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3. SECRET BUNKER 3a.

CHERNOBOG (45 HP in total)


Captain Petrov (8 HP, 1 ARMOR, 1D6+1 DAMAGE, Captain Petrov commanded the guards at the
CHOKE* 6: Mournfully scream, “ILYA!”) is waiting at Secret Bunker during CHERNOBOG’s construction.
the agreed-upon coordinates, in a snowy foxhole Unbeknownst to him, CHERNOBOG was a CYCLOPS
not far from the bunker’s personnel entrance prototype, designed to use the painstakingly
(guarded by two Soviet mountain troopers). The prepared brain of a human child as a neuroplasticity-
only other entrance is a disguised set of three- rich central processing unit. Petrov defected when In a remote Russian bunker, CYCLOPS creates a
story-tall lead blast doors set into the mountainside. the Commissar “stole his son for a science project”. war machine powered by a stolen son. Only FIST can
Captain Petrov is open to any well-considered At the rendezvous point, Captain Petrov presents rescue Ilya Petrov from the heart of CHERNOBOG.
plan for saving Ilya, and has his own UAZ with a FIST with a detailed blueprint of the walker. The
thoughtfully stocked trunk: referee should show the players this pamphlet
ƬƬ 4 riot shields (1 ARMOR, equip as weapon) panel (3a. CHERNOBOG) and the illustration of  3
ƬƬ 2 first aid kits (1D6+TAC HP, 3 uses) CHERNOBOG to represent Petrov’s briefing.
ƬƬ 2 flare guns (one use)  2
ƬƬ Stolichnaya vodka (+1D6 HP, +2 to next FOR roll) 1. AMNIOTIC ORB/ILYA (10 HP): A thick, hollow plastic
ƬƬ 50 ft. of rope sphere filled with thin fluid. Ilya floats asleep inside,
his every pore and orifice delicately tubed and
The bunker itself is incredibly Spartan. It is a wired into a rind of unprotected electronics. Ilya
gymnasium-sized, poorly-lit concrete room which cannot be removed from the Orb without a medical  1
holds nothing but computer equipment, six Soviet procedure. If the Orb reaches 0 HP, Ilya dies.
mountain troopers, and the dormant CHERNOBOG. 2. SOMNOSTATIC LOCK (1 HP): This computerized
lock stops Ilya from experiencing REM sleep. While
*CHOKE Score: When an NPC is afraid for their life or shocked
into rash action, roll 1D6—if you roll equal to or higher than their Ilya is trapped in somnostasis, CHERNOBOG can  4
CHOKE score, they perform the action listed as soon as possible. only act on simple, direct psychic commands,
typically from the Commissar. Unlocked, the mech
4. EXTRACTION POINT will begin to destructively “sleepwalk”, its behavior  5
When FIST’s helicopter pilot (codename: Libra Sun) now controlled by Ilya’s amygdala.
attempts to touch down, the Extraction Point is 3. PSIONIC RELAY ANTENNA (1 HP): When the Lock  7
ambushed by the Commissar, an undercover CRO. is engaged, this antenna connects CHERNOBOG to
The mission is complete when the Amniotic Orb is its remote psychic handler. If this is destroyed or  6
removed from CHERNOBOG and extracted by heli. the mech is roused, the Commissar will notice the
altered connection to Ilya’s dreamscape.
4. CRANIUM FRAME (6 HP, 2 ARMOR): The walker’s
THE COMMISSAR (13 HP) chassis, which imprisons the Orb in gyroscopes,
ƬƬ Tokarev TT-33 pistol (1D6 DAMAGE) shocks, and steel. If the Frame has 0 HP, the Orb is
ƬƬ GP-5 gas mask (ignore breathing-based loose and takes 1 DAMAGE whenever the mech does.  8
damage) 5. ZAMOK SHIELD (12 HP, 4 ARMOR): Two stories of
ƬƬ Red Army dress uniform solid titanium. If CHERNOBOG is threatened, it may
The cryptic and calculating Commissar is a stick the Zamok upright in the ground as cover.
CYCLOPS plant posing as a Soviet official. 6. KRIKUN HEAVY MG (6 HP, 3D6 DAMAGE): Capable
Having concealed their ultrahuman abilities of ripping through the blast doors, vehicles, people,
for years as one of CYCLOPS’ political etc. with ease, but prone to overheating.
puppetmasters, they are eager to tear FIST
apart while retrieving Ilya. The Commissar 7. HYDRAULIC LEGS (6 HP): CHERNOBOG can run and
can teleport within eyeshot at will, and climb at 80 MPH. If the legs are destroyed and the
may read anyone’s mind if undistracted. Orb’s fall is not broken, it takes 1D6 damage. CREDITS
Created by B. Everett Dutton and T. H. Cochlin. Vehicle
8. VARIABLE ANKLE JOINTS (3 HP): Shooting out rules for FIST originally created by Richard Kelly. Fonts
used: Alte Haas Grotesk, Barlow Bold Condensed,
CHERNOBOG’s ankles reduces its speed to 40 MPH. Michroma, Microgramma, and Space Grotesk.
1. VIZHAY
Hard, quiet people go about their lives of Sisyphean
INCOMING TRANSMISSION subsistence in the dreary snow-sunken village of
[STATIC]—my son, Ilya. He’s in there, Vizhay. The locals (3 HP, worst of 2D6 DAMAGE)
floating in the heart of that thing, alive— are distrustful of soldiers­­, especially foreign ones.
dreaming, but alive. CHERNOBOG must be FIST arrives wearing a matching set of parkas,
stopped. The Commissar will have my head with the Bunker coordinates on hand. Sashenka,
for it, I am sure… yet it must be done. There a reticent midwife, guides FIST to a locked shed
is no other way. It is a delicate process, 4. EXTRACTION POINT which houses a UAZ-469 light utility vehicle (12 HP,
yes—complicated, and precise. One wrong 1 ARMOR, crash for 1D6 DAMAGE). Sashenka and
move could kill my boy… blyat! Suka blyat— other locals can be pressed or persuaded to share
[DISTANT SHOUTING, GUNSHOTS, MIC CUTS] rumors (1D6):
1. “They are doing... teleportation experiments,
[STATIC] …when I have destroyed the walker, north of here.” (FALSE, outdated)
we will flee the country. By the time this 2. “Captain Petrov?” the speaker spits. “He is a
transmission reaches FIST, I will be at the traitor, a capitalist pig.” (FALSE, misinformed)
3. SECRET BUNKER 3. “I was once taken to the bunker! It is a massive
bunker, freeing Ilya. I pray they will arrive to
assist me in time. [AUDIO ENDS] underground complex.” (FALSE, lying)
4. “People have seen a ghost roaming the mountain
pass...” (TRUE, the Commissar)
5. “That bunker is cursed! Infested with an evil
presence!” (TRUE, the Commissar)
6. “The Commissar is looking for you.” (TRUE)

2. DYATLOV PASS
Frigid, inhospitable winds serve as an ever-present
reminder that humankind are not the masters of
the Earth. Driving becomes treacherous as the
mountain pass narrows, and FIST may be forced to
2. DYATLOV PASS proceed on foot. Roll three Pass Encounters as FIST
moves to the Bunker on foot, or one if by vehicle.

INTRODUCTION and BRIEFING PASS ENCOUNTERS (1D6):


ATARAXIA is a mission pamphlet for FIST about a boy 1. A hazy, uniformed figure in a gas mask
trapped inside a malfunctioning bipedal mech. The observes from afar. No matter how
boy in question, Ilya Petrov, is the son of Captain much time passes, it never gets closer.
Vilen Petrov, an officer of the Red Army who has 1. VIZHAY 2. A hiking party of 1D6 Vizhay villagers
contacted FIST for help with rescuing his son. The passes FIST. They offer a first aid kit
referee should brief FIST operatives as follows: (heal 1D6+TAC HP, 3 uses).
3. 2D6 SOVIET MOUNTAIN TROOPERS (8
ƬƬ FIST will receive a UAZ-469 at Vizhay village, then HP, 1D6 DAMAGE) are on patrol with
proceed northward to the provided coordinates. instructions to kill FIST on sight.
ƬƬ FIST will covertly rendezvous with Captain Petrov KHOLAT SYAKHL
NORTHERN URALS, RUSSIAN SFSR, USSR 4. 1D6 mountain troopers in a UAZ-469
at the Secret Bunker to receive key intelligence. 5. Small avalanche (1D6 DAMAGE)
ƬƬ FIST must destroy or disable the bipedal mech 6. Large avalanche (2D6 DAMAGE)
CHERNOBOG without harming Ilya, then escort
Ilya and Captain Petrov to the Extraction Point.

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