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[STATIC]—not needed, his work is complete here. The precognition tanks work and the subjects are stable. I’ve been told that they’re safe to transport. My men are packing our gear as we speak, preparing for an exfil. I understand the need for secrecy, but the storm is getting worse and we need to move the project before—[CRASHING THUNDER, SCREECHING METAL, MIC CUTS, AUDIO ENDS]

TEMPESTUOUS MIND is a  mission pamphlet for FIST about destroying an enemy precognition centre before it is extracted. Players are forced to make difficult moral choices, all while fighting to repel the deadly Perun and his forces.

This mission was made for FIST: JAM OPS II.

During this high action and time sensitive mission you will encounter:

  • TACTICAL COMBAT ZONES - Use all your operator's skills to insert onto the oil rig and systematically clear zones of enemy forces, working your way from the lower platform through to the control centre. Deal with an ever changing battlefield as the rig is battered by the elements, forcing operators to change how they might approach a scenario.
  • EVIL WITH MANY FACES - The fate of the remorseless Dr. Rozalski is left in the hands of FIST as they uncover the true horror of the mad scientist's experiments. Face off against the brawling Perun, a CYCLOPS operative sent to oversee the project's extraction at all costs.
  • EMOTIONAL CHOICES - FIST are faced with a horrible choice as they carry out their orders; must the mission always come first?


PAMPHLET RENDER BY YEVEN_POPOV

StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(6 total ratings)
AuthorDragon Slayer Press

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Tempestuous Mind.pdf 959 kB

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(+1)

Tempestuous Mind (also called Tempestuous Storm in the thumbnail and itch page title) is 2 page mission for FIST about liquidating a Soviet psychics program being run out of an oil rig.

The PDF is well organized and professional, with a lot of graphics and easily processable data to anchor the paramilitary feeling of the setting.

The structure of the mission is likewise clean and well-organized, and there's no danger of the PCs losing the plot. The PCs infiltrate, have a series of setpiece encounters, and things cultimate in a supernatural shootout.

The overall vibe is a little bit Call Of Duty, with a more grounded feel than many of FIST's supernatural-heavy missions. There's also a little bit of CoD's "morally gray actions are fine if you're the good guys" motif, so do expect to a) kill children, and b) have them thank you for it unless you pivot off of the module's intended path.

There *is* a really neat bit of game design tech tucked at the end of the scenario in the form of a CHOKE stat for NPCs. CHOKE functions a little bit like a morale score, but it causes an NPC to take rash actions. This adds a great bit of mechanical color to things like civilians in war zones, or combatants who are more enthusiastic than they are professional.

Overall, if you want a grounded, modern-military-feeling FIST scenario with clear stakes and some neat fights, this is an excellent choice.

It may shine especially with pre-gens or a restricted TRAIT pool, ensuring that the character concepts are relatively serious and don't interfere too much with the intended flow of the mission.