The Triangle 1.3
The Triangle 1.3
The Triangle 1.3
Introduction: p.2
MECHANICS: p.6
ZONES: p.7
STATBLOCKS: p.9
MECHANICS: p.15
ZONES: p.15
STATBLOCKS: p.16
MECHANICS: p.28
ZONES: p.29
STATBLOCKS: p.30
THE TRIANGLE, 1
CREDITS
Writing and Layout: Hevybot
Created for FIST: Ultra Edition by B. Evere Du on, Ripley Caldwell, T.H.
Cochlin, Back-Alley Coalition, Max Danley
Content notes:
All content warnings from FIST: Ultra Edition apply here:
(War, oppression, drug use, self-harm/suicide,
body/cosmic/psychological/medical horror, conspiracies, and animal harm, in
a camp sci-fi style)
INTRODUCTION
-Save an artificial intelligence from being forced back into its former role as a
surveillance device,
THE TRIANGLE, 2
Each of these missions is designed according to the same formula, broken up
into the following components:
-The introduction and briefing, le ing the referee know what to expect and
what to fill the players in on.
-The traits, several loosely thematic traits that players may take on
completing the mission and advancing.
-The mechanics, unique rules that are always active during the mission.
-The zones, a summary of the areas each mission is expected to take place in.
-The statblocks, a collection of NPCs, enemies and bosses FIST will encounter
during the mission. Two of the three missions also list FACTIONS, large groups
of unique enemy units that are ideal for standalone use in your own missions.
THE TRIANGLE is a pastiche of several ideas of mine, dating from roughly July
of 2023 to February of 2024- as such, its contents and framing device
embrace the principle of anti-canon, often being intentionally non-specific
and open to interpretation. Think of this supplement’s content like a bucket
of LEGO, which you’re heavily encouraged to play with however you like-
swapping pieces around or adding them to other sets as necessary to suit
your vision. Modify floorplans, add or remove enemies, or throw in encounters
from entirely different supplements- so long as your players are having fun,
it’s all fair game.
THE TRIANGLE, 3
MISSION 1:
A VIEW FROM THE TOP
A VIEW FROM THE TOP sends FIST into the dreamscape of a next-generation
artificial intelligence to face off with profiteering PMC MIRAGE and their
enigmatic leader OBSIDIAN. MIRAGE’s forces are fairly conventional, albeit
well-funded- but the self-regulating mind of IRIS will cause problems for
everyone inside it. The further FIST goes, the more danger they’ll be in- after
all, IRIS can’t keep re-stabilizing itself without consequences. The referee
should brief the players as follows:
THE TRIANGLE, 4
However, it now exists in self-imposed exile on Island 8 out of disgust
at what its creators planned for it.
- Unfortunately this exile has been interrupted, as IRIS’s mind is currently
being infiltrated by a mercenary company known as MIRAGE who
intend to steal its secrets for an edge on the ba lefield.
- In order to save IRIS, FIST must rendezvous with the AI and enter its
simulated dreamscape to prevent MIRAGE from pilfering it further.
- While IRIS is extremely powerful, its quantum simulations were only
designed for in-person access from small and easily predictable
maintenance teams- as such, outside interference puts undue strain
on its system. This is represented mechanically through STABILITY. FIST
will always know the current level of STABILITY, but won’t initially know
what causes it to change.
CONSEQUENCE:
REWARD:
- Eye-shaped pendant (turn a failed roll into a full success, one use)
TRAITS:
VIRUS: You’ve somehow become infected with a computer virus, and it’s
contagious. Running electronics will go completely haywire for a few seconds
the first time you make direct contact with them. Each time this happens,
you lose 1 HP from a power surge, flying sparks or some other malfunction.
- Syringe of antivirus software (makes electronic devices immune to this trait, 3
uses), -1 FORCEFUL
DREAM: Through ritual, sorcery, psionics or some other discipline,
you’ve learned to travel through dreams. If you and any other
character are sleeping at the same time, you may roll +CREATIVE to see
what they’re dreaming about and make changes to it. Failures may
alert the target to your interference, or cause you to be trapped in
sleep for longer than expected.
- Soporific pill (causes sleep, one use), +1 CREATIVE
THE TRIANGLE, 5
STORAGE: You carry a one-of-a-kind hard drive, floppy disk, or other
period-appropriate data storage device with unlimited capacity. You
can instantly download or copy any amount of data from any
computer system (or upload/copy any data you already have to one)
without rolling the dice. If it’s something particularly well-guarded, like
a high-security server room or a hacker collective’s records, there will
be a complication- the referee will tell you what.
- Storage device (accessory), +1 TACTICAL
MISSION MECHANICS
STABILITY: During this mission, set a dice on the table at 6 (or track this
number in some other compatible way). This dice is the current
STABILITY, representing the integrity of the simulation FIST is
traversing. Whenever an NPC chokes, a player fails a TACTICAL or
CREATIVE roll, or a large amount of wanton destruction is caused (such
as a HEAVYWEIGHT character destroying a wall, or a rocket launcher
being fired), decrease STABILITY by 1. Whenever this happens a small
detail of the current scene should change, such as a street light
flickering or a garbage can being inexplicably knocked over. At 0, a
|NIGHTMARE| (p.10) appears near FIST and begins to pursue and a ack
anything from outside the simulation.
TRANQUILITY: This mission’s rendezvous point has an additional option.
In lieu of doing anything else, one character may choose to STABILIZE,
se ing STABILITY to 6.
FUTILITY: While items dropped by MIRAGE can be kept as normal, all
other items and objects will dissipate when FIST leaves IRIS’s mind.
THE TRIANGLE, 6
MISSION ZONES
As FIST wanders this place, they’ll eventually see the crowds part to reveal an
|AUTHORITY| (p.9) in hot pursuit of a shoplifting |CRIMINAL| (p.9). If FIST helps
the |CRIMINAL| escape and explains their mission, they’ll give advice to
“watch out for the spotlight” in the upper city and offer to assist the players
with any one illegal act. If FIST helps the |AUTHORITY|, they’ll briefly be
thankful before detecting something amiss and trying to arrest this strange
group of individuals. If FIST can escape or dispatch the |AUTHORITY| without
raising further suspicion, restore 1 STABILITY.
2: WALL. At the edge of the UNDERCITY, a massive cliff-like wall of metal leads
upwards to the next zone. Four docks are set into the ground, and the middle
two contain platforms with guard rails that can act as elevators. The other
two docks are empty- their respective platforms are motionless halfway up
the WALL. Best-of-2D6 MIRAGE GRUNTS (p.10) inhabit these unseen, waiting
to sync up with FIST and stop them from ge ing any further. Defeating them
restores 1 STABILITY.
3: UPPER CITY. After FIST makes it up the WALL, they’ll be greeted by the
narrow streets and daunting skyscrapers of the UPPER CITY. 1D6
|AUTHORITIES| patrol this zone, spread out among the city blocks. If a big
THE TRIANGLE, 7
enough disturbance breaks out anywhere in this zone, a wide blue spotlight
will sweep towards it from the TOWER in the distance. This spotlight will
completely erase anything that’s not from the simulation- however it’s
slow-moving, will typically take a few seconds to start tracking new targets
and turns off if nothing seems to be happening. If FIST avoids having
anything erased, restore 1 STABILITY.
5: THE EXECUTIVE SUITE. This zone is a large office, one floor below the
TOWER’s roof. Bullet holes mark the walls, and several dead |CITIZENS| in suits
are sca ered around the floor. Under a large desk, a panicked |EXECUTIVE|
(p.10) can be found hiding- if they can be convinced FIST is here to get rid of
MIRAGE, they’ll open a safe containing 2 crates (FIST: Ultra Edition, p.85)
worth of items, and direct them to a set of stairs that leads to the roof.
6: TOWER ROOF: On the rain-soaked, wide open roof of the structure, FIST will
finally encounter MIRAGE’s leader OBSIDIAN (p.11), who’s been waiting for their
arrival next to a large computer console. He’ll monologue about how powerful
IRIS is and what a waste it’d be to let its abilities go unused- then proceed to
activate the console. When this happens, roll 1D6. If the result is equal to or
less than the number of |NIGHTMARES| summoned this mission, the console
sparks and shudders as an |ULTRA NIGHTMARE| (p.12) coalesces out of the
ether without warning. If he can, OBSIDIAN will vanish without a trace while
it’s holding FIST’s a ention. If the roll result is greater, OBSIDIAN gains the
REM BOSS MOVE and a acks FIST. Once whichever of these threats FIST is
facing has been defeated, the mission is complete and they’ll be transported
back to IRIS’s cave.
THE TRIANGLE, 8
MISSION STATBLOCKS
|AUTHORITY| (6 HP)
-|TASER| (3 DAMAGE, STUN, BANE [|NIGHTMARES|], one use)
-|PISTOL| (1D6+1 DAMAGE)
-|ENFORCER ARMOR| (2 ARMOR)
-|HANDCUFFS| (deactivates a target’s anomalous properties while worn)
-|KEY| (unlocks |HANDCUFFS|)
-Distorted, bassy voice
-Unblinking holographic eye floating in place of a head
CONTAINMENT: |AUTHORITIES| are the antibodies of IRIS’s simulation, designed
to keep things safe and predictable. If an |AUTHORITY| successfully arrests a
player character and gets away from the others, they’ll take them to a cell in
the TOWER’s basement. These cells have a dampening field that removes the
traits, trait items and stat bonuses from any character and transforms them
into an ordinary human- even if they weren’t one before. If a character can
get out of their cell, they’ll get their normal appearance and abilities back.
THE TRIANGLE, 9
its approach to surveilling the world around it- as such, they often behave
somewhat unpredictably. If a |CRIMINAL| is a acked or scared by FIST and
escapes them, choose an item one of them has- the |CRIMINAL| stole that
item in the commotion without anyone realizing it.
|EXECUTIVE| (3 HP)
-|DESK PHONE| (summon or call off |AUTHORITIES|)
-|BUSINESS SUIT| (0 ARMOR, fits perfectly)
-|EXPENSIVE WATCH| (tells time)
-Detailed face with animated expressions
|POWERFUL|: Made in the image of the corporate bigwigs who financed IRIS’s
development, the |EXECUTIVE| is fully aware of the darkness at the heart of
their world. If a |NIGHTMARE| appears anywhere near them, they’ll be
completely prepared for it and already have planned a way to escape.
|NIGHTMARE| (9 HP)
-|SHARP CLAWS| [1D6+1 DAMAGE]
-|EIGHT-FOOT-TALL, SEMI-TANGIBLE HUMANOID BODY| (1 ARMOR)
-|TRACKING SENSE| (Always knows which zone anything from outside the
simulation is in)
-Static-y form
-Single-minded and aggressive behavior
THE TRIANGLE, 10
|CHAOS|: NIGHTMARES are the result of consternation in IRIS’s system, often
brought on by an excess of chaotic input. Whenever a NIGHTMARE is created,
roll 1D6 to determine which of the following abilities it has:
1. Is always completely invisible to the two characters closest to it. 2. Can
move through solid objects like a ghost. 3. 2-in-1D6 chance to return to life
with 1D6 HP after death. 4: Can mimic sounds and voices perfectly 5. If this
|NIGHTMARE| kills a player, it gains 1 of their traits or a similar effect. 6. Once,
this |NIGHTMARE| can fracture reality and reduce STABILITY by 2.
CONTRACT: OBSIDIAN built MIRAGE with his own bare hands, and has accrued
considerable resources and personnel to devote to the PMC’s bloody
business with unprecedented speed. While many speculate on how this
group was funded so quickly, the truth, or rather, the TRUTH (FIST: Ultra
Edition p.63) is incomprehensible to all but a select few. In reality, OBSIDIAN
knows he’s in a tabletop game- but this supplement’s creator wrote him into
existence with so much money that he’s happy to play his role and keep the
knowledge secret. If he gets the requisite moment of lucidity, he can use the
TRUTH trait’s once-per-mission effect as described, making a silent request
to the referee with his helmet comms (the players should be unaware this is
happening). To avoid erasure from reality for being “broken”, “gimmicky”, etc.
he won’t do anything too catastrophic with this power (such as killing a
player character instantly or summoning hundreds of allies). Additionally he
can hear anything the players say out of character (such as plans, theories
about him, or secret information), and may turn it to his advantage. Lastly,
while OBSIDIAN may have perfectly commi ed the contents of FIST: Ultra
Edition to memory then destroyed his copy, he does not have a copy of THE
TRIANGLE or any other homebrew/supplements. As such, he will be totally
unprepared for content from outside the core book such as custom traits.
REM: Thanks to the incredible power of IRIS, OBSIDIAN gains a higher level of
access to the simulation around him and can even achieve a short burst of
THE TRIANGLE, 11
precognition. When a player makes a roll against him and it resolves, OBSIDIAN
may activate this BOSS MOVE to undo it and reset time to the moment before
it happened- revealing that it was just a possible future he had predicted. If
the player tries to make the same roll again, it now has a -3 penalty.
|ULTRA NIGHTMARE| 12 HP
-|SHARPEST CLAWS| (1D6+2 DAMAGE)
-|TWELVE-FOOT-TALL, BARELY-TANGIBLE HUMANOID BODY| (2 ARMOR)
-|TRACKING INSTINCT| (always knows exactly where anything from outside the
simulation is)
-Covered head-to-toe in blinking eyes
-Can’t be bargained with or reasoned with, doesn’t feel pity or remorse or
fear
|CORRUPT|: This boss move can only be activated when the |ULTRA
NIGHTMARE| is below half of its maximum HP. When activated, the |ULTRA
NIGHTMARE| gains two more of the abilities listed above.
THE TRIANGLE, 12
MISSION 2:
BREACH, FANG AND CLEAR
BREACH, FANG AND CLEAR is a mission that tasks FIST with infiltrating a
spooky castle/laboratory on Island 8. They’ll be going up against the
anomalous and highly secretive paramilitary group BITE Force- an enemy
squad with six distinct special unit types that specialize in close-quarters,
SWAT-style nigh ime engagements. Additionally, BITE Force just made a big
breakthrough. The call’s already gone out for a security force to come pick
up their research data, leaving FIST with just one short night to stop BITE
Force from gaining new and terrifying power. The referee should brief the
players as follows:
THE TRIANGLE, 13
CONSEQUENCE:
- If BITE FORCE are able to get their research off-site, whatever
BREAKTHROUGH they created can be deployed in future missions
alongside other units.
REWARD:
- Bandolier of silver ammo (1 ARMOR, your ranged a acks deal double
DAMAGE to unholy enemies)
TRAITS:
DREAMDRINKER: If it bleeds, you can read it. Whenever you drink blood,
you can roll +TACTICAL to experience some of its owner’s memories
from up until the blood was removed from its associated body.
- empty IV bags with needles (store blood for later, three uses) +1
TACTICAL
REFLECTIONS: You step freely between the world and its many
antitheses. You may enter clear reflections or jump from one to
another by rolling +REFLEXIVE, potentially encountering strange
inverted versions of whatever’s outside them. If a reflection is heavily
obstructed in some way (such as a mirror breaking) while you’re inside,
you will become trapped within it until the obstruction is fixed.
Additionally, once per mission you can bring an object from a reflection
into the real world with you.
- Tactical mirror (hand-sized), +1 REFLEXIVE
THE TRIANGLE, 14
MISSION MECHANICS
BREAKTHROUGH: While preparing this mission, roll 1D6 and consult the
entries on page 22. This will be the encounter in zone 6.
SPECIAL UNITS: Whenever an encounter calls for X BITE FORCE SPECIAL
UNITS, roll XD6 (rerolling duplicates) and consult page 18 to determine
which ones are present.
MISSION ZONES
FIST begins the mission hidden in dense undergrowth outside the walls of the
castle, undetected by the guards stalking its parapets. Each subsequent
zone is closer to their goal,
1: WARD. Four outer walls line a dismal courtyard of dead grass, leading to the
castle’s closed iron gate. Best-of-2D6 BITE FORCE STRIKERS (p. 16) patrol on
top of the walls, ready to repel any intruders. On one of the four parapets
(roll 1D6 ignoring fives and sixes, or just choose) there’s a hidden radio
communications setup- if any of the STRIKERS are alerted to an enemy
presence, they’ll use the radio to notify the rest of the castle. If this
happens, 1D6 of the enemies in the BASEMENT will be awoken to patrol the
HALLS. Additionally, a COFFIN armored personnel carrier (10 HP, 3 ARMOR)
carrying 3 BITE FORCE SPECIAL UNITS will appear a while after FIST goes inside
the castle.
2: HALLS. Beyond the castle doors, paintings line the walls- but that’s just
about the only thing that’s the same as when this place was built. The halls
are eerily quiet, and most of the rooms have nothing but glinting surgical
instruments and operating tables occupied by shrouded bodies. One room
contains a medkit (heal 1D6+TAC HP, one use), but its door is covered in locks.
An eerie red glow emanates from the stairs down to the BASEMENT.
THE TRIANGLE, 15
wine, it now features cold steel floors and six armored bodies suspended in
glass vats of blood. These are one of each BITE FORCE SPECIAL UNIT type,
fully equipped and ready for combat. Interference with a vat or its control
systems may give FIST more information on its occupant- however, failed rolls
may also cause the occupant to wake up and a ack.
5: CATACOMBS. Dark, maze-like and mainly occupied by skulls and bones, the
CATACOMBS are a testament to the cruelty of this place’s current and former
occupants. In what appears to be a dead end, a locked room is guarded by
two BITE FORCE SPECIAL UNITS, one of whom carries the key. Inside, TEST
SUBJECT V (p.17) can be found chained to a wall. At the end of the area, a
stairway leads down to the DUNGEON.
MISSION STATBLOCKS
THE TRIANGLE, 16
-Often licks lips in anticipation of their next meal
LURK: BITE FORCE STRIKERS are the second-lowest level of the organization’s
fighting forces- but even the least dangerous vampire is still a vampire. If a
BITE FORCE STRIKER gets the jump on an enemy during an a ack, they deal +1
DAMAGE.
THE TRIANGLE, 17
learning and documenting the condition’s ins and outs- as a result, when
BITE FORCE came knocking and offered her the money and resources she
needed to understand it even more thoroughly, she was happy to accept.
She considers her latest creation to be a partial fulfillment of her life’s
purpose- so when FIST appears, she’ll sic it on them and run like hell to ensure
her work is preserved.
Reason one is that there are dozens of kinds of vampire, originating from
every corner of the earth and sharing li le other than a disdain for the sun.
Reason two is that with the right training, they make for perfect soldiers.
All BITE FORCE SPECIAL UNITS can a ack with their fangs, dealing 1D6 DAMAGE
with a 1-in-1D6 chance to infect the target with vampirism if 6+ DAMAGE was
dealt. They also have perfect night vision, and will deal half DAMAGE and take
+1 DAMAGE from all sources if currently exposed to sunlight- save for
EXHUMERS, who are killed instantly by sunlight.
THE TRIANGLE, 18
- “Wide-open maw” automatic shotgun (1D6+1 DAMAGE, INDESTRUCTIBLE
[FIST: Ultra Edition, p. 84])
-Explosive-lined tactical rig (0 ARMOR, can detonate once for 2D6 DAMAGE in
a 10 foot radius)
-Auto-defibrillator (awakens the user if they’re knocked out, INDESTRUCTIBLE
[FIST: Ultra Edition, p. 84], one use)
-Frantic disposition, characteristic howl of giddy rage,
-Conspicuous plating over chest
ENGORGE: If there's enough of it present, The JUICER can use its limited
hemokinetic abilities to absorb blood that’s nearby and not contained in a
living body. This heals them for 1D6 HP and adds the ARMOR-PIERCING tag to
their next melee a ack. This process takes a few seconds and complete
concentration, meaning a JUICER can potentially be interrupted before they
finish feeding. As a result of this self-sustaining ability and the weight of
THE TRIANGLE, 19
their gear, the JUICER eschews stealth in favor of shock tactics and terrain
destruction.
4: BITE FORCE SCHEMER (6 HP, CHOKE 3: get into bat form and retreat to a
safer position)
ECHOLOCATE: The SCHEMER is a nimble recon unit that can transform into a
bat and back at will, gaining sharpened hearing equivalent to the LISTEN trait
THE TRIANGLE, 20
(FIST: Ultra Edition, p. 57) without its drawback in bat form. In this form
they’re also fully covered by their armor’s optical cloaking sigils, meaning
players can only detect them by rolling +TACTICAL (unless they have some
other way to perceive an invisible target).
THE TRIANGLE, 21
sense, allowing for efficient tactical coordination (at the risk of being
overwhelmed by multiple nervous systems worth of stimuli). If a WILLEATER
dies or their crown is removed/destroyed, all of their THRALLS will become
docile and confused. As such, the WILLEATER never fights alone if they can
help it.
TURNED: THRALLS are the weakest possible form of vampire, barely cognizant
of anything going on around them and being stunned by strong sources of
light. They exhibit no real tactics, inherit none of the abilities they had
before being turned, and are relatively easy to deal with on their own-
however, they tend to hunt in packs when the opportunity presents itself.
BREAKTHROUGHS:
THE TRIANGLE, 22
dissipation can be prevented- forcing the surge of essence to rebound on
itself so hard it takes physical form. Unfortunately for its creators, this type
of engineered ghost can still be killed by conventional weapons- it also takes
double DAMAGE if it’s in bright light.
2. RED MIST: Embracing new technology, BITE FORCE has successfully created
nanobots that augment and support their tactical units. Three BITE FORCE
SPECIAL UNITS are present here, along with a canister of RED MIST. When
sha ered, it’ll emit a fifty-foot radius worth of nanites that proceed to fully
heal any BITE FORCE units inside and remain in the area for 10 minutes. Any
BITE FORCE units inside the cloud while it lingers will move much faster than
normal and heal 2 HP after taking non-lethal DAMAGE. If this discovery gets
out, BITE FORCE will be able to deploy one canister of RED MIST per mission.
THE TRIANGLE, 23
deals 6 or more DAMAGE directly to its snout’s cartilage, the VAMPIRE SHARK
will immediately retreat in pain and be unable to fight for a brief period.
4. SUNDRINKERS: BITE FORCE has done the unthinkable and rid vampire-kind
of its greatest weakness... or at least inverted it in some cases. 4 BITE FORCE
SPECIAL UNITS are present here, wearing blinding white armor- these are
SUNDRINKERS, and their typical weakness to sunlight is inverted, applying in
darkness instead of light (also, they’re equipped with conventional
flashbangs instead of Duskbangs). EXHUMERS modified this way are no
longer killed by sunlight- they are instead killed if their body is completely
and u erly immersed in shadows. To accommodate their unique physiology, a
series of large sun lamps are mounted on the ceiling. If this discovery gets
out, BITE FORCE gains the ability to deploy SUNDRINKER versions of their
SPECIAL UNITS during the daytime.
5. SORCERY: BITE FORCE have done in-depth archival research, and emerged
with a progeny of dark magic and ritual. If this discovery gets out, BITE FORCE
can deploy additional VAMPIRE SORCERERS in subsequent encounters.
VAMPIRE SORCERER (12 HP, CHOKE 5: Impulsively cast a spell that goes wrong)
-Hooded sorcerer’s robes (1 ARMOR, resist one magic effect per mission)
-Greater Crimson Lightning (1D6+1 DAMAGE, ELECTRIFIED)
-Drain Soul (heals the sorcerer for the next instance of DAMAGE they deal
plus 2, one use)
-Summon Undead (magically conjure 1D6 BITE FORCE THRALLS [p.22], one use)
-Unholy Word (grants the sorcerer abilities equivalent to the WITCH trait [FIST:
Ultra Edition p.66])
-Aura Of Immortality (equivalent in function to a use of the FIELD trait [FIST:
Ultra Edition p.45])
-Sweeping hand gestures, hunched posture
-Arrogant voice, smug smile just barely visible under their hood
THE TRIANGLE, 24
BLOODMAGE: After in-depth study of the world’s forbidden libraries, the
VAMPIRE SORCERER has been gifted with numerous spells that they can use
at a moment’s notice. Their dark power, gained from numerous sacrificial
rituals, is matched only by their hunger for arcane knowledge. If a VAMPIRE
SORCERER survives a mission and encounters FIST on a subsequent one,
they’ll have learned a new random spell (FIST: Ultra Edition p.124), and have all
the components they need to cast it. This can happen multiple times, should
they prove sufficiently long-lived.
6. Choose any one of the above entries... or two, if you REALLY want to test
the players...
THE TRIANGLE, 25
MISSION 3:
OPERATION DRAGON DROP
[STATIC]
“-IS OUR TARGET, THEN?”
[TINNY AUDIO, CONSISTENT WITH CYCLOPS COMMS WIRES]
“A malfunctioning weapon, of sorts.”
“ELABORATE.”
“Well, we’ve been conducting some tests on a new kind of orbital strike.”
“HOW IS THAT TITANICIDE’S BUSINESS?”
“It incorporates a living creature.”
“WHAT.”
[DOCUMENTS RUSTLING]
“Well, think about it. What’s the story we run after you do one of your jobs?”
“WILDFIRE, TYPICALLY? LIGHTNING STRUCK, SOMEONE TOSSED A CIGARETTE IN
THE WRONG PLACE- THAT KIND OF THING.”
[PENCIL TAPPING DESK]
“Exactly, HEAT DEATH. Our new program is projected to elude detection along
similar lines.”
“I DON’T SEE THE CONNECTION. WHAT ARE YOU DROPPING OUT OF ORBIT TO BURN
THINGS?”
“Here’s a hint. They were nearly driven into extinction by knights in the
Middle Ages, and we’ve spent a great deal of time and money recultivating
them.”
“...OH. YOU’RE SENDING US TO KILL A DRAGON.”
[TRANSMISSION ENDS]
THE TRIANGLE, 26
devastation in the southern jungles of Island 8 for the be er part of
the last day. This would be bad enough on its own, but...
- As of a couple hours ago, a gunship was spo ed touching down on the
southern shore of the island to deploy a large team of CROs- FIST can
confirm that’s what they are, because the gunship also dropped off
numerous rank-and-file CYCLOPS personnel....
- All of whom have spread out from their landing point to form a
perimeter. It should be assumed that once they do whatever they’re
here to do, they’ll pack up and leave- as such, FIST only has a narrow
window of time to mount an offensive and ruin their plans.
- Additionally, KAJILLION’s comms went dark shortly after CYCLOPS
arrived- it’s likely he’s either dead or wounded. Locating and rescuing
him is the mission’s secondary objective.
CONSEQUENCE:
REWARD:
- Casse e tape of a dragon’s roar (u erly terrify everyone nearby, one
use)
TRAITS:
BREATH: Your chest glows with dragonfire. When you take this trait,
select an element of dragonfire from the table on p. 31. You can
breathe that element at any time- however, if you haven’t exhausted
its uses by the end of the mission you’ll explode as the flame trapped
within you bursts outward.
- Dragon breath (3D6 damage, elemental effect of your choice [p. 31],
LOUD, three uses), +2 ARMOR against fire
HOARD: You have a dragon-like obsession with material wealth. You can
carry any amount of items regardless of encumbrance or other limiting
factors, and will deal +1 DAMAGE for each 10 items in your inventory.
THE TRIANGLE, 27
You can always tell if any item is valuable or unique just by looking at it,
no ma er how it might otherwise deceive you.
- Ancient gold coin (flip to cause a distraction), +1 to rolls that involve
obtaining items
MISSION MECHANICS
THE TRIANGLE, 28
12: TITANICIDE kills the dragon and secures its control device, emerging
unharmed. They will then move back to zone 6 and try to escape with the
device.
MISSION ZONES
OPERATION DRAGON DROP takes place across 5 zones, listed below from
northernmost to southernmost. FIST begins at the northern end of zone 1,
and TITANICIDE begins at the southern end of zone 5.
2: LAKE. A lake, roughly 300 feet in all directions, with a wooden bridge across
it. 1D6+1 CYCLOPS FROGMEN (p. 30) lie in wait beneath the water’s calm
surface, along with a large NET LAUNCHER (0 DAMAGE, STUN, one use) that
requires two people to aim and fire. If the dragon shows up here, they’ll use
the launcher to take it out of the sky as soon as is convenient.
3: CRATER. A vast impact crater, made when the dragon landed. The remains
of a massive metal drop pod li er the landscape, having done their job in
keeping their occupant safe from re-entry. Completely devoid of all life, this
area makes for an ideal rendezvous point if FIST can get there without
anyone on their tails.
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5: CYCLOPS BASE CAMP. A sca ering of 2D6 specially fireproofed tents
(ignore damage from dragonfire while inside) occupies Island 8’s
southernmost beach, along with 1D6 CYCLOPS HEAVY TROOPERS (FIST: Ultra
Edition, p.126) in and around them. If TITANICIDE can successfully obtain the
DRAGON’s control device, they’ll retreat here and call in a CYCLOPS GUNSHIP
(18 HP, 2 ARMOR, 2 mounted guns [1D6+1 DAMAGE]) to extract it along with
any surviving CYCLOPS units that can make it there in time.
MISSION STATBLOCKS
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-Virtually never speaks, no discernable emotions
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it may offer FIST a deal- safety from its wrath in exchange for help in
eradicating all present CYCLOPS units.
KAJILLION (8 HP)
-Thermos of coffee (heal 1D6 HP, one use, starts empty)
-Holstered pinwheel calculator (starts broken)
-Ripped business suit (0 ARMOR)
-Gold-rimmed glasses, short blond hair with too much product in it
-Persistent smirk
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1. BLOOM (11 HP, CHOKE 5: Disappear into the foliage and wait to be forgo en
about)
-Green hazmat suit (1 ARMOR, ignore any airborne effects unless the suit has
been pierced)
-Hydraulic, twin-bladed “gardening shears” (2D6 DAMAGE, can sever
extremities)
-Gardening gloves (manipulate stranglevines)
-Perfected herbal spray (fully heals a living target, three uses, consumable)
-Impact grenade full of stranglevine seeds (grows stranglevines in a 20 foot
radius, six uses)
-CYCLOPS comms wire (FIST: Ultra Edition p. 86)
-Enchanted greataxe (2D6 DAMAGE, HEAVY, BANE [giant monsters] [FIST: Ultra
Edition p. 84], requires at least 2 FORCEFUL to wield)
-Dragonscale cuirass (2 ARMOR)
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-Wind-charmed boots (jump up to thirty feet high, and ignore fall damage if
landing on your feet)
-CYCLOPS comms wire (FIST: Ultra Edition p. 86)
-Long beard, massive grin, muscular build
-Taunts enemies with the knowledge that he can’t die (leaves out that he
actually can)
CURSE (BOSS MOVE): CARVER begins to chant the words of an ancient spell
that brings doom and despair. When this boss move is activated, target a
player character- until the next time CARVER’s HP is brought to 0 or he leaves
the scene, all rolls made by that character will automatically fail or roll their
least convenient result.
3. CHITIN (8 HP, CHOKE 1: use the MUTAGENS boss move, then increase this
CHOKE score by 1)
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-Mutagenic implant (7 HP 1 ARMOR, implanted in CHITIN’s back, disables
further MUTAGENS use if destroyed)
-CYCLOPS comms wire (FIST: Ultra Edition p. 86)
-two legs on each side supporting a hunched, torso-like shell with two arms
terminating in pincers
-Beady black eyes, blue carapace, initially two feet tall
MUTAGENS (BOSS MOVE): CHITIN activates their mutagen injector, gaining 1D6
max HP and fully healing as well as doubling in size. This BOSS MOVE can be
used up to 6 times, and its benefits last until the end of the mission. At the
end of the mission, CHITIN’s CHOKE score and body size return to their original
values.
4. HEAT DEATH (14 HP, CHOKE 6: ELIMINATE CURRENT TARGET AT ALL COSTS)
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-Heavy, borderline seismic footsteps
REPLICATE (BOSS MOVE): With a loud click, HEAT DEATH dislocates his metal
jaw and a swarm of nanites shoots forward, dealing 1D6+2 damage with the
SHREDDER tag to any organic beings not behind cover in a large cone-shaped
area. Once this damage has been dealt, the nanites then switch to their
repair protocol and apply the total damage dealt by this ability as healing
divided between nearby machines. Then, they disintegrate into the air.
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RECON: [REDACTED]’s real name, history, long-term goals, and reason for
choosing to work with CYCLOPS are presently unknown to anyone- perhaps
not even the Director. What is known to CYCLOPS is that he’s a deadly
assassin who makes up for his lack of ultrahuman traits with a repertoire of
high-tech gadgets, and that’s more than enough to satisfy them.
[REDACTED]’s surveillance drone can be deployed independently of him and
watch zones he’s not in. It can also quietly fire a fleche e of metal (dealing 1
ARMOR-PIERCING DAMAGE) at any target that takes DAMAGE (or is hit by his
dart rifle).
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bodies is nearby, characters with negative CREATIVE scores cannot use WAR
DICE or benefit from those used by others.
AWAKEN (BOSS MOVE): When this BOSS MOVE is activated, ZWEI focuses her
mind and emits a psychic pulse powerful enough to literally wake the dead.
When she uses this move, all corpses in the immediate area are returned to
life with 3 HP (or 6, if the corpse is one of her main bodies), and will
wordlessly obey her mental commands without question. If either of her main
bodies is killed, anything revived this way will instantly die again.
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