"You are a disposable gun for hire. The mission is impossible. You take it anyway."
FIST (Freelance Infantry Strike Team) is a lean, punchy TTRPG about paranormal mercenaries navigating the shadowy underbelly of the Cold War. Built on a 2d6 spine descended from World of Dungeons, it lives in a rare sweet spot between OSR rulings-over-rules and narrative-forward indie design. Character creation takes ten minutes and spits out an astronaut werewolf, a cannibalistic weaponsmith, or a bullet-time wizard.
It's 1977, more or less. The superpowers are locked in nuclear détente, but the real war is stranger — eldritch compounds, disastrous science experiments, occult weapons programs, and the rival paramilitary Cyclops, who have more resources and fewer scruples than FIST ever will. The world is built at the table through the Intelligence Matrix, a battery of d66 tables that produce missions, NPCs, locations, and rewards.
2d6 Resolution
Roll 2d6 + stat. 6 or less: failure. 7–9: partial success with a cost. 10+: clean success. Double sixes: ultra success with a spectacular bonus.
Trait System
Pick or roll two Traits at creation. Each grants a special ability, a starting item, and a stat modifier. 216 traits and 36 advancement Roles produce over 23,000 unique builds.
War Dice
A pool of d6s that can be added to any roll — yours or a teammate's. They represent the unit's collective momentum.
Intelligence Matrix
The referee's toolbox: d66 tables that procedurally generate mission prompts, locations, enemies, and rewards. No prep needed.
Open in Session Zero to let every player vote and see the results.
