FIST: Ultra Edition is a tabletop roleplaying game about paranormal mercenaries doing the tough jobs no one else can. In the game, you belong to a legendary rogue mercenary unit called FIST. You are a soldier of fortune who doesn’t fit into modern society. You are a disposable gun for hire, caught up in the death and destruction of pointless proxy wars and oppressive establishments. You may also be someone who can turn into a ghost or control bees with your mind.
The paranormal secrets of the Cold War are your bread and butter, and you fight for your life to make ends meet alongside others like you: stopping disastrous science experiments, infiltrating occult compounds, neutralizing eldritch horrors—all in a day's work for FIST. Players are typically outnumbered, easily killed, and disliked or hunted by most sources of authority. You don't have tons of money and gadgets backing you up, just your wits and a few tools. War is hell, and you're one of the little guys.
FIST is inspired by Metal Gear Solid, The A-Team, and Doom Patrol. It's mechanically descended from John Harper's World of Dungeons, Ben Milton's Maze Rats, and Offworlders, by Chris P. Wolf and Olivia Gulin.
The mighty castles and sprawling cities of Rokugan are merely tiny islands of civilization in the vast wilderness that surrounds and envelops the Emerald Empire. From the dark and haunted depths of the Shinomen Mori forest to the sharp and icy peaks of the Great Wall of the North mountains, these ancient and wild lands hold countless dangers for the unwary. Only the wise samurai of the Dragon Clan embrace their writ to live in the wilds, and create the bridge between this world and civilization.
Writ of the Wilds explores the wilds of Rokugan, as well as the mysterious Dragon clan who makes these lands their home. In this sourcebook for the Legend of the Five Rings Roleplaying Game, you will find exciting new information on gaming in the Rokugani wilderness and the territories of the Dragon, including:
Tales of the strange beings and spirits that haunt the Shinomen Mori, and the various cultures and species that live outside of Rokugan’s society.
Rules for the Dragonfly minor clan, plus new schools, kiho, kata, and rituals designed to bring the monastic culture of the Dragon to your game. You also gain access to rules for playing new non-human species such as Shinomen Nezumi, Naga, and Tengu, and also playing members of the Yobanjin Groups who live in the Great Wall of the North.
A wealth of information on temples and monasteries, and GM support on how to include these settings in your game.