Skeleton of Referee Section for Basic Fantasy RPG

Building on the previous post regarding skeleton rules for RPG, here is additional details.

BEGIN OPEN GAME CONTENT

Additional Equipment

Armor

Armor City Rural Base AC
Leather, Armor 25 sp 50 sp 12
Chain, Armor 100 sp 14
Plate, Armror 1000 sp 16
Helmet 25 sp 50 sp special
Shield 10 sp 25 sp +1

Weapons

Melee Weapons City Rural Notes
Light 10 sp 10 sp
Improvised -1 damage
Medium 20 sp 50 sp
Two-Handed 50 sp
Missile Weapons City Rural Range Notes
Bow 25 sp 25 sp 50/300/450
Crossbow 30 sp 50/200/600
Improvised 10/20/30 -1 damage
Ammunition (20) 5 sp 5 sp

Note: Medium Range -2 to hit; Long Range -4 to hit

Encounters

  1. Establish Encounter Distance (2d6x10 ft) (if applicable)
  2. Check Surprise (2 in 6) (if applicable)
  3. Check Reaction (2d6)
  4. Check for Random Encounter (1 in 6, appears in 1d6 rounds)
  5. Check Morale (2d6)
  6. Declare Intent
    1. Players may declare (+1 to initiative)
    2. Referee declares
    3. Remaining players declare (-1 to initiative)
  7. Roll Initiative (1d6 for each side in the conflict)
  8. Resolve Actions
    1. Magic
    2. Missile
    3. Move
    4. Melee
  9. If a pending random encounter arrives, go to step 4. Otherwise, go to step 5.

Check Reaction

2d6 The encountered creatures are…
2 Hostile
3-5 Unfavorable
6-8 Indifferent
9-11 Favorable / Talkative
12 Helpful

If you have a chance to parlay, you may add your Charisma modifier.

Check Morale

Player characters need never make morale checks. For all other intelligent creatures (including retainers and hirelings), morale checks are made if any of the following occurred in the round:

  • Opposition is first encountered
  • Half of the allies are incapacitated
  • Leader is incapacitated
  • Exposed to powerful fear affects (e.g. dragon fear)

Hirelings

Offering

Add your Charisma modifier to the roll.

3d6 Result
3-4 Refuse with Malice
5-8 Refuse
9-12 Uncertain
13-16 Accepts offer
17-18 Enthusiastic (loyalty roll +3)

Initial Loyalty

Add your Charisma modifier to the roll

3d6 Morale Modifier
3 2
4 3
5 4
6 5
7-8 6
9-12 7
13-14 8
15 9
16 10
17 11
18 12

Over the course of play, a retainers morale score may increase or decrease based on treatment.

Checking Morale

Roll 2d6 and compare to loyalty of the retainer; If it is higher, then the retainer leaves.

When to roll:

  • Returning from perilous environs to relative safety of civilization
  • Exposure to a perilous situation
  • When the hiring character is incapacitated
  • When orders are given from the non-hiring character
END OPEN GAME CONTENT
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3 thoughts on “Skeleton of Referee Section for Basic Fantasy RPG

  1. Pingback: Skeleton of Basic Fantasy Role-Playing Game | Take On Rules

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