
FIST: MEGA MAGE
A downloadable game
In 1979, a squad of mercenaries undertook a daring rescue mission to find Dr. Ahmad Razani in an underwater compound built into a partially subducted plate at the bottom of the Mediterranean Sea. The famed archeologist was on the verge of death when FIST found him, weak from starvation. With his dying breath, Dr. Razani implored his rescuers to take his notes and as much as they could carry before muttering an incantation. The compound shook, the temperature rose, and soon the steam hiss and deep rumbling of a budding volcanic eruption overpowered all other sounds.
Upon examining Dr. Razani's notes and the various tomes and artifacts they were able to escape with, these soldiers of fortune quickly realized that they held in their hands ancient manuscripts from the Library of Alexandria—and among them, a trove of arcane knowledge for unlocking the secrets of magic. The text contained within the following pages collects what an underground network of trusted linguists, researchers, and occultists have been able to translate so far.
With great power comes great responsibility. You have been deemed deserving of the heritage of Alexandria—we expect you to use these newfound powers responsibly as you begin to walk the path of the...
WHAT IS FIST: MEGA MAGE
FIST: MEGA MAGE is a supplement of new traits for FIST. You’ll need a copy of the base game to use this effectively. Any edition is fine, but ULTRA EDITION is best. Use the link to CLAYMORE’s itch page on the left to get one if you don’t have it.
All of the traits listed here are focused around magical abilities, taking primary inspiration from the Final Fantasy games, but also from Mega Man, Magicka, Gundam, Control, shonen anime, and others.
The traits in here are grouped by and themed around four colors of magic: blue magic uses others' abilities to your advantage; red magic revolves around buffing and hindering combatants; black magic casts elemental spells; white magic pulls double duty with healing and summoning.
Work with your game's ref to figure out how to incorporate these into your game. You can run with only mage traits, mix and match them with traits from FIST: ULTRA EDITION or third-party/community supplements, dole them out as mission or quest rewards.
Magic in FIST is pretty rare (if included at all), which is an assumption this booklet runs with, and as such, all of these traits might feel a bit over tuned—this is by design, especially when multiple players are using different mage abilities to pull off some meaty combos. So take note, plan accordingly, and have a blast.
WHAT'S INCLUDED
This is a 14 page pdf, offered as spreads or pages. For each of the four colors of magic - red, white, black, and blue - there are a number of traits that allow FIST characters access to spells.
There are 5-6 traits for each color, but many of them have multiple options, modal selectors, or some other kind of versatility.
Published | 1 day ago |
Status | Released |
Category | Physical game |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | ghostlenin |
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