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

Table 65: 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
Table 66: Melee Weapons
Melee Weapons City Rural Notes
Light 10 sp 10 sp -
Improvised - - -1 damage
Medium 20 sp 50 sp -
Two-Handed 50 sp - -

 

Table 67: Missile Weapons
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 -
‡ - Medium Range -2 to hit; Long Range -4 to hit

Encounters

  • Establish Encounter Distance (2d6x10 ft) (if applicable)
  • Check Surprise (2 in 6) (if applicable)
  • Check Reaction (2d6)
  • Check Morale (2d6)
  • Players may declare intent (+1 to initiative)
  • Referee declares intent
  • Remaining players declare intent (-1 to initiative)
  • Roll Initiative (1d6 for each side in the conflict)
  • Resolve Magic
  • Resolve Missile
  • Resolve Move
  • Resolve Melee
  • Go to Check Morale.

Check Reaction

Table 68: 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

Table 69: Offer to Potential Hireling
3d6 Result
3-4 Refuse with Malice
5-8 Refuse
9-12 Uncertain
13-16 Accepts offer
17-18 Enthusiastic (loyalty roll +3)
Add your Charisma modifier to the roll.

Initial Loyalty

Table 70: Initial Hireling Loyalty
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
Add your Charisma modifier to the roll.

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

Checking Hireling 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