note - I am seeing complaints in the twittersphere that India has vanished and the United States have shifted east considerably leaving Mexico and Canada behind.
However you have to remember that is just how things were in 1981
yes the codeword system is kind of a bear. I think it plays out as fun at the table, and there is
*spoiler*
by design only ONE point in the game where its *thing* triggers
However, posting here in this reply a bonus rule - if at any point the CODEWORD for the hex your team is in matches your FIST agent’s name, you get an ultra-shotgun
big time spooky vibes from the game I’m too scared to play.
Really like the concept of the time progression system where it gets scarier because you accomplish objectives. Not my main genre but I could see this really hitting for friends of mine
agree that this is setting up for a very cool larger project and I’d look forward to reading more!
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 :)
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.
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 I 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
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

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!!!
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:
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.
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!