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FIST Ultra Edition - Service Weapons

The document describes service weapons, which are alien devices that take the form of familiar weapons like guns or blades. Each weapon is bound to a FIST agent and changes form based on their will. The document provides a table of 64 possible weapon tags that describe unusual characteristics the weapons may have, such as causing gravitational warps or shattering armor. Agents can roll on the table to generate tags for their unique service weapon.

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0% found this document useful (0 votes)
45 views2 pages

FIST Ultra Edition - Service Weapons

The document describes service weapons, which are alien devices that take the form of familiar weapons like guns or blades. Each weapon is bound to a FIST agent and changes form based on their will. The document provides a table of 64 possible weapon tags that describe unusual characteristics the weapons may have, such as causing gravitational warps or shattering armor. Agents can roll on the table to generate tags for their unique service weapon.

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rsdhfgngf
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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SERVICE WEAPONS

A FIST Ultra Edition supplement by HereticSoul

A Service Weapon is a unique alien device given the form of a familiar weapon, often a gun or a blade. Each Weapon is bound to a selected FIST agent, and they alone control its form.
They are familiar in shape but unusual in detail. It applies lethal force, capable of killing or maiming another living being, either up close or at a distance. Though size may vary, it can be
wielded by a single agent with at least one and at most two hands. Service Weapons may be dropped, stolen, or shared, unless otherwise noted, but when separated from their chosen
Agent for a significant amount of time, they will revert to inert artifacts.

The table below can be used as an alternate table to supplement the FIST Ultra Edition Weapon Tags. It can be used to give regular weapons more alien characteristics, or to create a
Service Weapon for your FIST agents.
To create a Service Weapon, roll for two Weapon Tags from the table below, and one from the Ultra Edition table (pg 84). All Service Weapons have a base 1D6 DAMAGE.
Describe your Weapon's appearance, lethality, and overall feel. Give it a mundane shadow and an extraordinary construction.

DO NOT GIVE IT A NAME. IT BEARS ENOUGH POWER AS IT IS.

11 SLIDE 21 DEADEYE 31 LOCK


Your Weapon is easily drawn. You always have the option to When your Weapon is in your hand, it will project a reliable Deals +1 DAMAGE on all attacks, but cannot change targets until
declare you attack first. sight or guide in front of your eye, no matter what position the your target is dead or the fight ends.
Weapon is in. All attacks gain +1, no matter what the roll.

12 WORD 22 MAZE 32 WEAVER


No matter how it is used or who uses it, you cannot attack with Your Weapon has a link to the extradimensional construct Attacks with your Weapon leave a tangible trail that lasts
your Weapon unless you speak an activation phrase. known as the LABYRINTH. On an Ultra Success, no matter several seconds and causes 2 DAMAGE to anyone coming
what other effects apply, your Weapon's target is sent.... into contact with them. Can be cut or dispelled.
somewhere else.

13 FRAGMENT 23 VICE 33 BANG


Your Weapon's state, when you are not weilding it, is a set of Your Weapon demands a price from you. Choose a vice to Your Weapon is not activated mechanically, but with a gesture
inert components. You must actively bring them together for indulge that risks causing complications for you or your team, (EG pointing a finger gun, or making a slicing motion with an
your weapon to function. This can be mechanical construction, and indulge it during downtime to sate your Weapon. Failure open hand.) It need not be held in your hand to use it.
or simply placing them in close proximity and letting the to do so will result in 1 DAMAGE every time you make an
Weapon materialize. attack with your Weapon on the next mission.

14 CRAVE 24 SPINE 34 SHACKLE


Your Weapon cannot be sheathed, holstered, or otherwise put Your weapon leaves parts of itself embedded in enemies on Your Weapon cannot leave your person. It may be concealed
away until you have directed it to apply lethal force to a target. an attack. After 2d6 minutes, an embedded piece will deal 2 or stowed, but it will remain on you at all times, so long as it is
DAMAGE. Removing a piece deals an additional 2 DAMAGE. yours. If it is removed from your person, it will find its way back
Roll TACTICAL to remove them without causing damage. Or to you.
don't.

15 SHEATH 25 IAJUTSU 35 SHATTER


Your Weapon can only attack once, towards a single target or Your Weapon can only be drawn in response to a direct Attacking with your Weapon causes it to break apart. Your
in a specified direction, before it must be sheathed or threat. However, it excels as a means of counter-attack. +1 Weapon may be reassembled, manually or automatically, and
holstered again. when making an attack with REFLEXIVE. the reassembly time may be short or long, but using it will
always cause dramatic and obvious self-destruction. +1 when
making an attack with FORCEFUL.

16 GAMMA 26 TRUE 36 MOUNT


Your weapon has no effect against solid matter, but is highly Your Weapon will apply lethal force in the most direct path to Your Weapon floats in the air or mounts onto a part of your
effective against biological material. Once per mission, deal the center of your target, regardless of the collateral costs. body. It may be activated through directed will, gesture, or any
double DAMAGE to an exposed biological target. Twice per mission, make an unmissable attack. DAMAGE other means of directing attack.
may be blocked or impeded, but that will hit center mass with
a clear line to the target.
41 FLOW 51 INTEGRATE 61 CONCUSS
When you ready your Weapon, time slows slightly, giving you Your weapon is, in some way, integrated into your person. It When you attack with your weapon, it causes a concussive
an edge. +1 when making an attack with TACTICAL. can never be dropped and requires excision to remove from blast. Objects and individuals near the target are flung 1D6
you. meters.

42 KICKBACK 52 FLARE 62 LEECH


Deals +3 damage; roll 1D6 after an attack. On a 3 or below Your Weapon causes blinding flashes of light when you Once per mission, reduce your health to deal extra DAMAGE, at the
take 1 DAMAGE from the force required to use this Weapon. attack. rate of one DAMAGE per HP.

43 GRAVITON 53 SHRAPNEL 63 SHARD


Attacks with your Weapon create a massive gravitational Your Weapon shatters armor to cause extra damage. Once Your Weapon’s fragments reside on your body, as decorations
warp. Objects and individuals within 1D6 meters of your target per mission, deal 2 DAMAGE when a target negates an attack or armor (+1 ARMOR). When you "draw" your Weapon, they
are pulled in, and take DAMAGE alongside your target. using armor. will slip from your body and assemble into your Weapon as
you activate it. If you are carrying it, it can never be concealed.

44 KIN 54 AEGIS 64 TUTOR


Your Weapon can be instantly transferred to and/or weilded by Your Weapon is broad, sturdy, or simply large enough to be Your Weapon speaks in your ear, and shares a psychic bond
an ally in your immediate area with whom you share a line of used as a shield (+2 ARMOR). with you, making it an effective aid in intimidation or psychic
sight. If your Weapon cannot leave your person, you may use manipulation. +1 when making an attack with CREATIVE.
it to attack from an ally's position instead.

45 THREAT 55 SCOUT 65 STAKE


Your Weapon is an exceptionally designed personal defense While weilding your Weapon, you gain the ability to see clearly When an attack succeeds, you may pin your target in place.
weapon, but can only attack the enemy closest to you. through a wall, door, or other cover.

46 TYRANT 56 DOOM 66 FINAL


Your Weapon resembles one carried by a legendary figure Something alien inside LABYRINTH is watching you. When This Weapon will kill you one day. Any attacks made against
from a major faction. Choose one faction- when you draw your you kill with your Weapon, roll 1D6. On a 1, it draws closer. you with it automatically hit; any chance of DAMAGE or a
Weapon, those opposed to the faction will become enraged at negative effect from it becomes 100%.
its sight; those allied with them will become fearful.

Tags

Description

It feels comfortable in your hand.

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