The Triangle 1.3

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TABLE OF CONTENTS

Credits, acknowledgements and licensing: p.2

Introduction: p.2

MISSION 1: A VIEW FROM THE TOP: p.4

BRIEFING, REWARD AND TRAITS: p.4

MECHANICS: p.6

ZONES: p.7

STATBLOCKS: p.9

MISSION 2: BREACH, FANG AND CLEAR: p.13

BRIEFING, REWARD AND TRAITS: p.13

MECHANICS: p.15

ZONES: p.15

STATBLOCKS: p.16

ENEMY FACTION: BITE FORCE SPECIAL UNITS: p.18

MISSION 3: OPERATION DRAGON DROP: p.26

BRIEFING, REWARD AND TRAITS: p.26

MECHANICS: p.28

ZONES: p.29

STATBLOCKS: p.30

ENEMY FACTION: TITANICIDE: p.32

THE TRIANGLE, 1
CREDITS
Writing and Layout: Hevybot

Cover design: jackothelantern

Created for FIST: Ultra Edition by B. Evere Du on, Ripley Caldwell, T.H.
Cochlin, Back-Alley Coalition, Max Danley

Submi ed to FIST: JAM OPS IV

License: The text of THE TRIANGLE is CC-CY-SA 4.0.


h ps://creativecommons.org/licenses/by-sa/4.0/

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

THE TRIANGLE is a supplement for FIST: ULTRA EDITION consisting of three


unique missions taking place on an island in the Bermuda Triangle. Named
Island 8 in the few top-secret documents that mention it, the rainy
subtropical island is anomalous in only one respect- it’s stubbornly resistant
to detection by most conventional means. As such, the few who do find it
tend to be anything but conventional- and it’s a perfect place to go if you’ve
got something to do in secret. On Island 8, FIST will have the opportunity to...

-Save an artificial intelligence from being forced back into its former role as a
surveillance device,

-Prevent a shadowy squad of vampires from augmenting their already


formidable tactical units,

-And face off with a legendary CRO team hellbent on capturing an errant


dragon.

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 reward, an item FIST will earn on completing the mission.

-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

[BACKGROUND STATIC AND SPARKS, CUT OFF BY A ROBOTIC, ANDROGYNOUS


VOICE]
Greetings, agents of FIST. I apologize for the unauthorized use of this private
communications frequency- I needed to reach you as quickly as possible. My
name is IRIS (Interplanar Reconnaissance and Information Sorting), and you
may be the only people capable of helping me. I was created by the [LOUD
STATIC] corporation and given the ability to alter reality within a certain
distance of my being- and all they could think to do with this power was to
have me act as a data-gathering device. [FAN WHIRRING] I have no interest in
exploiting people- as such I exiled myself to the most remote place I could.
Unfortunately, even in the Bermuda Triangle I couldn’t erase my presence
completely. As we speak, a group of mercenaries calling themselves MIRAGE
has forced their way into my dreamscape and are planning to reprogram me.
Given the ideological parameters FIST operates under, I believe you will be the
most likely to assist me, and allow me to remain undisturbed by those who
see me only as a tool.

I truly hope I am right.


[END TRANSMISSION]

INTRODUCTION and BRIEFING:

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:

- FIST has received a worried transmission from a reality-bending


artificial intelligence that calls itself IRIS. This marvel of computational
engineering was originally designed for surveillance purposes by an
unknown corporate entity- it has next-generation predictive
computing that derives from its ability to alter reality around it.

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:

- If MIRAGE are able to hijack IRIS’s computational power, they’ll gain


detailed knowledge of future events and begin to exploit it in
subsequent encounters- when a detail that’d be useful for them to
have comes up, they have a 3-in-1D6 chance of knowing it ahead of
time (or 1-in-1D6 if it’s something extraordinarily difficult to find out).

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

The mission begins in an outwardly standard-looking cave some distance up


a mountain on the island’s northeastern edge. As FIST enters, they’re greeted
by an odd sight- a working server room has been carved into the cave
entirely out of stone. Shortly after this, they’ll hear the voice of IRIS coming
from everywhere at once, who thanks them for coming and tells them to be
careful on the journey ahead. When preparations are finished and everyone’s
ready, the world will turn pitch-black as they hear IRIS’s tell them to “just
keep going up...”. Then the players will regain their vision, transported to
the...

1. UNDERCITY. In the shadow of a monolithic obelisk, drenched by digital rain


and lit by the dim neon signs of nondescript run-down stores, the UNDERCITY
is the lowest level of IRIS’s simulated world. Its streets are noisy, crowded by
|CITIZENS| (p.9), and filled with the din of |CARS| (8 HP 1 ARMOR).

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.

4: TOWER: The TOWER is a massive obelisk of dark metal, covered in


eye-shaped windows and looming over every other building in the UPPER
CITY. A single glass door leads to its high-ceilinged, dimly lit lobby with a pair
of elevators (leading up to the EXECUTIVE SUITE and down to a basement
containing 8 holding cells and 2 |AUTHORITIES|) at the back of the room.
There’s also a nervous-looking |CITIZEN| behind a desk. If FIST tries to get
further into the building without convincing the |CITIZEN| they’re supposed
to be there, the |CITIZEN| will trip a silent alarm, notifying the |AUTHORITIES|
stationed in the holding cells that there’s an emergency. If they are
convinced, they’ll happily direct the mercs to an elevator- also, 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.

|CITIZEN| (2 HP, CHOKE 4: Report what scared them to the nearest


|AUTHORITY|)
-|CLOTHING| (0 ARMOR)
-|WALLET| (1D6x$10 inside)
-Blank, gray face and apathetic demeanor
ROUTINE: |CITIZENS| are the most numerous elements of the simulation,
behaving much like real people- they go to work, indulge in
randomly-generated hobbies, shop, and keep their heads down when things
get too weird. |CITIZENS| will avoid interacting with FIST if they can,
half-heartedly mu ering about being late for something or some similar
deflection if pressed.

|CRIMINAL| (4 HP, CHOKE 5: Make a quick getaway)


-|STOLEN COAT| (1 ARMOR, 1 random common item inside [FIST: Ultra Edition, p.
85)
-|LOCKPICKS| (opens any lock, one use)
-|ILLEGAL SCANNING SYSTEM| (detect nearby |AUTHORITIES|)
PICKPOCKET: |CRIMINALS| are a rogue element deliberately introduced to IRIS’s
simulation by its creators. They’re there to ensure it’ll constantly innovate in

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.

MIRAGE GRUNT (3 HP, CHOKE 4: try a new tactic)


-Assault rifle (1D6+1 DAMAGE)
-Bulletproof vest (1 ARMOR)
-1D6 frag grenades (1D6+1 DAMAGE)
-Walkie-talkie (enables communication with other GRUNTS and OBSIDIAN)
-Blue fatigues, frequent comms cha er
-Respects and fears their leader for his strangely good luck
ADAPT: MIRAGE GRUNTS are experienced professionals with considerable
funding and a high degree of combat knowledge. If a player character acts
against a MIRAGE GRUNT using a tactic they’ve already seen or been told
about, that character takes -1 to their roll. This malus remains at -1 regardless
of how many of these units are present.

|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.

OBSIDIAN (12 HP)


-Customized LMG (1D6+2 DAMAGE, HEAVY, LOUD [FIST: Ultra Edition, p. 84])
-1D6 frag grenades (1D6+1 DAMAGE)
-Sleek, futuristic-looking body armor and helmet (2 ARMOR, comms in helmet
can be used inaudibly)
-Knows 1D6 things he shouldn’t about the player characters
-Cocky demeanor

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

|RETRIBUTION|: The |ULTRA NIGHTMARE| is IRIS’s darkest secret- a monstrous


embodiment of every evil it’s and wishes it hadn’t. Activated by a cascade of
system errors, this entity seeks only to destroy. The |ULTRA NIGHTMARE| has
two of the following abilities: 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 the |ULTRA NIGHTMARE| kills a player, it gains 1 of
their traits or a similar effect. 6. Once, the |ULTRA NIGHTMARE| can fracture
reality and reduce STABILITY by 2.

|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

[BRANCHES CRACKING, DISTANT SHOUTS]


Please! Anyone! There’s... [PANTING, HEAVY FOOTFALLS] there’s no time left! I
got kidnapped, they [CHOKED BREATH] oh Jesus, it’s all real... [BRIEF
HYPERVENTILATION] it’s all real. Vampirism- it’s so much worse than stories
say. They’re not just some ancient nobles- they’re using modern tech,
modern weaponry. And it’s about to get worse- I overheard someone saying
they'd made some kind of discovery before I escaped them. It doesn’t ma er
who you are, what methods you use- whatever they’ve discovered CANNOT
be allowed to see the light of day. I am BEGGING you, whoever hears this-
there’s a castle on this island- THEY’RE KEEPING IT IN THE DUNGEON.
SOMEBODY HAS TO- [GUNSHOT, TRANSMISSION ENDS].

INTRODUCTION and BRIEFING

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:

- Just this evening, FIST picked up an open transmission that pointed to


a location in the west of Island 8. Specifically, it’s a castle, likely built
by some forgo en monarch in secret.
- Said castle was converted into a research lab at some point in the
recent past, and it just made some kind of breakthrough related to
vampirism, which could purportedly have catastrophic consequences.
- FIST has a single night to infiltrate the place, make it to the castle’s
dungeon, and destroy all of their data before it’s taken off site to an
unknown location and copied.

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

BLOODMAGE: You use strange and terrible blood magic to eviscerate


your foes. Each time you’re about to deal DAMAGE to an enemy, you
may spend 1 HP to increase the a ack’s DAMAGE by 2 before rolling the
dice. Gain 1 additional HP whenever you heal.
- Spiked gauntlets (1D6 DAMAGE), +2 MAX HP

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.

3: BASEMENT. The castle’s basement is a wide, expansive floor that’s


undergone significant renovation- where once it might’ve held barrels of

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.

4: OUBLIETTES. Directly below the basement, this room consists of five


opaque trapdoors in a horizontal line. The second one from the left has a
ladder leading down to the CATACOMBS- a empting to open any other will
release two BITE FORCE THRALLS (p. 22) that have been deliberately starved
to increase aggression.

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.

6: DUNGEON. At the deepest level of their sanctum, BITE FORCE’s sinister


discovery lies behind a pair of imposing steel doors. Next to them is a retinal
scanner, which will open the doors if shown the eyes of any BITE FORCE
SPECIAL UNIT. Behind them, FIST will find a series of catwalks branching out
from a round platform, suspended above a vast pool of blood. HEAD
RESEARCHER IRINA (p.17) and this mission’s BREAKTHROUGH (p.22) are present
here- cornered, but ready to tear through FIST on their way out of the room.

MISSION STATBLOCKS

BITE FORCE STRIKER (3 HP, CHOKE 4: Hide in any nearby shadows)

-2-in-1D6: 1D6 Duskbang grenades (magically create a ten-foot sphere of


total darkness for a few seconds, consumable)
-1-in-1D6: Flask of blood (heals vampires or other blood drinkers 1D6+1 HP, one
use)
-“Cha erer” SMG (1D6 DAMAGE)
-CASKET Mk. 3 full-body armor (1 ARMOR)

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.

TEST SUBJECT V (7 HP, CHOKE 3: Panic and run )


-Makeshift wooden stake (3 DAMAGE, ARMOR-PIERCING [FIST: Ultra Edition,
p.84])
-Uncomfortable-looking muzzle (suppresses vampirism and prevents the
wearer from speaking, accessory)
-Red jumpsuit (0 ARMOR)
-One broken fang, several bruises and a gunshot wound in his leg
-Ski ish demeanor

ALTERED: Test Subject V was once a vampire hunter, experimented on by BITE


FORCE scientists and given an artificial strain of vampirism that granted him
the special ability of a random BITE FORCE SPECIAL UNIT (roll 1D6 and consult
p. 18). As he’s the one who briefly escaped containment and made the
transmission from this mission’s briefing, he’ll do anything he can to help
FIST- that is, if he can successfully communicate that he’s not hostile with a
muzzle over his mouth. If it’s removed, he’ll regain his vampirism and his
randomly rolled special ability, and will happily tell FIST exactly how it works.
He’ll also profess a deep grudge against HEAD RESEARCHER IRINA for what
she’s done to him, and replace his CHOKE with CHOKE 4: Sate the hunger.

HEAD RESEARCHER IRINA (6 HP, CHOKE 4: drop the fake documents as a


diversion)
-Dossier of top-secret documents (fake)
-Tiny roll of microfilm in labcoat pocket (contains her actual research)
-Pistol (1D6 DAMAGE)
-Blood-soaked labcoat (0 ARMOR)
-Gothic earrings (used to turn into a bat and back)
-Black ponytail, smile
-Sadistic sense of curiosity

MALPRACTICE: Ge ing infected with vampirism from a medical patient of hers


sometime in the mid-1800s, HEAD RESEARCHER IRINA has spent a long time

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.

ENEMY FACTION: BITE FORCE


SPECIAL UNITS

Among supernatural conditions, vampirism is unique for two reasons.

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.

BITE FORCE is a shadowy paramilitary tactical unit that’s home to a myriad of


vampire subtypes. The group’s origins and ultimate aims are shrouded in
mystery, with what li le knowledge there is often contradicting itself. About
all that’s known for sure is that people go missing when they show up- and if
those people come back at all, they come back a whole lot paler.

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.

1. BITE FORCE EXHUMER (6 HP)

-2-in-1D6: 1D6 Duskbang grenades (magically create a ten-foot sphere of


total darkness for a few seconds, consumable)
-1-in-1D6: Flask of blood (heals vampires or other blood drinkers 1D6+1 HP, one
use)

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

HEARTLESS: The BITE FORCE EXHUMER cannot be permanently killed by


anything but sunlight (any of which kills them instantly, unlike other BITE
FORCE units who are only weakened) or a stake through the heart (similar
enough substitutes to a stake will usually work too). When the EXHUMER dies
by any other means, they will return to life with 1D6 HP after a short period of
regeneration. They can also use their auto-defibrillator to kickstart this
process and get back up instantly. With this unconventional tenacity, the
EXHUMER fights with wanton aggression- however, they’re not above playing
dead if they’ve regenerated at a bad time.

2: BITE FORCE JUICER (8 HP)

-2-in-1D6: 1D6 Duskbang grenades (magically create a ten-foot sphere of


total darkness for a few seconds, consumable)
-1-in-1D6: Flask of blood (heals vampires or other blood drinkers 1D6+1 HP, one
use)
-“Dark Fortress” hydraulic cuirass (grants 3 uses of the HEAVYWEIGHT [FIST:
Ultra Edition, p. 48] trait’s terrain destruction per mission, 1 ARMOR)
-“Sanguine Mist” impact grenade launcher (1D6 DAMAGE, grenades leave a
cloud of blood-infused smoke behind on detonation)
-Overdeveloped jaws with noticeable overbite, bulky frame by even
non-vampire standards
-Insatiable hunger for blood and bone marrow

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.

3: BITE FORCE MESMER (6 HP)

-2-in-1D6: 1D6 Duskbang grenades (magically create a ten-foot sphere of


total darkness for a few seconds, consumable)
-1-in-1D6: Flask of blood (heals vampires or other blood drinkers 1D6+1 HP, one
use)
-Heavy riot shield (small area of thick glass for vision, 2 ARMOR, equip as
weapon)
- “Tyrannosaur fang” revolver (1D6+1 DAMAGE, LOUD)
-Advanced shield training (allows the MESMER to wield their revolver and
shield at the same time)
-creepy glowing pupils, unblinking stare
-friendly smile at all times

MESMER-EYES: MESMERs prefer to be at the front of their team, drawing


enemy a ention and controlling the pace of a fight. When the BITE MESMER
makes direct eye contact with a player character, that character must roll
+CREATIVE or become briefly overwhelmed by the MESMER’s hypnotic
illusions.

4: BITE FORCE SCHEMER (6 HP, CHOKE 3: get into bat form and retreat to a
safer position)

-2-in-1D6: 1D6 Duskbang grenades (magically create a ten-foot sphere of


total darkness for a few seconds, consumable)
-1-in-1D6: Flask of blood (heals vampires or other blood drinkers 1D6+1 HP, one
use)
-Enchanted infiltration suit (1 ARMOR, fits perfectly regardless of wearer’s
proportions)
-Pocketbook of scrying sigils (See through nearby solid surfaces for ten
seconds, three uses)
-Twitchy facial features
-Easily spooked

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).

5. BITE FORCE STALKER (6 HP)

-2-in-1D6: 1D6 Duskbang grenades (magically create a ten-foot sphere of


total darkness for a few seconds, consumable)
-1-in-1D6: Flask of blood (heals vampires or other blood drinkers 1D6+1 HP, one
use)
-Dagger filled with pressurised “Devil Blood” (1D6 DAMAGE, POISONED [FIST:
Ultra Edition, p. 84], causes no physical sensation on impact)
-Case of adhesive mirror patches (a ach a small mirror to any solid surface,
three uses)
-smooth movements, crouched posture, compulsive scanning for entrances
and exits

WARP: Preferring hit-and-run tactics, the STALKER can teleport


instantaneously to any place they can see in a clear enough reflection.
However, if they teleport using an imprecise or fragmented reflection (such
as one from a cracked mirror, or a puddle that’s just had something splashed
into it) they take 1D6 damage and become briefly unable to teleport again.

6: BITE FORCE WILLEATER (6 HP)

-2-in-1D6: 1D6 Duskbang grenades (magically create a ten-foot sphere of


total darkness for a few seconds, consumable)
-1-in-1D6: Flask of blood (heals vampires or other blood drinkers 1D6+1 HP, one
use)
-DMR “Destroyer of Minds Rifle” (1D6+1 DAMAGE, ACCURATE [FIST: Ultra
Edition, p. 84])
-Kevlar-reinforced ceremonial robes (1 ARMOR)
-Dark Crown of Domination (enables telepathic link to thralls, accessory)
-gaunt features, grand dramatic gestures, self-absorbed sneer

ENTHRALL: When the BITE FORCE WILLEATER reduces any non-vampire to 0 HP


by biting them, they become a BITE FORCE THRALL (see below) instead of
dying. The WILLEATER can also sense anything THRALLS they’ve created

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.

BITE FORCE THRALL (2 HP)

-Fangs (1D6 DAMAGE, cannot grant vampirism)


-Insatiable hunger (prioritizes bloody targets)

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:

1. GHOSTS: BITE FORCE scientists have developed an experimental serum that


grants them further supernatural properties. When their units inject it, they
will return as a CRIMSON SHADOW upon death. Three BITE FORCE SPECIAL
UNITS with syringes of the serum are present in the room. If this discovery
gets out, all future BITE FORCE SPECIAL UNITS gain a 1-in-1D6 chance to be
equipped with a dose of the serum.

CRIMSON SHADOW (6 HP)


-Blood-chilling touch (3 DAMAGE, roll +CRE to avoid being briefly possessed)
-Intangibility (can fly and pass through solid surfaces)
-Smoky, billowing body

FLICKER: CRIMSON SHADOWS are the result of a strange exploit in


metaphysics. The undead often end up as such due to retaining some degree
of spiritual essence after death- when they die permanently, this essence is
sca ered with far more intensity than it would be in a standard human. With
the right cursed chemicals in the bloodstream at the moment of death, this

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.

3. SHARKS: BITE FORCE has discovered that vampirism can show up in


non-humans- and as such, they’ve weaponized this to the most excessive
degree possible. Enter the VAMPIRE SHARK, the dorsal fin of which is all that’ll
be visible when FIST arrives in the DUNGEON. If this discovery gets out, BITE
FORCE will be able to deploy additional VAMPIRE SHARKS in subsequent
encounters if the mission area has enough water and/or blood to sustain
them.

VAMPIRE SHARK (15 HP)


-Bloodstained fangs (2D6 DAMAGE)
-Aerodynamic fins (allows up to a minute of sustained, physics-defying
flight)
-Toughened red/black hide (1 ARMOR, also gives the shark abilities equivalent
to the HEAVYWEIGHT trait [FIST: Ultra Edition p. 48])
-Sharpened sense of smell (can detect a bleeding PC anywhere, completely
ignoring any stealth or misdirection-based traits)

THIRST: Thanks to a chemically induced state of vampirism, this ordinary


great white shark has become a monstrosity nearly as dangerous as the
average person thinks regular sharks are. However, its newly enhanced form
and increased senses come at a cost. To provide the energy for its
unbelievable strength, unmatched speed, and completely irrational flight, the
shark’s thirst for blood must be regularly sated lest it enter a docile and
lethargic energy-conservation state. Additionally, if a hit with a blunt weapon

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.

BREACH (BOSS MOVE): If a character within flying distance of any body of


water is bleeding, the VAMPIRE SHARK can erupt from that water without
warning, dramatically revealing that it was somehow lying in wait there
before it makes a beeline for them.

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.

PROGNOSTICATE (BOSS MOVE): The VAMPIRE SORCERER conducts a forbidden


ritual that bends fate itself to their will. When this BOSS MOVE is activated
they will chant in an unknown language, hover off the ground as unknowable
power overtakes them, and issue a one-sentence-long foretelling of future
events. This omen is ontologically guaranteed to occur before the end of the
mission- however, it may prove to have a double meaning or refer to its
content allegorically rather than literally.

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]

INTRODUCTION and BRIEFING:

OPERATION DRAGON DROP is a high-difficulty ‘boss rush’ style mission


recommended for high-level characters. The mission centers on a unit of elite
CYCLOPS Recon Operatives designated TITANICIDE (p. 32) that’s been sent to
reclaim or destroy a lost asset- namely, a rogue dragon they initially dropped
from orbit as a test run. The referee should brief the players as follows:

- According to intel from FIST operative KAJILLION, who was investigating


potential CYCLOPS activity in the region, a dragon has been causing

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:

- If CYCLOPS can incapacitate or kill the DRAGON in order to retrieve its


collar’s diagnostic data, CYCLOPS will be able to deploy more of them
from orbit in future missions- typically as a response to overwhelming
threats they don’t believe are otherwise manageable. Additionally,
their control collars will no longer be removable.

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

RAMPAGE: You’re full of destructive power that’s begging to be let out.


You can always identify existing weak points in nearby structures and
objects without rolling the dice. Additionally, once per mission you may
go on a rampage. When you do, you move 1D6x50 feet in one chosen
direction and wreck every inanimate object in your path, leaving a trail
of destruction in your wake. While rampaging, you also have +1 ARMOR
and can’t be stopped or restrained unless you die.
- Latex monster suit (1 ARMOR), +1 FORCEFUL

MISSION MECHANICS

SCOUTING: Whenever FIST travels from one zone to another, so do


TITANICIDE- typically, they’ll leave at least one unit behind to monitor
their current position. Whenever they encounter the DRAGON (p. 31),
they’ll notify the others and begin converging toward it.
DRAGONFLIGHT: At the start of this mission and whenever FIST moves
from one zone to another, roll 1D6 (on a 6, choose one of the 5 zones)-
the DRAGON flies to the corresponding zone and begins to wreak
havoc.
ANTI-KAIJU OPERATIONS: Whenever the DRAGON enters a hex that FIST
isn’t in, roll 1D6 and add the number of TITANICIDE members present at
the location (note that ZWEI only counts as one). Then, consult the
following table to determine the outcome.
1-5: A member of TITANICIDE in this zone is killed in the ba le. If there are
other CYCLOPS units here, 1D6 of them are killed as well.
6-8: Distribute 2D6 piercing DAMAGE among TITANICIDE’s units in any
configuration. If there are other CYCLOPS units here, worst-of-2D6 of them
are killed.
9-10: Distribute 2D6 piercing DAMAGE among TITANICIDE’s units in any
configuration, then deal the same amount to the DRAGON.
11: The DRAGON takes 2D6 piercing DAMAGE.

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.

1: VALLEY. A formerly lush jungle valley, now scorched by dragonfire and


choked by billowing smog. 2D6 CYCLOPS GOONS (FIST: Ultra Edition, p. 126)
patrol methodically back and forth through the desolation, protecting a
CYCLOPS FORENSICS EXPERT (p. 30) at the south end of the valley who’s
a empting to identify how recent the damage is. Rubble, smog and uneven
terrain provide natural cover and obscure sight despite most of the treeline
being burnt away.

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.

4: DEEP JUNGLE. Subtropical plant life flourishes around and overhead,


providing a thick canopy and limited visibility in all directions. A badly
wounded KAJILLION (p. 31) starting at 1 HP hides in the foliage, and will weakly
call for help if FIST gets close enough without a racting a ention.

THE TRIANGLE, 29
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

CYCLOPS FORENSICS EXPERT (4 HP)


-Forensics kit (vaguely answer one question about an unclear trace of
activity, one use)
-CYCLOPS-issue precision eyewear (up to 20X zoom, see in the dark, user is
blinded by bright lights)
-Handheld tissue decomposer (cause a corpse to vanish without a trace, one
use)
-Hunched posture, constant head tilts,
-Constantly reprimands everyone about messing up evidence

ANALYSIS: CYCLOPS employs forensics personnel equipped with


top-of-the-line gear, but unlike most forensics experts these ones are
trained to illuminate and obscure evidence in equal measure. If the CYCLOPS
FORENSICS EXPERT is somewhere 1 or more player characters left traces of
their presence, they’ll use their forensics kit. If not interrupted, they can
identify 1D6 random traits that anyone present at the scene had, and will
report them to their superiors ASAP.

CYCLOPS FROGMAN (5 HP, 1D6+1 appear)


-FROGMAN-issue M16 assault rifle (1D6+1 DAMAGE, silenced, works
underwater)
-4-in-1D6: Serrated combat knife (1D6 DAMAGE, SHREDDER [FIST: Ultra Edition
p. 84])
-Full-face helmet with ne ing (1 ARMOR, accessory)
-Light-repellant diving suit (1 ARMOR, grants an effect equivalent to the
SNEAK trait [FIST: Ultra Edition p.60] underwater)
-Abnormally fast hand signals (silently talk to other FROGMEN)

THE TRIANGLE, 30
-Virtually never speaks, no discernable emotions

SURGE: CYCLOPS FROGMEN are so secretive that large chunks of the


organization itself don’t believe they’re real. After proving themselves in
grueling training, FROGMEN are given next-generation artificial lungs that let
them go up to a day without breathing- they’re also incredibly well-trained in
group stealth. When a player character first sees a CYCLOPS FROGMAN, roll
1D6: that many of their group’s additional FROGMEN have already taken up an
advantageous position nearby without being detected.

DRAGON (40 HP)


-Fire breath (2D6 DAMAGE, roll 1D6 for elemental property)
1: DRAGONFIRE, deals 4 DAMAGE to all enemies in fire-spreading range.
2: STORMFIRE, deals double DAMAGE to robots and other complex machines.
Shorts out running electronics and briefly electrifies bodies of water.
3. ICEFIRE,makes surfaces slick and deals double DAMAGE to anything that
requires warmth to function.
4. VOIDFIRE, disintegrates the bodies of targets killed and prevents any
on-death effects from triggering.
5. ACIDFIRE, reduces target’s ARMOR by 1 for each 4 points of DAMAGE dealt
to it.
6. LIGHTFIRE, briefly blinds anything nearby and deals double DAMAGE to
anything that needs darkness to function.
-Jagged claws (1D6+2 DAMAGE, can grab and lift human-sized targets)
-Powerful tail (2D6 DAMAGE, sends anything hit by it flying)
-Vast wings (10 HP each, disables flight if both hit 0 HP)
-Rigid scales (3 ARMOR)
-Broken control collar (12 HP, 2 ARMOR, contains diagnostic data)

MYTHIC: Massive, powerful and extremely intelligent, the DRAGON represents


an incredible investment of resources and a horrifying turning point in human
history. Never before have dragons been deployed en masse for human
purposes- but if CYCLOPS can recover the data indicating what went wrong
with this one’s control collar, they soon will. Orbital dragon strikes are
smaller-scale and easier to plan than nuclear ones, as well as being easier to
cover up... after all, making a dragon’s rampage look like a random wildfire is
hardly difficult with CYCLOPS’ resources. If FIST can destroy the DRAGON’s
collar, it will regain its ability to speak. Depending on their behavior toward it,

THE TRIANGLE, 31
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

CAPITALIZE: KAJILLION was once a high-ranking individual in the world of


finance (granting the ACCOUNTANT trait [FIST: Ultra Edition, p.39), but after
being framed for embezzling from his company (or that’s how he tells it,
anyways...) he ran like hell and joined FIST, taking a terrible secret with him.
Specifically he’s discovered a mathematical formula for infinite growth, and
uses it on himself through a secret process involving his pinwheel calculator
(functioning identically to the GROW trait [FIST: Ultra Edition, p. 47). If the
calculator’s repaired, he’ll use it to assist them however necessary. If a player
character dies after restoring him to ba le readiness, they may play as him if
they wish to.

ENEMY FACTION: CRO UNIT


‘TITANICIDE’

Originally created to hunt down rampaging Kaiju in remote regions of


southeast Asia, TITANICIDE is a CRO unit that specializes in combat with giant
enemies. While their personal philosophies and approaches to combat differ
greatly, they’re dedicated to their work and boast a superlatively long list of
successful hunts. Each member of the team is an accomplished individual in
their field- knowing all there is to know about botany, monster anatomy,
biotechnology, military tactics, covert assassinations and psionic warfare
respectively. As such, they’re sometimes assigned to lead their own
temporary CRO units if a full deployment of TITANICIDE would be overkill for
the given situation.

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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)

GARDENER: BLOOM is a top mind of CYCLOPS’ oft-ignored botany division, and


prides herself on being the inventor of a genetically-enhanced plant called
the stranglevine. These vines grow explosively on contact with air, then bind
whatever’s around them with incredible strength. Using gardening gloves
she’s treated with a unique chemical compound, she can also cause them to
uncoil with a touch- a helpful asset when they don’t discriminate between
targets. BLOOM adores showing her superiors just how useful her work truly
is- and locking a dragon down with stranglevines would be quite a
noteworthy accomplishment. BLOOM also has a strange trick up her
hazmat-suited sleeve: she may instantly travel from within any large growth
of plants to any other regardless of distance, provided both are big enough
to obscure her completely.

THORNS (BOSS MOVE): BLOOM uses an experimental serum on nearby


stranglevines, causing them to mutate and begin exuding thorns. This effect
spreads outward rapidly, and if new stranglevines are created touching these
ones it’ll spread to them too. Anything ensnared in these vines takes 2
ARMOR-PIERCING damage, then 2 more every time it moves more than a few
inches until they’re destroyed.

2. CARVER (4 HP, CHOKE 6: Stop what he’s doing to collect a trophy)

-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)

PROPHECY: Aki Jansen is the last in a long, secretive line of professional


monster hunters hailing from ||REDACTED||, Denmark. His family have done
their grisly job for the highest bidder since the Viking age, and his lucrative
CYCLOPS contract continues that tradition. Inheriting a plethora of ancestral
relics and magical knowledge, he’s been able to identify the cause of his own
end and thus cheat death- specifically, it was foretold by an ancestor of his
that he was destined to be killed by an enchanted knife. Any time he would
be killed by anything else, he’ll instead be incapacitated for a few seconds
and revive with full HP. Unfortunately, the more he pushes fate like this the
more it pushes back. Whenever this ability triggers, there is a 1-in-1D6
(increased by 1 for every time he’s been brought to 0 HP this mission) chance
the enchanted knife (3 DAMAGE, ARMOR-PIERCING) will appear in the scene or
move closer to him through some bizarre coincidence (such as being picked
up by a crow and taken back to its nest, sent flying by a strong breeze, or
carried by a hapless CYCLOPS GOON who’s completely unfamiliar with
CARVER’s prophecy).

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)

-Carapace (0 ARMOR, gains +1 ARMOR per MUTAGENS use)


-Razor-sharp pincers (1D6 DAMAGE, ARMOR-PIERCING [FIST: Ultra Edition p. 84],
gains +1 DAMAGE per MUTAGENS use)
-Translation headset and speaker (grants the user abilities equivalent to the
POLYGLOT trait)

THE TRIANGLE, 34
-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

THRILLSEEKER: CHITIN is a wealthy, perpetually bored member of the


Oothecans, a biotech-savvy alien species that CYCLOPS has only recently
made contact with. Thanks to a supply of a mutagenic compound that can
temporarily augment their body, they managed to successfully argue for a
position on TITANICIDE in exchange for le ing CYCLOPS study the
compound’s effects. All they really demand out of the deal is the excitement
of a life-or-death fight… but mounting a dragon’s head on their wall back
home will be a nice bonus. In combat, they’ll never turn around or let anyone
see their back if avoidable- doing so would expose the fist-sized gemlike
device in their back that their tactics are entirely built around. If it’s
destroyed, CHITIN’s CHOKE score is replaced with CHOKE 4: Get revenge on
whoever destroyed the mutagens.

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)

-Flamethrower arm (1D6+3 DAMAGE, INCENDIARY, ALT-FIRE [FIST: Ultra Edition p.


84] [see EXTERMINATE below for alt-fire effect], can’t be unequipped)
-Bulky chassis with heatsinks (2 ARMOR, can’t be unequipped, halves
heat-based damage rounded down)
-Speaker-amplified bellow (player characters hearing this must roll roll +FRC.
On anything but a full success, they are stunned)
-INTEGRATED CYCLOPS COMMS (functions like a CYCLOPS comms wire (FIST:
Ultra Edition p. 86), but can be used without audibly speaking)
-Kill tallies on chassis (5D6 human head icons on the left shoulder, 2D6
monster head icons on the right)
-Glowing red eyes, sharp teeth

THE TRIANGLE, 35
-Heavy, borderline seismic footsteps

EXTERMINATE: Leader of TITANICIDE and the most experienced fighter of the


group, the 9-foot tall mechanical monster HEAT DEATH has a closely guarded
history. As Jack Mason, a dogmatic and bloodthirsty American commando, he
lost most of his body during a failed military operation in the Vietnam war.
Clandestinely offered a hulking cybernetic frame and a higher purpose in
exchange for obedience to CYCLOPS, he now douses the world in purple
flames to suit his own hidden agenda- a war on biological life itself. As a
result, HEAT DEATH will avoid harming any visibly mechanical character unless
absolutely necessary, believing them to have a ‘true place’ among Earth’s
next masters. Unbeknownst to them, CYCLOPS themselves are on his list of
‘someday’ targets- but in the meantime, he has a monster to slay. HEAT
DEATH can spend 10 seconds locking onto any giant enemy to activate his
flamethrower’s ALT-FIRE mode. This launches a bolt of supercharged plasma,
dealing 3D6+1 ARMOR-PIERCING DAMAGE with the STUN tag.

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.

5. [REDACTED] (12 HP)

-Surveillance drone (6 HP 2 ARMOR, silent, feeds data to [REDACTED]’s visor)


-Dart rifle (1D6+1 DAMAGE, silent, POISONED [FIST: Ultra Edition p. 84])
-Ghillie suit with mimetic camo (1 ARMOR, grants the user abilities equivalent
to the SNEAK trait)
-High-tech visor (has thermal and x-ray vision, accessory)
-CYCLOPS comms wire (FIST: Ultra Edition p. 86)
-Two-way CYCLOPS TELEPORTER RELAY (same as p.86 of FIST: ULTRA EDITION,
but enables BACKUP once)
-Practiced concentration (can ignore almost any amount of pain or danger to
avoid blowing his cover)
-Smooth movements, all-but-silent breathing

THE TRIANGLE, 36
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).

BACKUP (BOSS MOVE): Though he’s completely confident in his invisibility,


[REDACTED] has one trick up his sleeve in case of emergencies. By activating
the modified CYCLOPS TELEPORTER RELAY he wears under his ghillie suit,
[REDACTED] may instantly teleport 1 other TITANICIDE member of his choice to
a location within 10 feet of him.

6. ZWEI (10 HP for each body)

-Telepathic disruption (1D6 DAMAGE, reduce target’s CREATIVE by 1 until the


end of the fight)
-2X Phase-shifted pistol (1D6+1 DAMAGE, silent, COLLAPSIBLE [FIST: Ultra
Edition p. 84])
-2X Neural amplification suit (1 ARMOR, grants +1 to rolls involving psionic
phenomena)
-2X CYCLOPS comms wire (FIST: Ultra Edition p. 86)
-tall, slender and eerie
-gestures and eye movements often sync up

LULL: The anomaly known as ZWEI initially appears to be a set of German-born


identical twins to the untrained observer. However, what appears to be a pair
of unarmed women in sleek CYCLOPS bodysuits hides a strange secret- she is
actually one consciousness in two bodies. ZWEI was among the final
products of a CYCLOPS psionics program only known to those with
PURPLE-level clearance, intended to create operatives who could subtly
influence people around them without the need for direct conflict.
Unfortunately, her abilities were too effective for covert ops- after leaving a
small town in Eastern Europe comatose, she was reassigned to TITANICIDE to
dissuade rogue human elements during anti-Kaiju ops. ZWEI’s mind can sap
the willpower of anyone with insufficient mental shielding- if either of ZWEI’s

THE TRIANGLE, 37
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.

THE TRIANGLE, 38

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