FIST: Ultra Edition

FIST: Ultra Edition is a rules-lite Cold War-weird RPG about paranormal mercenaries on deniable ops. Built from World of Dungeons/Maze Rats DNA, it uses quick resolution, modular traits, and rulings-over-rules for explosive play. Classless, low-prep, ideal for one-shots or breezy campaigns.

At-a-glance

Military • Needs GM • 2/5 complexity • Low prep

Decision Tags:
Low Prep
FIST: Ultra Edition

Pulp action with weird science fallout. Classless builds from modular traits.

Theme and Setting

Fast rolls and fiction-first rulings keep scenes moving. Generators seed missions, enemies, and twists; advancement adds options without crunch.

How Play Feels

Ultra Edition enables wild concepts (telekinetic sniper, cyborg infiltrator) while staying lean. Risky, fast combat; mission tools support improvisational, cinematic ops.

What Makes It Distinct

You want denser mechanical crunch or build complexity You want the system to stay almost invisible at the table. You want denser mechanical crunch or build complexity You want the system to stay almost invisible at the table.

Where It May Not Fit

You want denser mechanical crunch or build complexity You want the system to stay almost invisible at the table.

Decision guide

What this game is about

Key facts
Players
2-5 players + GM
Session
120-180 minutes
Prep
Low
Play profile
Complexity
2/5
New GM Fit
5/5
Roleplay Focus
3/5
Combat Focus
2/5
Tactical Depth
1/5
Campaign Depth
3/5
Who it suits
Best for
Tables that want quick onboarding and low mechanical drag
Avoid if
You want denser mechanical crunch or build complexityYou want the system to stay almost invisible at the tableYou want a much breezier tone than this game is built to support

A strong fit for groups that want quick onboarding and low mechanical drag, with classless helping define the experience.

Agent data

Structured data and an explicit decision profile JSON document are available for remote agents.

Open agent JSON