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Munin

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A member registered Jul 23, 2020 · View creator page →

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What lies beyond the Veil ?

KINMAKER Incident is a faction pack for the TTRPG FIST. Focusing on the paranormal, you will take part in skirmishes between factions, clawing your way towards your final objective : finding and neutralizing the inter-dimensional entity called RAZIEL.

3 factions are currently available (and 3 more are on the way), featuring lore, enemies, NPCs and bosses to make each of them unique.

On top of that, the expansion contains a mission generator, trinkets table, and optional mechanics to spice up any game of FIST.

https://munin-workshop.itch.io/kinmaker-incident

Nice to see your experience. Thanks for sharing!

Thanks so much for the kind words ! I'm a big fan of giving players immense powers with the ever-present risk of going too far and I thought this philosophy of risk/reward would fit the aesthetics of FIST. 

The enemies section was made near the end of the jam in a bit of a rush so it feels too rushed for my taste. I'm thrilled you like it though and expanding it is definitely on my to-do list for the second version.

Concerning the balance, it is the part that I'm the most unsure about. I tested it with friends of mine very quickly in a mockup scenario and it felt fine, and since the idea comes from other systems with similar mechanics, I would think it's fine. I don't know for sure, though I intend on testing it in a real session soon.

I have a lot of ideas for KINMAKER that I didn't get to expand on and plan to continue to work on it (After reading it back a bit, I saw a few spelling mistakes. Embarrassing !)

As for printing it, I looked some time ago at some card manufacturers for indie games to have a professionally made deck for the reference cards. I might propose it for the second version.

Thanks for the review, I really like the idea to have the HEAT meter change depending on the environment or mission setting.

It would make a great scenario to give immense powers to everyone in the mission but to spend more heat in exchange.

A nice touch for immersion.

A quick and dirty mission generator to expand on the already existing one in FIST.

Easy to use and always good to have more optionsµ.

A very nice take on how to introduce investigations and mysteries to FIST. The list of training available allows your character to have another layer of uniqueness and usefulness in particular situations. 

Having a list of possible explanations for how a character can succeed in investigations not covered by its training is a useful add-in, as well as advice on how to treat an investigation as a GM.

It seems to be as much an interesting expansion to FIST as a good manual on how to make good investigation scenarios.

A very good way to make a non-linear mission in a limited environment. The oppressive feeling of being stuck in the "same" room no matter what exit you take works really well for a paranormal-heavy scenario.

The fact that every room variant is detailed and named appropriately and that a map is here to guide the GM to the progression is really nice.

Progression is costly as entering a new variant will invariably trigger a random encounter/event with various effects, some rather heavy. Thinking and noting details and clues is recommended to get to the end with minimal loss.

Overall, the mission fits on a 2 page PDF and it doesn't need more.

Cool ideas for creating customized and unique weapons. I think it might need more polish in various areas (e.g. the table with 1D6 or using a D10 when FIST uses only D6s). 

The traits are nice and distinctive but there are too few of them and most give more of a funny vibe than a real military feeling.

Nice and quick ways to integrate your operator's way in and out into the mission. I prefer the idea of determining the complications narratively, but the transport methods are cool and rather complete and the consequences matter a lot for the mission.

Pretty cool mission idea. I really love the cover and the extract from Nixon's undelivered speech (though it would have been cool to see it entirely).

The mission itself is rather straightforward but there's still room for a lot of things to go wrong.

Implementing a faction with a different motive than a simple "we're evil" brings a different perspective to the world. The Institute is presented as an antagonist faction but since they care more about business than ethics, they could end up in the same team as FIST on occasion. Only if it is profitable, though.

The enemies are interesting and fit a specific role, all with paranormal powers or characteristics. They don't really have a "classical" soldier on their roster but it might simply not be their specialities.

I like how there is a compatibility section in order to implement the Institute in narrative settings.

A good supplement which adds rules to scratch an itch that you didn't even know existed.

The procedures add varied and interesting ways to deal with the death of an operator. Every character can then come back to life with a price that becomes more and more complicated with every resurrection.

Every team member needs to take the same procedure for it to work and a common Team Trait is given to all members. 

Oddities can be given to each character individually with each resurrection. This is added on top of the shared cost, which complicates, even more, the result of each resurrection.

As a GM, it is nice to have a system like this, as killing players has always been something I try to avoid. 

No longer :)

The premise is exciting, showing that CYCLOPS operatives are not as clean and omnipotent as they seem. 

Every antagonist is handcrafted with its own, rememberable quirks, mutations and personalities and their actions and positions in the scenario really align with their character.

The location, an island, is packed full of interesting and distinct spots. All of them have events linked and depending on the actions of the players, the situation can change really significantly.

The story is a gem of gory, dark and grim situations. While it might not be for everyone, if you (and all players) feel comfortable with it, it is really rewarding and interesting.

Usable in a wide variety of settings, HANDCASTLES allow for modular rules to be added to campaigns. 

The mission timer reminds me of XCOM and games of the genre where a strategical layer is put on top of "simply" executing the missions. Taking a step back is always good in order to have a different perspective on your missions and see their consequences and where you will be headed next.

The "In Between Missions" section adds a need to keep track of resources gained during missions but if it's okay with you, it really adds a sense of progression to the setting.

To be honest, I'm now a complete fan of the baba yaga cottage.

Thanks for the review! 

I intend on making a second version soon-ish and I'll definitely work more on the consequences.

Thanks for the review !

Thanks :) 

If you have any remarks, don't hesitate to post them here.

I've just finished a first session and the reception was great. FIST has a great balance between mechanics and narrative content and the combination of traits and roles allow for really interesting and memorable characters. Great game !