the explanation of what the clock is ticking down to makes their lives so much easier! Especially love the computer checklist of hidden files that FIST can discover.
  • The mission cleverly uses hidden total and clocks to help the ref to add a real sense of urgency to FIST's actions. The inclusion for health of each of Green Grove's rooms makes every fight feel exciting and dangerous. The writing style lends it to making the ref feel comfortable and riff on what's in front of them, setting the scene for a swashbuckling adventure.
  • Colonel Kraken is a formidable threat, with his gaia-warped trait a fun twist on increasing his abilities and strength as the fight progresses. I could maybe see the number of fishmans spiralling out of control quite rapidly, but you put enough trust in the ref to not give their players shell shock (ha ha) as they mow down hordes of mutated victims.
  • A whole load of clearly explained outcomes that mean this mission could easily be used as a springboard into a wider ocean-themed campaign.

Really had a fun time with this one, from the mission's tone to the contents and mechanics themselves. You've got the FIST action-cheese style down to a tee, and can't wait to see what else you produce in the future!

Takes a standard FIST affair and packs it full of interesting characters, grotesque locations and challenging enemies.

  • Just from the off, what a great cover! Just draws me in immediately, can't wait to see what's inside. (And I'm realising after reading that it doubles up as the map too - so clever!)
  • What a colourful cast of characters. It's a great idea of saying 'each of these people have a distinct flaw, so figure out how to help them grow, and that's how you complete the mission'. There's the obvious immediate bits of combat and exploration for the action focused players, but also so much there for the roleplay focused players to want to dig into.
  • I think it can be so hard to come up with entirely new TRAITS (especially in the current era of FIST content), so the Critter table is a really fun alternative. It is a great balance of risk-reward, to see how far players are willing to risk to delve into the unknown biology of the island. (Literally my only complaint about this is that the table font makes 2DMG look like 2OMG and I was wondering what OMG meant in this context and if it was some stack tracker I had missed...)
  • Great ref aid of having the various tables and trackers as the final page, makes it so easy to keep track of all of the mission's moving parts as FIST make their way through the various points of interest.

A really solid mission that crams a lot into 6 pages! Can easily see it being run in an alternate assembly where the players are instead stuck in the jungle, or on the moon, or even in the fractal zone - so many options. Really easy to run, can see it being a great introduction to FIST and its character flexibility.

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Another Dice Goblin classic, a fun social game hidden beneath an icy exterior and cyborg penguins.

  • An amazing twist on the usual "shoot first, questions later" format of a FIST mission. By having the outcome engineered from the start, it becomes more about why the outcome is what it is, rather than what it will be. I can see this being a struggle for the more action-oriented FIST teams, but teams who love deep roleplay and character relationships will excel in this high-stake environment.
  • A mission like this needs an enigmatic group of protagonists, and the mission delivers that in spades. Each of the agents feels unique, with a main selling point for a referee to draw from. The descriptions of the setting itself are evocative and help to build that sense of tension as players head into the belly of the compound.
  • A perfect FIST aesthetic in the layout, clean and easy to follow, with the rules for generating the roles and their outcomes clearly explained for a ref to use in the heat of the moment.
  • I maybe wish that there was a bit more of a funnel towards the control room, rather than just the one confrontation with the penguins. I get that the social engineering of the agents' motivations is the main draw of the mission, but a few random rooms like HAZARD FUNCTION might have given the mission that little bit more for the players who need their action fix. That being said, there's nothing to stop a ref from adding a few more rooms and playing with the idea of splitting the group up even more to play on their fears and tensions of others' motivations.

It's like putting a square peg into a round hole but making it fit perfectly, creating a mission that moves the focus away from players' direct actions and more to what they're thinking behind the eyes. I can see this being adapted where the players are the ones looking to steal the money from each other! A masterpiece in manipulating your players.

A simple but effective two page mission, evocative in its setting and mission background. 

  • For being only two pages, it's very economical with its layout choices. Everything is just a glance away, making it easy to see what is going on and what a ref could throw at the players next.
  • It's taken a simple prompt and really expanded on it, giving it a new sense of history and background. It feels perfect to slot into the Cold War paranormal activity of FIST. This background information is great for a beginner ref to start to think about how they could expand the mission in their own way: What if the men who beheaded Anahid were part of an order of knights who are still lurking in the shadow of the mountain? How could FIST help Anahid to escape from her eternal torment at the bottom of the pit? 
  • The mechanics of the pit itself are a bit too loose and contradictory to be run with ease. Are FIST traversing the ruins of buildings that have fallen into the pit already? Or are FIST just climbing down a wall forever, every so often dodging falling debris? When do FIST actually reach Anahid, because the mission doesn't seem to specify a time - what triggers the boss battle?

I think a few more pages and this mission could be great; expand the random tables and dangers, flesh out each location they might encounter a bit more to give the navigation a bit more meaning, and give Anahid a bit more background to make her fan two-phase boss fight have a bit more meaning.

A simple but effective two page mission, evocative in its setting and mission background. 

  • For being only two pages, it's very economical with its layout choices. Everything is just a glance away, making it easy to see what is going on and what a ref could throw at the players next.
  • It's taken a simple prompt and really expanded on it, giving it a new sense of history and background. It feels perfect to slot into the Cold War paranormal activity of FIST. This background information is great for a beginner ref to start to think about how they could expand the mission in their own way: What if the men who beheaded Anahid were part of an order of knights who are still lurking in the shadow of the mountain? How could FIST help Anahid to escape from her eternal torment at the bottom of the pit? 
  • The mechanics of the pit itself are a bit too loose and contradictory to be run with ease. Are FIST traversing the ruins of buildings that have fallen into the pit already? Or are FIST just climbing down a wall forever, every so often dodging falling debris? When do FIST actually reach Anahid, because the mission doesn't seem to specify a time - what triggers the boss battle?

I think a few more pages and this mission could be great; expand the random tables and dangers, flesh out each location they might encounter a bit more to give the navigation a bit more meaning, and give Anahid a bit more background to make her fan two-phase boss fight have a bit more meaning.

A brutal and rough around the edges fighting tournament framework wrapped up inside a cool, retro Playstation instruction manual aesthetic. You've taken a pretty open prompt, and dialled it in in a way that allows a referee to lead the players in a solid direction.

  • I think what really works is the comprehensive list of random tables for creating an entirely new set of opponents on every round. You could end up with some really colourful opponents or allies, and I think it would lend itself to a sequel tournament somewhere down the line. Some fun NPCs to get the ball rolling, but you could get anything out of this!
  • A great spin on a downtime ruleset. There's a lot of fun roleplaying opportunities in between the round, ways to develop players' characters and sow the seeds of mystery amongst the competitors.
  • Perhaps a little unclear in some of the finer aspects of generating opponents, with a lot of little intricacies regarding the round numbers and number of opponents and their items. I think this could especially become difficult to manage for a referee at the higher rounds alongside the players themselves, so could see the number of rounds being halved down to three.

Overall I think there's a lot crammed into only 6 pages with some really useful toolsets, but the story itself perhaps needs a bit more expansion. Would love to see an extended version of this with some more of the cult's motivations, a clearer structure on how the tournament affects the ceremony, and what FIST could do to stop the ritual - Iron Fist Fighters: Ultra Battle TURBO REMIX?

Hey! 

Thanks for the comment - just added a bunch more community copies, so feel free to grab one. If you enjoy it, don’t forget to leave a rating!