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This one-page scenario about fighting a cyber samurai for a nuclear payload has a lot going on, which is bound to make for an action-packed session. As others have noted, I particularly liked the redacted vs unredacted version. And the map is a nice touch! I could see someone opening a game session by telling their players, “Your team is scrambled at the last minute. After an eleventh-hour flight, you find yourself in a dingy headed shoreward. Someone tosses you this briefing packet as you shove off.”

I was able to read the info about the planes, but I had to zoom way in with my image program. The small images and font choice did make it a little hard for me to parse some of the info. Also, I don’t know if this was a typo or intentional, but the rest of PFC Chuck W’s name is just a string of squares and superscript numbers in my version.

Ghost Crane Incident is a single page follow up to Ghost Tiger Incident: easily one of my favorite scenarios for FIST.

The scenario is contained in a single jpg, with redacted and unredacted versions.

Unlike Ghost Tiger, which is a tense showdown with a haunted tank, Ghost Crane has much more of a GI Joe energy. It's big and bombastic and operates on its own internal logic. A necromancer and a bunch of cybersamurai are trying to steal nukes and the necromancer can summon ghost planes.

If you like big setpiece fights, this will definitely produce that. It's also kind of a great cold open for a campaign if you want to emphasize more of a Venture Brothers tone for your FIST game.

You may want to skip this unless you do a lot of narrative setup if your FIST games are more somber and grounded.

Overall, the thing that shines about this scenario is its wild escalation. If you like high-octane gameplay and seat-of-your-pants-ing it as a GM, Ghost Crane is absolutely worth a look.