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0% found this document useful (0 votes)
30 views32 pages

Brandoff's Beginner Referee Toolkit v0.7.5

e

Uploaded by

prowanvaughan
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
You are on page 1/ 32

Brandoff’s

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

Running a One-Shot Adventure .................................................... 7


Introducing Players to FIST RPG .................................................. 8
NPCs & Enemies ............................................................................. 9
Emergency Partial Success Chart .............................................. 10
Scenario 01: ABANDON .............................................................. 11
Scenario 02: HOARD .................................................................... 17
Scenario 03: FLUFF ...................................................................... 23
Frequently Asked Questions ....................................................... 28
Safety Tools ................................................................................... 29
End Credits .................................................................................... 29

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.

BREAK THE RULES! SCRAP THE PLANS!


If the adventure says the boss is locked behind an impenetrable
door that can only be opened with a blue keycard, and the
players are busy hunting down some red-herring, feel free to
stuff that fish full of blue keycards. If time is running short, turn
that sucker into a blue keycard piñata.

CUT THE MIDDLE, DON’T RUSH THE END


If you’re working with a time limit, never rush the climactic
showdown. Instead, make note of when the final hour
approaches, and switch into end-game mode. That blue keycard
boss? Maybe he gets sick of waiting in his lair, hijacks a mech
and personally crashes the hero’s party.

GIVE EACH PLAYER A FINAL SPOTLIGHT MOMENT


At the end of the session, ask each player how their character
celebrates or spends their time until the next adventure. This
gives everyone a guaranteed moment to shine, along with an
opportunity to examine at any loose plot threads.

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.

FIST IS HIGH POWERED


With the right combination of Traits, a starting FIST character will
be able to pull off stunts that only a high-level wizard could
accomplish in other games. And it’s important for you to know
this too–don’t hold too tightly to your plans when players can
alter reality on a whim.

FIST IS ALSO DEADLY


Most PCs will start with around 6 HP. A janitor with a revolver
deals 1d6 damage (DMG). Meaning the first civilian guard with a
pistol who spots them breaking into the complex has a 1-in-6
chance of dropping them in a single hit. Try to set expectations,
so players will know what they’re in for. Have a stack of Pre-
Generated characters handy to drop in as emergency
replacements the moment it makes sense. (Depending on how
you run the game, boss fights might be a no-go for new recruits.)

THERE IS MORE TO LIFE THAN KILLING


Encourage players to think laterally. Going in guns blazing
shouldn't always be the play. Sneaking past guards, hacking
security systems, wearing disguises, and talking your way out of
a fight not only gives them more to do than shoot, it gives less
combat-oriented ops a chance to shine. Stealth and social
engineering aren’t just fun things to do, they’re a chance for
survival against overwhelming odds.

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.

d66 Random NPC Detail d66 Random NPC Detail


11 Nervous 41 Engraved weapon
12 Impatient 42 Billowing cape
13 Suspicious 43 Childhood toy
14 Loud 44 Weird tech
15 Paranoid 45 Magical relic
16 Talkative 46 Reading glasses
21 Boastful 51 Outdated mustache
22 Apologetic 52 Facial scar
23 Fearful 53 Heavy makeup
24 Insulting 54 Athletic
25 Deceitful 55 Scrawny
26 Honest 56 Gold teeth
31 Careless 61 Obvious hairpiece
32 Vindictive 62 Sunglasses
33 Sarcastic 63 Audacious jewelry
34 Oblivious 64 Body tattoos
35 Gossip 65 Facial tattoos
36 Bitter 66 Strange accent
MOOKS, MINIONS & GOONS
For a more cinematic take on combat, with heroes mowing down
wave after wave of enemies, replace standard low-level bad guys
like security guards with the minion statblock. Minions make for
pulpy action. They’re perfect cannon fodder that make
paranormal entities and augmented operatives feel that more
dangerous compared to the average citizen or terrible-aim
stormtrooper.

 Minion: 1 HP, 0 Armor, 1 DMG (melee or ranged)

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.

d66 Emergency Partial Success Table


1 Take Damage (1-2 You hit them, they hit back; 3-4
You’re hit by a third party; 5-6 You suffer mild
environmental damage, 1 or 2 DMG)
2 Bad Position (1-2 You’re forced closer to a ledge; 3-4
Enemy takes the high ground; 5-6 Exposed to a new
hazard or foe)
3 Endanger Others (1-2 Your actions leave others
exposed to danger; 3-4 You’re unable to defend
someone who needs defending; 5-6 Ally somehow
struck with some light friendly fire, 1 or 2 DMG)
4 New Threats (1-2 You trigger an alarm, alerting new
enemies; 3-4 New enemies approach, and they’re right
around the corner; 5-6 Bad news! A dangerous new
enemy immediately drops into battle.)
5 Temporary Setback (1-2 Gun jams, sword knocked out
of hand, etc.; 3-4 Enemy slips behind cover, hiding out
of sight; 5-6 Strange phenomena interfere with your
powers.)
6 Become Targeted (1-2 Your badass attack has made
you the target of every enemy within in ten miles; 3-4 A
faceless goon swears to avenge the life of a fellow fallen
faceless goon; 5-6 A powerful foe decided to make
things personal.)

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

MISSION BRIEF (READ ALOUD OR PARAPHRASE)


November, 1984. Abandon, Inc. promised America's wealthiest
citizens their own mansions on Mars. Just before launch,
something went horribly wrong. FIST has been hired by the
Burchill Family to retrieve their eldest son, Andrew Burchill,
before he is killed or blasted into space.

Your goals are as follows:


1. Infiltrate the Abandon, Inc. Launch Complex.
2. Gain entry to the launch dome. You’ll need 3/5 keycards to
enter. Each additional keycard disables one SM-401 mecha.
3. Prevent Andrew Burchill from leaving the planet. If the rocket
launches, the deal is off.

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.

59:59, 59:58, 59:57...

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.

SECRETS & CLUES: DECENTRALIZED INFO DUMPS


Share this information with players whenever the opportunity
arises, rewarding clever roleplay, investigation, and dumb luck.

• Project Freeway: The vastness of space separate haves from


the have-nots. Mars is the ultimate gated community.
• Untethering: A form of techno-pharmacological conditioning
designed to sever earthly ties and make life off-planet palatable.
• Failure: Something went horribly wrong. The millionaires who
were Untethered went berserk, slaughtering complex staff.
• The Untethered: Some are mass murderers, others
calculating killers. Named NPCs like Oliver Cooper tend to pose
as helpless victims, waiting for the perfect moment to strike.
• Andrew Burchill is Untethered. He's not actually scared; he's
trying to lure victims to use as slaves. Robots are no fun!
• Betty Rhodes didn't eat the cake. On a fad diet, she drank
her own diet tab soda, watched everyone die.
• Dr. Farkas exposed himself to Untether, the first human test
subject. As a well-connected scientist with infinite funding, he did
not suffer the full effects. Even so, he thinks it’s wonderful.
Everyone should be Untethered.

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).

Betty Rhodes [Keycard]: Diet-restricted secretary


• Floral dress, fearful eyes, wavy red hair.
• Saw her coworkers die of poison.
• Why should she trust you? What if you did it?

Henry Pearson [Keycard]: Low ranking security guard.


• Curly hair, round face, easy smile.
• Cowardly, out of his depth, almost comically prone to injury.
• Wants to stay in his office until it's over.

ENEMIES
 Untethered (2 HP, 0 ARMOR, 1D6 DMG)
 SM-401 Security Mecha (12 HP, 2 ARMOR, 2D6 DMG)

Andrew Burchill [Untethered]: Heir to the Burchill fortune.


• Handsome, well dressed, charismatic. Carries a severed head.
• Uses PA system to call for help; offers shelter in the rocket.
• Wants to lure folks into the rocket. Human slaves > robots.

Dr. Farkas [Keycard] [Untethered]: Unethical Techno-


pharmacologist.
• Pony tail, white lab coat, pockets stuffed with pills.
• Vague European accent.
• Values his research above all life, even his own.

Oliver Cooper [Keycard] [Untethered]: Complex Administer.


• Yuppie businessman in pastel suit.
• Sarcastic, sneering.
• Wants to hire protection to escape.

13
LOCATIONS
Note: The complex interior has mangled bodies everywhere.
There’s an ongoing massacre. Assume the worst in every room.

Exterior Lawn of the Abandon, Inc. Launch Complex


• Guard booth with two soldiers (They know nothing.)
• Abandoned Royal Royces litter the complex lawn like trash.
• A limo driver sits on the hood, smoking. (He knows nothing.)

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]

The Medical Wing


• Bodies of medical staff everywhere.
• Swimming pool with row upon row of weird hair dryer things.
• Smashed up Med-Bots (one of which is operational).
 NPCs: BEEPER the Med-Bot. Beep, beep!
 Enemies: Dr. Farkus [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

MISSION BRIEF (READ ALOUD OR PARAPHRASE)


FIST Ops! You are sent into investigate the home of a man
named Joseph Theodore Mason, 56, after a TV crew for The
Exploitation Channel's most popular hoarding reality show
“Extreme Junk It” went missing, followed by the police who were
sent in to rescue them.

Your goals are as follows:


1. Rescue Joseph Mason
and any bystanders.
2. Stop whatever’s inside
the house from taking
more victims.
3. Escape the house of
hoards.

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.)

Anthony Mason: 28. Joseph's son.


• Round gold glasses, hockey jersey, blue jeans.
• Refuses to acknowledge the supernatural.
• (Called “Extreme Junk It,” attempting to save his father.)

Gary Berry: 34. “Extreme Junk It” host.


• Blonde hair, dark sunglasses, black goatee, white soul patch.
• Vain network loyalist.
• Would push a stroller into traffic to get a better shot.

August September: 22. “Extreme Junk It” cameraman.


• Body of a teamster, hands of an artist, soul of a poet.
• Shy, introspective, judgmental.
• If he survives, he’ll spend his life trying to recreate this.

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.)

Dead Letters Room


• Piles of junk mail addressed to people from around the world.
• Papercut Tornado seeks to blender someone for 3 DMG.
• (Letter from Mason’s concerned daughter, unanswered.)

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.

Hall of Hands and Sharks


• A long, long hallway filled waist-high with nails, screws, rust.
• The river of metal churns, as if something swims beneath.
 Enemies: Hand Sharks (Severed Arms) (Drags people down
into a cold, puncturing embrace.)

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.

[SPECIAL] The Minotaur Lair


• An easy chair with an unconscious Joseph Mason.
• A TV blares static and flickering light.
• A coffee table with a bronze minotaur statue.
 Enemies: The Minotaur (begins in statue form).

After “clearing” five rooms (you’ll know it in your heart), The


Minotaur allows entrance to its lair. Joseph cannot be awakened
through natural means. If anyone touches the minotaur statue,
The Minotaur makes an appearance, attempting to kill everyone
but Joseph. Once The Minotaur is defeated, the house enemies
go inactive, escape is trivial, and Joseph awakens, thankful.

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

Hazard damage is either mild


(1 DMG), medium (2 DMG) or
serious (2d6 keep lowest).

Make traps and hazards interactive:


Don’t just announce players walked
into a trap, telegraph the coming
danger with obvious signs, and let
the players try to figure out a way to
circumvent the hazard.

Random Heaps of Clutter


1-3 – Column A 4-6 – Column B
1 Bills & receipts 1 Junk mail
2 Paperbacks/books 2 Newspapers/magazines
3 Cardboard boxes 3 Paper/plastic bags
4 Cleaning supplies 4 Photographs
5 Clothing and shoes 5 Rotting food/containers
6 Household supplies 6 Tools, nails, screws

22
Scenario 03: FLUFF

MISSION BRIEF (READ ALOUD OR PARAPHRASE)


New York, USA, 1985. A secretive cabal of ice cream barons
have hired FIST to investigate a new product called The Fluff. In
just a few months, the zero-calorie non-diary edible food-stuff
has taken over every frozen dessert isle in America. The FIST
Ops are sent to Bolivar, NY (pop. 1,250), home of The Fluff
Company, to investigate the factory.

Your goals are as follows:


1. Uncover proof of ill-effects Fluff may have on people’s health.
2. Learn where Fluff comes from (a fiercely guarded secret).
3. Obtain proof that The Fluff Company is breaking the law.

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.

SECRETS & CLUES: DECENTRALIZED INFO DUMPS


• Western NY towns were built around oil production, but the
industry declined to nothing.
• The Fluff Company was one of three small time drilling
companies operating in Western New York.
• Last year they switched almost overnight to food production.
• The Fluff Company struck an underground sea of fluffy white
fluid. Delicious, non-toxic, sapient.
• A normal diet of The Fluff is harmless. Habitual use leads to
addiction, Consumers slowly giving themselves to The Fluff.
• Consumers are overcome with the urge to share The Fluff.
• Eventually, Consumers become Hollow, operating to protect
The Fluff's interests.
• The Hollow are severely hydrophobic.
• Legend has it the first European settlers of Bolivar got wiped
out. Rumors of cannibalism, or worse!
• The Fluff Company Factory is closed to visitors.
• It’s not even a factory! It’s a storage unit for a secret run-down
oil field with a single pump running 24/7, where worker drones
loading barrel after barrel into trucks.

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.

Bill: 40s. Just some helpful guy, I guess?


• Black plastic glasses. Mustache. Khaki uniform. Tool belt.
• Weirdly unphased by anything. “Believe me, I've seen it all.”
• Wants to get the job done and get back to his wife.

Kurtwood Haley: 67. Fluff company founder.


• A schlubby old guy in a suit that hangs off his bones.
• Huge blinding white denture smile.
• Wants to recruit you, or failing that, dispose of you. Personally.

The Rat Queen: ??. Rodent Royalty.


• Suspicious. British. Well-mannered.
• Remember the pigeon lady from Home Alone 2?
• Wants to avenge her missing rats.

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

Giant Fluff Blob


• Wave of Fluff big enough to fill a room.
• Can climb walls, drag bodies in its undertow.
• Highly flammable. Burns like marshmallow.
 18 HP, 3 ARMOR, 3D6 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

Kurtwood Haley Transformed


• Cavernous mouth with rows of perfect denture teeth.
• Enshrouds victims to suffocate and force-feed them.
• Highly flammable. Burns like marshmallow.
 10 HP, 2 ARMOR, 1D6+2 DMG, teeth/claws

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.

Sisson's Chainsaws & Stoves


• Chainsaws!
• Chainsaws!
• Chainsaws!

Crosby's Bolivar Convenience store


• Snacks, Gas & Cigarettes.
• Set against a backdrop of hills and forest.
 Enemies: Addicted Consumers; clerk is a Hollow Shell.

The Pioneer Oil Museum


• Dynamite-Making Wagon. (A mobile dynamite factory!).
• History of the area, especially oil fields.

Fluff Company Factory


• A huge building used for storage, rather than manufacturing.
• Craft service tables (with Fluff) and eight rows of steel silos.
• (Map leading to the secret Abandoned Oil Field).
 Enemies: Six Hollow Shell security guards, (each of the eight
steel silos imprisons a slumbering a Fluff Puddle).

Haley's Abandoned Oil Field


• Lone functioning drilling rig, running 24/7.
• Bubbling open-air lake of Fluff; lakeside toolshed “office.”
 Enemies: Hollow workers in white jumpsuits load barrels onto
trucks; Kurtwood Haley sits in his office, waiting. Waiting.

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.

Writing, design and layout by Jayme Antrim. Copyright © 2023.


All rights reserved.

FIST was written by b. everett dutton, ripley Caldwell.

The Fluff is a loving tribute to The Stuff (1985), written and


directed by Larry Cohen.

Images: Photocopy texture by TextureFabrik.com. © Texture


Fabrik. ABANDON, HOARD, & FLUFF Title Images, Cover Floppy
Disc thanks to MorgueFile.com. Fisty McCuffs fist and eyes
thanks to Creazilla.

Fonts: Arial Nova, Checkbook, Courier Prime.

Playtesters: ABANDON (Thanks to Gunzales & Wouter); HOARD


(Thanks to Christron5000, Gunzales, NANO, ripley, Wouter);
FLUFF (Thanks to Agent 69, AppelEater, Gunzales, Wouter).

v0.7.5

28 February 2023 to 11 March 2023

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