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HAZARD

ROOMS (2D6): HAZARDS (2D6):

FUNCTION
2. BUNKER (no cover) 2. Conveyor belt, crushing pistons (2D6 DAMAGE)
Featureless save for bolts in the walls. 3. Flooded, electrified floor (1D6+2 DAMAGE)
3. PADDED ROOM (no cover) 4. Fillling with poison gas (1D6 damage)
A paltry cage for a human being. 5. Overturned barrels leaking crude oil Money burns to fuel an engine of unnatural
4. REACTOR ROOM (low cover) 6. Pipes shooting steam (RFX roll or 2 DAMAGE) selection. Only a chosen few will live to become
A faux reactor dominates the chamber. 7. Pitch black, no visibility FIST.
5. OFFICE BUILDING (low cover) 8. 1D6 red barrels (explosion deals 1D6 DAMAGE)
Singed paper and shattered glass. Open-plan. 9. Hanging chains (RFX to avoid getting tangled) EXIT
6. PARKING LOT (low cover) 10. Security cameras, alarm system
Streetlights illuminate a dusting of cars. 11. Laser security net, alarm system
7. TRENCHES (medium cover) 12. Compactor walls, slowly closing (2D6 DAMAGE)
Two muddy trenches, barbed wire and wood.
ENCOUNTERS (1D6+ROOMS CLEARED):
8. FACTORY (medium cover)
High steel catwalks and an assembly line. 1. Gun turret, mounted on ceiling
9. WAREHOUSE (high cover) 2. Training android, standing guard
A maze of high shelves and shipping containers. 3. 1D6 training androids, patrolling the room
10. HOSPITAL (high cover) 4. Heavy android, ready to fight
Beds and equipment. Many plastic curtains. 5. Gun turret, on four fast robotic legs
11. FOREST (high cover) 6. Wild animal, starving and terrified (-2 HP)
Transplated cedars densely packed in a cell. 7. Control subject, begging for help
12. JUNGLE (high cover) 8. 2D6 training androids, on standby mode
Realistically impenetrable plastic foliage. 9. 2D6 control subjects bickering pointlessly
10. 1D6 wild animals, dosed with methamphetamine
11. Control subject, dosed with methamphetamine
12. 1D6 heavy androids, patrolling the room
ENEMIES
13. Wild animal, 1D6 heavy androids
1. CONTROL SUBJECT (3 HP, worst of 2D6
14. 2D6 training androids, 1 heavy with +1D6 HP
DAMAGE). An unaltered civilian. 15. Roll 3 × ENCOUNTERS 1D6+0
2. GUN TURRET (6 HP, 1D6 DAMAGE, 1 16+ Stronger robot duplicate of a player (+6 MAX HP)
ARMOR). Chrome, swivels menacingly. DUCT
3. HEAVY ANDROID (8 HP, 1D6+2 DAMAGE, ITEMS (1D6+ROOMS CLEARED): (hollow line)
2 ARMOR). Ammo belts dangle from
1. Armor-piercing ammo (weapon ignores ARMOR) HALLWAY
this boxy monstrosity.
2. Bolt-action rifle (1D6+1 DAMAGE) (solid line)
4. TRAINING ANDROID (6 HP, 1D6+1
DAMAGE). Manufactured with 3. Bulletproof vest (1 ARMOR)
precision, proudly made in the USA. 4. Claymore mine (2D6 DAMAGE)
5. WILD ANIMAL (1D6): 5. Flashlight (can be attached to weapon)
6. Gas grenade (1D6 damage to all in room)
1. ALLIGATOR (8 HP, 1D6+2 DAMAGE, 1
7. Gas mask (ignore breathing-based damage)
ARMOR, roll +FRC to escape jaws)
8. Trait item (if needed) or lead pipe (1D6 DAMAGE)
2. BEAR (10 HP, 1D6+4 DAMAGE)
9. Light machine gun (1D6+1 DAMAGE)
3. LION (8 HP, 1D6+4 DAMAGE)
10. Medkit (heal 1D6+TAC HP, three uses) START
4. RATTLESNAKE (3 HP, 3 DAMAGE, 11. MRE field rations (heal 1D6 HP, one use)
poison deals 1D6 DAMAGE when 12. Painkillers (ignore 2 DAMAGE, one use)
the victim next gets hurt) 13. Revolver (1D6+1 DAMAGE) CREDITS
5. 1D6 VULTURES (3 HP, 3 DAMAGE) 14. Riot shield (1 ARMOR, equip as weapon) Created by B. Everett Dutton. Edited by T. H. Cochlin &
Back-Alley Coalition. Playtested by Agent 69, Gentleman
6. ZEBRA (6 HP, 1D6 DAMAGE) 15. Silencer (attach to any gun) Raptor, Gunzales, and Munin. Fonts used: Druk Wide,
Michroma, and Space Grotesk. Public domain images
16+ Trait item (if needed) or reroll ITEMS 1D6+8 from Flickr.
INCOMING TRANSMISSION CHARACTER CREATION
Each player should quickly create three FIST
[MIC FEEDBACK] Good morning, patriots. You characters with one trait, 1D6 MAX HP, no
may be feeling a little woozy right now— items, no extra MAX HP, and no WAR DICE.
that’s to be expected. For the last twenty- Rolling to randomly generate characters is
four hours, you have been anesthetized and encouraged. Your codenames are referee-
placed in sensory deprivation tanks—that assigned alphanumerical designations, e.g.
explains the pruny fingers!—while being “Foxtrot-9” or “Bravo-7”. The only available
intravenously administered lysergic acid role is SURVIVOR: Describe why you want to
diethylamide. There’s no need to panic— live. If you live until the end of the mission,
really, you’ll feel better if you don’t. Rest take another trait and gain a role, change
assured, your fellow bums, dope dealers, your MAX HP to 6, then take a standard issue
and degenerates have already forgotten item, +1D6 MAX HP, or +1D6 WAR DICE.
about you, but your country—or the country
you’re squatting in, as the case may be—will
never forget the Crucible Program. Look
alive, soldiers. [AUDIO ENDS] THE CRUCIBLE PROGRAM
Each player character stumbles forth fawnlike and
disoriented from their vertical tank, struggling for air
and grasping at tangled tubes. They are equipped
with nothing but skintight black sneaking suits
still dripping with saline fluid. Dr. Stillman’s address
plays gratingly over the intercom. An informational
poster on the wall explains that there is no way out
but forward, and that stealth, flexibility, and lateral
thinking will be the test subjects’ keys to success.

The Crucible is an abandoned factory on an island


off the coast of Puerto Rico, sealed off from
the outside world and converted into a training
gauntlet. For each room, the referee should roll on
the ROOMS, HAZARDS, ENCOUNTERS, and ITEMS
tables, arranging the rolled results semi-logically to
INTRODUCTION and BRIEFING “simulate real situations.” Periodically, they should
HAZARD FUNCTION is a funnel mission for FIST portray Stillman’s sneering commentary as relayed
about a human augmentation project funded by through the Crucible’s intercom system.
the US military. The goal of this project, called the
Crucible Program by its creator Dr. Timothy Stillman, The Crucible ends with a steel vault door which
is to “winnow” a group of test subjects using an leads outside to a verdant tropical beach. Surviving
intensive, lethal obstacle course, leaving behind a operatives are greeted by salty air, circling seabirds
select few candidates for a proposed top-secret and a sunset; Dr. Stillman (3 HP, 1D6 DAMAGE) waits
team of ultrahuman SEALs. Each player will portray on a small docked boat with a bottle of champagne
three characters, plagued by amnesia and plucked and a dentist’s smile. Hijacking the boat and
from their homes, who are less powerful than a escaping Puerto Rico will be the beginning of the
typical FIST starting character. The goal of the survivors’ careers both as American fugitives and
“funnel” is to keep at least one alive until the end, members of the legendary mercenary unit FIST.
where they will advance and become a normal PC.

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