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Gameplay Edges and Assets

FAFO R
The GM will present you with scene challenges. In The GM might award you with Edges or Assets when
each, you will be trying to complete objectives. you complete objectives.
Players may take their turns in any order. On your • Edges represent advantages, knowledge, or skills..
turn, describe what you're doing, and choose an Spend an edge to re-roll your FA or your FO once.
appropriate action type below that its best: • Assets represent equipment, allies, or resources.
Having an asset lets you roll your FA one die size
Help or cooperate with someone else.
higher when that asset would be helpful. If you use

Player's Guide
• Choose a player, and reduce their FO. an asset, you lose it when the scene challenge is
over.

• Choose one of your stats (FA, FO, or
Strikes). On their next turn, they may You can use as many edges or assets you like on a
Assist use it as their own stat on their next roll. When you assist, you can allow the player you
FAFO ("Faff About and Find Out") RPG is a setting-
turn (E.g., if you choose strikes, they are helping to use your edges and assets.
agnostic game system for running quick adventures
could have you lose a strike instead.)
about desperate situations of any genre.
Take decisive action.
Breathers
Characters The GM will describe the consequences
When you complete a scene challenge, you'll earn a
Characters have three stats: breather – either set your PO to d4 or return to three
for failure. You may change your mind strikes.
and not take this action, but this lowers
FA FO ST your FA. Twists
(Faff About) (Find Out) (Strikes) If you continue, roll your FA and FO dice. Twists occur when you roll doubles on a Faff About
• If your FA is higher, you succeed, but roll. Work together to decide what it means in the
How much you Your actions Your resilience. Faff iction:
increase your FO. The GM will reward
are tempting catching up If you lose all About
you (usually progress on objectives).
fate. Measured with you. Also a your strikes, A break in the action.
• If your FO is higher, you fail. Decrease 1,2
as a die size die size from you cannot • Everyone can reduce FO or gain a strike.
your FO and suffer the consequences.
from d4 to d12. d4 to d12. take actions.
• If tied, you create a twist. An unexpected opportunity presents itself.
Starts at d6 Starts at d6. Starts at three. 3,4 • Everyone reduces their FO and FA one
Do something risky, desperate, or crazy.
size.
Imagine a character that its into the game world, and • Increase your FA.
what skills, capabilities, insights, resources, and A complication makes things interesting.
• Perform the Faff About action above,
other characteristics they can bring to the table. 5,6 • Add an objective to the scene of
Push but if you fail, or you don't roll, you
Give them a name, a personality, a description, and lose a strike. dif iculty one (or two if you pushed).
share them with the other players.
Regroup, hide, prepare, or defend. An escalation raises the stakes for
everyone.
Die Sizes • Reduce your FO.
7+
Sometimes you will be told to increase or decrease • The players choose: either everyone
Turtle • If your FO is still above your FA, then
your FA or FO. When this happens, move up or down increases FO or a remaining objective
you also recover 1 strike.
the list of die sizes: increases dif iculty by three.
d4, d6, d8, d10, d12 At the end of each round, the GM might apply a
penalty. And when you complete an objective, you
You cannot go above d12 or below d4 on these; if will usually receive a bene it. So knock back those
something would cause a stat to move out of this objectives quickly!
range, nothing happens. Copyright ©2023 by CC Chamberlin
More games and support at lonespelunker.itch.io
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P G
Consequences and Awards Special Objectives

FAFO R
When a player faffs about, you'll need to determine When creating your adventures, the objectives don't
consequences for failure. After the player describes all have to be straightforward. Consider adding some
what they do, decide which objective it is addressing interest to the game by having different types of
(if any), and assign an audacity level: objectives:
1 Sensible or cautious action • Surprise objectives are not revealed to the players
2 Risky or bold action, or a push when the challenge begins; instead, they are
3 Risky or bold action and a push revealed when something happens in the iction.

GM's Guide Choose consequences equal to the audacity:






An objective gets +1 dif iculty
Add a new objective of dif iculty 1
• Conditional objectives are objectives that hinge on
decisions players make, like going down the left or
right corridor. They may or may not come into play.
• Decrease a player's FA or increase their FO. • Sidequest objectives are optional objectives which
Scene Challenges • A player loses a strike do not have to be completed by the players to
Create scene challenge to tell the story. For example: • Start the next scene with a consequence complete the scene challenge, but if they are, they
• A tomb full of undead in a dungeon crawl. • Lose an edge or an asset gain some extra bene it, like the next scene
• Stealing a key card from a pit boss in a heist game. • Apply a dramatic story consequence challenge having a lower complexity or lowering
• Battling alien dog ighters in a sci- i game. the dif iculty of other challenges in the current
If the player succeeds at their roll, then for each
scene.
De ine the goal of the scene challenge. For example, audacity, grant them an award:
defeating all the undead, get the keycard, or destroy • Red herring objectives which aren't required and
• Score a success against an objective
all the enemy ighters. provide no bene it. D'oh!
• Increase a player's FA or decrease their FO.
Make an assessment of the complexity of completing • Restore a lost strike to a player
that goal, ranging from 1 to 5. • Start the next scene with an award Embellishments
• Grant an edge or an asset These rules are just the "bare bones". Feel free to add
Objectives • Reveal a hidden objective special rules for added interest and excitement:
De ine one objective for each point of complexity. An • Grant a dramatic story award • Boss monsters – your FO is always d10 when
objective is a speci ic task the players will have to Note: If a player's actions directly address an ighting them.
complete to reach the goal, like defeating a skeleton objective, at least one award should score a success. • Named adversaries with their own FA and FO
warrior, swiping the key card from a lanyard, or scores attempting to complete their own objectives.
When creating consequences and awards, try to
lying your starship into a ield of ice crystals.
match them with the iction and describe how the • Environmental effects that take their own turn.
For each objective, assign a dif iculty, ranging from 1 they relate to the situation.
to 5. This is the number of successes the players will • Penalties if challenges aren't done in time.
need to score against it to overcome it. End of Round Activity • Awards for interesting roleplaying, especially when
1 Quick or simple task As players complete objectives, describe how they it's against the player's better judgement.
2 Task that needs coordination or focus overcome the challenges. If all objectives are • Character advancement by way of permanent,
3 Challenging or complicated task complete, the players win that scene challenge! recurring assets or edges.
4 Task that requires signi icant effort Describe the victory, each player earns a breather,
5 Long, tedious, complex, draining task and start the next scene challenge. Reinforcing the Theme
Objectives are complete when you award a number of Otherwise, you may apply one consequence. You When you create your adventure, you can rename the
successes to it equal to its dif iculty. When players might do this if the players are dawdling or need stats to be more thematic. In a zombie outbreak, FA
complete an objective, give out one audacity award. some "motivation" to get the scene completed. If might be "survival" and FO might be "threat". You can
players are struggling, though, you can hold off, to also let the players name their own FA stats to
You can also give awards for particularly clever
make things a little easier or to speed things up. represent their characters' strength in the scene.
player actions or insightful observations.
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