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HAZARD FUNCTION (Ultra Revision, Panels)

This document provides the background and rules for a roleplaying scenario called "Hazard Function" where players take on the roles of test subjects in a deadly military experiment. The goal is to keep at least one character alive as they progress through randomly generated rooms, hazards, encounters, and items in an abandoned factory that serves as an obstacle course. Surviving characters will become members of an elite military unit.
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0% found this document useful (0 votes)
124 views6 pages

HAZARD FUNCTION (Ultra Revision, Panels)

This document provides the background and rules for a roleplaying scenario called "Hazard Function" where players take on the roles of test subjects in a deadly military experiment. The goal is to keep at least one character alive as they progress through randomly generated rooms, hazards, encounters, and items in an abandoned factory that serves as an obstacle course. Surviving characters will become members of an elite military unit.
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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HAZARD

FUNCTION
Money burns to fuel an engine of unnatural
selection. Only a chosen few will live to become
FIST.

EXIT

DUCT
(hollow line)
HALLWAY
(solid line)

START

CREDITS
Created by B. Everett Dutton. Playtested by Agent
69, Gentleman Raptor, Gunzales, and Munin. Fonts
used: Druk Wide, Michroma, and Space Grotesk. Public
domain images from Flickr.
INCOMING TRANSMISSION

[MIC FEEDBACK] Good morning, patriots. You


may be feeling a little woozy right now—
that’s to be expected. For the last twenty-
four hours, you have been anesthatized and
placed in sensory deprivation tanks—that
explains the pruny fingers!—while being
intravenously administered lysergic acid
diethylamide. There’s no need to panic—
really, you’ll feel better if you don’t. Rest
assured, your fellow bums, dope dealers,
and degenerates have already forgotten
about you, but your country—or the country
you’re squatting in, as the case may be—will
never forget the Crucible Program. Look
alive, soldiers. [AUDIO ENDS]

INTRODUCTION and BRIEFING


HAZARD FUNCTION is a funnel mission for FIST
about a human augmentation project funded by
the US military. The goal of this project, called the
Crucible Program by its creator Dr. Timothy Stillman,
is to “winnow” a group of test subjects using an
intensive, lethal obstacle course, leaving behind a
select few candidates for a proposed top-secret
team of ultrahuman SEALs. Each player will portray
three characters, plagued by amnesia and plucked
from their homes, who are less powerful than a
typical FIST starting character. The goal of the
“funnel” is to keep at least one alive until the end,
where they will advance and become a normal PC.
CHARACTER CREATION
Each player should quickly create three FIST
characters with one trait, 1D6 MAX HP, no
items, no extra MAX HP, and no WAR DICE.
Rolling to randomly generate characters is
encouraged. Your codenames are referee-
assigned alphanumerical designations, e.g.
“Foxtrot-9” or “Bravo-7”. The only available
role is SURVIVOR: Describe why you want to
live. If you live until the end of the mission,
take another trait and gain a role, change
your MAX HP to 6, then take a standard issue
item, +1D6 MAX HP, or +1D6 WAR DICE.

THE CRUCIBLE PROGRAM


Each player character stumbles forth fawnlike and
disoriented from their vertical tank, struggling for air
and grasping at tangled tubes. They are equipped
with nothing but skintight black sneaking suits
still dripping with saline fluid. Dr. Stillman’s address
plays gratingly over the intercom. An informational
poster on the wall explains that there is no way out
but forward, and that stealth, flexibility, and lateral
thinking will be the test subjects’ keys to success.

The Crucible is an abandoned factory on an island


off the coast of Puerto Rico, sealed off from
the outside world and converted into a training
gauntlet. For each room, the referee should roll on
the ROOMS, HAZARDS, ENCOUNTERS, and ITEMS
tables, arranging the rolled results semi-logically to
“simulate real situations”. Periodically, they should
portray Stillman’s sneering commentary as relayed
through the Crucible’s intercom system.

The Crucible ends with a steel vault door which


leads outside to a verdant tropical beach. Surviving
operatives are greeted by salty air, circling seabirds
and a sunset; Dr. Stillman (3 HP, 1D6 DAMAGE) waits
on a small docked boat with a bottle of champagne
and a dentist’s smile. Hijacking the boat and
escaping Puerto Rico will be the beginning of the
survivors’ careers both as American fugitives and
members of the legendary mercenary unit FIST.
ROOMS (2D6):
2. BUNKER (no cover)
Featureless save for bolts in the walls.
3. PADDED ROOM (no cover)
A paltry cage for a human being.
4. REACTOR ROOM (low cover)
A faux reactor dominates the chamber.
5. OFFICE BUILDING (low cover)
Singed paper and shattered glass. Open-plan.
6. PARKING LOT (low cover)
Streetlights illuminate a dusting of cars.
7. TRENCHES (medium cover)
Two muddy trenches, barbed wire and wood.
8. FACTORY (medium cover)
High steel catwalks and an assembly line.
9. WAREHOUSE (high cover)
A maze of high shelves and shipping containers.
10. HOSPITAL (high cover)
Beds and equipment. Many plastic curtains.
11. FOREST (high cover)
Transplated cedars densely packed in a cell.
12. JUNGLE (high cover)
Realistically impenetrable plastic foliage.

ENEMIES
1. CONTROL SUBJECT (3 HP, worst of 2D6
DAMAGE). An unaltered civilian.
2. GUN TURRET (6 HP, 1D6 DAMAGE, 1
ARMOR). Chrome, swivels menacingly.
3. HEAVY ANDROID (8 HP, 1D6+2 DAMAGE,
2 ARMOR). Ammo belts dangle from
this boxy monstrosity.
4. TRAINING ANDROID (6 HP, 1D6+1
DAMAGE). Manufactured with
precision, proudly made in the USA.
5. WILD ANIMAL (1D6):
1. ALLIGATOR (8 HP, 1D6+2 DAMAGE, 1
ARMOR, roll +FRC to escape jaws)
2. BEAR (10 HP, 1D6+4 DAMAGE)
3. LION (8 HP, 1D6+4 DAMAGE)
4. RATTLESNAKE (3 HP, 3 DAMAGE,
poison deals 1D6 DAMAGE when
the victim next gets hurt)
5. 1D6 VULTURES (3 HP, 3 DAMAGE)
6. ZEBRA (6 HP, 1D6 DAMAGE)
HAZARDS (2D6):
2. Conveyor belt, crushing pistons (2D6 DAMAGE)
3. Flooded, electrified floor (1D6+2 DAMAGE)
4. Fillling with poison gas (1D6 damage)
5. Overturned barrels leaking crude oil
6. Pipes shooting steam (RFX roll or 2 DAMAGE)
7. Pitch black, no visibility
8. 1D6 red barrels (explosion deals 1D6 DAMAGE)
9. Hanging chains (RFX to avoid getting tangled)
10. Security cameras, alarm system
11. Laser security net, alarm system
12. Compactor walls, slowly closing (2D6 DAMAGE)

ENCOUNTERS (1D6+ROOMS CLEARED):


1. Gun turret, mounted on ceiling
2. Training android, standing on guard
3. 1D6 training androids, patrolling the room
4. Heavy android, ready to fight
5. Gun turret, on four fast robotic legs
6. Wild animal, starving and terrified (-2 HP)
7. Control subject, begging for help
8. 2D6 training androids, on standby mode
9. 2D6 control subjects bickering pointlessly
10. 1D6 wild animals, dosed with methamphetamine
11. Control subject, dosed with methamphetamine
12. 1D6 heavy androids, patrolling the room
13. Wild animal, 1D6 heavy androids
14. 2D6 training androids, 1 heavy with +1D6 HP
15. Roll 3 × ENCOUNTERS 1D6+0
16+ Stronger robot duplicate of a player (+6 MAX HP)

ITEMS (1D6+ROOMS CLEARED):


1. Armor-piercing ammo (weapon ignores ARMOR)
2. Bolt-action rifle (1D6+1 DAMAGE)
3. Bulletproof vest (1 ARMOR)
4. Claymore mine (2D6 DAMAGE)
5. Flashlight (can be attached to weapon)
6. Gas grenade (1D6 damage to all in room)
7. Gas mask (ignore breathing-based damage)
8. Trait item (if needed) or lead pipe (1D6 DAMAGE)
9. Light machine gun (1D6+1 DAMAGE)
10. Medkit (heal 1D6+TAC HP, three uses)
11. MRE field rations (heal 1D6 HP, one use)
12. Painkillers (ignore 2 DAMAGE, one use)
13. Revolver (1D6+1 DAMAGE)
14. Riot shield (1 ARMOR, equip as weapon)
15. Silencer (attach to any gun)
16+ Trait item (if needed) or reroll ITEMS 1D6+8

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