BASTION
A downtime and base-focused supplement for FIST: ULTRA
and a submission to the FIST: ULTRA JAM
By Devkalion
01
TABLE BASE & TYPE
OF CONTENTS
TABLE OF CONTENTS
10.......................RQ & DOWNTIME
00.................TABLE OF CONTENTS 10........ REQUISITIONS
00........ CREDITS 11........ DOWNTIME
11........ SUPPLY ORDER
01.........................BASES & TYPES 11........ RECON
11........ TRAIN
11........ HAGGLE
02...........................MOBILE BASE
02........ MOBILE BASE
02........ TRAITS
03........ ABILITES
04........................FORTRESS BASE
04........ FORTRESS BASE
04........ TRAITS
05........ ABILITES
06.................SUBTERRANEAN BASE
06.........SUBTERRANEAN BASE
06........ TRAITS
07........ ABILITES
08............................HIDDEN BASE
08........ HIDDEN BASE
08........ TRAITS
09........ ABILITES
Credits Some Inspirations:
- Metal Gear's Motherbase, Gundam's White
Created and written by Devkalion Base, Argama, etc, Partizan's Icebreake
- Downtimes in FiTD
Edited and proofread by K
This is a fan created supplement for FIST: Ultra
Playtested by: by CLAYMORE, for the FIST: Ultra JAM
- Brandon "The Cheekiest" Agpaoa
- Joseph Gill FIST is licensed under CC-BY-SA 4.0
Font is Quantico by MADtype
01 BASES & TYPES
Bases & Types
The Base:
Your base, your home, your safe house. Your place to protect, stockpile, and to plan
missions from. A launch point for covert operations and a center for any prep and pre-
mission setup. In other words, your anchor.
Your base makes up much for the team, guiding its additional abilities it might allow as well
as aligning operations in particular styles and potential areas of operations.
Types:
The type of base dictates much about its uses and potential benefits, but it also brings
about questions of vulnerability and weakness. Before anything else is decided, the broad
type of the base should be considered. Bases can share qualities but the type chosen
should be a focal point. The Mobile base might BE a massive fortress, but it’s not the
Fortress with all of its benefits and drawbacks.
Abilities:
Each type of Base has a few abilities at its disposal as well. These help to give specific and
particular advantages and abilities for the entire crew to use and benefit from. The crew
should agree on the type they wish to gain, as everyone will be affected by it. These are
unique to the Base they’re attached to, and while they can be used elsewhere, they should
generally be kept with their source.
Select one as a crew when the Base type is selected; you may gain additional in the same
way you upgrade a base by default (Pg. 88 FIST: Ultra). If the crew wishes to gain the Traits
or Abilities from other bases, they may, but perhaps it’s tied to claiming another Base's
artillery to gain the ‘Artillery Strike’ Trait, etc.
[“10 till impact, clear area” The rhythmic voice crackles lowly over the earpiece
The two operatives duck low behind the crates on the outside of the concrete base walls.
The base stretches up, two stories of gear, guards, and security measures. A large wall
lines the exterior, the two operatives hugged against the perimeter. One turns, taking
handholds on the bulkier form’s backpack. The bulkier operative, dressed in a slightly
flowing shroud turns upward, launching two lines out, wrapping along the wall’s fencing.
Both brace against the wall, and begin a slow ascent like desperate mountain climbers.]
02 MOBILE BASE
Mobile
Choose two Advantages and Disadvantages. As a group, select one team-wide Ability the
Base grants. Anyone may select Traits from the base's available Trait list during character
creation or from an advance.
Advantages:
- Deceptively quick
- Highly modular
- All-terrain
- Near unstoppable
Disadvantages:
- Complicated upkeep
- Delicate
- Massive prep
- Unmistakable
Traits:
Drone Swarm
You have access to a small collection of drones that are used to maintain the Mobile base.
You repurposed them to work for you. They can do simple tasks at range and can act as
small weapons, expending a use.
- Drone Swarm (4 use, 1d6+1), +1 Tactical
Stable Aim
Used to working on moving platforms and unstable ground, you’re never affected by
unstable shooting platforms or difficult to navigate moving terrain. You maintain your
balance in most situations.
- Stable aim (Unaffected by movement/disturbance), +1 Reflexive
Hookshot
Moving around the outside of the Mobile Base is made much easier with gear to help. You
trained with and became quite proficient in the agile use of grappling hooks and climbing
gear. You can propel yourself about and navigate with ease, especially around places
similar to your base.
- Grappling Hook Gear, +1 Reflexive
Extreme Range Rifle
Using the Mobile Base as a cover point, a high-distance precision weapon was developed
to use alongside the base and support missions and the defense of the craft. You can
shoot at extreme distances, but it takes time to recover between shots.
- Extreme Range Rifle (1d6+2), +1 Tactical
[Boots thud softly as she swings her legs over the rail, turning and beginning to unlock the
grapple lines.
“Think we’re safe here?”
“We’re on the far side, should be.” He grunts, landing on the cement of the upper wall.]
03 MOBILE BASE
Abilities:
Hotdrop
You may be dropped off or picked up from a mission in quick and extreme means. It will not
be quiet, but it will be quick.
At a Moment's Notice
Your Base can appear nearby at the ready as long as it has the space and means. This
might happen offscreen or utilize other manners of transportation.
Secondary Function
The mobile base is also a massive mobile weapon. Once per Session, you may expend its
energy in a massive attack. It cannot move for some time after.
Cast a Long Shadow
Due to its unconventional nature, the exploits of the Base are widely known and feared. If
the crew leverages its threat, they may roll 3d6 and keep the two highest.
[The two scramble to cover, a metal plate running along the inside of the fencing atop the
wall providing a makeshift shield.
“One until impact.”
The shrouded form slides to the ground, back to the metal behind him. The other watches
over the fence, then glances left and right, checking for approaching patrols. His eyes are
fixed on the horizon, watching the tips of the tall pines swaying, barely alight with the
quarter moon above. They dance suddenly with intense emotion.
Then, they’re ablaze in light as the tip of the massive flying base crests the hills in the
distance. Its propulsion system on full power, swathing the ground close beneath in an
intense colorless light.
“Impact in 5, 4, 3, 2, 1. Firing.”
That light shifts to a low blue, gaining in intensity along the middle of the craft, two long
decks that stretch out, lined with defensives and weaponry, split down the middle by
empty air. The emptiness is now pooling a vibrant blue hue, crackling to life, barely
contained within the imperceptible barrier. Suddenly, a wailing hum, then a sharp snap.
She ducks, dropping behind the steel wall for protection from debris. Overhead, the
energy passing nearly pulls her from her position, lightly lifted backward. It makes contact
with the far side corner of the base, cutting through the structure with ease before eating
into the walls. The only residue left behind is a faint glow of low blue. Debris scatters,
falling to the ground as though sections remained hanging in the air after impact.]
04 FORTRESS BASE
Fortress
Choose two Advantages and Disadvantages. As a group, select one team-wide Ability the
Base grants. Anyone may select Traits from the base's available Trait list during character
creation or from an advance.
Advantages:
- Impenetrable armor
- Endless traps and emplacements
- Central location
- Terrain advantage
Disadvantages:
- Compromised location
- Overly large
- Unknown systems
- Stranded
Traits:
Artillery Strike
The Fortress uses artillery often and is well-trained in its rapid deployment. An artillery
team is always available to assist you during a mission. They have two sets of shells,
smoke, and high explosive. Each has one use per mission.
- Designator, +1 Creative
Bunker Buster
You’re trained to get through THEIR fortresses and are proficient in high-yield or
specialized armor-piercing explosives. You can pinpoint the weakness of armored
structures and have three charges of high-yield explosives.
- 3 High-yield explosive charges, +1 Tactical
Overwatch
You’ve made a turret within the Base your personal equipment. Setting it up to be unfurled
and used during combat, it can be carried like a large backpack and be deployed with
relative ease. It has enough energy for three deployments and fights on its own.
- Deployable Turret (3 Use), +1 Forceful
Bulwark
Using the armor made available from the Fortress, deployable cover was created to be
used in the field and support on ground teams. While still heavy, a few can be carried to be
deployed during combat. They can withstand the impact of troop-scale ammunition and
explosives.
- Deployable Cover (3 Use), +1 Forceful
[“Esher, Aristocrat, all good?” The voice sounds excited, “Diamondback is online and
ready to fire. Move in, I’ve got you.”
“Don’t miss, Mint.” Esher’s smile can be heard as she hops the fence, dropping below.]
05 FORTRESS BASE
Abilities:
Ordnance Reserve
Your fortifications allow for high-yield stockpiles. Anytime YOUR explosives are used, roll
3d6 and keep the highest two.
Highground
If you can bring a threat to your door, you will always start the mission with a major
positional advantage and act first.
Well Maintained Machines
Your base is loaded with high-power gun emplacements that may be used within and
outside of the base. If used in combat, they roll 1d6+3 damage.
Armored Convoy
To facilitate travel, you have an extensively armored car. It has two support vehicles with
less efficient armor and is instead equipped with weapons. Vehicle weapons do 1d6+2
damage.
[Mint cycles the power for the large emplacement weapon they refer to as Diamondback.
Its long barrel exudes a light blue mist for a moment, condensing and leaving a shine on
the metallic rigging holding it in place. The entire apparatus shifts: a sphere of shielding,
cabling, and highly experimental tech. It’s rigged in order to have full 360 degrees of
movement and small amounts of elevation change. Placed on a far platform near one of
the two runways, it offers optimal vantage and overwatch.
They watch below as Esher disappears when she drops over the fencing. Aristocrat does
the same, but suddenly whips back into the air a moment later, pivoting around the long
wire anchoring him to the inner base. His arc sends him across the courtyard, skimming
near soldiers reeling from the attack and back atop the far side wall. He skids to a stop,
ducking behind the eaten-away fencing right near where the beam cut through the wall.
The soldiers, scrambling after making contact, dive for cover with their unknown target
ahead of them on the wall. Mint takes advantage of this; the two in cover, one readying his
rifle as the other pulls a radio, are completely exposed to them.
“You won’t even feel the bite,” Mint fires, the emplacement shuddering for a second,
radiating a light mist and erupting a lance of energy that leaves the barrel with a snap.
Aristocrat waits a moment for the pings of bullets against metal, praying the material is
strong enough to resist puncture. A metallic snap like a bullwhip striking sheet metal, the
reverberating echoing out for a moment. No pings of bullets come. Aristocrat's focus
distracted, he notices too late as one of the soldiers rounds out of a stairwell to the top of
the wall.
He lurches, throwing himself and the weighty exosuit to the side. The heavy shoulder
slams against the concrete as he fires off the powerful grapple device hooked to the same
arm. The guard lets off three shots, the first grazing off the left shoulder of the falling
operative, the second snapping against the concrete, and the third finding no purchase
but air as his legs are pulled out from under him.]
06 SUBTERRANEAN BASE
Subterranean
Choose two Advantages and Disadvantages. As a group, select one team-wide Ability the
Base grants. Anyone may select Traits from the base's available Trait list during character
creation or from an advance.
Advantages:
- Fully regulated environment
- Difficult to reach
- Dead ends and switchbacks
- Tiered defense
Disadvantages:
- Long travel time
- Overly complex/complicated
- Unsafe areas
- Blind spots
Traits:
Spelunker
You move through caves and small locations with ease. You can slip through many places
others can’t and traverse locations others would be unable. This may allow you stealth
entry to locations or through obstacles others couldn’t pass.
- Caver Gear (flares, lights, rope), +1 Reflexive
Long Fall
Working in and around deep tunnels, silos, and cave networks, developing equipment to
assist in managing falls was paramount. You’re equipped with their best model yet and can
fall from high distances with no injury.
- Fall Protection Prototype, +1 Forceful
Experimental Imaging
Making use of the cave systems, sonar equipment was developed and put to use in its
interiors. Now pushed to field testing, you’re equipped with experimental sonar tech that
maps out nearby areas and transmits data to external systems. You can use this to map
and understand areas and locations, especially enclosed and dark spaces.
- Experimental Sonar Equipment, +1 Creative
Test Form
Space is a premium down in tunnels and caves like these, so creating the ability to navigate
small spaces was quickly required. You’re the prototype of equipment used to transform
your body into another form in order to traverse these spaces easier. You can transform
between normal and Alternate forms, which allows you to squeeze through small locations,
travel through vents, etc. Describe your form.
- Alternate Form (Traverse small locations), +1 Reflexive
BASTION
A FIST:ULTRA Jam submission
07 SUBTERRANEAN BASE
Abilities:
Hideaways
If an operation is near your base, you may Rendezvous at an underground outpost if you
gain access to it. Each participant may select two options instead of one.
Underwater Access
The base is located near subterranean water tunnels and is equipped with submersibles.
With quick access to the water, you can always use accessible water near missions to
deploy stealthily and silently.
Missile Silo
The underground complex has access to missile silos that may be used in emergency
situations. It’s powerful enough to destroy a large structure/area but is obvious and
noticeable.
Safety First
The base is equipped with protective equipment and tools. These may be utilized by anyone
in the crew to deal with and negate various hazardous materials and environments.
[Esher waits, tucked amongst shadows. A network of old crates and equipment in front of
her, a metal staircase above her, and the sounds of erupting chaos ahead. She waits till
the rest of the team generates enough presence and noise to make hers even less.
Then she begins to move, and with immense speed, she clears the open ground between
the walls and the base. Sliding to a halt, her cybernetic legs lightly knock against the
layered concrete of the base. A large metal bay door sits closed in front of her, sealed
tight after the alarms began during the initial attack. She waits, listening to the unfolding
chaos around the site: the shouts of guards pushing towards the far side, Aristocrat’s
equipment occasionally echoing out, and the lethal snap of Mints Diamondback. She then
hears the mechanics of the door begin to shift.
Esher spins, slipping in between equipment boxes set up along the wall, and freezes still.
The metal doors glide open, barely a whisper as the engine of the vehicle inside could be
heard humming. Rolling out of the shade of the interior is an armored truck, the small
windows a thick blurry glass, the rest closed up in riveted tan metal, a covered machine
gun atop. She remains still, despite the lack of cover. With barely enough space to
conceal herself, she stays undiscovered.
The truck's engine roars as it clears the opening Esher had just a moment ago passed
herself, its heavy back end whipping out towards the wall, kicking up dust as it slides in
place. In cover from Diamondback, and with perfect vantage on Aristocrat, Esther watches
the heavy turret thrum with recoil, then puts faith in the old mercenary’s survivability
before diving from cover and leaping into the shadows behind the armored metal doors as
they click back into place. Muffled now, the machine gun continues to fire.]
08 HIDDEN BASE
Hidden
Choose two Advantages and Disadvantages. As a group, select one team-wide Ability the
Base grants. Anyone may select Traits from the base's available Trait list during character
creation or from an advance.
Advantages
- Total secrecy
- No traces
- Backup locations
- Decoy bases
Disadvantages:
- Extreme precaution
- Inconvenient entrance/exits
- Slow to mobilize
- Radio silent
Traits:
Code Breaker
In order to help keep the Base's location secret, codes and ciphers are used often. You’re
extremely proficient at creating, breaking, and reading codes. Given enough time and
material, you can break most codes.
- Cryptologist Tools, +1 Tactical
Untraceable
You’ve become an expert at moving without leaving a trace. You can move on your own with
no risk of being followed by trail, and may lead a group of people but very slowly.
- A light step and a lot of patience, +1 Reflexive
Sleight of Hand
Developed from the cloaking technology, devices able to cloak and conceal larger items
and equipment were created. They can conceal large vehicles (like semi-trucks and tanks)
alone and if chained together might conceal even larger items.
- Cloaking Devices (4 Use), +1 Tactical
Keep an Eye on Things
You make good use of tracking and tagging gear. You’re skilled at hiding bugs, cameras,
trackers, and other gear designed to gather information and track targets. You may always
place one item with ease per session, with no roll required.
- Tracking Gear (4 Use), + 1 Creative
[“A, you ok?” Mint pauses firing, the massive weapon suddenly shuddering and venting a
deep blue haze.
“Barely.” Aristocrat huffs, having dropped behind the wall and cleaning the grapples of
blood.]
09 HIDDEN BASE
Abilities:
Unconventional Means
To negate the risk of broadcast, the base uses a strange and unconventional method of
communication. It's extremely hard to stop, detect, or trace.
Protective Custody
If you can get a target back to the base, they will be near impossible to locate and retrieve.
As long as the base’s cover remains intact, they remain in your custody.
Advanced Cloaking
The base uses cloaking and stealth equipment, and each operative may be equipped with
cloaking technology. Once per session, they may activate it to remain hidden for a
moderate length of time.
Heli Support
The base uses helicopters to rapidly transport gear and equipment to and from the
location. They may stealthily drop off equipment for the team once per session. Each
member regains one item or equipment.
[The truck's machine gun rattles, covering the upper walkway of the destroyed wall in a
hail of gunfire. Attempting to keep the unknown target in cover, the bullets pierce the
metal and tear into the body of the guard lying above. Below, Aristocrat stands again, his
equipment checked over. He steps over the hidden body of a guard ambushed earlier. He
pulls a grenade from the pack of the man on the ground and hails Mint on the radio.
“Can you keep that thing where it is?”
“‘Course.”
“Well, keep it up and I’ll see what I can do.”
Mint heaves the weapon upward, the platform shifting, raising them with it. The machine
glimmers, the vibrant mist settling along the massive barrel with each vent glowing a
slight blue. It begins lighting from the center, expanding outwards and along the length of
the weapon. The mist generates around it and the energy slams forward, sailing over the
wall and the armored truck below. The truck continues firing, pauses, then begins again
along the broken opening of the walls of the base.
Inside, Esher slips from the shadows between a server rack. The two passing armored
guards run toward the entrance and away from her as she pushes into a scan-locked door,
swiping a stolen key across the reader. Turning in alarm, a man in glasses and a
disheveled suit holds a look of confusion on his face. The graying eyebrows raise in
surprise, but he is cut from raising questions by the speed of Esher’s arms as she breaks
his neck. Reaching over the crumpled man, the small room holding a desk and an opened
fold-out briefcase. A one of a kind decryption tool ticking away. She shuts the top, pulls it
from the ledge, and then radios in completion.]
10 DOWNTIME
RQ & Downtime
Requisitions
RQ points are a currency type used by the larger network you operate in. It allows you to
request services and supplies to stock the operatives to assist during missions and turn
the odds in their favor.
You may gain these in several ways: they might be rewarded from missions, found during,
or be a part of additional side objectives you may complete. These also persist between
JOBS and even characters.
By default, the squad has space for 2 RQ points per operative as the Squads reserves.
Each operative as well has their own stash of up to 4. These may be transferred, traded, or
borrowed at any time.
RQ as rewards
The number of RQ given and opportunities present that they may be gained gauges how
often the crew can benefit from Downtime actions. If you want to allow them some degree
of use but not overload, one per crew member should be the minimum. You can always
restrict the number and make it tougher to gain to stress the economy or cut-throat nature
of the overhead factions as well.
If you wish for them to have time to do many projects and tasks, give them many
opportunities to gather and hand them out for missions consistently. Things can always
change as well, if resources become more sparse they may gain less.
Unless the crew enjoys tension from it, avoid favoring RQ points or making them too
difficult to acquire for the entire crew. If they enjoy it, perhaps make it a challenge, tie it to
leaderboard like tasks, etc.
BASTION
A FIST:ULTRA Jam submission
11 DOWNTIME
Downtime
A new phase between missions that allow the team to spend, trade, and use the RQ points
gained on activities to assist upcoming missions. Each Downtime action costs an RQ point
to do, as well as potential costs listed within the action to spend.
- Supply Order
Spend 1 RQ point and request particular and specialty gear. Detail the request and ask the
GM if it's possible. Modifications may be made, and the item acquired by the end of
Downtime. If it's especially hard to acquire, it may be required to spend more RQ.
- Recon
Spend 1 RQ point and detail how you scout, recon, and gather intel on an upcoming mission
or project. You may utilize any equipment available to you through typical means, as well
as the Bases equipment.
- Train
Start or add a tick to a 6 Step track, each RQ point spent fills the track by one point. At six
ticks, you may spend the track in order to move one attribute point around at will. If you
collect and spend two tracks of 6, you may add +1 to any attribute.
- Haggle
Spend 1 RQ point in order to attempt to call in a favor for more supplies for the squad.
Detail your attempts and roll at flat 2d6. 6-, your attempts fail and they turn down
providing additional support. 7-9, gain RQ equal to the number of squad members. 10+,
gain RQ equal to squad number +2.
BASTION
A FIST:ULTRA Jam submission
12 DOWNTIME
[Aristocrat slides across the dirt and gravel, staying low to the ground, his anchor on the
far side of the center structure. He covers the open dirt quickly, but catches the attention
of two armored guards emerging from the structure, one slings the shotgun from his back
and fires a shot in the direction of the skating figure. The shot wings Aristocrat, he spins,
dropping the anchor point completely, the wire detaching. He falls into cover on his back,
cycling the system to ready a new line.
Esher dashes for the stairwell, her rapid footsteps blending into the chaos of the base.
Entering, she pushes past a panicked looking civilian, ignoring her shouts as she rushes
upward.
Mint reacts to the figures below taking notice of something, she lances through one, the
other dropping in to cover immediately.
The truck guns it forward, out from the edge of the wall, and Aristocrat’s view, attempting
to circle the structure. Aristocrat sprints from cover and after the truck, he fires his new
line as it brakes and slides around the corner, taking hold on the bumper. The pull throws
him wide, neither occupant spotting the action, but noticing the impact of the hook. The
gun spins but Aristocrat finishes his arc, grinding his feet against the ground to slow his
speed. He collides with the side of the truck with a solid impact, it stopped now. Rocking
slightly, the gunner can’t aim low enough. Aristocrat drops the held grenade, dislodging
his hook and firing the second upward toward the base's exposed floors.
Esher kicks through the staircase door, surprising one guard. His armor loose while
readjusting it, his hand shoots out for the pistol on the nearby desk but is thrown
backward by a severe kick from Esher. Grabbing the pistol, she fires three shots into the
fallen man. The next five shots come from the next room. The SMG rattles along the desk
edge, one catching Esher in the vest like a punch to the chest.
Aristocrat heaves himself onto the exposed ledge. The man firing the compact SMG fires in
controlled bursts, suddenly turning and spraying in his direction. The shots impact the
dented armor, knocking Aristocrat off his feet, but his raised arm fires the grapple device,
and it goes wide but takes purchase in the man's shoulder. The impact staggers the man
as he lets out a scream, his blood soaking the deep blue shirt he wears. Esher sweeps his
legs, the gun firing off two more shots wildly before sounding a faint click, her fists
catching the man's throat as he hits the ground.
“Help me up and let's go.”
Esher laughs and grabs his hand, helping pull him from the ground. Turning, Aristocrat
first hooks above and Esher takes hold of his armor again, he steps off the edge and
lowers them quickly. With Mint having just dispatched the stragglers in the courtyard, the
two make a dash towards the opening made by their initial attack. The reinforcements
from within the base quickly come under fire by distant shots of the Diamondback as the
two operatives disappear into the forest, making their way back to be recovered.]
BASTION
A FIST:ULTRA Jam submission