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kumada1
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Greed is an absurdist osr system about a series of small dimensions burning oil to stay alive. They get this oil by breaking into a dungeon realm. It all reminds me a little bit of Wooden Ocean.
The PDF is 69 pages, with clean, osr style layout and a lot of appropriately weird black and white images. The text is cleanly presented and easy to read, however some headings are split across multiple pages. This is a book you probably want in physical form, but the PDF works fine.
Rules-wise, the core roll is xd6, take highest. A 6 is a clean success. 4--5 is a complication. You have two actions per turn in combat, and the game uses some neat randomized clocks---each clock is a die, and if it rolls 1--2 it decreases in size until it's ultimately used up. Your HP (Ego) is one such die.
Some other basic rules that might seem odd are that you can run multiple characters at the same time, earning XP with any of them and spending XP on any of them. Also, you get XP by spending money or dying. And you can spend money by drawing on a line of credit, which you improve by investing in better homes.
There's also a highly detailed luck, sin, and tattling system, which I don't think I have the space here to fully explain.
Character creation is simple, and the classes are diverse and flavorful. If you like Troika or any of the weirder Mork Borg fan classes, you'll like them.
The book's tone throughout is a little zany, but everything is explained clearly. Like, your stats include Haut Monde and Yare, but you can glance at the section and know immediately how to use them.
There's a lot of worldbuilding in Greed, and everything fits together consistently, but if you like very concrete, very literal settings, you might have trouble with this one.
For GMs, this isn't a hard game to run if you can attune to its setting. It feels like it really needs to be grounded a little bit so that players know what to interact with and what kinds of things to narrate, but if you can do that the game glides. There's plenty of npcs, items, tables, and the like.
Overall, this is an extremely inventive, weird, and exploratory osr game. If you like strange settings, this is one of the best. If you just want to fight a rat in a tavern, Greed might not be for you. I definitely recommend it to groups that are looking for something different, but still enjoy the mechanics and style of play of the osr.
Unfortunately I genuinely cannot get to the blue backgrounds without the layout file crashing. This shouldn't be a problem with any other game---I must've done something weird here while learning how to use affinity.
There were other technical issues too---I needed to relink every image file---but that was at least solveable by spending a lot of time. I don't currently have the technical know-how to remove the blue backgrounds, which have somehow become loadbearing.
The next best option might be to order a physical copy, but if that's not feasible due to shipping restrictions or pricing, I can spend a day bashing together a new barebones version. It won't have illustrations or hyperlinks, and the table of contents will be cut down, but it won't take more ink or toner to print than a regular document.
If you'd like me to do this, just let me know and I should be able to do it within a day or two.
Bubblegum Wizards is a vibrant and surreal urban fantasy that I think might be closest in genre to something like Earthbound or Yakuza Like A Dragon or maybe Seinfeld---although it clearly walks its own path.
The PDF is 23 pages, rad, dipped in colors that work in perfect counterpoint, a lite brite of rules text and gorgeous vibesy illustrations.
Lore-wise, you are a wizard and you live in the city that all cities became. You get your mana and spells from a lingering piece of the non-city world called the Corner Store, which sells them as bubble gum and trading cards. You use them to fight vampires.
It's rare to see a game concept swing this wildly, and it's beautiful when the bat makes contact with the pitch. The setting WORKS. It taps into some sort of primal nostalgia while also giving you creative room to freewheel and get weird---as long as you can do it with a straight face.
Imagine, like, a citypop version of Tsutomu Nihei's Blame! or Daniel Polansky's A City Dreaming. That's what this is.
Mechanically, Bubblegum Wizards is on the cusp between lightweight and medium weight. Think Blades In The Dark.
You have Vibes, which are skills you roll, and you also have Thresholds, which determine how much sweat (damage) you can take phyiscally, mentally, or socially before you start rolling to see if you take serious consequences. You also have Luck, which you can use to soak damage and manipulate dice, and which you gain by gambling hp on difficult rolls.
In addition to these stats, you have gumballs and foil cards, which you can take social damage to purchase from the Corner Store. Cards can be tapped against objects or creatures to permanently take on their power. Bubblegum is spent to trigger card effects.
The costs and effects of cards are loosely handled by the GM, so this is definitely a design-while-you-play-it kind of game---but in an engaging and fun way, similar to the Jojo's ttrpg.
Character creation involves picking a class, which comes with a starting package of items, but a lot of what you *do* as a character involves what you choose to card and how you manage your luck levels, so your class choice doesn't really lock you into a playstyle. Advancement is minimal, and only boosts your stats and thresholds by small amounts at the end of major arcs.
For GMs, advice is given on running the game, and there's a bestiary, but a lot of what you're doing is introducing plot beats, ticking clocks, and giving the players lots of fires to put out. If you prefer simulationist style play, Bubblegum Wizards might not click with you---it's a narratives and currencies game all the way through.
Overall, this is one of the best rpgs I've read lately. I say that a lot, about a lot of games, but that's because a lot of games are good. Bubblegum Wizards in particular is good at presenting a wonderful, intuitive setting, mechanics that perfectly match its style, and a neat little engine that rewards freewheeling and design-on-the-fly. If anything I've said here sounds good, absolutely get it.
Minor Issues:
-By raw, I think you can cheese Luck, using it to reroll dice on wagers and negate the sweat gain from failed wagers. The GM can immediately put a stop to this, but if they don't clock the issue in time it could be disruptive.
Unfortunately the layout file for this one is super precarious. It was my first real stab at doing layout myself.
What would you need for a print friendly version? Just removing the blue backgrounds? I think I could go through and pick them out individually.
There are also print versions available via the link at the top of the page, but they're via drivethru, so they're sort of limited by drivethru's shipping areas.
Heroic Archivist Notebook is a play aid for Heroic Archivist.
The PDF is 4 pages, and uses a great collage style layout that intuitively breaks up each page into fillable sections.
It's hard to overstate how nice the notebook looks, and it fits perfectly with the occult library vibe of the core game.
If you're planning to pick up Heroic Archivist, definitely get this too. And I strongly recommend checking out any other creations by the Notebook's creator. I'd honestly love to have a calendar or day planner in this style.
Rattenjager is Elden Ring crossed with Secret Of NIMH, done as a skirmish game.
The PDF is 40 pages, with clean, readable text and vibesy, pixelated backgrounds.
Rules-wise, Rattenjager is pretty simple. 1 damage kills PCs, PCs have 20 lives, attacks are range 1 and in cardinal directions only---unless a PC throws their weapon, in which case they have to go get it.
The game increase slightly in complexity with Sap and Mutations. Sap is a pool that can be spent for a variety of extra actions during a turn, including faster movement and ranged attacks. Mutations are powerups that can be collected for the duration of the match, and include a variety of powerful effects.
Both PvE and PvP game modes are available, and the game plays quickly, with little intrusion of dice.
Overall, if you want a quick, bite-sized skirmish game with a neat theme, try Rattenjager out. It's got just enough randomness to stay unpredictable, but it's very player decision driven, and is as much about resource management as it is aggression.
Minor Issues:
-If movement restores Sap, Sap Dash seems like it leaves you +1 on Sap with every activation if you just run around in a circle. I assume this is not intended.
-Can units only hold 1 weapon? And do units drop weapons on death? If not, it seems like you can force an unwinnable state for other players by just picking up weapons every chance you get and never throwing. Jumping and bone blades def mitigate this, but I'm not sure to what extent.
-Units spawning directly on the spawn square seems like a recipe for lots of out of turn spawn kills. Especially since this doesn't seem to be limited during spawn in at match start?
FIST ULTRA RANDOM TRAIT GENERATOR is a tool for generating more TRAITS for FIST.
The PDF is 8 pages and has a layout that makes me think it's about to sell me a diet supplement. Everything is well organized and easy to read but there are A Lot Of Colors Happening at any given time. Also, this is a fillable PDF. You can type into it and the last page will take everything you typed into account and spit out a unique TRAIT. That's rad.
Contents-wise, this does exactly what it says it does. You'll need to fill in some context for what the generator spits out, but the generator has a wide range and even includes a prompt for that context. You could run a whole party of PCs with only TRAITs from the generator without it feeling samey.
Overall, this is a fantastic utility for FIST. It's both GM and player friendly, and it works fast while still being portable. I'd absolutely recommend it to groups that have FIST in their regular gaming rotation.
Additional Content:
STEROID
Once ever, you may inject the one working dose of your experimental serum and gain FOR equal to d6+FOR. This boost lasts for 10 minutes, after which your FOR is reset to 1 (before TRAIT bonuses and other effects are applied.)
+d6 HP, WEAPON: FAILED AEROSOL (d6 DAMAGE SPRAY)
FIST ULTRA RANDOM TRAIT GENERATOR is a tool for generating more TRAITS for FIST.
The PDF is 8 pages and has a layout that makes me think it's about to sell me a diet supplement. Everything is well organized and easy to read but there are A Lot Of Colors Happening at any given time. Also, this is a fillable PDF. You can type into it and the last page will take everything you typed into account and spit out a unique TRAIT. That's rad.
Contents-wise, this does exactly what it says it does. You'll need to fill in some context for what the generator spits out, but the generator has a wide range and even includes a prompt for that context. You could run a whole party of PCs with only TRAITs from the generator without it feeling samey.
Overall, this is a fantastic utility for FIST. It's both GM and player friendly, and it works fast while still being portable. I'd absolutely recommend it to groups that have FIST in their regular gaming rotation.
Additional Content:
STEROID
Once ever, you may inject the one working dose of your experimental serum and gain FOR equal to d6+FOR. This boost lasts for 10 minutes, after which your FOR is reset to 1 (before TRAIT bonuses and other effects are applied.)
+d6 HP, WEAPON: FAILED AEROSOL (d6 DAMAGE SPRAY)
Kokosing Farewell is a FIST scenario that takes place at a small ghost-hunting college nominally run by CYCLOPS.
The PDF is 33 pages, with clean, college-photocopy-feeling layout that's thematically consistent with the material and easy to read.
Contents-wise, this is more of a quirky sandbox than a nitroglycerine thrill-ride, but it packs a lot of flavor and makes good use of its lower stakes. The PCs infiltrate the college by posing as students and faculty, and this requires them to move slowly pick small engagements, which the book provides plenty of.
There are roll tables for cool beats, a few hauntings, and overall an environment where the PCs can explore and run into little bits of tension and drama without being in massive danger. It's a college, in other words.
The writing is brisk and accessible, and has a mostly casual voice. It also has some great humorous beats. There's books bound in tiger fur that *won't* animate and attack you if you give them little scritches before opening them. There's a sculptor with a House Of Leaves ability that he uses to enthrall PCs. There's a table of textbook cover designs, with only one entry being "something relevant to the textbook."
There are a few clear missions that Kokosing Farewell offers, and they fit the flavor of the supplement perfectly, but a lot of what Farewell provides is downtime. If your group wants to let their characters breathe for a bit, this is the perfect pick.
Overall, Kokosing Farewell is an interesting scenario that almost changes FIST's genre. It made me nostalgic while reading it, so I'm inclined to call it a success even if I don't get to run it. If you like lower stakes FIST missions, character development, or weird schools, absolutely give this one a try.
Kokosing Farewell is a FIST scenario that takes place at a small ghost-hunting college nominally run by CYCLOPS.
The PDF is 33 pages, with clean, college-photocopy-feeling layout that's thematically consistent with the material and easy to read.
Contents-wise, this is more of a quirky sandbox than a nitroglycerine thrill-ride, but it packs a lot of flavor and makes good use of its lower stakes. The PCs infiltrate the college by posing as students and faculty, and this requires them to move slowly pick small engagements, which the book provides plenty of.
There are roll tables for cool beats, a few hauntings, and overall an environment where the PCs can explore and run into little bits of tension and drama without being in massive danger. It's a college, in other words.
The writing is brisk and accessible, and has a mostly casual voice. It also has some great humorous beats. There's books bound in tiger fur that *won't* animate and attack you if you give them little scritches before opening them. There's a sculptor with a House Of Leaves ability that he uses to enthrall PCs. There's a table of textbook cover designs, with only one entry being "something relevant to the textbook."
There are a few clear missions that Kokosing Farewell offers, and they fit the flavor of the supplement perfectly, but a lot of what Farewell provides is downtime. If your group wants to let their characters breathe for a bit, this is the perfect pick.
Overall, Kokosing Farewell is an interesting scenario that almost changes FIST's genre. It made me nostalgic while reading it, so I'm inclined to call it a success even if I don't get to run it. If you like lower stakes FIST missions, character development, or weird schools, absolutely give this one a try.
Service Weapons is a quick FIST supplement that adds custom legendary weapons to the game.
The PDF is 2 pages with a dense but cleanly written chart and bare text.
The contents of the PDF are short and to the point, and consist of some brief directions and then a table of traits you can roll for the weapons. These traits are all solid, diverse, and change gameplay in meaningful ways.
Overall, this is a lightweight but very easy to incorporate FIST mod. If you want a little more mechanical color and some special weapons, I'd definitely advise picking it up.
Minor Issues:
-LEECH does sort of the opposite of what its name suggests it could do.
Service Weapons is a quick FIST supplement that adds custom legendary weapons to the game.
The PDF is 2 pages with a dense but cleanly written chart and bare text.
The contents of the PDF are short and to the point, and consist of some brief directions and then a table of traits you can roll for the weapons. These traits are all solid, diverse, and change gameplay in meaningful ways.
Overall, this is a lightweight but very easy to incorporate FIST mod. If you want a little more mechanical color and some special weapons, I'd definitely advise picking it up.
Minor Issues:
-LEECH does sort of the opposite of what its name suggests it could do.
HAND is a supplement for FIST that expands the downtime between missions. The vibe is maybe a little bit Midnight Suns.
The PDF is 50 pages (!!) with a clear, well-organized, technical document style layout.
Contents-wise, there's a lot here, but the core mechanics are simple. Between missions you can take actions to gain War Dice, gain temporary weapons or armor, temporarily alter weapons and armor, and permanently boost attributes. So, what else fills the fifty pages of this supplement? A unique downtime action for every Trait, of course.
This is a wildly ambitious thing to add, but it contributes a considerable depth of flavor to HAND. All of the Traits interact with different downtime actions in different ways, and all of these interactions fit the character of the Trait in question. Weaponmaster lets you gain temporary type immunities to weapons. Psychometry lets you automatically locate item hotspots.
Overall, this is a really cool supplement that goes far deeper than I expected. If you want to add a ton of unique content to FIST and give the players a little more flexibility between missions, this is well worth picking up.
HAND is a supplement for FIST that expands the downtime between missions. The vibe is maybe a little bit Midnight Suns.
The PDF is 50 pages (!!) with a clear, well-organized, technical document style layout.
Contents-wise, there's a lot here, but the core mechanics are simple. Between missions you can take actions to gain War Dice, gain temporary weapons or armor, temporarily alter weapons and armor, and permanently boost attributes. So, what else fills the fifty pages of this supplement? A unique downtime action for every Trait, of course.
This is a wildly ambitious thing to add, but it contributes a considerable depth of flavor to HAND. All of the Traits interact with different downtime actions in different ways, and all of these interactions fit the character of the Trait in question. Weaponmaster lets you gain temporary type immunities to weapons. Psychometry lets you automatically locate item hotspots.
Overall, this is a really cool supplement that goes far deeper than I expected. If you want to add a ton of unique content to FIST and give the players a little more flexibility between missions, this is well worth picking up.
SYMBOL is an SCP inspired supplement that adds memetic dangers to FIST, and it's straight up one of my favorite pieces of writing in FIST.
The PDF is 27 pages, with a clean, readable document-style layout. A lot of hyperlinks and references are provided to the SCP wiki, so this might also work as a jumping off point for exploring SCP if you become interested while reading.
Contents-wise, the tone of SYMBOL is fairly academic, but there is a genuinely nice content warning that takes into account that some folks might have a rougher time with memetic horror than others. There's also clear and direct communication with the GM about how best to add the material in SYMBOL into a FIST game---but it's so universal and carefully thought through that I think it'd be worth reading even if your intent is to run a different system.
SYMBOL does add a few new mechanical elements to FIST, essentially new broad saves against memetic danger like M-RESIST and C-RESIST plus a system of specific memetic immunities, and there's also (really, really good) new TRAITS and hazards, but a lot of SYMBOL's words are centered around positioning these new elements in your story. For example, the Antimemes section goes for about four pages, but there's only two TRAITS and no monsters---just instructions on what an Antimeme would look like and how it would narratively behave.
I think in another supplement this wouldn't really gel with me, but instead I kind of ended up with a brain overflowing with ideas by the time I was done reading. If you want to create SCP inspired game material, you might want to shuffle SYMBOL to the top of your to-read list.
Overall, this is an incredible (though relatively academic) supplement for not just FIST but any SCP-adjacent game. You could use the principles in SYMBOL for Delta Green, or LIMINAL, or Unknown Armies, or JoJo's. If you're a GM or a game designer that likes to work with memetic horror, I'd strongly advise giving this a read.
Minor Issues:
-Page 10, does M-RESIST work on antimemes? The section seems to imply that characters might have a RECALL score instead, or that certain experiences maybe have an innate RECALL property. However the ANTIMEMETICIST also has an M-RESIST. I couldn't quite work out authorial intent here.
-The information in some sections could benefit from being a little more centralized. M-RESIST, C-RESIST, and Inoculations could all fit in one frontloaded supersection.
-Page 23, should NAMELESS have a FORGET score?
SYMBOL is an SCP inspired supplement that adds memetic dangers to FIST, and it's straight up one of my favorite pieces of writing in FIST.
The PDF is 27 pages, with a clean, readable document-style layout. A lot of hyperlinks and references are provided to the SCP wiki, so this might also work as a jumping off point for exploring SCP if you become interested while reading.
Contents-wise, the tone of SYMBOL is fairly academic, but there is a genuinely nice content warning that takes into account that some folks might have a rougher time with memetic horror than others. There's also clear and direct communication with the GM about how best to add the material in SYMBOL into a FIST game---but it's so universal and carefully thought through that I think it'd be worth reading even if your intent is to run a different system.
SYMBOL does add a few new mechanical elements to FIST, essentially new broad saves against memetic danger like M-RESIST and C-RESIST plus a system of specific memetic immunities, and there's also (really, really good) new TRAITS and hazards, but a lot of SYMBOL's words are centered around positioning these new elements in your story. For example, the Antimemes section goes for about four pages, but there's only two TRAITS and no monsters---just instructions on what an Antimeme would look like and how it would narratively behave.
I think in another supplement this wouldn't really gel with me, but instead I kind of ended up with a brain overflowing with ideas by the time I was done reading. If you want to create SCP inspired game material, you might want to shuffle SYMBOL to the top of your to-read list.
Overall, this is an incredible (though relatively academic) supplement for not just FIST but any SCP-adjacent game. You could use the principles in SYMBOL for Delta Green, or LIMINAL, or Unknown Armies, or JoJo's. If you're a GM or a game designer that likes to work with memetic horror, I'd strongly advise giving this a read.
Minor Issues:
-Page 10, does M-RESIST work on antimemes? The section seems to imply that characters might have a RECALL score instead, or that certain experiences maybe have an innate RECALL property. However the ANTIMEMETICIST also has an M-RESIST. I couldn't quite work out authorial intent here.
-The information in some sections could benefit from being a little more centralized. M-RESIST, C-RESIST, and Inoculations could all fit in one frontloaded supersection.
-Page 23, should NAMELESS have a FORGET score?
MAJESTIC MISSION is a FIST mission that splashes the core game with X-COM.
The PDF is 7 pages and very cleanly organized. Black and white photos and splashes of red are mixed into a very professional looking brochure format.
Contents-wise, MAJESTIC is a quick and simple mission that sows the seeds for more X-COM style play. There is no major twist, no justified paranoia, only a series of straightforward engagements with some cool color, a mix of foes, and an assortment of environments. Frankly, it's a great intro to FIST, and very easy to GM and play.
Overall, if you want an introductory FIST mission, or if you want to lean your campaign towards dealing with things from the stars, this is a great pick. It's solid, easy to read, and makes for a great one or twoshot for your group.
Minor Issues:
-Page 3, "and cannot be contact" contacted
Page 3, "The aliens are a familiar lifeforms" no a
MAJESTIC MISSION is a FIST mission that splashes the core game with X-COM.
The PDF is 7 pages and very cleanly organized. Black and white photos and splashes of red are mixed into a very professional looking brochure format.
Contents-wise, MAJESTIC is a quick and simple mission that sows the seeds for more X-COM style play. There is no major twist, no justified paranoia, only a series of straightforward engagements with some cool color, a mix of foes, and an assortment of environments. Frankly, it's a great intro to FIST, and very easy to GM and play.
Overall, if you want an introductory FIST mission, or if you want to lean your campaign towards dealing with things from the stars, this is a great pick. It's solid, easy to read, and makes for a great one or twoshot for your group.
Minor Issues:
-Page 3, "and cannot be contact" contacted
Page 3, "The aliens are a familiar lifeforms" no a
Oh, I definitely like the backgrounds! They're a cool bit of color and they add context to a character's stat block.
The game explicitly wanting players to have at least one attribute with a 1 in it to absorb the penalty from the background feels strange, though. Or at least the way it's presented feels strange to me, since my instinct is still to try and build a balanced character, and this mechanically punishes that.
I *do* like the idea of intentionally building in an exploit to funnel player behavior, but I think I would have an easier time if the game simply required a 1 in your background's dumpstat.
(Please do not take any of this to say that you should go back and tinker with core rules in a finished game, that way lies a path of nightmares. More that I as a reader wasn't always on the game's wavelength, which is normal for any published game.)
This City Hates You is a feature length tabletop rpg that hearkens back to ps1 survival horror titles. There's some definite Silent Hill notes, but it also puts me in mind of Fear Effect and Shin Megami Tensei. It isn't a game trying to replicate a single other property---rather, it nestles into the same milieu and finds its own niche.
Also, there's a lot of content for its page count. It's *meaty*.
The PDF is 61 pages, with a clean, readable, technical manual style layout intercut with inexpressibly dope chunks of artwork. The Bestiary in particular is really good, with the Beetle and Millipede being standouts not just for the book but for Silent Hill style horror in general.
Writing-wise, the content here can get a little complicated, but the book is very well explained. You could pick this up for your first rpg and learn the rest of the medium from it.
Mechanics-wise, This City is a little strange. Core rolls are attribute + die vs target number, but the size of the die is also determined by the attribute. However, there's a full rpg body built around this core mechanic, and your attributes also determine things like carry capacity, hit points, movement speed, initiative, saves, healing bonus, and body mod slots. There's even a meta attribute, Fortune, that you can add to other rolls Fortune times per session. The dice system *really* wanting you to have a high attribute is balanced out by the vulnerabilities caused by not having an even spread. Taken as a whole, it definitely works.
Character creation moves fast, but involves a lot of little choices and mechanics. Think Savage Worlds or Unisystem. The dense, chewy center of it all is body mods, which work like Shadowrun's cyberware---they play a huge role in determining what you can do, but you can only plug them in up to a limit determined by your Soul stat. You can get them more cheaply by buying them in a sort of werewolf mode, where you have to transform and take damage in order to use them, but there's also some that are quite cheap anyway. You could go werewolf mode to use the body mod that turns you into a camera, but it's only 4 Humanity.
Combat is detailed, well-balanced, and gamey, and revolves around an Action Point meta. Different types of actions have different AP costs. So do different types of weapons and special attacks. Hauling around more gear than your carry capacity is possible, but it affects your AP levels. On top of that, there's status effects, scaling hit chances based on your weapon and attack distance, HP lost and number of times damaged are tracked separately, and you can gain character upgrades by getting KO'd and bouncing back.
For GMs and players, there's tons of visual references and bits of guidance given throughout the book. It's easy to navigate, and the character sheet is dense with information but clean. There's also a full GM's section airgapped from the rest of the book with a "GMs only" warning, preserving some surprises for gameplay. Guidance is even given on how to adjudicate the use of specific body mods---it's really detailed. There's also a long multi-page essay about tackling ableism in games that feels like it doesn't quite work for *this* game, but has good links and calls attention to the issue.
Overall, if you want a game with resource tracking and satisfying medium crunch gameplay, and if you lean towards urban or post-apocalyptic survival horror stories, absolutely check it out. It's pulpy, well-designed, and fun.
Minor Issues:
-Capitalization feels inconsistent in some headings, such as "Creating your character"
-Backgrounds not being able to lower an attribute below its minimum heavily incentivizes players to start with a low attribute to soak the penalty. This could be adjusted by having the penalty overflow to another stat, or force X rolls per session to be Distracted, or something.

































































































































































































