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gill066

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A member registered Sep 21, 2017 · View creator page →

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aaaaaaah hahaha this whoops ass. A bunch of the missions in this jam have sections that feel very Hitman - this one is no exception. Very cool stuff tracking a whistleblower from a particular pacific northwest aerospace company lol

Machinations abound. Two factions with their own goals and lots of character. I especially like the WAR DIE trick to set off a distraction - VERY Hitman :)

Typo fixed - thanks again!

(portland, ME mentioned)

Okay, I'm generally very excited about missions that predate the "classic" FIST era, and this one is cool.  Long-time fan of the molasses flood (rip to the casualties) I really like the motivation engine for Hawkmoth & Hummingbird, and the molasses rules are great

Oh my gosh, just a really beautiful tribute. A lot of density (haven’t printed it yet but i bet this trifold feels great) but familiarity with thr source should give refs a good sense of what to do. Love the subsistence and camo concepts 

A strong showing for an oil rig base mission. Big fights with choppers are really nice. I also really like the bonus traits in the back of the book. The listed influences come through loud and clear and the characters have great personality 

a very cool set of neat add ons for secret fist bases along with some additional challenges that come with running the coffee business. A bit of the Barista job from triangle agency, a bit of the curry shop from persona 5


overall pretty cool

6 absolutely scorching mission briefs. Impeccably legible layout, easy to follow, and does a great job at giving the bones and muscle of the mission, while hinting at ways to expand if needed. Top notch

Absolutely a typo, you got the concept exactly - thank you for the catch!


honestly excited that the system was clear enough to catch a typo :)

ah wonderful - positively dripping in espionage. dead drops, phones that ring once you walk in the door, coded letters, and a big heist.

Also, very crisp artwork. very into the two-tone silhouette style. Very nice mission parts for a couple sessions,

damn that's pretty. can't state enough how attractive this pamphlet is. 

We've got a nice little setup mission with a very fun way to randomize exactly what the threat to ms vienne. 

a couple moments in here that have little DC skill checks, some of which work better than others. 

This is balanced out by having nice clearly defined motivations for key players in the different threat setups that could help with more off-the-cuff riffing. Strong presentation here 

a very cool grab bag i've been wishing for for a while - some well-thought out tools for running FIST pre-1900. Some really cool concepts for people who have flipped through a houghton-mifflin US history book and wanted to kill the villains in the pages. Echoing the thought that vixen posted that the "mission" itself seems to be in here somewhere but is a bit hard to find in the current layout. I know you were chugging this out at the end, love what's here and would further love to see a polished arrangement in the future :)

oh man was not expecting this at ALL. 

Opened it up and made a confused face for a moment which immediately turned into a resounding FUCK YES. this kicks ass and I'm obsessed with it. Will absolutely be using this incredible resource for some campaign work in the future. 

The two things I was thinking - not necessarily as necessary improvements but things that became a wishlist as I flipped through:

Would be so cool to have one of these that covers a whole year.

And would be TREMENDOUS to have a 3rd type of event covered - some lore-light FIST-related events - the defeat and resurrection of Colonel Kraken, for instance

ah trifold, my love!

A neat extraction mission with a cool time-based complication - get out before the lava makes your objectives impossible. 

I did have a little trouble understanding exactly what happens if the lava goes into the tube - does it just flood the tube in that area, or all areas downhill? Does the lava keep flowing across the surface level as well?

That being said, very cool. Great job at creating multiple sources of pressure to get to SILVERFISH quickly.  

oh man - so clean and neat!!! understated and flashy at the same time. A great tutorial and first mission, giving FIST access to Libra Sun for future missions - a very smart choice. Good job suggesting complications for first-time refs as well!

This is such a fun layer to throw on top of another mission. This fibbage-3-esque decor is DELIGHTFUL. And the table of "regular jobs" is great

Just a very neat supplement. Nice way to spruce up transit and put the player in the pilot's seat. 

hilariously I'm watching From Russia With Love as I review jam entries today, and just yesterday played the first few hours of the 007 First Light game.  The chess championship gives a really sweet backdrop for a fun get-in, get-the-guys, get-out-alive mission. The factions and chaos that can unfurl in this mission are totally a blast. 

If there is only one thing I am missing a bit, I would love to see some way that the match itself could play a role in the mission.

Very cool art and cover, 

This has been a mission I've been eager to read since first hearing Jules post some introductory materials. I really believe that this is a pinnacle of what consider to be the core values of FIST (the game, if not the organization). An understanding that violence is really the only tool in Power's book. That reliance on routines and standard operations can lead us to atrocity. That being the good guys doesn't matter if evil is what you do. And that hope and caring about people are the things that save our souls. 

This entire document seeps with respect and honesty. Players are given time to investigate and come to conclusions before the final confrontation. Organized and horrific design. 

Thank you Jules Ampere

Grrrrrr wow!! First off, stunning layout. Brilliant 3 act romp across France and Italy. Amazing faction design in Eredi. There is just A LOT here. Red box ref advice is stellar. Act II pursuit rules in particular kick ass.


genuinely can’t believe this thing and really hope to run with my group

oh my gosh gorgeous

Hi all - 

I've just published a pair of missions for FIST: Ultra Edition. Typical FIST missions have one Referee GMing for a team of players - this mission is designed for two referees and two teams, so everyone can be a player.

The mission concept: a punk rock music-smuggling collective in Berlin has encountered more heat tonight than ever before, and need assistance transporting two huge backpacks filled with cassettes - one Eastward, one Westward. FIST agents will encounter secret police, border guards, music industry toughs, and more as they try to get the tapes to their warehouses across the Berlin Wall.

You can download the missions today at https://gill066.itch.io/contra-punctus

10 days to go; I'm starting to get into the home stretch but have absolutely overextended lol

curious how many people have got active submissions they're working on?

not in any position to give an “official” answer but something in the fistcord server safety doc may jump out at you as good guidance beyond what you’re already considering. look forward to reading this!!!

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gah cool! Never having done any kind of layout or mission writing before, I had my copy of london calling open as my "what to do" 

thank you so much, feels super nice that the areas I really focused on clicked with people :)

haha damn was holding off on reading and reviewing this one and holy cow. top notch. 

extremely cool prompt by jorbb to start, and brilliant interpretation of the plain text. putting together what is entailed in an 'EMANATION OF THE REAL' came out so well.

neat work codifying the psychic manifestations. also holy shit beatroc! prep that emergency insertion, FIST.

stunning art and layout, and just enough mission. hope to run it soon.

okay loose thoughts - 

I really enjoy the mission reward system - specific bonuses tied to the survival of specific npcs. 

The roll tracking system is neat. Actually, I really like the interplay of the systems here:

  • buffing critters -> boosting player stats in exchange for risk of loss of control
  • npc rescues -> better rewards, complete the mission, in exchange for tougher biomatons
  • location prime directives -> expressions of the will of the island

Only thoughts - the final fight, it seems that the boss is weaker if the island has succeeded at accomplishing prime directives, and stronger if you've rescued npcs. On one hand, may seem counterintuitive if the island is attempting these directives in order to become stronger. On the other hand, it's a pretty elegant adaptive difficulty setup - and if the players are struggling midgame, a chance to kick ass in the boss fight feels good :)  

really really cool. great critter design. 

quick note wyn - text looks cut off at the bottom of page 3!

just casually dropping "A WISH CANNOT CHANGE THE NATURE OF A MAN" and "A WISH THAT RESULTS IN CALAMITY SHALL BE REFUSED" as some of my favorite clauses. 

This is cool. It's got your regretful millionaire who hungered too fervently for power. It's got your classic magic baddies in a trapped labyrinth. And I enjoy bigbosses who try to defuse fights with the promise of a wish only to reveal consequences that can play out as campaign arcs in the future!! Very cool interpretation of the prompt - and love the adaptation that the millionaire has seen the error of his ways

so into this. combination of a very cool prompt that puts out a lot of mystery ("chart the fractal vast" as a direction kicks ass), and a mission design that puts some meat on the bones and has heart to it! as a player the idea of these innocent cryptids being compelled by cyclops into attacking each other is abhorrent and i would do anything in my power to stop it. 

GORGEOUS layout. in awe of how you stitched such a simple conceit into the very cool prompt. NPC design is great, fun wave fight in act II.

Love the system design that keeps the other party moving along as players progress. Living world and all that. Very nice work!

some really cool ideas in here - especially neat final boss concept. Love fighting evil armor (woof, 30hp 2 armor seems ROUGH!) Worry a bit about the maintaining momentum for 6 rounds of tournament combat before confronting the cult, but really like the tables to shuffle up combatant fighting styles and aesthetics. 

Might pare down the tournament stage for my table, or leave the door open for earlier investigation of the cult itself. Cool loop!

really cool encounter here! Really like anahid as a  boss. Wouldn’t want to face her. 
Actually kinda hits the sadness behind some of those witcher iii sidequests. 
Also thanks for teaching me the word “abseiling” 

Only bold I see is “rule with an iron fist 

is that whole paragraph the submitted prompt?

Thanks!

quick q for ranking interpretation & adaptation: is the text of the original hevybot prompt embedded in the mission somewhere (and I missed it), or could you post it here?

really cool ideas & format here!

just extremely strong. Great to see the return of Gaia-sucking colonel kraken, very pleased. Fishmans are a great foe, love the petropirates. All around very good and beautiful layout. 

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hahahahaha hell yeah this is cool

edit post jam: 

hell yeah. Really into the concept of undead bank robbers who can’t help themselves. Unfinished business and all that. Really nice to hit that note of conflicting objectives and rival team of weirdos. 

Nice anomalous artifact. But for me the real standout is the prose - really neat turns of phrase, simple language that conveys motivation in a very cool way.