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Avalon

This document provides an overview of the roleplaying game FIST: Avalon, which adapts the mechanics of FIST to an Arthurian setting. Key points: - Characters are knights sworn to serve the King and the Order. They have virtues and vices instead of roles. - Knights start with basic attributes and gain traits representing their experience. Traits provide abilities and bonuses. Ranks like Novice, Veteran, and Master are gained through traits. - Knights undertake quests to serve the kingdom, gain experience, and overcome challenges to their virtues and vices. Success leads to advancement, while failure can lead to becoming broken, tainted, or renewed. - The document
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© © All Rights Reserved
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0% found this document useful (0 votes)
430 views16 pages

Avalon

This document provides an overview of the roleplaying game FIST: Avalon, which adapts the mechanics of FIST to an Arthurian setting. Key points: - Characters are knights sworn to serve the King and the Order. They have virtues and vices instead of roles. - Knights start with basic attributes and gain traits representing their experience. Traits provide abilities and bonuses. Ranks like Novice, Veteran, and Master are gained through traits. - Knights undertake quests to serve the kingdom, gain experience, and overcome challenges to their virtues and vices. Success leads to advancement, while failure can lead to becoming broken, tainted, or renewed. - The document
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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F IST:

A v a l on

by ghostlenin
© 2023
FIST : Av alon
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.

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

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.

Crea ting your Kni ght


Each knight begins with 6 MAX HP, 0 ARMOR, 1 WAR DICE, and 0 in each of the 4
Attributes: FORCE, CREATIVE, TACTICAL, REFLEX. Begin by selecting a Virtue. When you
select your starting Traits, you start with Novice and you can choose 2 more. Be mindful
that there are some Traits that you can only choose at the creation of a new knight.

Traits give your knight a bit of flavor, and a combination of Abilities, Items, Attribute, HP,
and WAR DICE adjustments.

Other elements of your knight, such as their name, age, gender, and other personal details
are all up to you and have no mechanical impact on the game unless you, the GM, and the
other players wish to make them so.
2
Vi rtues • Generosity
A blessing of privilege is using it to
benefit those without it. Impoverish
Every knight must exemplify each of the
yourself to lift up others.
seven chivalric virtues as they perform
• Faith
their duties to the realm, but there is
Confidence in your methods and in
always one that resonates more than the
the rewards. Unshakable in your
others to each knight. There is also one
devotion to the divine.
that is most difficult for your knight to
• Nobility
embrace: that is your Vice.
Carry the mantle of leadership and
Choose one of the following Virtues that responsibility with grace. Whether
your knight embodies the most, and one alone or with an audience, you are
that your knight struggles the most with: measured.
• Hope
• Courage
Be the dawn sure to break after the
Action in the face of danger. An
long, dark nights. Assured that
unflinching loyalty to finishing
better things are coming.
your mission.
• Justice When you act in accordance with your
Every action has its consequences. chosen Virtue or successfully struggle
Protecting the weak from the abuses against your Vice, you may choose an
of the powerful. Advancement at the conclusion of a
• Mercy Quest.
Forgiveness is divine, and
If you act in direct opposition to your
repentance is always an option.
chosen Virtue, you become Broken. While
Expect a second chance to be used
you are Broken, you cannot gain
wisely.
Advancements until you complete a
Personal Quest, upon which you become
Redeemed and you may take an Rank Traits
Advancement. While you are Redeemed, if
Every knight begins with Novice. You can
you again act in direct opposition to your
only have 1 Rank Trait active at a time. You
chosen Virtue, you do so at pain of death
must always have an active Rank Trait,
or dismissal from the Order.
meaning you can’t replace a Rank Trait
If you succumb to your chosen Vice with another kind of Trait.
during a Quest, you become Tainted and
• Novice
gain +2 WAR DICE. While you are Tainted,
You have recently joined the Order
you cannot gain Advancements and when
and sworn an oath to the King. You
rolling, add an additional die to the roll
are eager to serve and to make a
and keep only the highest and lowest
name for yourself.
values. To get rid of Tainted, you must
◇ +1 to an Attribute of your choice
undertake a Quest where the Primary
◇ A horse (6 MAX HP)
Virtue is the same as your Vice, and you
◇ Iron sword (1D6 DAMAGE)
must successfully struggle against it.
◇ Inherited armor (+1 ARMOR)
When you do so, you lose Tainted and
gain Renewed. When you gain Renewed, • Veteran (req. 4+ Traits)
your dice rolls go back to normal and you Replaces Novice. Your experience
may replace a Trait you have with another. has increased your renown in the
Kingdom. People begin to

Traits remember your name.


◇ +1 to your lowest Attribute
◇ Bespoke armor (+2 ARMOR)
Each knight can have a maximum of 5
◇ +4 MAX HP
Traits, unless you’ve proven yourself
valorous enough to earn a Sixth. • Master (req. 5 Traits, Veteran)
Replaces Veteran. Your service to the
Instead of gaining a new Trait through
Order and to the King are legendary.
Advancement, you can choose to replace
You are a major celebrity.
an existing Trait. When replacing a Trait,
◇ +1 to your highest Attribute
you do not lose any of the benefits marked
◇ Consecrated armor (+3 ARMOR)
with a ◇ (usually items or Attribute
◇ +1 WAR DICE
bonuses), but you do lose any marked
with a ◆ as well as any abilities listed in
the Trait description.

When you replace a Trait, cross it out, do


not erase it. This preserves the legacy and
journey of your knight. Once you cross out
a Trait, you signal that you have overcome
or moved beyond the circumstances that
arose to having that Trait as you become
more involved with the matter of the
Kingdom.

4
Origin Traits Regular Traits
These Traits can only be selected at Here are 24 Traits plus 6 with
character creation. You can select a requirements that must be met before you
maximum of 1 Origin Trait. You do not can take them. At the end of this section
have to take an Origin Trait; doing so you’ll find a list of Traits from FIST that
indicates you are from a Castle town. will fit nicely into a game of AVALON and
suggestions for incorporating Traits from
• Forestborn
other supplements.
You are well-versed in the secrets of
the forest, from game trails to • Acrobat
foraging spots. Whether on horseback or on foot,
◇ +1 REFLEX you’ve got great moves. Among the
◇ -1 to an Attribute of your choice nimblest knights around.
◆ You can never be lost in a forest, ◇ +2 MAX HP
and you will always be able to ◆ Flashy Move: when you
procure safe to eat food from successfully dodge an attack,
woodlands. gain +2 to your next roll.

• Isleborn • Alchemist
You are an experienced fisher and Your training with the best scientific
navigator on the waters. minds of the age will aid you and
◇ +1 CREATIVE your fellow knights in battle.
◇ -1 to an Attribute of your choice ◇ 2 bombs (2D6 DAMAGE, medium
◆ You will always find a way blast, knockback)
around water hazards and you ◇ 2 elixirs of vitality (regain 1D6 HP,
can operate boats. +1 to next roll)
◆ Alchemy: with 4 hours of work,
• Mountborn
you can make a bomb or elixir.
Your nomadism and familiarity
with harsh terrain have hardened • Anointed
you to many discomforts. The Holy Men of the Church have
◇ +1 FORCEFUL blessed your hand in battle.
◇ -1 to an Attribute of your choice ◇ +1 DAMAGE
◆ You can scale rock faces and ◇ +1 WAR DICE
squeeze into small spaces with
• Bastard
no difficulty.
Though born from infidelity and
• Valeborn outside the line of succession, you
Your experience in the pastures and won’t let that stop you from making
stables has given you keen insights a name for yourself.
into the hearts of beasts and men. ◇ +1 FORCEFUL
◇ +1 TACTICAL ◇ Concealed dagger (1D6-2
◇ -1 to an Attribute of your choice DAMAGE, double if sneak attack)
◆ You can calm any mundane beast
and have proficiency with
woodworking.
5
• Battlehardened (req. Veteran or question that the GM must
Master) answer truthfully.
Your many victories in battle have
• Councilmember (req. Veteran or
inured you to many of the horrors
Master)
and dangers of combat.
The first step to sitting on the King’s
◇ +4 MAX HP
Council. It’s mostly gruntwork, but
◆ Flesh Wound: once per combat
you have to start somewhere.
encounter, you can reduce
damage taken to 0. Choose a Council to join: Coin, Law,
Faith, Whispers.
• Beastwarden
◇ Coin: +1 TACTICAL, Gold sigil
A stalwart friend to all animals, but
(special treatment from
especially to your small furry friend.
merchants)
◇ Animal companion (4 MAX HP,
◇ Law: +1 FORCEFUL, Fist sigil (can
can perform very simple tasks)
imprison wrongdoers)
◆ Command Beast: when you speak
◇ Faith: +1 CREATIVE, Holy sigil
to an animal, it will do as you say
(special treatment from the
to the best of its ability as long as
clergy)
it will do no harm to itself.
◇ Whispers: +1 REFLEX, Ear sigil
• Betrothed (can collect information from
Your fair beau or belle is back at anyone)
home, waiting for your safe return. ◆ Privy Knowledge: once per day,
What you do, you do for love and you can use something you’ve
beauty. heard at council to sway
◇ +1 CREATIVE someone’s thinking.
◇ Lover’s locket (when you spend
10 minutes concentrating on it,
regain 2 HP)

• Commander (req. Master)


Among those in the Order, you
command the utmost respect of all.
◇ +1 TACTICAL
◇ Commander’s blade (2D6
DAMAGE, you can command
another knight to act after you
make an attack)

• Convert
Your devotion to the faith may be
newfound, but never in question.
◇ Vial of holy water (drink to gain 2
TEMP HP, throw to deal 2D6
DAMAGE to anything unholy)
◆ Prayer of Knowledge: once per
day, you may ask 1 yes/no 6
• Councilor (req. Master) ◇ -1 TACTICAL
Replaces Councilmember. As a ◇ Curious blade (1D6+1 DAMAGE,
member of the King’s Council, you penetrates armor)
are one of the most powerful people
• Guilder
in the Castle.
In addition to your knightly duties,
◇ +1 to 2 Attributes of your choice
you felt compelled to learn one of
◇ King’s sigil (when you speak, you
the valuable trades and perform that
speak with the authority of the
work when not on a Quest.
King)
◇ +1D6 HP
◆ Royal Favor: once, you may ask
◇ Tools of the trade (choose
the King for anything befitting a
between carpentry, masonry, and
person of your station, which
smithing: you automatically
you will receive due to your loyal
succeed on any task that could
service.
feasibly be accomplished using
• Engineer (req. Veteran or Master) your tools)
Your keen grasp of physics allows
• Heathen
you to turn the tide on the
Whatever your reasons, you do not
battlefield.
ascribe to the Faith of the Kingdom.
◇ +2 CREATIVE
You keep to yours and let them have
◇ Horse-drawn ballista (3D6
theirs.
DAMAGE, takes a full turn to
◇ +1 CREATIVE, -1 TACTICAL
reload)
◆ Ritual Practice: once per day, you
◆ Field Construct: with an hour’s
may take 2 hours to perform a
prep you can build 1 device that
ritual of your own Faith. If not
will help accomplish your
interrupted, gain +1 WAR DICE
mission (ladder, trap, barricade,
that disappears at the next
trebuchet, decoy, etc.)
sunrise.
• Fey-touched
• Learned
An encounter with the hidden world
A luxury for so many, books are your
has changed your fate, giving you a
refuge. You’ve got quite the
wild streak.
collection back at home.
◆ Each morning, roll 1D4 to
◇ +1 CREATIVE
randomly select an Attribute,
◇ Worn manuscript (once per day,
then roll 1D6 to adjust its score. 1-
you can read from this book to
2: -1, 3-4: +0, 5-6: +1.
grant a +2 on any 1 roll that day to
◆ Chaos Bolt: you can make a
all who hear your reading)
ranged attack against a target
using a random Attribute for • Longbowyer
1D6+2 DAMAGE. While trained in the sword, you are
deadly with a longbow.
• Foreigner
◇ -1 FORCEFUL, +1 REFLEX
Though not from the Kingdom, you
◇ Sturdy longbow (1D6+2 DAMAGE,
have journeyed far to pledge your
+1D6 on critical successes)
loyalty to the King of this land.
7
• Jouster ◇ Astral abacus (once per day, you
Your steed and lance are extensions can know for certain if someone
of yourself. is telling you the truth)
◇ +1 FORCEFUL ◆ Choose 2 Attributes, the first will
◇ Jousting lance (1D6+2 DAMAGE) always be at +2 and the second
will always be at -2
• Nocturnal
You are no stranger to the night. • Reformed
Unfortunately, the day does not You turned away from the life of the
agree with you. bandit to join the Order, but some
◇ +1 TACTICAL habits die hard.
◆ Nightstalker: during the day, ◇ +1 to 2 Attributes of your choice,
partial successes count as but -1 to the other two
failures; during the night, +1 to ◇ Bandit’s bow (1D6 DAMAGE,
all rolls. pierces armor)

• Orphan • Scarred
Your parents’ sudden deaths thrust The memory of victory is carved
you early into a life of self-reliance into your skin, the memory of
and trust issues. sacrifice on your heart.
◇ +1 REFLEX ◇ +2 MAX HP
◇ Gambling dice (when you use ◇ Visible scar (+2 when trying to
WAR DICE, you can re-roll the intimidate someone)
whole pool if you choose)
• Scion
• Patron You are the favorite child of a very
Your soul has been captured by the important family. Sure you may be
siren song of the arts, even though spoiled, but you try to make up for
you’re terrible at doing art. A that in other ways.
portion of your Order salary goes to ◇ -1 FORCEFUL
supporting your favorite artist. ◇ Reinforced hauberk (+1 ARMOR,
◇ -1 CREATIVE can be worn with other armor)
◇ Stylish cloak (0 ARMOR but looks
• Sentinel
majestic)
You take deathly seriously your duty
◆ Commission: before a Quest, you
to defend others, and have made the
can ask your favorite artist to
preparations necessary to do so.
make something special, in your
◇ +4 HP
honor. When you return, the
◇ Greatsword (2D6 DAMAGE)
artist will also give you a special
◆ Stand Guard: when an ally near
gift that will aid you on your next
you is hit by an attack, you can
mission.
roll to parry the blow. If you
• Prophesied succeed, no one takes damage.
The stars have spoken! Your birth On a partial success, you take the
was foretold, but there is much damage. If you fail, the original
disagreement among the astrologers target of the attack is hit.
as to what it means. 8
• Strategist (req. Veteran or Master) HP, or when you choose to,
Your leadership on the field has transform back into yourself. 6
already resulted in decisive victories MAX HP, 0 ARMOR, savage attack:
and you aim to keep that streak 1D6+2 DAMAGE.
alive. ◆ Ensnare Mind: you seize the
◇ +2 TACTICAL mind of a human enemy. While
◇ Spyglass (you are aware of enemy ensnared, they must take their
placements, you and your allies turn to resist you. You can
get +2 to defensive rolls against choose to extend this attack on
ranged attacks) the same target if they fail to
◆ Rally Cry: once per Quest, you resist.
can give a rousing speech to give
The following 29 Traits from FIST are
+1 WAR DICE to you and your
considered viable options as well (some
allies.
tweaking or re-flavoring may be required;
• Tourneywinner for example, swap any guns for swords,
Hand to hand combat is your bread spears, lances, crossbows, bows, etc.):
and butter, and you have the
• Ace, Achilles, Akimbo, Artist, Bard,
hardware to prove it.
Berserker, Dirty, Druid, Duelist, Flow,
◇ +1 REFLEX
Genius, Heavyweight, Hypnosis,
◇ Commemorative flail (1D6-1
Illusion, Improvise, Interrogation,
DAMAGE, can hit up to 3 enemies
Lush, Medic, Morbid, Rage, Rival,
next to each other)
Scout, Seal, Seer, Sharpshooter,
• Weird Sneak, Sniper, Social, Witty
The deep magicks have gained a
Other Traits from any official, third-party,
hold on your mind, opening it to
community, or homebrew FIST
many new opportunities and
publication can be used as long as your
frightening powers.
GM and the other players agree to include
◆ Transform: you may take the
them and they can be fit to match the tone
shape of any common beast
of your game.
while retaining your intelligence.
When your shape is reduced to 0

9
Sixth Traits ◆ Once per Quest, if you are
reduced to 0 or fewer HP, you
You can have only 1 Sixth Trait. If you gain
resist death.
another, you must choose which one to
keep. All of the Sixth Traits listed here • The Conqueror (req. 2+ in all
require you to have 5 Traits, of which 1 Attributes)
must be Master, in addition to any other You have followed closely in the
listed requirements. footsteps of the greatest kings and
emperors of the world, capable of
Some Quests, at the discretion of the GM,
whatever you set your mind to.
may grant you a Sixth Trait as a reward,
◇ +1 to 2 Attributes of your choice
particularly if that Quest was especially
◆ Gain +1 WAR DICE when you roll
challenging or you performed
a failure or partial success.
exceptionally well. See the Quest section
for some examples. • The Humble (req. at most -2 in 2
Attributes)
• Of the Round (req. never been a
Your path to virtue has been paved
Councilmember or Councilor)
and gilded by self-sacrifice. As a
You are one of the finest knights in
reward, you have been granted great
the Kingdom. Seldom few can be
power.
called your peers, but that number
◇ All negative Attribute values
does include the King.
become positive (ex: -3 → +3)
◇ +1 to all Attributes
◆ Simple walking staff (1D6-2
◆ Shining armor (+4 ARMOR, can
DAMAGE, when you use this to
glow or emit a beam of light)
deflect an attack, on a success the
• Saint (req. never been Broken) damage is dealt to the attacker)
You are a paragon of virtue and a
• The Terror (req. 4+ in 2 Attributes)
model of chivalry. You are venerated
Your enemies tremble before you.
across the Kingdom and beyond.
Your name means doom for those
◇ Raise your lowest Attribute to
who oppose the King.
match your highest
◇ Adjust your lowest 2 Attributes to
◆ Divine rod (1D6+2 DAMAGE, all
1, increase your highest 2
partial successes count as full
Attributes by +1
successes, triple damage on
◆ Bloodied spear (1D6+2 DAMAGE,
critical success)
can be thrown, when you hit
• The Blessed (req. 13+ MAX HP) with this weapon, all enemies
Through much peril you have who could see the attack take 2
persevered. It seems as though no damage)
man, beast, or foul thing can fell
you.
◆ Regain 1D6-3 HP (minimum 1)
when you successfully avoid an
attack.

10
Adva n cem ent • Physical Training
Roll 2D6 and add the lower value to
your MAX HP.
When you complete a Quest, or otherwise
• Procure Arms
gain an Advancement, you can choose
Obtain a new weapon that is at
from the following 5 options:
maximum one damage step higher
• Gain a Trait than your best weapon (+1 DAMAGE
Select a new Trait to add to your → +2 DAMAGE → +1 die, etc.).
character sheet. You cannot have • Meditative Retreat
more than 5 Traits and 1 Sixth Trait. -1 to an Attribute of your choice, +1
• Replace a Trait to another.
Cross out a Trait and replace it with
a new one.

11
Quests grant additional rewards, such as items or
Traits.

The King, his council, and others will ask Use the following examples as loose
you to complete Quests for the glory of the templates for designing your own Quests.
Kingdom. Some Quests might be long,
multi-part adventures that could require
multiple sessions and can be considered
Quell Rebellion
small campaigns. Others might be shorter Goal: stop the rebel leader and her
and able to accomplish in a one-shot. Still followers from fomenting insurrection in
others, like Personal Quests, can be the Northlands (Justice)
accomplished in tandem with other
Physical obstacle: we know the general
Quests.
location of their base, but our spies have
Each Quest needs at least: been unable to locate it

• A Goal connected to a Primary Virtue Moral obstacle: the rebellion began


because the King’s promised protection
• A main physical obstacle
against barbarian raiders has never
• A main moral obstacle that targets a materialized (Mercy)
different Virtue than the Primary

Of course, in longer Quests, there may be Recover Relic


multiple physical and moral obstacles that
Goal: long thought lost, the Shield of Saint
will test the knights. While the rewards
James has been located at a ruined,
for Quests are always personal glory and
desecrated abbey (Faith)
the glory of the Kingdom, the GM may

12
Physical obstacle: the abbey is crumbling Moral obstacle: though he is ravenously
and the shepherd that claims to have seen hungry, Grimmurfang, an ancient and
the shield also reported seeing demons beautiful creature, can be persuaded to
stop tormenting the innocent (Nobility)
Moral obstacle: the shield is the only thing
preventing the hellmouth under the abbey
from opening fully (Courage) Raid a Rival
Goal: a distant relative of the King has
Investigate Mystery amassed a following and soon plans on
pressing his claim to the throne (Nobility)
Goal: every night at midnight for the past
three weeks, three random townsfolk of Physical obstacle: the Prince Tyril’s
Gillesford fall into a strange trance, and fortress is well-guarded and his ranks
then one of them spontaneously include former knights of the Order
combusts (Mercy)
Moral obstacle: two of Tyril’s princeguard
Physical obstacle: there are hidden horrors feel great regret over leaving the Order and
in the flooded caves beneath the town feel they were duped into backing a
madman (Generosity)
Moral obstacle: those who have been
selected but not exploded seem to be
missing their souls and beg for death Cure Mysterious Disease
(Hope)
Goal: in the slums outside the Castle,
dozens of the poor each day are
Rescue Commoners succumbing to a sleeping sickness, unable
to wake up (Generosity)
Goal: marauding seafarers have been
assaulting the hamlet of Cairn-on-the-Sea, Physical obstacle: a treacherous, traitorous
they have begged the King for aid (Hope) wizard is behind the plot

Physical obstacle: the marauders only Moral obstacle: many high-ranking clergy
attack at night and seem to have magickal are in favor of killing the infected rather
and tactical aid than helping cure them (Faith)

Moral obstacle: the object Foul Morgan,


their leader, seeks is the trapped soul of
his son, but that soul is the only reason
Personal Quests
Unlike full-length Quests, all a Personal
this hamlet is prospering (Justice)
Quest needs is a Goal and its associated
Virtue. These may be as simple as rescuing
Kill Rampaging Beast an innocent in distress (Mercy), banishing
a demon (Faith), rebuffing a seducer
Goal: the dragon Grimmurfang has
(Nobility), or sacrificing personal reward
awoken after decades of slumber and is
for a higher cause (Generosity).
wreaking havoc (Courage)

Physical obstacle: slaying a dragon

13
Name:
Description:

HP Armor War Dice Traits:

Virtue Vice

Broken? Tainted?

Redeemed? Renewed?

Sixth Trait:

Forceful Creative Weapons and Items:

Reflex Tactical
NAME:
DESCRIPTION:

HP ARMOR WAR DICE TRAITS:

VIRTUE VICE

BROKEN? TAINTED?

REDEEMED? RENEWED?

SIXTH TRAIT:

FORCEFUL CREATIVE WEAPONS AND ITEMS:

REFLEX TACTICAL

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