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3.

SECRET BUNKER
3a. CHERNOBOG (45 HP in total)
Captain Petrov (8 HP, 1 ARMOR, 1D6+1 DAMAGE,
CHOKE* 6: Mournfully scream, “ILYA!”) is waiting at Captain Petrov commanded the guards at the
the agreed-upon coordinates, in a snowy foxhole Secret Bunker during CHERNOBOG’s construction.
not far from the bunker’s personnel entrance Unbeknownst to him, CHERNOBOG was a CYCLOPS
(guarded by two Soviet mountain troopers). The prototype, designed to use the painstakingly
only other entrance is a disguised set of three- prepared brain of a human child as a neuroplasticity- In a remote Russian bunker, CYCLOPS creates a war
story-tall lead blast doors set into the mountainside. rich central processing unit. Petrov defected when machine powered by a stolen son. Only FIST can
Captain Petrov is open to any well-considered the Commissar “stole his son for a science project.” rescue Ilya Petrov from the heart of CHERNOBOG.
plan for saving Ilya, and has his own UAZ with a At the rendezvous point, Captain Petrov presents
thoughtfully stocked trunk: FIST with a detailed blueprint of the walker. The
ƬƬ 4 riot shields (1 ARMOR, equip as weapon) referee should show the players this pamphlet 3
ƬƬ 2 first aid kits (1D6+TAC HP, three uses) panel (3a. CHERNOBOG) and the illustration of
ƬƬ 2 flare guns (one use) CHERNOBOG to represent Petrov’s briefing.
2
ƬƬ Stolichnaya vodka (+1D6 HP, +2 to next FRC roll)
ƬƬ 50 ft. of rope 1. AMNIOTIC ORB/ILYA (10 HP): A thick, hollow plastic
sphere filled with thin fluid. Ilya floats asleep inside,
The bunker itself is incredibly Spartan. It is a his every pore and orifice delicately tubed and
gymnasium-sized, poorly-lit concrete room which wired into a rind of unprotected electronics. Ilya 1
holds nothing but computer equipment, six Soviet cannot be removed from the Orb without a medical
mountain troopers, and the dormant CHERNOBOG. procedure. If the Orb reaches 0 HP, Ilya dies.
2. SOMNOSTATIC LOCK (1 HP): This computerized
*CHOKE Score: When an NPC is afraid for their life or shocked lock stops Ilya from experiencing REM sleep. While 4
into rash action, roll 1D6—if you roll equal to or higher than their Ilya is trapped in somnostasis, CHERNOBOG can
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 5
will begin to destructively “sleepwalk,” its behavior
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.
The mission is complete when the Amniotic Orb is is engaged, this antenna connects CHERNOBOG to
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.
Having concealed their ultrahuman abilities 6. KRIKUN HEAVY MG (6 HP, 3D6 DAMAGE): Capable
for years as one of CYCLOPS’ political of ripping through the blast doors, vehicles, people,
puppetmasters, they are eager to tear FIST etc. with ease, but prone to overheating.
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
CREDITS
may read anyone’s mind if undistracted. Orb’s fall is not broken, it takes 1D6 damage. Created by B. Everett Dutton and T. H. Cochlin. Edited by
T. H. Cochlin & Back-Alley Coalition. Vehicle rules for FIST
8. VARIABLE ANKLE JOINTS (3 HP): Shooting out originally created by Richard Kelly. Fonts used: Barlow
Bold Condensed, Michroma, Microgramma, and Space
CHERNOBOG’s ankles reduces its speed to 40 MPH. 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) are
floating in the heart of that thing, alive— distrustful of soldiers­­, especially foreign ones. FIST
dreaming, but alive. CHERNOBOG must be arrives wearing a matching set of parkas, with the
stopped. The Commissar will have my head Bunker coordinates on hand. Sashenka, a reticent
for it, I am sure… yet it must be done. There birthworker, guides FIST to a locked shed which
is no other way. It is a delicate process, 4. EXTRACTION POINT houses a UAZ-469 light utility vehicle (12 HP, 1
yes—complicated, and precise. One wrong 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, three 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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