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kumada1

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A member registered Dec 04, 2019 · View creator page →

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Good question! When you rest, if you have less than 2 Banishment Film, you refill back to 2 Banishment Film.

Oh, it's the seedy motels that are the place of safety, you just get the membership card because you stay there a lot. I worded that one a little confusingly.

I'm glad you're enjoying it! I wasn't sure people would click with the setting or the premise, so I didn't have plans to expand it, but I'll give it more thought.

I'm also definitely open to folks writing their own material for Strays, and I'm happy to link on the page anything that's published.

They're fine by me! Running into a pack of Sea Hounds would be scary as heck, but this does a great job reinforcing the danger of the ocean. I like it a lot!

Here Be Monsters is a watery creature generator for Mork Borg.

The supplement is a single png file, making it very portable, and the layout is clean and zine-y and flavorful. Some of the text does require zooming in, but it's still clean and easy to read when magnified.

There's solid variety here, and the things the table produces can be scarily strong, making the ocean properly terrifying.

Overall, if you're running some maritime Mork Borg, this is a great resource to have in your back pocket. I recommend picking it up.

Reached out to Adam, Adam verified it's okay!

Oh, you still need the Mork Borg license I think, since it's all under that umbrella. You can also add a line afterward about Fisk Borg.

Something like:

--

MÖRK BORG Third Party License - UGLY FISK is an independent production by ScottishRooster and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG Third Party License. MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell. For further details about the MÖRK BORG Third Party License, see https://morkborg.com/license/

Elements of Fisk Borg (https://kumada1.itch.io/fisk-borg) by Richard Kelly and World Champ Game Co are used with permission.

--

I'll reach out to Adam to verify that this is okay.

Thanks!

Thank you! I'm glad you enjoyed Kickwolf!

Feel free to use it!

THAW is an old-school TTRPG system based on the sleepover favorite folk game MASH. MASH, if you haven't played it, is a game about prioritizing picks from different lists---good car, mediocre husband, bad house, that sort of thing.

I'd describe this genre of thing as sleepOSRver.

THAW's PDF is 36 pages, very cleanly laid out, and it has the broad vibe of an activity book.

Character-creation-wise, when you play THAW you play MASH. You write down a bunch of possible traits for your character, than eliminate them one at a time until you're left with a pick from each list. It's not exactly random, but it's complex enough that it'll generate characters that feel both familiar and unexpected.

Mechanics-wise, THAW has some real weight. Each MASH pick gives you passive benefits and different ways to break the game's rules, and these can get pretty creative: pre-mapped dungeons, extra gold for bribes, walkie talkies between dungeon and town.

For rolls, THAW has you pre-generate numbers and then pick from them when faced with checks. When you run through your numbers, you gain a level and then generate a new set.

This approach kind of encourages the GM to slow play the game, making it so that checks only occur when it's really, REALLY important and each check has massive narrative weight. I think for that reason THAW might work especially well for 1 GM, 1 player setups---although you could also cut the other way and play THAW really fast and loose, churning through rolls and advancing all the way to level 10 in a night.

And with all of that said, THAW is a *very* GM friendly game. Test DCs, dungeon maps, these are all generated via the same MASH system, and the book gives good and clear and personable guidance throughout. A total newbie could pick up THAW and be fine. And a veteran could probably use it to slap together dungeons for this or other systems at extremely high speed.

Overall, THAW is a gem. It channels the creativity, improv, and speed of play of OSR into a new and refreshing format. It's a sleepover game. It's DnD. It's a dang good time.


Minor Issues:

-Damage numbers are pretty small, so +d4 HP on a level might make characters pretty unkillable around level 5. This assumption is based on me eyeballing it, so grain of salt, I might be mental-mathing it wrong. A class-based HP cap could change this, with the surplus HP floating into gold points instead.

Thank you!

(3 edits)

Last Flight Of The Pandora is a surprising find*. It's a slim black book with gorgeous art, stylish layout, and a fantastic one session campy scifi horror ttrpg.

The book is about eighty pages, but most of that is scenarios, and the game is built to be extremely modular. You can run it a dozen times without it feeling stale.

The core premise is everyone picks a species and a role aboard the ship, and then in classic Space Station 13 fashion everyone tries to do their jobs while things go wrong.

It's a bit Lower Decks and a bit Alien, with some subtle nods to other horror classics like the scuttling prop head from The Thing, and the mechanics are surprisingly robust for how lightweight the whole thing is.

Essentially, you have different dice for different stats, and a 4+ is always a success. Species / crew role can give you advantage on rolls, or modify your stats, or let you do unique actions that range from "breathe vacuum" to "make a good latte". Every game also has the same ship map, with the same spelled out areas, and there's a feeling of boardgame-like familiarity if you play or run it more than once.

What changes between outings aboard the Pandora is what's wrong with the ship. It might be a xenomorph. It might be a rogue AI. It might be an evil floating insomnia baby. The GM decides on the fly moments before the game begins.

This sort of pantsing it is very much in the spirit of the game, and Last Flight is careful to give a lot of support to encourage the GM to wing it. Each adversary comes with its own detailed chart of objectives, ways it escalates, and what it will ultimately do if it isn't stopped. Adversaries aren't declared out loud, either, so the players have to figure out which threat they're dealing with by exploring the map and encountering its manifestations.

For groups that like pulpy scifi games, I think Last Flight is a gem. It doesn't fundamentally redefine the medium, but it's satisfying and very reliable, and a great one-shot to drop into a gap between longer games. I've anything I've said here sounds good, definitely consider picking it up.


*post hoc edit: this sentence makes no sense, but for context I got my copy in a big pile of other games and so I was surprised by it. There. Go now with this knowledge and be free.

Fukuzatsu is a Balatro-inspired tabletop game.

The PDF is 32 pages of bright, burned-out-CRT-television aesthetic. It's very readable, and makes use of great contrast between the text and backgrounds, which has the words swimming up at you through a Hotline Miami haze.

The rules are loosely poker, but with an extra deck and a lot of additional calculation for scoring. Cheating is permitted, with a half chips penalty if caught, and this encourages players to cheat heavily as the game gets more desperate.

Tarot cards have a wide range of effects, and you can deck-build a bit, developing a specific array of cards over multiple games.

Overall, if you're looking for a complex and interesting card game to play physically, this is a good pick. There's a lot of depth to play, but it's also random and zany and the numbers get big. I'd honestly love to see a professional poker player's response to it, but absent that it feels pretty safe to recommend to you.


Minor Issues:

-Page 7, "If a player passes and activation turn" and the

It's a really good game! I hope I put some more eyes on it.

After The Bomb is a Fallout fan rpg that manages to stick the landing more earnestly and effectively than the officially licensed system does. And this is by a mile.

There are two PDFs, for a combined total of about 60 pages, and they feature clean, highly readable layout and some splashes of repurposed pulp art. It's all very zine-y, but in the best possible way.

The core rules are simple. d20 + Stat + Bonus vs TN. Stats are low, and bonuses can be temporarily broken by taking survival damage. HP is at risk from both damage and radiation, and they eat at it from opposite ends of its track. Damage goes away when you get to safety. Radiation doesn't.

There's a crafting system that also uses the game's core currency, simple level ups, detailed gear, and all the Perks you'd expect from a modern Fallout.

World creation is collaborative, which to me fits *really* well with Fallout. Fallout's best maps have always been sort of a gumbo, with tons of ideas tossed in, and building your map this way ensures that every player has at least something they like floating in the broth.

There's a lot of GM support, including a bestiary, roll tables, and just generally good and clear advice about how to use the system. The second PDF is a pre-cooked sandbox campaign.

There's even basebuilding.

This is easily tied for my favorite post-apocalyptic ttrpg (the other contender being No Nut November: Squirrels Of The Post Apocalypse.) It's clear, direct, flavorful. It covers everything you need to start up a game, and a lot of neat additions besides, and still leaves you plenty of room to freewheel. I'm not the world's biggest Fallout fan, but After The Bomb does right by its material, and it's really easy to imagine Fallout stories in ATB's framework. If you clicked on this page and you like ttrpgs, I strongly recommend you give this one a shot. 

Thanks!

By all means! And feel free to ping me when it's ready. I'll shout it out on socials.

Glad you liked it!

+18 Archivist Points!

The Triangle is a pack of three missions for FIST, themed around the Bermuda Triangle.

The PDF is 39 pages, mostly image free but with a lot of variety in the text color. It's cleanly organized and easy to read.

Contents-wise, the missions are detailed, weird, and interesting. The first involves crawling the dreams of a predictive AI, the second hitting an entrenched position of vampires, and the third recovering an orbital-dropped dragon. Each of these missions comes with new enemies, new traits, and unique custom mechanics on top of a dynamic tactical situation. There's a fair bit to familiarize yourself with as the GM, but it's worth it.

The writing in Triangle is clear and clever, and the game balance feels extremely grounded. There's an undercurrent of humor that runs through it all and helps make it very approachable.

Overall, if you want three extremely complete, mechanically solid missions for FIST, this is a great place to get them. It's probably also a perfect starter pack for GMs who've just begun to dip their toes into the third party scene.


Minor Issues:

-Page 25, roll of a 6, it might be more interesting to have a 6 mean choose two

The Triangle is a pack of three missions for FIST, themed around the Bermuda Triangle.

The PDF is 39 pages, mostly image free but with a lot of variety in the text color. It's cleanly organized and easy to read.

Contents-wise, the missions are detailed, weird, and interesting. The first involves crawling the dreams of a predictive AI, the second hitting an entrenched position of vampires, and the third recovering an orbital-dropped dragon. Each of these missions comes with new enemies, new traits, and unique custom mechanics on top of a dynamic tactical situation. There's a fair bit to familiarize yourself with as the GM, but it's worth it.

The writing in Triangle is clear and clever, and the game balance feels extremely grounded. There's an undercurrent of humor that runs through it all and helps make it very approachable.

Overall, if you want three extremely complete, mechanically solid missions for FIST, this is a great place to get them. It's probably also a perfect starter pack for GMs who've just begun to dip their toes into the third party scene.


Minor Issues:

-Page 25, roll of a 6, it might be more interesting to have a 6 mean choose two

Operation Last Day is a Mesopotamian themed scenario for FIST that leans into the game's capacity for action-horror. You could probably also run this in Delta Green with no alterations---it fits that vibe perfectly.

The PDF is 16 pages, with a clean, readable, zine-y style layout.

Contents-wise, the writing and design is strong and interesting, but a little skeletal. Concepts are covered quickly, and the GM is left to fill in the details---but those concepts are fantastic and it's very easy to spin things from a hectic oneshot into a slow burn mini-campaign.

There's a lot of custom monsters included, all very flavorful. A particular standout are the multiple bosses, all with strong and consistent themeing.

There are also new Talents, and they're probably some of my favorites across all third party FIST material. The uniting theme is death, and they play with it in very dynamic ways.

Overall, this is a great scenario, well worth adding to your library if you even slightly enjoy espionage horror. You do have to do a little work to fill in the gaps, and you may want to generate some townsfolk in advance if you expect you'll be exploring the adventure from a slower and more political angle, but these are an easy admission price to pay for a standout.

Minor Issues:

-Page 7, "FISTenters" missing a space

Operation Last Day is a Mesopotamian themed scenario for FIST that leans into the game's capacity for action-horror. You could probably also run this in Delta Green with no alterations---it fits that vibe perfectly.

The PDF is 16 pages, with a clean, readable, zine-y style layout.

Contents-wise, the writing and design is strong and interesting, but a little skeletal. Concepts are covered quickly, and the GM is left to fill in the details---but those concepts are fantastic and it's very easy to spin things from a hectic oneshot into a slow burn mini-campaign.

There's a lot of custom monsters included, all very flavorful. A particular standout are the multiple bosses, all with strong and consistent themeing.

There are also new Talents, and they're probably some of my favorites across all third party FIST material. The uniting theme is death, and they play with it in very dynamic ways.

Overall, this is a great scenario, well worth adding to your library if you even slightly enjoy espionage horror. You do have to do a little work to fill in the gaps, and you may want to generate some townsfolk in advance if you expect you'll be exploring the adventure from a slower and more political angle, but these are an easy admission price to pay for a standout.


Minor Issues:

-Page 7, "FISTenters" missing a space

Feel free!

Fishbones is a slim, clean, and extremely useable quickstart version of Rod Reel And Fist.

It consists of three PDFs---including one which is an entirely original adventure with some new fish and animals---and everything in the PDFs is well organized, professionally layed out, and very easy to read.

If you're thinking about running Rod Reel And Fist, I highly recommend picking this up. It has a stellar grasp of the material, and the included adventure is incredibly flavorful and easy to run.

Thank you!

Thanks!

FORTS is a basebuilding supplement for FIST.

The PDF is 4 pages, densely organized, but very clean and readable.

Contents-wise, think of this like the group playbook from Blades In The Dark. You choose a base type, you invest coin in upgrades, and you get resources and allies and other support out of growing your base.

There's a lot of granularity and detail here, and anyone who's a fan of the last mainline Metal Gear will find something in the mix that they love. There's recruitment, resource management, an expertise system. It's comprehensive without being overwhelming.

Overall, this is a fantastic addition to a FIST campaign. If you want to show the PCs growing and changing not just as characters but as a geopolitical force, I strongly recommend plugging this into your game.

FORTS is a basebuilding supplement for FIST.

The PDF is 4 pages, densely organized, but very clean and readable.

Contents-wise, think of this like the group playbook from Blades In The Dark. You choose a base type, you invest coin in upgrades, and you get resources and allies and other support out of growing your base.

There's a lot of granularity and detail here, and anyone who's a fan of the last mainline Metal Gear will find something in the mix that they love. There's recruitment, resource management, an expertise system. It's comprehensive without being overwhelming.

Overall, this is a fantastic addition to a FIST campaign. If you want to show the PCs growing and changing not just as characters but as a geopolitical force, I strongly recommend plugging this into your game.

Puppet Strings is a supplement for FIST that supports more meta style play, leaning into the tropes of thriller fiction with new ways to spend war dice.

The PDF is 10 pages, with a clean layout and some nice historical photographs sprinkled in.

Contents-wise, there's a couple of key mechanics Puppet Strings adds to FIST's formula. The first is BitD style flashbacks, where you spend War Dice to establish details earlier in the plot. However there's also twists of fate (spend a War Die, add a narrative detail, then roll to see if it benefits you,) trivial coincidences (the GM asks a player to establish something true about the world,) dark revelations (major plot elements are connected to a PC specifically, giving them a bunch of War Dice,) and time paradoxes.

Time paradoxes are easily the wildest of the new elements, as they both establish that real world history is immutable (you rewind every time an event breaks canon history,) give the players War Dice, and slowly add random elements as the timeline degrades. They're a great mechanic, but they fully reorient FIST into being a game about time paradoxes.

In addition to these mechanics, there's also some new npcs (including Elvis,) foes, and items---all plenty flavorful.

Overall, this is a great resource for FIST---especially if you want your campaign to be about preserving the timeline. The new mechanics are excellent, and I strongly recommend this as a read for GMs who want to add a little more complexity to their FIST games.

Puppet Strings is a supplement for FIST that supports more meta style play, leaning into the tropes of thriller fiction with new ways to spend war dice.

The PDF is 10 pages, with a clean layout and some nice historical photographs sprinkled in.

Contents-wise, there's a couple of key mechanics Puppet Strings adds to FIST's formula. The first is BitD style flashbacks, where you spend War Dice to establish details earlier in the plot. However there's also twists of fate (spend a War Die, add a narrative detail, then roll to see if it benefits you,) trivial coincidences (the GM asks a player to establish something true about the world,) dark revelations (major plot elements are connected to a PC specifically, giving them a bunch of War Dice,) and time paradoxes.

Time paradoxes are easily the wildest of the new elements, as they both establish that real world history is immutable (you rewind every time an event breaks canon history,) give the players War Dice, and slowly add random elements as the timeline degrades. They're a great mechanic, but they fully reorient FIST into being a game about time paradoxes.

In addition to these mechanics, there's also some new npcs (including Elvis,) foes, and items---all plenty flavorful.

Overall, this is a great resource for FIST---especially if you want your campaign to be about preserving the timeline. The new mechanics are excellent, and I strongly recommend this as a read for GMs who want to add a little more complexity to their FIST games.

Welcome To Crime City USA is a sandbox for FIST centered around urban rot in a very Nightvale-ish sort of way. Youngstown is going through a severe economic downturn, and that economic downturn is making it supernaturally weird.

The PDF is 24 pages, with a redacted, photo-edited layout that's visually quite busy but still clean and easy to read.

Writing-wise, everything here is accessible and easy to follow. It's also got a strong authorial voice, and a knack for dancing between horror and humor.

Content-wise, there's a variety of missions to take on, and there's factions and lore you can dip into, but the strength of this module is really how authentic it feels. It's written by an IRL Youngstown resident, and in a genre rife with wizards and dragons it's rare you get to see a writer fully flex by working with something as known and primal as their hometown.

Simply put, if you like evocative settings, or just stuff that's written well, you should get this. It's designed for FIST, but the material is compelling enough that it would be worth adapting to any other modern supernatural system.

Welcome To Crime City USA is a sandbox for FIST centered around urban rot in a very Nightvale-ish sort of way. Youngstown is going through a severe economic downturn, and that economic downturn is making it supernaturally weird.

The PDF is 24 pages, with a redacted, photo-edited layout that's visually quite busy but still clean and easy to read.

Writing-wise, everything here is accessible and easy to follow. It's also got a strong authorial voice, and a knack for dancing between horror and humor.

Content-wise, there's a variety of missions to take on, and there's factions and lore you can dip into, but the strength of this module is really how authentic it feels. It's written by an IRL Youngstown resident, and in a genre rife with wizards and dragons it's rare you get to see a writer fully flex by working with something as known and primal as their hometown.

Simply put, if you like evocative settings, or just stuff that's written well, you should get this. It's designed for FIST, but the material is compelling enough that it would be worth adapting to any other modern supernatural system.

Operation Sarcastic Riot is a conversion pack for adapting DnD and OSR content to FIST.

The PDF is 17 pages, with clean, well organized, zine-y feeling layout. Pictures are provided throughout, and everything is easy to read.

Contents-wise, this is a detailed and thorough conversion kit. There's rules for adapting everything from AC/Armor to Choke/Morale. It can get a bit formulas-y, but all of the conversion is designed around working quickly and getting to the heart of the content. You don't need to know calculus to use it.

The tone of the writing is conversational and direct, and this really does a *lot* to keep the text approachable. Reading it feels like sitting down to chat with a friend, and there weren't any places where I felt confused or had to double back to check a mechanic.

There's a lot of supplemental material here as well, including new Traits, monsters, and a section at the end with very specific guidance on converting from a ton of different systems. It's extremely detailed and well-researched.

Overall, if you want to lean further into FIST's osr tendencies by using it to run actual osr, this is probably the definitive way to do it.

Operation Sarcastic Riot is a conversion pack for adapting DnD and OSR content to FIST.

The PDF is 17 pages, with clean, well organized, zine-y feeling layout. Pictures are provided throughout, and everything is easy to read.

Contents-wise, this is a detailed and thorough conversion kit. There's rules for adapting everything from AC/Armor to Choke/Morale. It can get a bit formulas-y, but all of the conversion is designed around working quickly and getting to the heart of the content. You don't need to know calculus to use it.

The tone of the writing is conversational and direct, and this really does a *lot* to keep the text approachable. Reading it feels like sitting down to chat with a friend, and there weren't any places where I felt confused or had to double back to check a mechanic.

There's a lot of supplemental material here as well, including new Traits, monsters, and a section at the end with very specific guidance on converting from a ton of different systems. It's extremely detailed and well-researched.

Overall, if you want to lean further into FIST's osr tendencies by using it to run actual osr, this is probably the definitive way to do it.

Inferno Protocol is a scenario for FIST involving a quick raid on a CYCLOPS base.

The PDF is 15 pages, with helpful diagrams, a solid cover, and big readable text.

Contents-wise, there's a lot of evocative description in here, but it's sometimes difficult to quickly pinpoint the mechanical bits amongst the rest of the text. In terms of the structure of the adventure, it's broadly a funnel of offices and regular CYCLOPS guards that terminates in one of three genuinely dynamic Metal Gear-y bosses.

The bosses are really the start of the show, and each has unique attack patterns and gimmicks and serves as a solid setpiece for a fight.

Overall, if you want a big classic video-game-y feeling boss fight with a little bit of runup, you should consider snagging Inferno Protocol.


Sidebar:

I promise I'm not trying to be mean here, but was this written with AI assistance? Some parts of the text feel like they have that machine lilt. The boss section definitely doesn't, though, so I'm not assuming anything, and I'm sorry if I got it wrong.

Inferno Protocol is a scenario for FIST involving a quick raid on a CYCLOPS base.

The PDF is 15 pages, with helpful diagrams, a solid cover, and big readable text.

Contents-wise, there's a lot of evocative description in here, but it's sometimes difficult to quickly pinpoint the mechanical bits amongst the rest of the text. In terms of the structure of the adventure, it's broadly a funnel of offices and regular CYCLOPS guards that terminates in one of three genuinely dynamic Metal Gear-y bosses.

The bosses are really the start of the show, and each has unique attack patterns and gimmicks and serves as a solid setpiece for a fight.

Overall, if you want a big classic video-game-y feeling boss fight with a little bit of runup, you should consider snagging Inferno Protocol.

GUTS is a set of musically inspired new TRAITS for FIST.

The PDF is 8 pages, with a clean, readable layout that mirrors and builds on the style of FIST core. It's got a lot of custom art pieces, all of which look rad and zine-y, and it establishes a lot of charm through visuals alone.

The TRAITS here are complex and weird, with lots of options for lateral play. A few are also a little on the strong side, so you may want to calibrate them slightly if they're being dropped into a more grim and desperate campaign. ELECTRO GHOST gives you extremely easy WAR DICE recovery,  REVERSED lets you farm +CREATIVE off of teammates pretty easily, and GOD TOOL is a oneshot machine that you can just keep using.

The PDF is available in English and Spanish, an extra layer of work on the project that should be appreciated.

Overall, if you want to add some musical flavor to character creation (and get a bunch of really interesting and varied TRAITS in the bargain,) you should grab GUTS.

GUTS is a set of musically inspired new TRAITS for FIST.

The PDF is 8 pages, with a clean, readable layout that mirrors and builds on the style of FIST core. It's got a lot of custom art pieces, all of which look rad and zine-y, and it establishes a lot of charm through visuals alone.

The TRAITS here are complex and weird, with lots of options for lateral play. A few are also a little on the strong side, so you may want to calibrate them slightly if they're being dropped into a more grim and desperate campaign. ELECTRO GHOST gives you extremely easy WAR DICE recovery,  REVERSED lets you farm +CREATIVE off of teammates pretty easily, and GOD TOOL is a oneshot machine that you can just keep using.

The PDF is available in English and Spanish, an extra layer of work on the project that should be appreciated.

Overall, if you want to add some musical flavor to character creation (and get a bunch of really interesting and varied TRAITS in the bargain,) you should grab GUTS.

Die Twenty is a bestiary for FIST that adds explicitly fantasy rpg monsters to the roster of things the agents can be called to combat.

The PDF is 4 pages, layed out in a perfect mirror of the core book, and is clean and easy to use.

Contents-wise, everything here is extremely flavorful. It would've been easy to just restat DnD critters to FIST, but Die Twenty goes the extra mile and integrates them into the mundane 1980s. The merchant princess is a corporate heir. The dullhan packs a submachine gun. The halflings break bad.

There's also some *really good* storytelling in the margins about a Satanic Panic style demon outbreak. The Lake Geneva Exclusion Zone is a stellar framework for a campaign, and your group can move fast and break things in ways a big IP like Stranger Things can't.

Overall, if you want more monsters for FIST, you want this.