I've had no time to blog this year! But I do now.
Here's some stuff that's been on my mind.
Let's talk about...
- War-Torn Ice Moon
- Other FIST stuff I want to make
- City
- Mission chain
- Time loop
- First contact
- Black market
- Art Movement Faction
- Bases
- Evil Ass Bayou
- A Hypothetical Over/Under Write-up
...War-Torn Ice Moon
You might have seen the update that PDFs went out recently! Just waiting on that paperback proof copy to arrive now, and once we approve it, digital and physical copies will go up for purchase. This thing has been all I do for a year, so it's weird not having anything to tweak, tune, or twiddle with.
Also, it's weird to think that my entire life changed because of this. I'm still just some guy (aren't we all), but I know people in the Scene now! That's a dream come true.
...Other FIST stuff I want to make
My mind explodes with FIST tri-fold pamphlet ideas every day. The official set (RATIONS) is so snappy, diverse, and concise that it almost pisses me off. They are:
- ATARAXIA: Short, simple mission to save a soldier's son inside a son-powered mech
- HAZARD FUNCTION: Funnel mission in an MKUltra-style ultrahuman testing crucible
- CULTURE SHOCK: Alien bacteria mutation trader that can spawn from any fresh corpse
- GREENHOUSE EFFECT: Bestiary of evil intelligent plants that can crop up anywhere (lol)
- ANESTHETIC DEPTH: Optional HP rules for injury accumulation, effects, and treatment
- CASUS BELLI: Miniboss squad of the remaining Knights Templar intent on hunting FIST
So mission, funnel mission, shopkeep, bestiary, injury rules, miniboss squad.
What new things could we do?
FIST City Nights, Baby
I really want a super-dense urban campaign setting for FIST.
I've been imagining a set of 6 tri-folds that each detail a district of a city, tentatively called New Madison simply because it sounds real. I would then use the city for a deluge of scenarios and missions. Think of the potential man, holy shit. Recurring locations, becoming familiar with routes and named streets, hopping rooftops, sneaking around, causing big scenes, getting community ties and bonds, watching the area evolve and change, getting caught in crossfires, shaking CYCLOPS tails (the secret world-governing, status-quo-maintaining, supernaturality-suppressing force in FIST... read FIST), hitting the pavement, car chases, laying low, climbing shit... Ahh, city living.
Each district would have...- People of note; politicians, community figures, cool gangsters, and any interesting or stand-out folks like the girl who plays jump rope with everyone or the ultrahuman grandpa running the corner store.
- Factions: like 1 to 3 depending on the area. The downtown civic center district probably only has the local police department holding meaningful power and muscle, but there might be 2 or 3 competing forces at the ports and docks.
- Some weird ongoing situation
- A map that is partially filled/keyed and partially blank. The keyed locations would serve as anchors, and you would fill in the blanks during play (possibly with the help of tables). You could remake the blank zones between missions to keep the city feeling huge, sort of illustrating that there's numerous paths between places and no telling where you might end up, OR lock them in to make each road and building Perma-Canon. Those keyed locations might be things like a payphone that's actually a CYCLOPS field agent emergency pickup hotline, one of those hidden-in-plain-sight urban power plants that look like a random building on a random street, a hotel for assassins, anything.
(Spoken like American Psycho business card scene) Check it. New Pinterest board.
So, why 6 tri-folds? IDK. I love them, but this is probably better realized as a booklet, like a 20-40 page half-letter-size zine. Then again, that was the original plan for War-Torn Ice Moon, and that turned into a 123 page letter-size beast, so beware scale creep.
Is this my next big project, now that WTIM is complete and awaiting mass deployment? Maybe.
Other FIST ideas...
Mission chain
There's this one episode of Law & Order where instead of the first half being the investigation of a crime and the second half being the trial, the whole runtime is spent scrambling between 4 or 5 unrelated cases that keep cropping up right in front of the detectives. Like, they're bringing in a killer and stop at a gas station, and find evidence of a recent kidnapping in the bathroom.
I want to make a sequence of very short missions, like an hour each at absolute max if everyone is focused, meant to be played in rapid succession in a single night. The distinction as "different missions" might be unimportant if you're doing them consecutively like that, but still, they would be discrete scenarios. I'm not even sure if I'd want them to be related in any way.
Please let me know if this exists out in nature somewhere.
It could be like, 10 jobs appear at once, all only available for a short window, and it's up to FIST to judge how many and which ones they can squeeze into 1 night. Or maybe it's just 5 or 6, and they all have to get done, but you can choose the order? Almost like Collateral (Evil Hitman Tom Cruise makes Best Taxi Driver Jamie Foxx drive him around to complete like 5 hits in 1 night). Oh, this could be a reeaally good fit for the City Setting.
If you want to get really crazy, the available missions could branch based on how the previous one went. Say FIST has to defeat a mad scientist who is making a bad thing. Complete victory? Proceed to a certain Mission 2. Scientist defeated, but bad thing escaped? Proceed to a different Mission 2. And so on from there. So would it it branch into different missions, or just impact the next one in some way? I do still quite like the idea of them being unrelated.
Some quick jobs might be...
- Stop the rampaging mutant behemoth destroying downtown
- Find the evil bomber's evil bomb vans along the city's sea wall
- Sneak into a fancy event and steal a document or a jewel or something
- Escort a celebrity and fend off the rabid fans of rival musicians
- Save science stuff / scientists from a lab actively collapsing from a science disaster
- Race to find a bad guy whistleblower before the rest of the bad guys
- Board a blimp that's already taken off, by any means necessary
- Steal a massive tank of volatile chemicals as stealthily as possible
- Prevent a raid of a highrise office building during a critical merger meeting
- Piece together localized anomalies to rescue someone stranded in a dimensional fold
- Save someone who has become fixed in place 20 stories high by unknown means
- Round up runaway spirits wreaking havoc after escaping a buried tomb
- Track down the source of mysterious EMP waves endangering the city
- Find hidden treasure in a condemned building minutes from demolition
A 10 minute time loop mission.
I think the idea of a really short time loop in a small place with an intricate situation to unravel sounds really fun. You'd play in Real Time, or as close to it as possible. If that proves unwieldy or unrealistic given your playing group's situation or style, there could also be a little loose "turn" system for resolving actions during each stage of the loop. The scene is set each minute, everyone gets 1 or 2 things to do, world reacts, next minute begins. But let's focus on Real Time. Compact, feature-dense location... submarine.Experimental submarine that's alive, or fused to an artificial living being, and can create wormholes in seawater. FIST is hired to board it in disguise and sneak pictures MGS2 style, but it unexpectedly leaves port with them inside. 10 minutes later, it explodes, and time rewinds to the moment it set off.
- Things gradually break, flood, and change on the sub until it bursts.
- CYCLOPS wants the sub, or is responsible for it's development.
- The submarine-creature intelligence is psychic? Maybe it's bonded to the captain, a grizzled old seadog.
- Maybe it psychically bonds to FIST when they board, and that's why they retain their memories? Okay, but then why doesn't the captain retain anything?
- Maybe he's being brainwave-blocked and thinks everything is peaches with his living sub companion, and finding him and re-establishing their link is a key part of figuring out what's going on. But then who is blocking him..? And what about the rest of the crew? Hm...
- The creature built/grown into this sub is definitely the cause of the loop (in that it's rewinding time to try and prevent the disaster).
- I'm thinking that when the sub finally bursts mid-wormhole-usage, in that moment, the hull floods with Hyperspace Fluid full of gluons/time particles. The sub-creature absorbs those to catalyze and rewind time 10 minutes.
- Perhaps flooding the sub earlier in the loop can let it rewind you further, to before the sub sets off? But how do you blow a hole in a submarine from the inside?
- Or instead, maybe flooding the sub even WORSE in the last minute will give it enough gluons to rewind 11 minutes? It'd be nice to have multiple solutions to break the loop. Imagine trying to convince the captain of either of these.
- The disaster is at least partially caused by a SABOTEUR on board! Perhaps it's the shady government inspector who suddenly called for this skeleton crew exercise, or that's just some cog and the real spy is the first officer who keeps ducking into the sonar room, or he's just whacking it and the real spy is the ship's doctor prescribing the crew strange meds.
- Ooh, some kind of bodyhopper/doppelganger? Maybe it can switch hosts, possessing someone new and leaving the last host unconscious (better hide that body!).
- Maybe it seems like an instant and sure-fire thing that it can possess you, but after encountering them a few times, you pick up on the unique circumstance that it needs to be able to take control of someone. Like... it has to grab you with both hands, or speaking to it opens the psychic pathway for it, or it only works on targets wet with a bit of water.
- Everything should mostly be set to repeat in the same exact way each loop, but things like precise word choices or split-second decisions can still vary due to the nature of human brains.
- For example, that SABOTEUR! might go hide in the missile tube room in Minute 7. If there's 6 identical missile tubes and he's just choosing arbitrarily, you could roll 1D6 each loop to decide which one he hides in.
- Okay, maybe the SABOTEUR! isn't trying to destroy the sub, but attempting to redirect it and failing miserably. Let's say CYCLOPS wants the sub and ordered an undercover agent to deliver it to them.
- His plan:
- Disguise as a government inspector of some kind
- Order a surprise exercise/test to see the sub run with minimal personnel
- Replace the Seawater Wormhole exit coordinates with a CYCLOPS port
- Sub arrives at CYCLOPS, who board and easily mop up the reduced crew
- The problem: this agent does not know that the Hyperspace Realm that the sub travels through is dangerous and volatile. Changing the coordinates isn't like setting a train on different tracks, it's like launching a rocket at a different angle. The sub is doomed to be destroyed by Crazy Space Turbulence and Crazy Space Creatures unless things are returned to normal in time.
- So, how do we take this from a short film elevator pitch into a GAME scenario? Where do the interactive elements and challenges lie?
- At minimum, FIST must learn what the hell is even happening and find a solution to make it not happening. So it's a race to uncover the cause of these crazy ass effects.
- Is it a "race" if they're stuck in a time loop? There's no REAL rush, right?
- Let's say you've got 4 hours for game night once everyone is settled, not counting breaks and time wasting. As a 10 minute time loop, you could feasibly get through 24 loops. The cutoff time of your game night could represent the Cross-Loop Deadline. Perhaps the Sub Creature, worn down by the psychic toll of rewinding time so much, can only keep this going for so long and will eventually fail to catalyze the gluons the same way you will eventually fail to lift a weight. Or instead, one of the Hyperspace Creatures might incapacitate it with a lucky attack before the rewind.
- So in a sense, once the situation is understood and all the events of the loop are predictable, it becomes about achieving The Perfect Run to get all the conditions in place to break the loop.
- Perhaps accessing certain parts of the sub is dangerous or difficult.
- Once the Space Turbulence begins, torpedoes can fall off racks, so watch out when navigating the Combination Crew Quarters and Torpedo Racks (real part of real submarines).
- Or maybe the reactor overloads late in the loop, cutting off access to the engines unless you do something CRAZY like crawl on the outside of the sub or clamber through the rear ballast tank and pop out of a maintenance hatch.
- Ooh, maybe it's easier to do something risky if you've done it in a previous loop!
- Using that Torpedo Rack example, let's say you figure out that Private Clumsy will have a torpedo fall on him in Minute 3, and that saving him means hauling ass through there. Minute 3 begins and the turbulence hits, jostling the racks; here it comes! But this is your 3rd or 4th time trying this, so you know the exact way that it will dislodge: add +2 to your FRC roll to shove it back into place before it falls off, or maybe the roll is a full degree of success higher (e.g. failure into partial, partial into full), or maybe you just Do it.
- Maybe the bonus escalates like that for each time you do something across loops, until by loop 10, your team is breezing around the sub saving lives. Well-earned Groundhog Day "I'm a god" type shit. Now you just gotta get that Perfect Run.
First contact timeline
The FIST referee advice suggests laying out "timelines", or sequences of stuff that will happen if allowed to occur.
Awesome. I've got one: aliens are gradually trying to establish communication and relations with Earth, sending messages, emissaries, appraisers, objects, tests, and eventually (hopefully), an invitation to join a larger government body of space societies.
Aliens are a known quantity to FIST; CYCLOPS suppresses knowledge of them to maintain control. But these aren't greens on a flying saucer joyride, or rogue greys stealing cows. This is the real deal, full-scale outreach, like Independence Day and Arrival stuff. Can CYCLOPS keep it under wraps? If not, what will become of Earth? If they can, what will it cost our society and our galactic standing?
Thinking it out, this wouldn't quite be a mission or a definite campaign structure. Until FIST intervenes, this would be something happening in the background, more of a back-at-base chatter topic... OR, perhaps, the increasingly frequent alien phenomena start working their way into missions, sort of like the GREENHOUSE EFFECT pamphlet?
Imagine drones and probes whizzing past the PCs every other mission, and the one player who takes really good notes is starting to go a little crazy ("RELAX bro, we're on an enemy base, of course there's drones" "No you don't understand, it's the SAME drone as the others..!") until finally some big crop circle messages appear and there's no mistaking it anymore.
Branching paths! It's safe to assume that CYCLOPS will be all over this, carefully tracking and intercepting all suspected Space Alien activity. CYCLOPS and FIST tend to bump into each other a lot, so FIST can expect to wind up involved one way or another. Depending on How and When FIST intervenes, aliens might have very different opinions on humans.
In the opening phase, Spy Probes begin appearing all over the world, easily mistaken for shooting stars as they enter the atmosphere. They will hover to observe particularly intriguing things, like parades, factories, weather events, and ultrahuman activity. CYCLOPS runs a "historic meteor shower season" coverup and deploys mindwipe teams where they fly too close.
Then, large messages are left in open fields by harmlessly flattening crops with tractor beam pulses. They are basic cryptographic bullshit that would translate into some sort of "ba weep granna weep ninny bong" universal greeting, plus some vague allusions to who they are, and a hint at a desired response. Sightings of UFOs increase as Test Overseer Ships park in clouds and watch our reactions to their messages. Of course, CYCLOPS is on top of it, and all events are quickly filtered into superstition, rural teen pranks, and natural phenomena.
From there, I think actual interaction would start to occur. If they observe some kind of response to the crop circles, like a reply spelled out in logs or painted on a roof, Puzzle Cubes could be deployed, or Emissaries might descend, based on perceived hostility.
I think the aliens would be particularly interested in ultrahumans and erroneously view them as a caste above standard humans. The human that can double jump is obviously more important in some way! So if FIST happens to have been observed, they may find themselves observed by...
THE GRAND GALACTIC INQUISITOR!
DO NOT SPEAK TO ME! DO NOT ALTER YOUR NORMAL HUMAN BEHAVIOR IN ANY WAY! YOU KNOW NOT THE ELABORATE CRITERIA BY WHICH YOU ARE TO BE JUDGED. IGNORE MY PRESENCE AND GO ABOUT YOUR EARTHLY BUSINESS.
Imagine a huge alien NPC following FIST around and keeping a silent (or loud) tally of their actions. You could have a big table of things that increase or decrease their score, which would then decide which phase the timeline moves into. You could also say that there are hundreds of GRAND GALACTIC INQUISITORS all over the Earth right now doing the same thing, and have FIST's score be the tiebreaker.
The criteria should be weird and inscrutable, with clear inconsistencies in what's Good and Bad. Combat behaviors, lifestyle choices, social interactions, power utilization, wardrobe... Say there's D66 (6x6=36) JUDGEMENTS (things that increase or decrease the score) spread across 6 SCORING AREAS (gameplay activities) and each one is weird enough to be easily memorable and noticeable to the referee in the moment during that activity. Like... COMBAT, 1. +2 POINTS EACH TIME A SUBJECT IS EVER UNDER MULTIPLE FORMS OF PERSISTENT AFFLICTION. 2. -1 POINT IF A PERSISTENT AFFLICTION IS INFLICTED ON ANOTHER BEING. 3. -4 POINTS IF HIGH GROUND IS TAKEN. Just weird stuff all across the board.
Humanity might be judged as Ineligible, Acceptable, Priority One, or something else. If Ineligible, maybe we get a light invasion to test our resilience; if we fail, we die, and if we hold out long enough, Earth is conscripted into the fodder worlds of the Galactic Unity. If deemed Acceptable, we get voter status in the Unity Council. If FIST's stellar score pushes us into Priority One, someone from the team may be raised to intermediary status, like Dr. Breen from Half-Life, and Earth may be showered in technological gifts as the aliens integrate us into galactic high society.
Or, if CYCLOPS can perform enough dissections of Emissaries and Inquisitors, they can engineer a Space Barrier that permanently censors all Space Bullshit. Would FIST stand aside or even help with that? Or does Earth need a change in management?
These are less fleshed out, but here's the rest.
Black Market
RATIONS has that amazing shopkeeper / mutation dealer in CULTURE SHOCK. I was wondering what other kinds of creatively interactive exchange zones can be added for FIST to peruse and make use of. What's a mercenary unit without an in with the mysterious Dark Economy? There's definitely already like 20 Mothership things that lay out exquisitely crafted black markets, but we'll try our hand at something uniquely FIST.
This could be an abstract and distant shadow trade that they interface with through an NPC, but it could also be a physical location. Imagine doing a secret knock on a maintenance door in the New Madison subway system, or finding a few tents in the sewer, or showing up to a train yard full of unmarked vans that gather a few times a month. Ooh, or all of the above? 2D6 meetup spots? The Dark Economy can appear anywhere.
Most weapons are obtained through On-Site Procurement (OSP), also called stealing, and a lot of FIST's items are parts of their unique character traits and thus refill between missions. So this wouldn't be so much of a Grenade Refill Booth, Only 5 Mercenary Dollars, as it would be an exchange of favors, information, and tangible assets. Steal some RPGs from that military base and cash them in here for a hit anywhere in the city. Pass along those secret CYCLOPS files from the last arc (and don't worry about where they end up) for some intel on your upcoming job. If you pick up a few debts for us, we'll make sure you have a place to hide when the heat turns up. That sort of stuff. You could also have Special John Wick Assassin World Coins, but perhaps those are some sort of Elevated Currency for cashing in only the most elite special requests. Literal tokens of respect.
A good selection could be...
Goods: crazy drugs, special or rare weapons, vehicles, poisons, body parts, fissile material...
Services: intel gathering, robbery, mugging, assassination, gangstalking, observation, protection, transport, hiding, surgery, cleanup, weapon alteration and repair...
Art Movement Faction
FIST has CYCLOPS to contend with, plus the governments of most nations, and few allies. CLAYMORE is working on SUPPLY DROP, and when it's done, it will have some more factions slinking around the Cold War: the rival PMC and decidedly milquetoast sellouts PANTHER, the ultrahuman liberation force CRAWL, the civilian militia against alien activity XENOWATCH, the old school hunters of demons and werewolves and vampires SILVER BULLET, and the paranormal market dealers and artifact runners LOTUS CORP (hey, market! relevant!).
So, any big gaps to fill? There's dozens of small-time, one-off, short-lived evil organizations gathering under tyrants and dark geniuses all the time (hence the never-ending stream of fires for FIST to put out), but very few last long enough to be true Factions like these groups.
What sort of force has staying power in the roiling sea of international espionage and paranormal incursion? You gotta be able to go with the flow, hold your own, and think outside the box. I'm thinking Art Movement Bad Guys.
Think Brotherhood of Dada. Super weird abilities that break the fourth wall, even weirder plans, and a message they intend to spread far and wide.
Bases
FIST has rules for bases and base upgrades. Any place FIST controls can be a base. We actually included a shit ton (36) of new base upgrades in War-Torn Ice Moon, but I'm interested in a pamphlet that has some ready-to-claim, yet-to-be-upgraded bases. This tri-fold would have 3 to 6 depending on the level of detail.
I'm thinking name, place, what it is, any unique situations or upgrade possibilities, NPCs involved with it, and perhaps how FIST would acquire it. There isn't Zillow for rogue mercs, as far as I know, but maybe some of them can just be traded for? Others would need to be captured or received as payment for a mission. Let's see...
- Oil rig or ocean platform, classic Diamond Dogs situation. Maybe a micronation out in the Indian Ocean gets sick of sea life and sells their parcel, or it's a dilapidated coastal watchtower from WW2, or an oil well dries up and the rig is decommissioned and abandoned. Outside expansion opportunities are limited, but perhaps there's space within its massive concrete trunk legs? Or you can cultivate the surrounding kelp and algae to provide HP items to the team each mission, or you could refurbish the old oil drill and get fuel for rocket strikes (if you're fine with the political hot water that comes with it oil drilling and rocket striking).
- A prepper bunker somewhere in the States. Maybe the owner found God and sold it, or died in it. While expertly hidden and impressively stocked, this place is a bit intimidating to inhabit. Maybe there's hidden passages, secret floors, and all kinds of contingency plans ready to kick in that need to be found and addressed. In downtime, FIST could explore the compound, finding offshoot branches and disguised rooms and caches of raw materials. If any of the previous owner's fellow doomsday soothsayers catch wind of the new tenants, they may have a bone to pick. NPC ideas: The prepper's ghost? A bunker management AI?
- Shithole apartment in the worst part of town. Cheap, out of the way, inconspicuous, horrible conditions and small. Easy to get back to undetected, if you take the alleys and back streets. Upgrades: new wallpaper, mold removal, water filter... extra beds for rescued civilians? NPC: Mercenary-amenable landlord?
- Something zany like a pocket dimension accessed by an extremely complicated sigil, or a dreamspace you have to noclip into. Possibly a gift from a wizard you did a mission for. Pros: enter from anywhere, extremely hard to invade or compromise, possible to manipulate the layout or function with your mind or magic prowess... Cons: upkeep of this base might be beyond the scope of the average agent's abilities.
I think all of these (besides the submarine time loop, which I would want to be it's own separate thing) could probably be part of the proposed City Zine. The Mission Chain could be a cluster of missions strung around a few districts, First Contact could take place anywhere/everywhere (maybe the aliens take an interest in New Madison in particular?), the Black Market could be accessible in multiple points in the city, the Art Movement Bad Guys could be based out of NM and be local legends / threats, and the Bases could either be safehouses within the city or close enough for rapid deployment.
It'd be a loaded booklet zine thing. But... tri-folds...! We'll see what happens.
I think that's all the FIST stuff on my mind. Wait I actually just remembered one more.
Evil Ass Bayou
This one's a little undercooked. Something in the water of this swamp is mutating people and making them evil. Sort of like Resident Evil 7, from what I understand. At the river mouth that forms the swamp, some rich family or a company is keeping an anomalous flesh thing in a dam, and they were selling water from it as a miracle tonic, and it's all gone wrong.
Moral of the story: FIST shows up in one of these bad boys.
One of the tri-fold's panels would be a map of the twisting overgrown swamp. (Maybe for ref use only, and players have fog of war? Or they could move a little token around on the map?) You would cruise around, rescue civilians, fend off the mutated, and maybe try to synthesize a cure from infected plants? You'd then go upstream and face the evil family.
Ok that's all my FIST ideas right now.
...A Theoretical OVER/UNDER Autobiography
You may remember that I was Secretary Thatch in the famous Real-Time Play-By-Post Operations Level Roleplaying Wargame, Mothership Edition: Over/Under. It was the most stressful month of my life, and one of the most enriching game experiences I'll ever be part of. Thank you infinite times to Sam Sorensen for the opportunity!
When I write my memoirs about my time as a faction boss of the Local, it will genuinely just be this.
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Source: Crawfish Comic |
I really want to do a write-up, but I've been super afraid to. You see, my long, downward spiral of a heel/villain arc culminated in a series of (what I believe were) misunderstandings. Like the final week of the game was just 5 or 6 torture and confusion gauntlets. To be sure, I knowingly and gladly dug my own grave for like 3 weeks, but these mishaps cost me everything and vexed the shit out of me. So every time I start mentally planning out what to talk about, it just comes out very "sore loser." Still, I'll do it sometime. Maybe for the O/U anniversary on October 14th.
What's Next
I cut this post in half because it was too long, which I know is a myth, but this way I get 2 posts. The rest will be stuff I want to make that isn't for FIST. See you then!

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