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Puppet Strings
Puppet Strings
Puppet Strings
A FLASHBACK allows the player to retroactively FLASHBACKS can be obvious preparations, like
take actions in the past. Once a mission is bringing an umbrella on a rainy night, but they
underway, you can expend a WAR DIE to might also be a lucky guess or eerie foresight,
retroactively take an action that you could have like placing a spare gun in a gutter right where
conceivably taken earlier. If the action isn’t you need it. Preparations can have included
risky, it happens automatically. If there is spending money and acquiring assets, but not
conceivable risk to the action, then it requires a beyond your actual means. If buying something
do something risky roll and you can add the would have been risky, make a do something
result of your WAR DIE to that roll. risky roll.
FLASHBACKS must be things you are normally Here are some examples of possible
capable of doing, they don’t allow you to break FLASHBACKS, the players should come up with
reality or undo events that have already taken their own as suits their current situation and
place. needs.
1. You left a spare getaway car just around the 1. You bribed a guard to leave this door unlocked.
corner.
2. You have an umbrella and rain jacket on a 2. You placed your rocket launcher in a nearby
stormy night. public trash can.
3. You brought steaks to give to the guard dogs. 3. You watched the guard patrols the previous
night and know their pattern.
4. You hid an important item somewhere safe. 4. You bugged a public location.
5. You called in a favor with an NPC ally. 5. You already purchased several kilos of cocaine.
6. You have useful maps and blueprints of the 6. You extorted a politician into betraying his
current location. allies.
A TWIST OF FATE allows the player to player thinks it'd be a cool thing to add to the
dramatically change the story, by adding a plot story, even if it isn’t helpful.
twist into the current scene. You can do a
TWIST OF FATE at any moment and it costs a Some TWISTS are inconsequential and others
WAR DIE. This rule allows the players to add and are consequential. If there is a question as to
change things about the story, beyond the how effective a TWIST should be, that is a
actions their characters can normally take. For consequential twist and the referee should roll
example, a player could use a TWIST OF FATE to a die of fate. Roll a d6, if the result is high, the
reveal that an npc is a former lover, or that they TWIST is in favor of the player. If the result is
know an arms dealer that has a nearby hideout. low, there might be a complication or cost. If a
TWIST is truly inconsequential, the player rolls a
TWISTS of FATE can invent entirely new npc d6. If the result is 4 or higher, the player retains
contacts, locations or complications for a their WAR DIE.
mission. They shouldn’t trivialize or completely
circumvent a mission, but they can help the Here are some examples of possible TWISTS OF
players carry out their objectives. Alternatively, FATE, the players should come up with their
a TWIST can be introduced simply because a own.
1: There is a gas station across the street. 1: You know an ARMS DEALER (FIST pg 133)
nearby, are they willing to deal?
2: The villain has a funny mustache. 2: The villain is your evil twin brother. How much
do you know about him?
3: The park has a flock of geese. 3: You’ve infiltrated this place before, how much
has it changed?
4: Today is your mom’s birthday. 4: The train is late, how long until it arrives?
6: The chief of police is named Furby Dingle Jr. 6: There is a venomous snake under a rock, how
deadly is the venom?
A trivial coincidence allows a player to quiet moments, like when investigating an area
spontaneously develop their backstory. The or at a rendezvous point.
player character stumbles across something
and it reveals details about that player The trivial coincidence can help describe the
character. world the players are in and connect them to it.
If multiple players are interested in opting into
Each trivial coincidence asks a question and the the trivial coincidence, decide if multiple
player provides the answer. The character then players can share in it or otherwise have them
gains something, like a piece of equipment, roll-off for it. It’s okay if nobody is interested in
information or insight. This reward may or may opting into the trivial coincidence.
not be useful. The player character should
acknowledge it in game to the other characters, The referee shouldn’t create scenarios where
revealing something humanizing about trivial coincidences are mandatory for purposes
themselves to the other characters. of moving the story forward.
The referee can place a trivial coincidence Here are some example Trivial Coincidences, the
wherever, but should consider adding them at referee should come up with more.
TRIVIAL COINCIDENCES
1. Sporting Equipment: You were a professional or 1. Booze or Cigs: You find your favorite alcohol or
semi-professional athlete. What is your sport? tobacco brand, what is it?
2: Tool: You worked as a tradesman like a 2. Medicine: You find drugs for a common medical
carpenter or plumber, what is your trade? condition you have. What is it?
3. Restaurant: Your favorite restaurant is on this 3. Music: Your favorite or least favorite song is
street. What is it? playing, what is it and why do you love or hate it?
4. Lost Animal: You find a stray animal that likes 4. Raunchy Magazine: You find a magazine that
you, what is it? trips your trigger. You hide it in your bag.
5: Animal Dream: You have a dream about an 5. Toy: You find a toy that you played with as a
animal doing something weird, what’s it doing? child. What is it?
6. Vending Machine: A vending machine has your
6. Wig: You find a wig that looks good on you,
favorite soda or snack, what is it?
what kind of wig is it?
A DARK REVELATION allows the referee to after an enemy is defeated. You might also
connect a major plot development to a place more cryptic REVELATIONS in quiet
character’s story. The character discovers they moments of exploration or travel.
have a surprising personal connection to the
current mission. Each DARK REVELATION asks a If multiple players are interested in opting into
question and the player provides the answer. the Dark Revelation, decide if multiple players
The player then gains 1d6 WAR DICE. The player can share in it or otherwise have them roll-off
character should acknowledge the Dark for it. If no player opts in, choose an npc ally
Revelation in game to the other characters, the characters care about and have them be
revealing something about themselves to the the subject of the Dark Revelation.
other characters.
By opting into a Dark Revelation, the player
The referee can place a Dark Revelation signals their interest in having the plot twist
wherever they want to, but consider adding around their character, introducing shocking
them at moments of tension and action, like secrets, inconvenient complications and terrible
during a villain's monologue, in active combat or dilemas.
DARK REVELATIONS
1. BROTHER!: The villain reveals they are your Evil 1. Alien Hybrid: You’ve been injected with alien
Twin (pg 9). Why do they hate you? DNA that is rewriting your biology, what is your
first symptom?
2: Secret Orders: You begin the mission with an 2. Revengeance: Someone you killed is back as a
Amnesia Gun (pg 10) and can’t remember the last Cyborg Ninja (FIST Ultra pg 127). When/why did
two weeks. you kill them?
3: Former Lover: You and this NPC had a romantic 3. Blackmail: An npc has blackmail on you, what is
tryst, why did it end? it?
4: Rivalry: You and this person competed for 4. Clone: You are a clone replacement of your
something: a job, a lover, a contest. Who won? original character. When did you swap?
5: WANTED: You committed a crime in this city and 5. Real Name: An enemy reveals your true identity
are wanted by the police. What was the crime? and name. What is it?
6: Former Boss: You used to work for the villain, 6. Hostage: The villain has taken a hostage,
what job did you do for them? someone dear to you. Who?
A time paradox occurs whenever something with a Paradox Anomaly altering the scene. The
happens in the story that would radically referee can roll on the table below or invent a
contradict history as we (the players) know it. new Paradox Anomaly.
For example, if President Kennedy is not
assassinated or if Yuri Gargarin doesn’t Time Paradoxes can recur, but each time the
complete his first space flight or if Billy Joel same paradox occurs, retain any anomalies and
doesn’t record his 1973 hit song, Piano Man. add another anomaly. There is a 1-in-1d6 chance
What does and doesn’t constitute a time a player realizes they are repeating history,
paradox is up to the referee and what the group which increases by 1 for each time they have
thinks would be fun. If something can be repeated events. If a time paradox recurs d666
explained away or shuffled out of view, it times, the world is destroyed. No one knows the
probably doesn’t constitute a Time Paradox. hour or the day. The referee should roll this
number and keep it secret, even from
When a Time Paradox occurs, all play is halted themselves.
and the players all gain 1 WAR DIE. The referee
explains what triggered the paradox, and then Once the moment of the paradox is passed and
resets the scene at an earlier point when it the triggering event is clearly prevented, any
could be prevented. Play then resumes, but Paradox Anomalies fade away.
PARADOX ANOMALIES
2: Elvis Sighting: Elvis (pg 8) appears . 2. Rebellion: A Lost Angel (FIST Ultra pg 136)
appears, seeking to repeat the paradox.
3: Furry: An important npc now has the Hybrid 3. Fission Mailed: An important npc is actually an
trait (Fist Ultra pg 49) AI and is now malfunctioning badly.
4: Evening Party: Everyone is now wearing 4. New Actor: An npc looks subtly, but noticeably
fabulous tuxedos and evening gowns. different.
5: Animal Attack: A large animal, like an elephant 5. War Games: The previous events were just a VR
or crocodile attacks. simulation.
6: Evil Weather: The weather turns strange, it 6. Laugh Track: The scene repeats, but this time
rains ash, frogs, blood or something else bad. an audience can be heard laughing, gasping and
crying in response to the action.
NOTHING PERSONAL, KID: Edgelords are obnoxious dorks who spend too much time online and
not enough time showering. They are patronizing and most have superiority complexes. When
things don’t go their way, they often throw tantrums. They seek praise and affection and will
take any chance to show off their computer hacking or katana skills.
An Evil Twin has HP, Armor, Weapons and Traits Distinguishing Feature 1D6
identical to its player character twin. The Evil 1: Eyepatch
Twin also gains 1 random trait 2: Unusual Hair Color
3-in-1d6 chance for Evil Triplets. 3: Different Accent
1-in-1d6 chance for 1d6 additional evil twins. 4: Pet Companion
5: Alien Hybrid
6: Hairless, Days-Old Clone
INFERIORITY COMPLEX: Evil Twins have had their minds poisoned by conspiratorial thinking.
They believe that their twin has stolen everything from them, including opportunities, love of
their parents and even genes. They are filled with resentment and often undertake
convoluted plans to kill their siblings.
I’LL BE BACK: Exterminators arrive from the future. They are time traveling assassins with
inflexible missions: destroy their target. When an Exterminator is destroyed it says “I’LL BE
BACK”. Roll 1d6. If the result is 3 or higher, the Exterminator arrives from the future again in
that many days, fully healed and possibly with new features.
This mask is made from a standard gasmask, but it has the imprint of a powerful psychic upon it. The
mask prevents your mind from being read by other telepaths or machines. You can use FLASHBACKS
without expending WAR DICE, each time you do this reduce your maximum hp by 1 until the end of the
mission.
Amnesia Guns are given to CYCLOPs assassins, and are typically either sniper rifles or silenced pistols.
24 hours after you kill someone with an amnesia gun, you forget all details of the last two weeks.