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FIST: Avalon

This zine is a loose Arthurian remix of FIST. It takes the base system and throws it back in time to a mythical past, swapping Cold War espionage for swords and chivalry. The mechanics of FIST still apply: dice rolls, attributes and stats, war dice, roles, and traits are all still here (though with some slight tweaking), and many of the supplements and optional rules from FIST: ULTRA (like Emergency Insertions) can easily brought in if you want them.

Version 1.1 is a major reformatting pass, adds a bestiary of 30 enemies, clearer rules for Advancement, mechanics for Replacing your dead or retired knights, and bits and bobs of more throughout. 

Changes for Version 1.1 include:

  • 14 more Traits
  • Bestiary with 30 enemies categorized into 3 tiers of difficulty
  • New rules for Replacement (what happens when your knight dies or maxes out on its Advancements)
  • Expanded rules sections for clarity and completeness
  • Page size change from half-letter to letter
  • Clearly marked player and referee sections
  • Table of Contents with bookmarked links
  • Updates character sheets

Version 1.1.1 (13 May 2023):

  • Accessibility formatting pass
    • Tagging, ordering, image alt text
  • Fixed some typos

This game is licensed CC-BY-SA 4.0. Hack it up!

Since I originally submitted this game to FIST JAM OPS III: ZINE MONTH (placing 4th overall!!!), I'm listing the original zine version of the game as PWYW. If you buy Avalon 1.1, you'll also get any future updates.

If you give it a read or play some sessions with it, please leave a comment and tell me how it went!


Slight Tweaks from the Base Game

Characters in FIST: AVALON are all knights and begin as brand-new members of the Order, having just recently sworn to serve the King. This rookie aspect plays into Trait selection and Advancement, which are explained in those sections.

Instead of choosing a role, you’ll choose a Virtue, which work pretty much the same as roles, except there are also additional rules for acting against your Virtue and how to come back from that. You’ll also choose one of the Virtues to be your Vice, or the Virtue that your knight struggles the most with.

There are some Traits that can only be taken at character creation, and others that have requirements that you have to meet before you can take them. There is also a specific set of Traits that mark your experience and rank within the Order: everyone starts as a Novice, but you can improve that to Veteran and then to Master, if you live that long. There are some other Trait-specific rules, but more on those later.

Instead of being a loose-knit network of mercenaries, your knights are all part of the Order and are sworn to protect the Kingdom. As such, you have a home base, the Castle, and your knighthood is a very public part of your identity. While your Quests might take you far from home, you always have a place to return to.


What's in Avalon?

  • 7 Virtues and rules for Vices to test the moral character of your knight, including rules for breaking your bonds and succumbing to temptations as well as redeeming yourself
  • 51 new Traits, including:
    • 3 Rank Traits (do more Quests, gain renown, get good stuff)
    • 4 Origin Traits (where you're from gives you a bonus)
    • 38 Regular Traits (including things like FEY-TOUCHED, ALCHEMIST, JOUSTER, and BETROTHED)
    • 6 Sixth Traits (unique, powerful Traits befitting a champion of the Kingdom)
  • 2 versions of a character sheet for your knight, depending on how much you like medieval-style fonts
  • No faked Old English language - you're welcome!

StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(4 total ratings)
Authorghostlenin
GenreRole Playing
Tagsfist, Medieval, OSR, PbtA, Tabletop role-playing game

Purchase

Buy Now$5.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $5 USD. You will get access to the following files:

Avalon 1.1.1 pages 12 MB
Avalon 1.1 Spreads 11 MB

Download demo

Download
FIST: Avalon (original zine) 6 MB
Download
Avalon character sheet (gothic font) 627 kB
Download
Avalon character sheet (serif font) 652 kB

Development log

Comments

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(+1)

FIST Avalon is an interesting exercise in bending FIST systems into new shapes and possibilities. 

More than altering, Avalon extends many of the core concepts of FIST. Roles become two sided with a vice and virtue, that not only rewards role playing but challenges players to follow their knightly oaths to avoid negative effects. To go along with this change, the included mission creation rules recommend adding these virtues as constant themes.

Traits with their own advancement trees have been added, including permanent and temporary bonuses for adding new traits and swapping old ones out. This adds another layer to character growth that encourages a character trying new traits to gain power.

Avalon adds a different crunchiness to FIST that those who are seeking out more character building options will find enjoyable.

On the other hand, its ethos might run counter to those who enjoy FIST for its relative character minimalism and high lethality. By increasing both character build options and complexity, it becomes a harder pill to swallow when your character inevitably dies or if you are consistently having to make new ones.

If you are looking to add more mechanical complexity to character building or bring knighthood into the forefront of play, Avalon will give you a lot of material to run with.

(+1)

FIST: Avalon is an arthurian hack of the cold war supernatural espionage rpg FIST.

The PDF is 16 pages, cleanly organized, with a slight OSR vibe. Everything is easy to read, and there's some appropriate public domain artwork.

In terms of departures from the FIST engine, the biggest mechanical changes here are the inclusion of Virtues, which require you to behave in certain ways during your adventures. Also you have a home base by default, plus a knightly order that you can progress through the ranks of.

The new Traits are nice and thematic, and the new progression system allows you to swap out Traits while keeping some of the old Trait's bonuses. This is flexible and dynamic and fits with the theme of knights changing and establishing themselves as they quest.

The game's scenarios, called quests, have a wonderful gimmick where they include both physical and moral obstacles, and this kind of guarantees that you're always thinking about what you stand for while you play. There's also a wide range of sample quests, each about three sentences long, and all of which feel easy to run off of the cuff.

Knights from FIST: Avalon can also be dropped into regular FIST games with a little bit of finessing, and don't overpower the existing game balance. They have a bit more growth potential than an average FIST agent, but are slightly more limited in their powers and technology and also by their Virtue. You could have a lot of fun just reverse Connecticut-Yankeeing a PC from this system into normal FIST.

Overall, if you like arthurian fantasy, or low-magic medieval settings, or courtly politics and heroic combat, this is a great FIST hack. It *does* require the base game to understand it, but it also fully transforms that base game in a really satisfying way. FIST: Avalon is well worth your time.


Minor Issues:

-This is a personal design philosophy thing, but I feel like recovering from being Broken or Tainted should give you two advancements to make up for the extra hassle. Arthurian knights had a tendency to kind of constantly lapse, get bested by their vices, and then try again, and providing two advancements turns the mechanic from one that the players want to avoid and the GM wants to force them to interact with into a mechanic where nobody feels the need to throw out their character if it comes up.

-Alchemist might benefit from a bomb/elixir carry capacity limit. Alternatively, "you start quests with X number of bombs and elixirs" prevents downtime bomb-farming shenanigans.

-Bastard and Foreigner thematically feel like Origin Traits.

-Patron gives -1 Creative. Should this be +1? Otherwise the Trait seems to be mostly downside.

-I would've liked to see a bit more about Castles, plus some example foes, but neither of these is strictly necessary to play or enjoy FIST: Avalon. It's a great hack, and I hope there'll be more supplements to follow it.