Brandoff's Beginner Referee Toolkit v0.7.5
Brandoff's Beginner Referee Toolkit v0.7.5
Beginner
Referee
Toolkit
A FIST RPG Handbook
3 Starting Adventures!
Random Tables and Advice!
The Key-Code to Restroom!
v 0.7.5
[This Space Intentionally Left Blank]
2
Table of Contents
CONTENT WARNING
This book contains graphic violence, cannibalism, food addiction,
mutation, hoarding, cruelty to robots, police turned into oil-
zombies, and a full-on House of Leaves situation. It’s probably a
lot worse than it sounds.
3
4
5
6
Running a One-Shot Adventure
The goal of an introductory one-shot, demo, or con game is not
to follow the rules exactly, or strictly adhere to every event of a
written scenario. The goal is just to get people into the game.
Even the special beginner one-shot adventures in this book are
simply tools to help get you started and show brand new players
just how fun a game of FIST RPG can be.
7
Introducing Players to FIST RPG
There are a few things new players should know, especially if
they’re used to other dragon fantasy tabletop roleplaying games.
8
NPCs & Enemies
EMERGENCY NPC DETAIL CHART
Roll 2d6 (“d66”) for random looks, traits, and personality quirks.
Combine and discard results until a clear idea forms.
9
Emergency Partial Success Chart
A result of 7-9 is a partial success. But... what does that mean?
Oh, God, what does it mean?! Most of the time, you can rely on
context: The player gets what they want, but with some new
problem introduced. They pick the lock, but it sets off a hidden
alarm; they convince the security guard to allow them entry, but
only if they tag along.
During combat, those partial successes can really pile up, leaving
your referee brain exhausted and drained of nutrients.
Flummoxed? Grab 2d6 and roll the chart below.
These results are meant to inspire, not be taken literally. If the roll
results in a [2] and [1], but there’s no ledge in sight, the character
could also be forced near a downed power line, pit of lava, over-
affectionate poodle, etc.
10
Scenario 01: ABANDON
After crossing a freeway that separates the haves from the have-
nots, the FIST Ops are dropped off at the far end of the complex.
The rocket will launch automatically. You have one hour.
11
THE FULL STORY
• November 1984. On the heels of the worst recession since
WWII, America's obnoxiously wealthy plan to hop a rocket and
escape to Abandon, Inc.’s secret Martian colony, where they’ll
live a life of luxury, tended to by robots. (“The one thing angry
mobs of poor people can't do is cross the vast gulfs of space!”)
• Just before launch, a medical procedure designed to ease the
psychological burden of leaving Earth behind goes horribly
wrong, turning them into Untethered, cannibalistic murderers.
• Dr. Farkas tested the procedure on volunteer college kids,
the homeless, even himself – but the good doctor never
imagined what untethering someone from their worldly ties
would do to someone who already exists so far above the
hierarchy of needs that the pyramid looks like a distant planet.
12
NPCS
BEEPER: Semi-Functioning Medical Bot.
• First aid kit, heal anyone 1d6 (three uses).
• Sparks, repeats itself, moves on noisy broken tank treads.
• Programmed to help (authorized personnel only).
ENEMIES
Untethered (2 HP, 0 ARMOR, 1D6 DMG)
SM-401 Security Mecha (12 HP, 2 ARMOR, 2D6 DMG)
13
LOCATIONS
Note: The complex interior has mangled bodies everywhere.
There’s an ongoing massacre. Assume the worst in every room.
Lobby
• Grenade-blackened tile, front desk splattered with blood.
• Big screen TVs loop sinister commercials for Abandon, Inc.
Enemies: Sounds of something shuffling behind the front
desk. (An Untethered in a blood-splattered suit throttles a dead
security guard, ignoring the guard’s 1d6 DMG pistol.)
14
Security Room
• Deactivated SM-401 security mechs.
• Closed circuit monitors reveal carnage, NPCs.
• Security guard barricaded in his office, menaced by the
Untethered
NPCs: Henry Pearson [Keycard]
Enemies: Two Untethered
Server Room
• Floor is flooded an inch deep with electrified water (3 DMG).
• Rows of five-foot-tall computer servers, spaced ten feet apart.
• A dead scientist clutching a [Keycard] is at the far end.
Administration
• Reams of dot matrix printouts, fax machines.
• Coffee machines, water coolers, dead security guards.
• Head office has a beige PC with an amber screen.
Enemies: Oliver Cooper [Untethered] [Keycard]
Cafeteria
• Banners hang from the walls, “You did It! Launch is on us!”
• Spilled Styrofoam coffee cups, half eaten pieces of sheet cake.
• Dead employees, mouths covered in frosting.
NPCs: Betty Rhodes [Keycard]
Enemies: Untethered with a penchant for poison.
Launch Pad
• Sealed by a truly impenetrable retractable dome.
• Accessible only with at least 3/5 keycards.
Enemies: The Abandon Ship is guarded by two SM-401s.
15
“Abandon your worries. Abandon your cares. The
one thing you won’t have to abandon are your
worldly possessions. Because with our ultimate
gated community, you can take it with you. And
they can never take it back.”
—Looping Abandon, Inc. advertisement.
16
Scenario 02: HOARD
17
THE FULL STORY
• Joseph Theodore Mason, 56, male, loved to go antiquing with
his wife, Judy Mason, 52.
• Three months ago, Joseph bought a bronze statue of a
minotaur in an estate sale. After Judy died in a strange accident,
Joseph became convinced the statue would unleash a great evil.
So, starting from his study, he built a labyrinth to contain the
creature.
• Fearing for his father, Anthony Mason contacted The
Exploitation Channel's “Extreme Junk It” to help declutter his
parents’ home.
• The host barged inside, waving a phony court order, and the
crew were taken by the house. Police were sent in, then nothing.
• The Minotaur traps people within its ever-expanding walls,
warping, twisting, adding them to its collection.
NPCS
Joseph Theodore Mason: 56. Homeowner.
• Flannel shirt, well-groomed beard, clean nails.
• Last seen a month ago.
• (Trapped inside the center of the house by The Minotaur.)
18
ENEMIES
Killer Dolls (1 HP, 0 ARMOR, 1 DMG)
Hand Sharks (Severed Arms) (3 HP, 0 ARMOR, 2 DMG)
Mold Zombies (TV Crew) (3 HP, 0 ARMOR, 1D6 DMG teeth)
Oil Zombie (Police) (6 HP, 2 ARMOR, 1D6+1 DMG batons)
Librarian (9 HP, 1 ARMOR, 1d6 DMG claws)
Chub Toad (TV Crew) (12 HP, 0 ARMOR, 2 DMG)
Junk Golem (18 HP, 3 ARMOR, 3D6 DMG) [Does not attack,
only defends itself]
The Minotaur (13 HP, 2 ARMOR, 2D6 DMG)
LOCATIONS
The house is a spontaneously generated labyrinth of cluttered
corridors and rooms stacked with strange objects. It is spatially
perverse, an affront to known architecture and interior design.
FIST must “clear” five rooms before they can reach Joseph
Theodore Mason and The Minotaur. Whatever that means is up
to you. Fill rooms with NPCs, enemies, hazards and traps as you
like. Trust your instincts. Become the pacing. There is no wrong.
Everything is wrong. Where was I? Where are we?
Random Rooms
1-3 – Column A 4-6 – Column B
1 Kitchen 1 Bedroom
2 Dead Letters Room 2 Computer Room
3 File Room 3 Spiral Staircase
4 Library 4 Basement
5 Hall of Hands, Sharks 5 Garage
6 Play Room 6 The Swamp
Kitchen
• 50s-style refrigerator locked with heavy chains and padlocks.
• Muffled cries from within (suffocating TV crew).
• (The key is in the junk drawer.)
19
File Room
• Teetering stacks of file cabinets, sparkling treasure on top.
• Files contain each FIST OP’s darkest secret. (Ask them!)
• The treasure is not a treasure. It’s the worst thing in the world.
Library
• No human being would stack books like this.
• Open tomes on dimensional transcendence.
Enemies: A horrifying Librarian demands intruders quote a
passage from their favorite book or suffer its full wrath.
Play Room
• A child’s bedroom with a flickering projector.
• Raw footage from the Extreme Hoarding TV show. B-Roll
exterior shots. A low growl from behind one of the mounds.
“Woah,” the cameraman says and backs off.
Bedroom
• Pastel wallpaper, touching photos, soft music.
• Sickly-sweet smell of potpourri.
• Figures in bed, blankets over heads.
Enemies: (2 Mold Zombies, hidden in bed)
Computer Room
• Beige desktops connect only to the 90s internet.
• (Use the Wayback Machine to astound your players!)
• A chat room hacker threatens to beat them up IRL
Spiral Staircase
• A spiral staircase leads up three flights (in a one floor home).
• The steps creak, 1-in-6 chance of giving way.
• The sound of wings come from the dark reaches.
20
Basement
• A knee-deep sea of flammable, toxic cleaners; bubbling, black.
Enemies: Oil Zombies moan commands while attacking.
Garage
• Collection of one-of-a-kind automobiles from movies and TV.
Enemies: Junk Golem jealously protects its favorite rides. (If
treated with respect, it will guide you to the next room.)
Swamp
• This doesn’t make sense. It’s a swamp.
• It’s a goddamn swamp.
21
RANDOM LABYRINTH DISCOVERIES
Random Hazards Random Encounters
1 Corrosive/toxic pools 1 Hazards, Enemies,
2 Rotten floorboards NPCs!
3 Garbage tower collapse 2 Enemies (mobs of 'em)
4 Broken glass and 3 Enemies (just one or
rusted razor blades two)
5 Walls close in to 4 Hazards, serious (2d6
smoosh keep lowest DMG)
6 Trap door drops into 5 Hazards, mild (1 DMG)
Basement 6 A friendly NPC
22
Scenario 03: FLUFF
You’re dropped off close to town, free to explore Bolivar, visit the
local contact (High School Coach Williams), or risk going blind
into the Fluff Company Factory.
23
THE FULL STORY
The Haley family's dying oil business had a simple fix. There’s
more than oil in them thar hills.
24
NPCS
Coach Williams: 32. High School Football Coach.
• Balding, mustache, red jacket, tiny shorts.
• Suspects the Lunch Lady of dosing the kids with something.
• Wants things the way they were: when life was simple, and
centered around football.
25
ENEMIES
Addicted Consumers
• Look and act like normal humans, because they are. For now.
• Fiercely loyal to the Fluff brand. You should try it!
2 HP, 0 ARMOR, 1D6 DMG/2D6 keep lowest DMG unarmed
Hollow Shells
• Ambulatory shells. Human containers.
• Severely hydrophobic.
• One hit and they crumble, spewing Fluff.
1 HP, 0 ARMOR, 1D6 DMG
Fluff Puddle
• Amorphous white blob. Multiple Puddles form a Giant Blob.
• Enshrouds victims to suffocate and force-feed them.
• Highly flammable. Burns like marshmallow.
9 HP, 2 ARMOR, 1D6+2 DMG
Kurtwood Haley
• A harmless old man, quick with a smile and with a pistol.
• He’ll pay double what they offered you. If you eat The Fluff.
• (If dropped to 0HP, Kurtwood Haley Transforms.)
6 HP, 0 ARMOR, 1D6 DMG, revolver
26
LOCATIONS
Bolivar-Richburg High School Pool
• The type of school where 80% of funds goes to football.
• The pool is a neglected, perfect meeting place.
NPCs: Coach Williams
Enemies: Something stirs under the pool cover. (Fuff
Puddle).
Sewers
• Rounded walls, rat bones, empty hobo encampments.
• (Secret entrance to the Fluff Company Factory.)
NPCs: The Rat Queen fiercely guards the last of her brood.
27
Frequently Asked Questions
28
Safety Tools
Technically optional, but seriously, please, use ‘em. I suggest
Ron Edwards’s Lines and Veils, John Stavropoulos’s X-Card, and
Beau Jágr Sheldon’s Script Change. More info here:
http://bit.ly/ttrpgsafetytoolkit
End Credits
Created for FIST: JAM OPS III.
v0.7.5
29
30
31
32