TEXT: AFOD
  A FISTFUL OF DICE
  
  02
  AFOD
  REVISED EDITION
  By Judas I. Zeh
  Edited by Drew Meger (majority of main rules sections) and Carolyn Tunney
  Cover Art by Eric Lofgren
  Interior Art by Matt Albanese, Sean Duerden, and J. I. Zeh
  Special thanks to coffee, Ken Costa, Steve Darlington, Brad Kelly, Brandon Langdon, Colton Langdon, Patrick Riley, the
  posters and proprietors of the RPGnet and The Forge game design forums, Jonathan Tweet, the Worel brothers, and the
  lovely Julie for putting up with all this sillyness.
  All content © 2002, 2003, 2004 Azathot LLC, All Rights Reserved.
  1: Introduction
  3
  Welcome 
  3
  What is Needed To Play? 
  3
  New to Roleplaying? 
  3
  2: Characters
  4
  Concept 
  4
  Talents 
  4
  Derived Scores 
  5
  Equipment 
  6
  3: Doing Things
  7
  Automatic Tasks 
  7
  Possible Tasks 
  7
  Impossible Tasks 
  7
  Modifiers 
  7
  Combined Efforts 
  8
  Special Dice Rules 
  8
  Using Meta Talents 
  8
  Using Extraordinary Talents 
  9
  4: Combat
  11
  The Round and Phase 
  11
  Initiative 
  11
  Surprise 
  11
  Attacking/Defending 
  12
  Special Attacks 
  13
  Continuing Actions 
  13
  Unusual Environments 
  13
  5: Damage and Healing
  14
  Physical Damage 
  14
  Mental Damage 
  15
  6: Game Master
  17
  Tweaking the Game 
  17
  Handling Talents 
  17
  Awarding CP
  18
  Common Sense 
  18
  A: Talent Lists
  19
  Ordinary Talents 
  19
  Extraordinary Talents 
  22
  B: Early Tech
  28
  Melee Weapons 
  28
  Ranged Weapons 
  29
  Armor 
  29
  Other Equipment 
  30
  C: Modern Tech
  31
  Melee Weapons 
  31
  Ranged Weapons 
  31
  Armor 
  32
  Other Equipment 
  32
  D: Near-Future Tech
  34
  Melee Weapons 
  34
  Ranged Weapons 
  34
  Armor 
  35
  Cybernetics 
  35
  Other Equipment 
  37
  Robots 
  38
  E: Far-Future Tech
  39
  Melee Weapons 
  39
  Ranged Weapons 
  39
  Armor 
  40
  Other Equipment 
  40
  Table of Contents
  
  03
  AFOD
  Welcome
  Welcome to A Fistful Of Dice (AFOD), a multi-genre
  roleplaying game (RPG) system. The AFOD system is suit-
  able for play in many different settings, with rules that cover
  different time periods and fictional genres, making many
  fantasy, science fiction, action, and horror games possible.
  This manual is not revolutionary or radically different
  from other roleplaying systems. It simply has elements we
  find useful and removes elements that we have ignored when
  playing other roleplaying games. This is a system that we at
  Azathot want to use when we play.
  If you are looking for a rule to specify the precise
  chances for a human with above-average dexterity and a
  sprained wrist to do a somersault on a grass surface while
  wearing exactly 4kg of gear, you’re out of luck. The Game
  Master, or GM, will need to make decisions and use judge-
  ment during game sessions. This is not, however, a “rules-
  light” system. There are plenty of rules and guidelines for
  almost any kind of game, with enough flexibility to keep the
  game fast and fun.
  Oh yeah, and I hope you like to roll dice.
  A shout must go out to the RPG Over The Edge and its
  creator Mr. Tweet, because AFOD grew from ideas present-
  ed in that game, and represents years of tweaks on the basic
  ideas it presented. Standing on the shoulders of greatness
  and all that.
  In any case, we hope you enjoy this game and that it
  brings many hours of gaming fun to you and your friends!
  What is Needed To Play?
  The only materials needed to roleplay using the AFOD
  system are this manual, writing materials, and some standard
  six-sided dice. You should probably have a good amount of
  dice– a dozen or so will do nicely. Also, hex and/or grid
  paper can be handy for making maps of areas where charac-
  ters adventure.
  ≡ Additional Resources
  The Azathot web site (http://www.azathot.com/) has
  additional items for your AFOD games, such as game set-
  tings and rule supplements. Character sheets, creature sheets,
  and other materials can be downloaded for free.
  New to Roleplaying?
  Without going into detail, an RPG is simply a game in
  which players take on the roles of imaginary characters who
  are represented by numbers and descriptions. The GM
  describes to the players what is happening in the game, and
  the players have their characters perform various actions to
  make their way through the GM’s imaginary setting.
  Numbers are used to add a random factor to the game, and
  the character’s success or failure in certain actions is decid-
  ed by rolls of the dice. During this process players develop
  their characters into interesting people, who have a person-
  ality and feel all their own. The GM develops the world the
  characters inhabit into a place that is interesting and exciting.
  The final goal is for everyone to have fun.
  This manual assumes some familiarity with RPGs and
  how they are played. Players don’t need to be veteran
  gamers, but some previous experience is helpful. Players
  new to roleplaying who desire more information on getting
  started with their own adventures can visit the Azathot web
  site at www.azathot.com for links to online resources.
  1: INTRODUCTION
  
  A character is a persona who inhabits a game world.
  There are two types of characters; player characters (PCs)
  controlled by players, and non-player characters (NPCs)
  controlled by the GM. Both types are made up of four main
  components: a Concept, Talents, Derived Scores, and
  Equipment.
  Concept
  The first component of a character is the
  Concept, the basic idea of who the character
  is. The Concept consists of a group of
  descriptions: 
  these 
  include 
  a 
  Look,
  Personality, Quirks, and History. Keep in
  mind that the various elements should fit
  together to form a cohesive whole. The best
  characters “make sense” in the game world
  that serves as the backdrop for their lives and
  adventures.
  ≡ Look
  This is simply a few statements describ-
  ing the character’s physical appearance. 
  ≡ Personality
  Here the player describes the basic per-
  sonality traits of the character. They can be as
  broad or detailed as the player wants and the
  GM approves.
  Keep in mind that a character will devel-
  op when exposed to new and different situa-
  tions. The personality traits described at
  character creation are not set in stone. If the
  player wants to take the character in another
  direction later in the game, they may do so.
  ≡ Quirks
  Everybody has a certain set of peculiarities that make
  them unique. Characters are no exception. From that lucky
  pair of socks to the propensity to gesture while speaking,
  quirks help a character seem more vivid,
  more real. Players can fill in as many quirks
  as they wish, but must list at least one.
  ≡ History
  This is a brief description of the charac-
  ter’s past and experiences. The player should
  consult with the GM about the game setting
  to insure the character’s history meshes with
  the world.
  Talents
  Talents represent the things a character can
  do and how well he can do them. Each Ta l e n t
  has a score that reflects the character’s ability.
  Talents include natural abilities as well as
  learned or developed skills. The maximum
  value for most human Talents is 4, or 5 for
  extraordinary individuals, but some games can
  have scores of 6 or even 7. The GM sets the
  cap on Talent levels and may allow some char-
  acters to have higher scores if it fits the setting.
  There are three 
  types of Ta l e n t s ,
  O r d i n a ry, M e t a, and E x t r a o r d i n a ry.
  Ordinary Talents are those which a normal
  human could perform, like fixing a car or fir-
  ing a gun. Extraordinary Talents are super-
  natural or superhuman in nature, such as
  magic or psionics. Meta Talents are intrinsic
  qualities of a character  that can affect the use
  of other Talents. All Extraordinary and Meta
  Talents start at a score of 0. All Ordinary
  Talents start at a score of 1.
  2: CHARACTERS
  Example: Vlad is a 30 year old man of
  slightly above-average height and larg e
  build. He keeps his head shaven, but sports a
  b rown moustache and small beard. He has
  dark eyes and a swaggering walk. There are
  tattoos of various mythological and mathe -
  matical symbols on his arms.
  Example: A rdulan is an open and
  friendly person. She tries to do good when
  possible, but remains a realist, so she has lit -
  tle patience for head-in-the-clouds idealists.
  She is a wanderer by nature, always driven
  to see what is beyond the next hill. She
  defends the weak, and is a bit of a cru s a d e r.
  Example: Vlad constantly quotes from
  songs, books, and movies. He also tends to
  crack his knuckles quite a bit.
  Example: Ardulan apprenticed with a
  sorcerer in Timulak until her parents were
  killed in a fire. She then traveled to Intarin
  to live with relatives, but along the way met
  a wandering sorcerer who told her of his
  great adventures. As soon as she could, she
  left Intarin for the frontier. She hoped to use
  her abilities to help retake the ancient lands
  beyond the frontier now swallowed by the
  Dark Hordes of Zhakam.
  04
  AFOD
  
  05
  Certain Talents may not be usable in a particular game.
  For example, in a game set in a fantasy world with medieval
  technology the Talent C o m p u t e r s would not be available due
  to the lack of computers. Agame set in the normal world may
  not allow the use of Extraordinary Talents. The GM makes
  the final decision about available Talents in his game. A p l a y-
  er could also propose his own Talent for something not cov-
  ered in the List of Talents (see Appendix A), and provide a
  description of it to the GM for approval or modification.
  ≡ Specialization
  Many Talents allow a character to specialize. This rep-
  resents more experience, skill, or natural ability with a cer-
  tain aspect or use of a Talent. For example, if a character has
  the Sword Talent, he could choose to specialize in the short-
  sword. A specialization must be chosen when a character
  first raises a Talent with character points.
  When a character uses a Talent for a task within his spe-
  cialization, he gets to use it as though it was 1d higher (for
  example, a score of 2 would allow the player to roll 3 dice
  and total them). However, any uses of the Talent not within
  the specialization are used as though the Talent was 1d lower
  (but not less than a score of 1).
  Certain Talents will require a character to have a spe-
  cialization, and this will be noted in its description. An
  example are Science Talents, which require a character to
  have a particular scientific field as his focus.
  ≡ Raising Talent Scores
  At the time of character creation the GM gives charac-
  ters a number of Character Points (CP) to spend improving
  Talent scores. The base amount is 30, but the GM can give
  as many CP as he wants in order to have the kind of charac-
  ters which will fit in his game. If he wants the characters to
  start as more powerful and experienced than the normal
  beginning adventurer he could raise the number to 40, 50, or
  even more (see Section 6: Game Master for guidelines).
  The player then takes these points and puts them into his
  character’s Talent scores. An extra point in a Talent costs as
  many CP as the target skill number. Thus, if a player wants
  to raise his character’s score from 3 to 4, it costs 4 CP. This
  effect is cumulative; if a character raises a score from 2 to 4,
  it costs 7 CP (3 CP to raise it to 3, plus 4 CP to raise it to 4).
  Characters also receive CP for their achievements dur-
  ing game sessions, for both character accomplishments and
  good roleplaying by the player. These points can be spent in
  the same manner as described above, during pauses in game
  action, or between gaming sessions as decided by the GM.
  Derived Scores
  Derived scores are determined from Talent scores.
  These produce some of the fundamental numbers used in
  combat. Remember that even if a player does not add points
  to the character’s relevant Talent, there is still a default score
  of 1 in the Talents used to generate these scores.
  ≡ Physical Hit Points (PHP)
  PHP indicates how much physical abuse a character can
  withstand and how much “fight” he has left. When this num-
  ber reaches 0 the character goes down for the count. Roll
  twice as many dice as you have in your Physical Toughness
  Talent, keep a number of dice equal to the score (the highest
  rolls), and total them. For example, a character with a
  Physical Toughness score of 2 rolls four dice, keeps the high-
  est two, and totals them.
  See Section 6, page 17  for a variant rule for this score.
  ≡ Mental Hit Points (MHP)
  This is a measure of a character’s mental stability. Any
  psychological damage deducts from this score, and when it
  reaches 0 the character becomes insane or otherwise mental-
  ly incapacitated.  Calculate MHP just like PHP, but use the
  Mental Toughness Talent.
  ≡ Move
  The Move score tells how many meters a character can
  move in a phase (explained in Section 4) in meters. It is
  equal to the score the character has in Agility multiplied by
  2. For example, a Agility of 3 gives a Move score of 6. A
  human can crawl or swim at 1/2 this rate, or make a running
  leap of this distance in meters. Fantasy or sci-fi races may
  have additional forms of movement based on this score.
  Score
  Level
  1
  Novice. Inexperienced. An normal person’s
  basic skill or ability.
  2
  Familiar. Some experience or expertise.
  3
  Experienced. Reliable, professional.
  4
  Elite. Highly skilled or talented, one of the few.
  5
  Heroic. Legendary. Stories will be told about
  the time...
  6
  Superhuman. How did he do that? A freak!
  7
  Astounding. Superhero level. Hey dude,
  nice tights.
  AFOD
  
  06
  AFOD
  ≡ Evade
  This score measures how well the character can dodge
  or otherwise avoid incoming harm. It is equal to Agility plus
  Reflexes, divided by two and rounded up. For example, an
  Agility of 3 and Reflexes of 2 gives an Evade score of 3. It is
  used in the same manner as a Talent (see next section for info
  on Talents).
  ≡ Damage Bonus
  This is how much additional damage a character can
  inflict with  muscle-powered weapons, including most melee
  weapons, thrown items, and bows. The bonus equals 1 point
  (not die) of damage (see Section4: Combat for more infor-
  mation on applying damage in combat)  for every point in
  the Strength Talent; for example, a Strength of 3 gives a
  Damage Bonus of +3.
  Equipment
  The GM informs the players what equipment their char-
  acters can pick from if he opts to leave that choice to the
  players. Equipment choices are based on the technology
  level or other factors of the GM’s game world. The lists in
  this manual lack prices or availability, as this is up to the GM
  for his particular game. The GM may allow the players to
  pick from approved items, make up his own price list and
  starting money, or detail a number of each type of item that
  characters can acquire. Sometimes a GM may simply give
  the characters their starting equipment.
  When equipping a character, the player should keep in
  mind that a character must have somewhere to store the
  items and a way to transport them. If the character starts out
  as a wandering barbarian, he could not possibly have many
  large items. The AFOD system does not use rules detailing
  the effect of carried weight on character performance.
  However, if a player has a character who is attempting to
  haul around tons of treasure or an entire arsenal, the GM can
  have the character dump some possessions or start taking
  penalties to any action which could be affected by being too
  encumbered.
  ≡ About the Equipment Lists
  The equipment lists in this manual are simply a resource
  for GMs and players, not hard and fast rules. The GM can
  mix and match items from various lists, or discard the lists
  completely and use his own technology.
  The lists are organized into levels of technology which
  are very broad. For example, the Early Technology section
  could cover periods from the Bronze Age to the Age of
  Exploration. The GM must decide which items are allow-
  able. A game set in a medieval world would probably not
  allow use of muzzleloaded firearms. Future technology is, of
  course, pure speculation.
  
  07
  AFOD
  3: DOING THINGS
  Now you have a character, but how does he do things?
  This section explains when die rolls are necessary, and how
  to make them to see if a character can perform a task suc-
  cessfully. This could be anything from swinging an axe to
  fixing a spaceship. Tasks are classified as A u t o m a t i c ,
  Possible, or Impossible.
  Automatic Tasks
  These are any actions a character takes that would nor-
  mally have a 100% chance of success. For example, if a
  character needed to tie his shoes, it would be ridiculous to
  have the player make a die roll to see if he succeeds. Any
  simple action that a player just declares his character will do
  is considered an Automatic task. The player says “I bend
  down and tie my shoes” and the shoes are tied. Simple.
  Possible Tasks
  Possible tasks are ones that have only a chance of suc-
  cess. Players decide them by rolling a number of dice equal
  to a character’s score in the Talent relevant to the task
  (remember that even if a player has not put any points into
  an ordinary Talent it still has a score of 1) and totalling them.
  This number is then compared to a total generated by the
  GM. The GM generates his total in one of two ways, depend-
  ing on whether the character faces another character (or enti-
  ty with its own Talents) or an inanimate force or object.
  If a character is directly competing with another charac-
  ter (or any creature with its own Talents), the GM rolls a
  number of dice equal to the score in the opposing Talent
  being used and compares it to the player’s total. The charac-
  ter with the higher total is successful. In the case of a tie sim-
  ply re-roll. This is called an “opposed” roll.
  If a character faces an inanimate force, the player’s total
  is compared to a total generated from the Difficulty of the
  task (the GM rolls as many dice as the Difficulty rating).
  Example Difficulty ratings are given below. In the case of a
  tie, simply re-roll.
  The GM can tell players the Difficulty of a task or just
  give a general hint, like “The boulder looks a bit bigger than
  you could normally move.”
  Some tasks require a character to beat a Difficulty total,
  and then also beat a total generated by another character. The
  first comparison checks if the character can initiate the
  action, and the second checks if a target character is affect-
  ed. This usually happens when using Extraordinary Talents.
  Impossible Tasks
  It is technically possible for a character to do almost
  anything with the Expanding Dice rule (see Special Dice
  Rules in this section), but sometimes a character will try to
  do something which the GM thinks is simply not possible. In
  these cases the GM simply declares the task Impossible.
  Modifiers
  It is unlikely that every time a character performs a cer-
  tain task the difficulty will be the same. In a tightly con-
  trolled environment, such as a scientific laboratory, it is the-
  Example: Vlad shoots his revolver at an evil cultist
  who is trying to escape with a dangerous alien art i f a c t .
  Vlad has a Pistol score of 4, and the cultist has a Evade of
  2. Vlad’s player rolls four dice and gets a 2, 3, 3, and 1 for
  a total of 9. The GM rolls two dice for the cultist and gets
  a 6 and 5, for a total of 11... two points higher than the
  p l a y e r’s total. Vlad’s shot misses, and the cultist reaches the
  door and gets away.
  Difficulty
  Rating
  Easy
  1
  Challenging
  2
  Hard
  3
  Very Hard
  4
  Hellish
  5
  Insane
  6
  Unbelievable
  7
  Many Talents will have Difficulty examples, see Appendix
  A. The terms above are just descriptive guidelines to help
  the GM set Difficulty ratings.
  Example: Ardulan wants to spray fire at a group of
  Zhakam raiders. The GM tells her that she must beat a
  Difficulty of 3 (Hard) to cast the spell successfully. Ardulan
  has a Pyrokinesis score of 2, so her player rolls two dice and
  gets a total of 10. The GM rolls 3  dice and gets a total of 8;
  he tells the player that the spell works, and fire sprays from
  Ardulan’s fingertips! However, the raiders have a chance to
  avoid the flames. All three have an Evade score of 3. The
  first gets a total of 16 (greater than the player’s 10) so he
  avoids the flames. The second raider rolls a 7, and the third
  a 9; they are both engulfed in the flames.
  
  08
  AFOD
  oretically possible. In the real world things change from sec-
  ond to second, and the circumstances will play a part.
  To take the current conditions into account, many
  opposed rolls will have a modifier (when a task is unopposed
  the GM simply changes the Difficulty rating).
  Modifiers are additional dice rolled by the side which
  has an advantage in a situation. A minor advantage causes a
  1d modifier, a major advantage causes a 2d modifier, and a
  huge advantage causes a 3d modifier. These dice are not
  added to the total, however. Instead, they can replace any
  lower dice in the original roll. Think of this as keeping the
  highest X dice, where X equals the Talent score being used.
  Modifiers do not change the number of sixes needed for
  Expanding Dice (see next page). For example, if a character
  had a score of 2 in a Talent and had a 1d modifier, and two
  of the three dice came up sixes, it would still call for
  Expanding Dice.
  If there are more modifier dice than original dice, sim-
  ply use the best modifier dice for replacement and discard
  the rest. A player should not total more dice than his charac-
  ter has in the Talent being used.
  Combined Efforts
  Sometimes multiple characters will use Talents in coop-
  eration to perform a task. For example, one character could
  assist another with a technical task or add mental power to
  boost another’s psionics if the GM allows.
  In these situations the highest Talent score applicable to
  the task is used, with one additional die rolled and added for
  each “helper” involved. The GM decides if the assistance is
  actually advantageous (if the additional characters’ efforts
  will increase the chances of success). It will usually be the
  same Talent used by all characters, but it could be related
  Talents at the GM’s discretion.
  Special Dice Rules
  There are a few situations in which special rules come
  into play when rolling to resolve tasks.
  ≡ Expanding Dice
  If a player rolls all sixes on any roll he gets to roll anoth-
  er die and add it to the total. If the extra die also comes up a
  six he can roll another, and so on. This allows a character to
  occasionally exceed his normal capabilities. Hey, anyone can
  get a break. At the GM’s discretion Expanding Dice can
  apply to all rolls (such as damage rolls and damage reduction
  for armor).
  ≡ Botch
  Any time a character rolls a total which is half as much
  as an opposing total he not only fails, but something bad hap-
  pens as decided by the GM.
  ≡ Whammy
  If a character gets a total which is twice as much as an
  opposing total he not only succeeds, but something good
  happens in addition as decided by the GM. This could be
  anything from increased damage for an attack to better than
  expected results for a technical or interpersonal task.
  Using Meta Talents
  Meta Talents are different than Ordinary A n d
  Extraordinary Talents. They are not used by a character to
  perform tasks, but instead represent the innate characteristics
  a hero needs to succeed in challenging adventures, and look
  good doing it. These characteristics are Courage, Ingenuity,
  and Style.
  In game terms, Meta Talents are used to temporarily
  “boost” other Talent scores. The score in a particular Meta
  Talent represents the number of dice a player may add to
  another roll to increase a generated total. Some or all of the
  extra dice can be used for a particular task.
  These dice operate as a pool, and once used they cannot
  be used again until the GM refreshes them. The GM has the
  option of refreshing the Meta Talent pools per session,
  adventure, or complete story arc (or whenever else) depend-
  ing on how often the dice are used in his game, or how
  “heroic” he wants the characters.
  Each Meta Talent also requires the player to explain the
  use of the Meta Talent, describing how either courage, inge-
  Example: Ardulan is uphill and fighting an unmounted
  bandit with her long sword. The bandit also has a long
  sword so they have equal reach, but she is fighting from a
  higher position. The GM decides that she has a 1d advan -
  tage. Her Blades score is 3, and her player rolls four dice.
  She gets a 5, 4, 3, and 1. She discards the 1 and receives a
  total of 12 for the attack (5+4+3=12).
  Example: Vlad is attempting to pick a lock, and has a
  score of 2 in Intrusion. The player rolls 2 dice for a total of
  5. The lock has a Difficulty of 2, and the GM rolls a total of
  11. The GM says Vlad just broke his lockpick off in the lock,
  and the noise attracted the attention of a nearby guard.
  Example: Vlad is breaking into a medical complex to
  find evidence of strange experiments, and is attempting to
  pick a door lock. He has a score of 3 in Intrusion. The lock
  has a Difficulty of 2. Vlad’s player rolls 3 dice and gets a
  total of 16, and the GM rolls 2 dice for a total of 7. The GM
  says Vlad figured out a trick that will allow him to pick any
  of the door locks on this level of the complex without rolls
  from now on.
  
  09
  AFOD
  nuity, or style either helps the character in the task or makes
  the attempt heroic and exciting.
  Courage can enhance actions by removing hesitation
  and doubt. This can make a big difference in how well a per-
  son performs in fearful situations.
  Ingenuity is that spark of brilliance which comes up
  with the needed answer in the nick of time. This could be
  intuition, a leap of logic,  or simply pressure bringing out the
  best of a person’s mental ability.
  Style is that certain something that makes a hero cool.
  Instead of slashing at the monster, the stylish character rolls
  between its legs and stabs it in the back. Keep in mind that a
  character can always do stylish things, but usually it will
  make a task more difficult. When using the Style Meta Talent
  the character actually gets to roll more dice.
  Unlike modifiers, Meta Talents do affect the number of
  sixes required for Expanding Dice. All dice must still come
  up sixes.
  Using Extraordinary Talents
  Extraordinary Talents are those which a normal person
  cannot perform. These powers include, but are not limited to,
  sorcery, psionics, miracles, and mutant powers. The AFOD
  system treats all Extraordinary Talents the same for game
  purposes, and they have some special rules associated with
  their use.
  ≡ Targeting
  How do you hit something with your power? A general
  rule is that all extraordinary Talents require line of sight (or
  similar sense) and have no range limitations, unless the
  Talent’s description or the GM says otherwise. Also, the tar-
  get (if a character) is usually allowed an Evade roll to avoid
  Talents with physical effects, or a Mental Toughness roll to
  resist mental effects.
  ≡ Effects
  The Extraordinary Talents in this manual are broad abili-
  ties which can create a variety of effects. However, when a
  character uses one, he must specify what effect he is trying to
  achieve. For example, a character using the Talent M a t e r i a l i z e
  O b j e c t must specify what type of object he is attempting to
  bring forth. Most Talents have possible effects listed.
  Characters can find new ways to use their extraordinary
  Talents. If a player thinks of a new way to use a Talent that
  the GM finds plausible, the GM simply assigns a Difficulty
  value to achieve the new effect.
  Example: Ardulan is being chased by a powerful mon -
  ster she knows will kill her if she doesn’t escape. She comes
  to a wide chasm, and the GM tells the player leaping across
  it looks very difficult, and she may not make it (Difficulty 4).
  Ardulan has a Style score of 3, however. The player says
  “Ardulan looks back while running and makes an obscene
  gesture at the pursuing monster. She then releases her cloak
  and leaps, letting the cloak fly back into the monster’s face.”
  She tells the GM she will use 2 of Ardulan’s Style dice, which
  will allow her to roll 5 dice to beat the chasm’s Difficulty of
  4. After the leap Ardulan will only have 1 die left in her Style
  score to use on later tasks, until the GM refreshes her Meta
  Talent pools.
  Example: Ardulan wants to use her Pyrokinesis Talent
  to shoot a jet of flame at an enemy, but not in a straight line.
  She sees an evil warrior around the corner of a building in
  a reflection, and she wants to have the fire actually curve
  around the corner and strike him. The GM decides that it is
  possible but of Hellish Difficulty, so he tells the player she
  must beat a Difficulty of 6.
  
  10
  AFOD
  ≡ Building Power
  When a character wants to use an Extraordinary Talent,
  he must first build and focus the power required. Building
  power could manifest as a magical ritual, intense psychic
  concentration, focusing chi, or anything else appropriate to
  the particular game. How long it takes to build up and focus
  the required power depends upon the difference between the
  ability of the character and the Difficulty rating of the task he
  is attempting. Use the following guidelines:
  If the Difficulty of the task is less than or equal to the
  character’s score in the Talent being used, the Talent can be
  used as a regular action in a phase (see Section 4: Combat for
  more information about actions and phases).
  If the Difficulty is greater than the character’s score in
  the Talent being used, the character must spend the differ-
  ence in rounds (see Section 4 for more information about
  rounds) building up the power required to use the Talent.
  While building power the character can move slowly and
  perform simple tasks, but not make or evade attacks or per-
  form complex actions.
  If a character is using Meta Talents to boost a score, use
  the boosted score for the purposes of building power.
  ≡ Losing It
  If a character is struck for damage (either physical or
  mental) while building power, he must make a Mental
  Toughness roll with a total equal to or greater than the dam-
  age of the attack. For example, if a character took 12 points
  of damage from an attack, he would have to roll as many
  dice as he has in Mental Toughness, total them, and match or
  beat a total of 12. If this roll is failed the power dissipates,
  and the character must begin again. Other distractions may
  call for a Mental Toughness roll at the GM’s discretion.
  ≡ Power Drain
  So, a character can just keep slinging spells or reading
  minds all day long? Not really, because each time a charac-
  ter fails a roll when using an Extraordinary Talent the ener-
  gy “backfires” on the character and drains his power.
  In game terms this means that each failed use of an
  Extraordinary Talent reduces the character’s scores in all of
  his Extraordinary Talents by one point. If this drain brings
  the effective score of a Talent to zero, he cannot use it for the
  rest of the day. After a good night’s sleep or similar rest the
  character’s scores return to normal.
  ≡ Extraordinary Items
  A character can use Extraordinary Talents to create spe-
  cial items which hold power the wielder can use at will. The
  most common example are magical items, but characters
  could also create psionic items, religious artifacts, etc.
  These types of items “store” power from extraordinary
  Talents. The first step is to use the Talent Power Container
  successfully, which makes the item able to hold the magical,
  mental, or spiritual energy. An item can only hold as much
  power as twice the Difficulty rating the creator beat to use
  the Power Container Talent at the time of creation. For
  example, if a character beat a Difficulty of 2 in Power
  Container, he could create an item which could store 3 dice
  of Telepathy and 1 die of Pyrokinetics within it. Only 1
  attempt is allowed for a particular item.
  Next, each power it holds must be used successfully and
  “projected” into the item. Each Talent projected into the item
  allows it to discharge that power once, at the same score as  the
  original Talent. The stored power must be a specific use of a
  Talent. For example, if a character wants an item which allows
  the wielder to read another’s mind it cannot be “Te l e p a t h y”, it
  must also be “Read Mind”. The best way to think of this is that
  the item is simply a delayed use of a Ta l e n t .
  The creator must specify how the particular effect is
  activated as well. This could be a command word, an action,
  a directed thought, a triggering event, or anything else the
  player wants and the GM approves.
  If the creator wants the item to have permanent powers
  he must use the Talent Bind Power (see page 23). When this
  Talent is used, it allows the item’s powers to be reset each
  day. Talents which specifically change the characteristics of
  an item may allow the Bind Power to make the item’s pow-
  ers “always on” instead of simply reset each day, with the
  GM’s approval.
  The creator must use Bind Power successfully on each
  stored Talent, beating a Difficulty equal to the level of the
  power (1d, 2d, etc.). If a roll is failed that power is “erased”
  from the item, and it must be projected into the item again.
  Example: Ardulan casts a spell using her Pyrokinesis
  Talent (score of 2) but fails the roll. For the rest of the (game
  time) day she has a score of 1 in Pyrokinesis. She also has a
  score of 1 in Telepathy, which now has an effective score of
  0 and cannot be used at all for the rest of the day.
  
  11
  AFOD
  4: COMBAT
  Combat includes any time characters are trying to hurt,
  kill, or adversely affect other characters. Combat is not lim-
  ited to physical attacks, as combat could also be two psionic
  characters battling with their minds or a magical struggle
  between dueling sorcerers.
  The Round and Phase
  While characters adventure time is mostly abstract. The
  GM will keep track of time as characters travel, meet people,
  have discussions, and so on. However, when the action heats
  up, such as during combat, time switches to increments
  called rounds and phases. These units are used to keep track
  of what happens in what order.
  A round is an abstract period of time, representing a
  “chunk” of action. The default amount is six to eighteen sec-
  onds, but this is not a strict interpretation. The GM can have
  it be as much time as he believes fits the situation.
  A round breaks down into 6 phases, and each phase rep-
  resents a point in the round when a character may be able to
  perform an action. Actions can include making an attack,
  moving more than a few steps, using an Extraordinary
  Talent, or anything else the GM allows. When a character
  can act is determined by the Initiative roll.
  Initiative
  The Initiative roll is used to determine in what phases a
  character can do something. Each character can act as many
  times in a round as he has points in the Reflexes Talent. The
  player rolls as many dice as the character has in Reflexes, and
  each number that is shown on a die represents an action in
  that particular phase. All actions performed in a phase occur
  simultaneously.
  In each phase, players declare what actions they will
  take in order from lowest Reflexes score to highest. If two or
  more characters have the same Reflexes score, rank those
  characters from highest to lowest Notice score.
  ≡ Initiative Bonuses and Penalties
  Certain situations affect how quickly a character reacts
  to danger, and therefore the Initiative roll. For example,
  cybernetics could speed a character up or drugs could slow
  him down. If a particular item, Talent, drug, etc. has an effect
  on Initiative it will be noted in its description.
  The GM may call for bonuses or penalties in other situ-
  ations, such as if a character was physically hampered, on
  unsteady footing, seriously distracted, or encumbered with
  heavy items.
  A penalty (when a character is slowed down) is simply
  a reduction in the number of dice a character can roll for
  Initiative, and a bonus (when a character is speeded up) is
  additional dice.
  Surprise
  Surprise occurs when a character is completely unaware
  of a situation and can make no preparations for what is about
  to happen. A common surprise situation is an attacker using
  the Stealth Talent successfully against an opponent, so the
  hapless victim never sees the attack coming. Also, the GM
  may rule that one side has no chance to anticipate something
  so surprise is automatic.
  Another common surprise situation occurs when two
  characters or parties blunder into one another. In this situa-
  tion, both sides make a Reflexes roll against a Difficulty set
  by the GM. Any character who fails this roll is surprised. If
  it is a group of people, only the characters who fail their roll
  are surprised, while the rest can act normally.
  
  12
  AFOD
  ≡ Effects of Surprise
  In a surprise situation there is a special “surprise phase”
  before any regular rounds begin. All characters who are not
  surprised can perform an action in this special phase, from
  highest R e f l e x e s score to lowest. Any characters with the
  same R e f l e x e s score go in order from highest N o t i c e score to
  lowest. Surprised characters cannot do anything during the
  surprise phase, including defend, so surprised opponents can-
  not use a combat Talent or E v a d e to avoid damage.
  Attacking/Defending
  Making an attack is just like performing any other task.
  The player rolls as many dice as his character has in the
  Talent being used to make the attack. If the dice total exceeds
  the opposing total the character hits.
  If a character is aware that he is under attack, or is
  avoiding damage in a general way (i.e “ducking and weav-
  ing” through the scene), he gets a defense roll against incom-
  ing attacks. This means that the attacker must beat a roll
  against the Talent the target is using to defend. If a character
  is unaware of the attack, the attacker just has to beat a
  Difficulty the GM sets for how hard he believes the attack is
  to make.
  ≡ Defending Against Melee Attacks
  In close combat a good swordsman can parry or hold an
  opponent at bay with his blade. In melee (hand-to-hand)
  combat, a character uses the Talent which he is currently
  using to make melee attacks to defend against incoming
  melee attacks. If using a sword, use the Swords Talent, if
  fighting unarmed use Unarmed Combat, etc. If a character is
  using a ranged/non-melee weapon or another unsuitable
  combat style use Unarmed Combat.
  If a character is in an open area where there is plenty of
  room to move around, the GM can also allow a character to use
  E v a d e to defend against melee attacks if the player prefers.
  H o w e v e r, the character loses any attack in that phase.
  ≡ Defending Against Ranged/Area Attacks
  If a character is attacked with a ranged weapon or simi-
  lar effect (for example a trap that shoots poison darts) Evade
  is used to avoid damage.
  The GM can decide that even if a Evade roll is made
  some damage is taken if it is unlikely a character can com-
  pletely avoid the effects. A character must have somewhere
  to dodge to, so if a character is in a small room with no cover
  and a bomb thrown at him, the best he could do is lie flat. In
  such a case half damage for a successful defense may be
  appropriate.
  ≡ Unarmed Combat
  Unarmed combat is the use of one’s own body as a
  weapon against an opponent. It is generally not the most
  effective way to fight (why else would people have invented
  weapons?) but sometimes a character may not have a
  weapon or just prefers to fight unarmed. There are three dif-
  ferent attacks made by characters in unarmed combat; strike,
  throw, and grapple (see the Talent Lists in Appendix A for
  more information). It is up to the GM to determine when
  these attacks are feasible. Throw and grapple attacks are
  usually only effective against targets of about the same size
  as the attacker or smaller (a man who attempts to wrestle an
  elephant will lose). Strike attacks will only work on a target
  which is made of a material the character’s body can damage
  (a man who punches a tank will only break his hand).
  ≡ Modifiers in Combat
  The AFOD system does not have tables of modifiers for
  combat. The GM takes factors such as wind conditions, con-
  cealment by percentage concealed, whether the character
  had their morning coffee, and so on into account when decid-
  ing if a modifier is appropriate. Common sense will usually
  suffice. If a target is dodging around a bunch of tall hedges
  which obscure an attacker’s view, give the target a modifier
  to his Evade roll. This is a game, not rocket science.
  Weapon Ranges
  Each weapon in the equipment lists (Appendices B
  through E) has a range listed. This is the “normal operating
  range” of the weapon, or how far away a target can be with-
  out range hindering the attack greatly. If a target exceeds this
  range there should be at least a 1d modifier added to a tar-
  get’s defense roll.
  
  13
  AFOD
  ≡ Applying Damage
  All melee attacks cause the damage listed for the
  weapon or attack used, plus the attacker’s Damage Bonus,
  plus the attackers Talent score used to make the attack.
  Ranged attacks do not use the Damage Bonus, except when
  an attacker is using a powerful bow specifically designed to
  take advantage of the high strength. See Section 5 for more
  information on damage.
  Special Attacks
  The following attack types operate differently than most
  regular attacks, and require special mention.
  ≡ Burst Fire
  Some weapons fire at high rates of speed, propelling
  many projectiles at the target. All of the rounds are consid-
  ered one attack and are aimed at an area of up to 3m in diam-
  eter. If successful, dice are rolled to see how many hits are
  possible, and each weapon will have a die roll given in its
  description. These possible hits are then evenly divided
  among the targets in the area, but each target still gets a
  defense roll to avoid being hit if able.
  ≡ Called Shots
  This is an attack aimed at a specific part of a target.
  Called shots are used to penetrate defenses or cripple some-
  thing with a weak spot. Examples include striking a target in
  the head to cause unconsciousness or shooting out the tires
  in a vehicle. A called shot is rolled against a Difficulty set by
  the GM. However, the Difficulty rating can never be lower
  than a Talent being used by a target to defend.
  ≡ Slam Attacks
  A slam attack is when a character just bashes into an
  opponent, trying to knock him back, aside, or to the ground.
  The attacker’s S t re n g t h or Unarmed Combat
  s c o r e
  (whichever is higher) is rolled against the targ e t ’s S t re n g t h
  or R e f l e x e s score (whichever is higher). If successful the
  t a rget is knocked back/aside1d meters or to the ground
  ( a t t a c k e r’s choice).
  Continuing Actions
  Weapons have a reload time associated with them (see
  Appendices B through E). This is how many phases must
  pass before a weapon is reloaded. This does not mean the
  character needs to be entitled to an action in every phase–
  reloading is considered an “continuing” action. W h i l e
  reloading a character can move and defend if the GM allows.
  Movement is similar. A character who uses an action to
  begin moving at up to his full Move score doesn’t need to
  spend more actions to continue moving, he is considered to
  be moving until he stops.
  Unusual Environments
  Sometimes characters will find themselves in places or
  situations where they are not simply standing on the ground
  duking it out.
  ≡ Zero Gravity Combat
  Zero-g or low-gravity environments hamper unskilled
  characters because a small movement can cause the charac-
  ter to spin wildly out of control. For this reason, any physi-
  cal Talents used in a zero-g or very low-gravity environment
  cannot be performed at a higher score than the character’s
  Zero-G Operations score (unless the character is steadied by
  magnetic boots, strapped into something, etc.). Also, any use
  of a melee weapon or ranged weapon with a recoil requires
  a successful Zero-G Operations roll or the user spins out of
  control, and must make a successful roll as an action to
  regain control.
  ≡ Underwater Combat
  Water is such a thick medium that it slows movement,
  making it difficult to swing a weapon with enough force to
  cause damage. For this reason, the only weapons which will
  be useable by characters in melee combat underwater are
  weapons which do Piercing damage, such as spears and
  knives.
  Missile weapons are restricted to specially modified
  crossbows (if available) at ancient levels of technology.
  Spearguns would be used in modern games, and modified
  missiles or torpedoes could work. At higher levels of tech-
  nology magnetically-propelled flechettes and most energy
  weapons are reduced to half power and range. Explosives
  work fine underwater, but only for concussive (C) damage.
  
  14
  AFOD
  5: DAMAGE AND HEALING
  Physical Damage
  During the course of adventures many things batter and
  abuse characters. Wounds abound in adventuring worlds,
  because physical danger is a source of excitement.
  When a character receives physical dam-
  age it is subtracted from his P h y s i c a l
  Integrity score, and when this score reaches 0
  or less he is down and unable to act. At this
  point the player must roll using the charac-
  ter’s Physical Toughness Talent against a
  Difficulty based on the type of damage (the
  “deadliness” of the weapons used or wound
  type) the character has received. Examples:
  1 - Unarmed combat between humans
  2 - Light weapons, like billyclubs, chains,
  small caliber handguns, "holdout" lasers, etc.
  3 - The common weapons for killing: swords,
  medium to heavy handguns or rifles, beam
  rifles, etc.
  4 - Heavy or highly-deadly weapons like very
  large caliber rifles, double-barrel shotguns, or
  force swords
  5 - Massive damage, such as the rocks from
  an avalanche or being caught in a burning
  structure
  If this roll is successful the character is
  simply incapacitated, and unable to coninue
  the fight until his PHP is brought above zero.
  The character can perform minor acts involv-
  ing survival instinct (crawl or stumble to
  cover, cry for help, etc.), or perhaps more
  with the GM’s approval.
  If the roll is unsuccessful, the character
  is dying, and will be permanently dead with-
  in 1 minute. With GM approval a successful
  M e d i c i n e roll can stabilize the character,
  either long enough for a short conversation
  (beat a Difficulty of 2) or enough to start the
  character on a road to recovery after a few
  days of bed rest and attention (Difficulty 4).
  ≡ Types of Physical Damage
  Physical damage can be generic or of a
  specific type:
  Concussive (C) - This is blunt impact force
  which delivers energy to the target but does
  not usually penetrate. Examples include clubs and shock
  waves from explosions.
  Slash (S) - This is a sharp object cleaving or cutting through
  the target. An example would be a sword strike.
  Energy (E) - This is energy which damages the target on a
  molecular or cellular level. Examples include
  fire, radiation, or energy beams, as well as
  damage from extreme cold (which is actually
  a lack of energy but has a similar effect).
  High Speed Projectile (H) - These are
  objects which strike the target at a very high
  velocity. These attacks cause penetration dam-
  age, concussive force to surrounding tissues,
  and in some cases damage from heat.
  Examples are shrapnel and bullets.
  Pierce (P) - This is an attack which uses a
  sharp point to deliver all of the force to a small
  area, penetrating the target. Examples are
  spears and arrows.
  ≡ Major Wounds
  When a character takes an amount of dam-
  age equal to half his normal PHP or greater in
  a single attack he receives a Major Wound– a
  wound that will continue to be a problem for
  the character unless properly treated.
  Adrenaline and the heat of the moment
  will keep a character going, but eventually he
  will feel the effects of serious harm. In game
  terms, after the current fight/action is con-
  cluded, any character with a Major Wound
  must have a Medicine roll made which gener-
  ates a total greater than the amount of damage
  taken which caused the Major Wound. If this
  roll is failed, the character will not start heal-
  ing, and will instead lose 1 PHP per hour.
  Each hour a new M e d i c i n e roll can be
  attempted.
  In addition, any time a character takes a
  Major Wound he must also roll to avoid stun
  (see below).
  ≡ Armor and Damage Reduction
  Armor is the most common way to keep a
  character alive. Each type of armor is better or
  worse at protecting the character from the dif-
  ferent kinds of damage that can be inflicted,
  thus each type has a Damage Reduction (DR)
  rating for the various damage types. This is
  
  15
  AFOD
  the number of dice rolled to see how much damage the armor
  prevents. The total is then subtracted from the damage
  caused and the difference gets through to the target.
  Note that multiple attacks or weapons which use a burst
  attack do not add the damage from all of the hits in the round
  to see if armor is penetrated. Each individual hit’s damage is
  rolled separately and must cause enough damage to beat the
  armor’s DR rating to reach the target.
  ≡ Healing
  A character can, with full rest and no strenuous activity,
  heal 1d PHP per day. This is the norm for a human; other
  races may heal faster or slower. The
  use of magic, surgery, or other med-
  ical help can also restore PHP, and
  the description of the relevant oper-
  ation, spell, etc. details the amount.
  A character can never heal to a score
  higher than his normal PHP.
  The GM may call for a debili-
  tating condition or scarring in the
  case of a character reaching 0 PHP
  from wounds. Additional measures
  may need to be taken in order to cor-
  rect this condition, beyond the regu-
  lar healing process. An example
  would be a limp acquired from a bad
  leg injury.
  ≡ Damage to Specific Areas/Parts of a Target
  Sometimes a character takes damage to a specific part of
  his body. This is usually the result of a Called Shot (see the
  Combat section) by an attacker. In these cases, the general
  rule is if the character takes a total amount of damage to a
  limb that is equal to or greater than half his normal PHP, the
  limb is rendered useless. Damage to the head for half of the
  total PHP of the target renders him unconscious unless a
  Physical Toughnessroll is made which creates a total greater
  then the amount of damage taken. A character can attack an
  opponent with the express purpose of knocking the target
  unconscious by targeting the head with a Called Shot. The
  effect of specific hits to vehicles, creatures, etc. are detailed
  in their descriptions or decided by the GM.
  ≡ Electrocution
  If a character is electrocuted and the damage is not
  enough to kill or incapacitate him, he must still make a
  Physical Toughness roll to avoid being knocked senseless for
  1d rounds. The total of this roll must be equal to or greater
  than the amount of damage taken.
  ≡ Gradual Damage
  There are certain types of damage which build up over
  time; these include fire, acid, suffocation, low or high pres-
  sure, poison, and high radiation. The length of time it takes
  to accumulate damage is specified in the effect’s description
  or decided by the GM. As a default each of these cause 1d of
  damage per round, and ceases when the source is counter-
  acted (fire until extinguished, acid until the reaction has run
  its course or the acid is removed, suffocation until air is
  received, etc.)
  ≡ Falling Damage
  Damage from falling is 1d for the first 4 meters, 2d for
  the second, 3d for the third, and so on, increasing by one die
  each 4m and adding to the previous total. For example, if a
  character fell 16 meters it would cause 10d damage
  (1+2+3+4). This assumes an earth-like gravity and a hard
  surface at the bottom. In an environment with a higher or
  lower gravity, or a soft surface, the damage must be adjust-
  ed accordingly.
  The maximum damage from a fall is 20d in an earth-like
  atmosphere due to air resistance. In a vacuum the damage
  would increase indefinitely, and a higher air density could
  reduce this maximum amount.
  ≡ Paralyzation
  Paralyzed characters cannot use their muscles to move
  their body or limbs, but remain unaffected mentally. This
  means that characters are aware of what is going on around
  them (assuming it is in line of sight or within earshot) and
  can still perform mental tasks. For example, a paralyzed
  character could use a psionic Talent while paralyzed. Note
  that paralyzation does not “freeze” a victim into a statue, it
  just causes him to collapse.
  ≡ Stun
  A character who receives a Major Wound (takes an
  amount of damage equal to half his normal PHP or greater
  in a single attack) must make a Physical Toughness roll and
  beat a total equal to the amount of damage taken  to avoid
  stun for 1d rounds. In addition, certain weapons, Talents, etc.
  can cause a roll to avoid stun. When stunned the totals for all
  rolls made by the character are cut in half, the character has
  half as many Initiative dice, and movement is at one-half
  (round all numbers up).
  Mental Damage
  Sometimes a character suffers another kind of damage;
  trauma initiated by a mental response to bizarre or terrifying
  experiences. Imagine you are walking down the street
  tomorrow with your best friend, and a manhole cover pops
  off right next to you. A huge, amorphous creature covered
  with fanged mouths and rolling eyes extends from the dark-
  Example: Ardulan is fighting with an opponent in
  hand-to-hand combat. Her opponent strikes her with a
  blunt weapon and causes 12 points of damage. Ardulan is
  wearing armor that stops 2d of concussive damage, so the
  player rolls 2 dice and gets a score of 8. She loses 4 points
  from her current PHP score (12-8=4).
  
  16
  AFOD
  ness and bites your friend’s head off! It then disappears back
  down the hole, leaving only your companion’s headless
  body, slimy deposits, and a terrible stench. Don’t you think
  you would be walking on eggshells for a while afterward?
  Well, characters can freak out like the rest of us.
  When a character experiences particularly scary or hor-
  rible things the GM can require a Mental Toughness roll to
  check for effects on the character’s mind. It is up to the GM
  to determine when a roll is needed and the Difficulty of the
  roll. The GM must keep the setting in mind, however, as a
  character in a fantasy game who has spent his entire life
  knowing that monsters truly exist is not likely to be shocked
  at their appearance. Conversely, a person from our own mod-
  ern world could have a nervous breakdown if confronted by
  the walking dead or inter-dimensional horrors.
  In these circumstances a character failing a Mental
  Toughness roll suffers 1d of damage to his MHP score, and
  a temporary ill effect if the GM feels it is appropriate in the
  situation. The GM can make up a “freak out” effect or roll 3d
  and compare the total to the table on the right.
  ≡ Restoring MHP
  A character regains MHP by resting in calm and safe
  surroundings, with no stress or mental strain of any sort.
  Each day spent resting restores 1d MHP to the character.
  ≡ Insanity
  If a character suffers a minor case of insanity from a
  failed Mental Toughness roll, he is “functionally” insane. He
  can live a somewhat normal life, but may have episodes or
  periods of irrational behavior. A minor case may simply
  cause the character to seem odd. Possible afflictions are anx-
  iety, compulsions, kleptomania, minor megalomania, melan-
  cholia, monomania, minor paranoia, pathological lying, or a
  phobia.
  If a character suffers a major case of insanity he is func-
  tional, but definitely not normal. Others see him as obvious-
  ly disturbed, and episodes will be longer and/or more severe
  than in a minor case. Examples include delusions, Dementia
  Praecox, severe paranoia, and psychogenic fugue.
  When a character reaches an MHP score of 0 or less the
  player must make a Mental To u g h n e s s roll against a
  Difficulty of 3. If this roll is successful the character only
  suffers a permanent case of insanity (form and severity
  decided by the GM). If the roll is unsuccessful the character
  becomes completely and incurably insane, and becomes an
  NPC under the GM’s control.
  ≡ Curing Insanity
  If a character is mentally disturbed but not incurably
  insane, it is possible to cure the illness with the Talent
  Medicine (specifically with Psychology).
  Each month that a character is under treatment, the char-
  acter who is providing the treatment gets a Medicine roll.
  The Difficulty of this roll is 3 for a case of minor insanity,
  and 4 for a case of major insanity. The patient must then
  make a Mental Toughness roll against the same Difficulty,
  and if both rolls are successful the mental disorder is cured.
  A GM may allow a similar healing effect from other
  forms of treatment. For example, counseling from a spiritu-
  al leader, membership in a support group, or hypno-therapy
  may allow a character to attempt Mental Toughness rolls to
  cure a mental disorder. It is up to the GM to determine what
  period of time is required between these rolls and if they are
  feasible and/or allowed.
  “Freak Out” Effects (Roll 3d6)
  3: The character develops a minor long-term mental disor-
  der. Treatment will likely be required to recover.
  4: The character develops a minor short-term mental disor-
  der. The condition will persist for 1d days.
  5: The character falls unconscious for 1d rounds.
  6: Hyperventilation causes the character to gasp for 1d
  rounds. He is unable to speak or perform any task beyond
  attempting to catch his breath.
  7: Loss of bladder/bowel control. Use your imagination.
  8: Vomiting for 1d rounds. Effects are the same as stun.
  9: The character’s confidence is shaken for 1d days. The
  character will be indecisive and filled with doubt, and has
  1 less Initiative die for this period. Mental Toughness is
  also reduced by 1.
  10: The character is disoriented and reeling for 1d rounds.
  Effects are the same as being stunned.
  11: The character becomes hysterical for 2d rounds. This
  can be incoherent babbling, laughing, crying, yelling, etc.
  12: A minor case of “the shakes” makes any tasks requir-
  ing coordination or steadiness more difficult (reduce by 1
  die) for an hour. After the hour the character is allowed a
  roll against Mental Toughness to cease the condition. If
  unsuccessful, he can keep trying each following hour.
  13: Character flees the area at his maximum movement
  rate for 1d rounds. The character will become violent if
  someone attempts to stop him.
  14: Rage takes over the character, who must lash out at the
  source of distress violently for 1d rounds. Anyone attempt-
  ing to stop the character may also be attacked.
  15: The character is rooted in place, and unable to move
  away for 1d rounds. He can still attack, defend, or perform
  other actions as long as he doesn’t move from the spot.
  16: The character collapses in a heap, unable to do any-
  thing for 1d rounds. He is still conscious, but unable to act.
  17: The character develops a major short-term mental dis-
  order. The condition will persist for 1d days.
  18: The character develops a major long-term mental dis-
  order. Treatment will likely be required to recover.
  
  17
  AFOD
  6: GAME MASTER
  As mentioned in the introduction, this manual assumes
  that the reader is familiar with RPGs and how they are
  played, so this section will not begin with a description of
  how to run a game session. If this kind of information is
  needed visit our web page at www.azathot.com. This sec-
  tion primarily contains suggestions for customizing the sys-
  tem, and some general guidelines for GMing AFOD games.
  Tweaking the Game
  ≡ Lethality
  The rules in this manual are designed to be (relatively;
  come on, its a game) realistic. If an average human is
  stabbed with a knife there is a chance he could die. However,
  many people prefer their characters to be more sturdy.
  An easy way to make the game less lethal would be to
  allow characters to keep all of the dice the players roll for
  PHP (roll and total twice the Physical Toughness score).
  ≡ Power Level
  The default “power level” for starting AFOD characters
  (30 CP) is that of regular people, like guy who sold you the
  paper this morning or the policeman on the corner. Thirty CP
  is the equivalent of six Talents at a good  level (score of 3),
  or one really good (4) and three good (3) and three with
  some ability (2), etc. However, some games will have more
  heroic or powerful characters, the kind of people who are a
  cut above the norm. In that case the following starting CP
  can be used instead:
  40 CP: The characters are elite adventurers, and have at
  least a few Talents (areas of expertise or natural ability) well
  above even the level required by a competent professional.
  Think of pulp adventurers or Hollywood movie characters.
  50 CP: Characters are amazing individuals, perhaps
  masters of a few different fields as well as hardened fighters.
  A character like Buckaroo Bonzai would be of this level.
  60 CP: These are superheroes. At this level the GM will
  need to allow scores above 5, because otherwise the charac-
  ters will just be good at everything if the points are kept to
  buying Talents a 5 or below!
  ≡ Game Complexity
  Some people prefer a simpler game. It is easy to make
  an AFOD game more “rules-light” by simply slimming
  down the Talent lists and ignoring a few of the standard con-
  ventions. An example would be removing the M e n t a l
  Toughness Talent and associated MHP score for games that
  don’t feature physic challenges or horror elemts.
  Handling Talents
  Talents are the core of the AFOD system, and a large
  part of a GMing a session is handling them properly.
  ≡ Evolving Talents
  Talents in the AFOD system allow players some degree
  of flexibility, and players are encouraged to find new and
  Example: Julie the GM wants to run a gritty Old West
  game, but wants to simplify the game and concentrate on
  action. She decides to make the following changes:
  First, she limits the available Talents to six: A g i l i t y,
  Reflexes, Physical Toughness, Shooting (combines Pistol and
  Rifle), Unarmed Combat, and Riding. She also decides to
  i g n o re armor and DR values, and make all damage the same
  type. The players will roleplay most non-combat tasks, and
  combat will run a bit quicker. The core game will operate
  exactly the same, however, It will not “break” the system.
  
  18
  AFOD
  interesting uses. However, this means that Talents can evolve
  over the course of a game.
  As players find new ways to use their character’s tal-
  ents, the GM takes notes on the Difficulty ratings he assigns
  their effects. This helps keep the game consistent.
  When a character first attempts a new effect or is unfa-
  miliar with a specific use of a Talent, the GM should set the
  Difficulty at least 1 higher than the actual Difficulty. Once
  the character has had a bit of experience with the new aspect
  the GM reduces the Difficulty to the normal number, which
  is used from that point forward.
  ≡ Naming Talents
  A large part of the “feel” of a game will depend on the
  words used to describe the Talents which the characters use
  to perform tasks, especially Extraordinary Talents. T h e
  names used in the Talent lists are somewhat generic, because
  this book is intended for a wide variety of games. However,
  a GM should feel free to rename them to fit with the feel of
  the world he has created.
  Fantasy games usually have magic, and tend to use more
  elaborate or fanciful names for Extraordinary Talents. For
  example, Pyrokinetics could be called Flamedancing, and
  creating a jet of fire could be referred to as Tongue Of Flame.
  Another common way to refer to magical effects is with the
  word ending “-mancy”, like in “pyromancy” and “cryoman-
  cy.”
  Science fiction games with psionic Talents could use
  more clinical-sounding names. Technical or scientific
  descriptions are appropriate, and names in this book like
  Telekinetics fit the feel well.
  Horror games tend to have more sinister-sounding abil-
  ities for the vile forces at work. An evil cultist wouldn’t use
  Cryokinetics, he would use Icy Death. An opposing force of
  good may have righteous-sounding abilities, like T h e
  Invisible Hand Of God for Telekinetics or Holy Light Of
  Truth for Photokinetics.
  A game set in a primitive post-apocalyptic world could
  use names that are simple and direct– Clairsentience could
  be Far-Seeing.
  A Talent’s description helps contribute to the spirit of
  the game, so the GM and players should come up with names
  and descriptions which promote the atmosphere of the game.
  ≡ Talent Requirements
  Another way to make Talents fit a particular game is
  making characters meet certain requirements before learning
  or using them. For example, in a horror game some magic
  may require rituals or sacrifices, or in a fantasy game a wiz-
  ard might need to carry special magical talismans.
  ≡ Talent Lists
  The Talent lists in this book are in no way canon. Some
  settings may require a new Talent, while others may throw
  out all but a few. GMs should feel free to add and subtract
  Talents to customize the system to their game.
  A game based around siege warfare could have talents
  like Sapper, or a game with characters who are ghosts could
  have Scare The Living.
  The main thing to keep in mind when creating Talents is
  game balance; if the Talent is overly powerful it will make
  some characters too important, and if it is too ineffectual no
  player will want it for  his character. However, there could be
  some games in which the setting revolves around a single
  Talent; for example, a world of oppression and paranoia
  could revolve around  the use of Telepathy by an evil gov-
  ernment.
  Awarding CP
  It is completely up to the GM how quickly the charac-
  ters in a particular game will increase in power. However,
  following are some guidelines a GM can use for awarding
  Character Points if he wishes.
  Common Sense
  We all have it. Don’t ignore or deny it.
  A grenade misses its target, so what happens? It rolls off
  somewhere and explodes, that’s what. A player wants his
  small, weak character to wield a huge two-handed sword?
  Reduce the damage or reduce his Initiative dice. Whenever
  you are unsure of the way a certain ruling should go, just use
  good old common sense.
  Also, remember that you are the GM. Feel free to mod-
  ify or ignore rules when they conflict with what makes the
  most sense in a game situation.
  
  19
  AFOD
  A: TALENT LISTS
  Ordinary Talents
  Agility
  This is a measure of a character’s gross motor skills,
  balance, and flexibility. It is used for running, jumping, and
  similar activities. It is not a measure of reaction speed (cov-
  ered by Reflexes) or any hand-eye coordination tasks cov-
  ered by other Talents. Used to calculate the Move score.
  The damage from a fall can also be reduced with this
  Talent by rolling with the landing properly and body posi-
  tioning during the fall. If a character makes and Agility roll
  which beats a Difficulty equal to the number of dice of dam-
  age the fall would cause the damage is cut in half.
  Difficulty examples: (1) jump a ditch; (3) walk across a
  narrow beam in light wind; (5) run across a narrow beam in
  high wind; (7) backflip onto a narrow beam in high wind.
  Art
  The visual arts are represented by this Talent. Possible
  specializations include painting, sculpture, illustration, inte-
  rior decorating, and graphic design. A successful use of this
  Talent means the character created the desired effect in the
  audience or reproduced a scene or another piece properly.
  Difficulty examples: (1) draw a picture that your friends
  think is pretty good; (3) create an illustration suitable for use
  in a quality publication; (5) create a work of art suitable for
  museum display which receives public notice and critical
  acclaim; (7) create a timeless masterpiece.
  Bow
  The operation of bows and crossbows. A character can
  specialize in a certain type, such as the longbow.
  Business
  This is the ability to operate a business or similar enter-
  prise successfully. Possible specializations include account-
  ing, advertising, and management.
  Climb
  The ability to scale sloped or sheer surfaces. As a gen-
  eral rule a roll should be made every 10m of distance
  climbed. Without proper clothing or equipment all Difficulty
  values should be increased by 1.
  Difficulty examples: (1) a steep, rocky hill; (3) a sheer
  cliff with rough surfaces and loose stones; (5) a smooth wall;
  (7) wet, polished stone.
  Computers
  Knowledge of computer operations and software, but
  not hardware beyond upgrades or simple modifications. A
  successful use of this Talent for research could reduce the
  Difficulty of another task. Possible specializations could
  include hacking, programming, and databases.
  Difficulty examples: (all are in respect to the particular
  tech level of the game) (1) find some obscure info on the
  internet; (3) write professional grade software code; (5) cre -
  ate a groundbreaking new program; (7) create an advanced
  artificial intelligence.
  Craft (Type)
  The ability to create useful items from raw materials.
  Characters must choose a type of craftwork, such as carpen-
  try, metalworking, or textiles.
  Difficulty examples: (1) make a horseshoe; (3) create a
  suit of serviceable armor; (5) create a superb sword; (7)
  craft an extraordinary sword suitable for a king.
  Deduction
  This Talent is used to “figure things out”  when a char-
  acter faces an unknown situation. It could allow the charac-
  ter to find out how to activate a strange device or discern the
  motive of another individual. This is a very broad Talent, and
  a player could choose to have his character specialize in
  almost any mental task not covered by other Talents.
  Deduction should not be overused; in most cases the
  player should figure things out during play, but this Talent
  can be used for tasks which cannot be described properly to
  the player or when it is more appropriate for the character to
  solve a problem.
  Disguise
  Disguise covers all aspects of hiding or modifying a
  character’s identity. This includes makeup to change the
  facial appearance, shoe lifts to change height, padding or gir-
  dles for changing build, alteration of walk or other physical
  movements, and disguising of the voice. Usually opposed by
  another character’s Notice Talent. This Talent would also be
  used to conceal objects on one’s person.
  Drive (Type)
  A character uses this Talent to operate any kind of
  ground or water vehicle, such as cars, tanks, or motorboats.
  A character must choose a certain type of vehicle, such as
  cars or motorboats, and can also specialize in a particular
  subtype, such as jeeps.
  Difficulty examples: (1) avoid a pothole in the road; (3)
  perform a bootlegger turn; (5) jump a car over an obsta -
  cle;(7) drive on two wheels through a narrow alley at full
  speed during a chase.
  
  20
  AFOD
  Electronics
  Used to repair, design, or build electronic devices.
  Lower levels would denote a technician while high levels
  would equate to engineering.
  Some types of specialized electronic devices may be
  covered under a different Talent, such as security devices by
  Intrusion. In these cases Electronics can be used, but the
  Difficulty of the task should be increased by at least 1.
  Escape
  This is the ability to get out of restraints, such as when
  tied up, handcuffed, or in a straightjacket.
  Difficulty examples: (1) escape from sloppily tied ropes;
  (3) escape from securely tied ropes; (5) get out of a straight -
  jacket; (7) perform a Houdini-type escape.
  Flail
  This Talent is used to make attacks with flexible
  weapons. A character can choose to specialize in a particular
  weapon, like the chain or flail.
  Forgery
  Forgery is used to create fake documents, money, or
  identification which is indistinguishable from the real thing.
  A character viewing the falsified material would have to beat
  the creator’s Forgery Talent with a Notice roll to discover the
  forgery. A character can specialize in a certain type of for-
  gery, such as official documents, identification, or counter-
  feiting.
  Gunnery (Type)
  This Talent is used to operate heavy weapons, such as
  anti-armor or ship-borne weapons. The character must
  choose a certain type of weapon,  such as catapults or mor-
  tars, and can also specialize in a particular weapon.
  Hafted Weapons
  The use of axes, clubs, and similar weapons are covered
  by this Talent. Possible specializations include club, mace,
  axe, pick, and hammer.
  History
  Knowledge of the past is covered by this Talent. A char-
  acter can choose to specialize in either a period (like the
  Copper Age) or the history of a certain place or culture (such
  as Chinese history).
  Influence
  Sometimes a character wants to make others think what
  he wants them to think, and this is where Influence comes
  into play. This Talent is used to affect the attitudes or opin-
  ions of other people. It can be used to get that guard to cut
  you a break, lie convincingly, or scare that punk into spilling
  the beans. How it is used will tell what Talent the target uses
  to oppose the Influence roll of the character.
  If the character is constructing a complex lie or attempt-
  ing to “fast talk”, the target could use his Deduction Talent
  to notice inconsistencies or flaws.
  If the character is trying to deceive or persuade the tar-
  get with emotion or charm, the target opposes the attempt
  with Mental Toughness.
  Attempts at intimidation are also opposed with Mental
  Toughness, but are heavily influenced by the situation.
  Whichever side has more force or authority behind him
  should receive a modifier.
  Intrusion
  This Talent is used to get into places where you don’t
  belong. Difficulty would depend on the quality of the secu-
  rity devices faced. A security device faced will be rated by
  quality and complexity, with cheap padlocks at a Difficulty
  of about 2 and complex bank doors at 5. Possible specializa-
  tions include lockpicking, safecracking, and traps.
  Knife
  Used for knives or any small bladed/pointed weapons,
  like cybernetic pop-out blades, ice picks, or bladed gloves.
  This talent also covers the throwing of balanced knives or
  similar items.
  Language (Type)
  This is used for using any language which is not your
  native tongue. A score of 4 or better generally means the
  character is fluent in the language. A Notice roll by another
  character which beats a Language roll can pick up an accent.
  Knowing any particular word or phrase will depend on
  obscurity; the more obscure the higher the Difficulty rating.
  Law
  Knowledge of the legal customs of a society. A police
  officer would need a score of 2 or 3 in this Talent, and a pro-
  fessional lawyer a 4 or better. A character must choose to
  specialize in the laws of a certain culture. This Talent would
  be used to know the law and prepare a good case, but the
  Talent Influence may cover some in-court activities, like pas-
  sionate pleas to the jury or persuading the judge to allow a
  certain line of questioning.
  Mechanics
  The ability to repair, build, or design mechanical
  devices. This Talent will depend heavily on the level of tech-
  nology in the game. A medieval character would not know
  how to fix a car. Specialization would be in a certain type of
  device, such as automobiles, trains, or catapults. High levels
  of skill would denote engineering or design of complex
  devices or mechanisms.
  Difficulty examples: (1) fix a broken hose in a car; (3)
  fix a major engine problem; (5) build a superlative profes -
  sional race car engine; (7) design a radical and powerful
  new car engine.
  
  21
  AFOD
  Medicine
  A character can use the Medicine Talent to bind wounds,
  cure infections or diseases, cure a mental illness, or perform
  an autopsy. In general a successful Medicine roll on a
  wounded patient will heal 1d PHP. A character must spe-
  cialize, and possible specializations include forensics, psy-
  chology, and general medicine.
  Difficulty examples: (1) bandage a wound; (3) remove a
  bullet; (5) perform a difficult major surgery; (7) perform
  experimental brain surgery.
  Mental Toughness
  This Talent is a measure of a character’s force of will
  and mental stability. It can be used to resist mental attacks,
  fear, or psychological torture. The Damage and Healing sec-
  tion has more information about using this Talent.
  Notice
  Notice allows a character to be aware of his surround-
  ings and pick up on details and clues. It could be used to find
  secret passages, detect an ambush, or see the nervousness of
  an enemy. It is often used in opposition to another charac-
  ter’s Stealth Talent.
  Difficulty examples: (1) hear someone walking up
  behind you; (3) notice a hidden trapdoor in a floor; (5) see
  a hidden sniper; (7) notice the book on a shelf of hundreds
  which operates a secret door with a quick scan.
  Physical Toughness
  The ability to absorb physical damage, resist illness, or
  fight exhaustion. For example, a successful roll could coun-
  teract the effects of poison, with the strength of the poison
  used as the Difficulty of the task. This Talent is used to cal-
  culate Physical Hit Points. The Combat and Damage sec-
  tions of this manual have more information on this Talent.
  Pilot (Type)
  This Talent is used to operate flying vehicles. Routine
  cruise flying would not require a roll, but any difficult
  maneuvers would require a roll to perform successfully. This
  Talent also covers knowledge of weather conditions as they
  pertain to flight, regulations, and navigation. The character
  must specialize in a certain type of vehicle, such as helicop-
  ters or airships.
  Pistol
  This Talent covers the use of any type of pistol, from
  muzzleloaded firearms to futuristic ray guns. A character can
  choose to specialize in a certain type of pistol, such as heavy
  revolvers.
  Reflexes
  A measure of the character’s speed of reaction, a com-
  bination of both mental and physical. This Talent is used
  when rolling Initiative and in Surprise situations (see the
  Combat section). Reflexes would also be used for situations
  where reaction speed is important, like closing or averting
  the eyes to avoid blindness from a bright flash.
  Ride
  The ability to use animals as mounts. A Ride roll would
  need to be made when performing difficult maneuvers or
  avoiding being knocked from the mount. A character must
  specialize in a type of animal, such as horses, dragons, or
  dolphins.
  Rifle
  This Talent is used when firing rifles, shotguns, subma-
  chineguns, and similar weapons. A character can choose to
  specialize in a certain type of weapon, such as lever-action
  rifles or shotguns.
  Science, Earth
  This Talent covers knowledge of the natural sciences,
  such as geology, oceanography, paleontology, or meteorolo-
  gy, and also core scientific principles. A character must spe-
  cialize in a particular field.
  Science, Life
  This Talent covers knowledge of the life sciences, such
  as botany, zoology, or genetics, and also core scientific prin-
  ciples. A character must specialize in a particular field.
  Science, Physical
  This Talent covers knowledge of the physical sciences,
  such as physics, chemistry, or astronomy, and also the core
  scientific principles involved. A character must specialize in
  a particular field.
  Science, Social
  This Talent covers knowledge of the social sciences,
  such as sociology, anthropology, or political science. A char-
  acter must specialize in a particular field of study.
  Slight of Hand
  Slight of Hand is used to manipulate items without
  being detected. This Talent depends on misdirection and
  manual dexterity. Possible specializations include magic
  tricks, pick pockets, and palm objects (shoplifting).
  Sling
  This Talent is used to make attacks with slings and any
  similar weapons.
  Spear
  Covers the use of spears and spear-like weapons, such
  as stabbing polearms and lances. This Talent is also used to
  throw spears which are suitable for throwing.
  Stealth
  This Talent is used to remain undetected. It is an amal-
  gamation of various tasks, such as moving quietly, remain-
  ing still, finding shadows or other obscuring surroundings, or
  
  22
  AFOD
  following a person without being noticed. Possible special-
  izations include move silently, shadow, and hide. Normally
  used against an opponent’s Notice Talent.
  Strength
  How well the character can perform feats of strength,
  such as lifting heavy items or breaking down doors. This
  Talent is used against a Difficulty based on how hard the task
  is when attempting actions against inanimate objects, but
  would be used against another character Strength score for
  an opposed task like arm wrestling. A character with a high
  score in this Talent will generally be very large or muscular.
  Difficulty examples: (1) lift a suitcase and carry it a
  short distance; (3) lift and carry a full-grown man; (5) lift up
  one end of a car; (7) bend steel bars.
  Sword
  The ability and skill of a character when using a sword
  or similar weapon. This Talent is primarily used against an
  opponent’s defense roll.
  Survival
  This Talent is used to get food, build shelter, find water,
  etc. in natural or hostile environments. A character can spe-
  cialize in a certain setting, such as desert, forest, jungle, arc-
  tic, or Kargerinnian fireswamps. A character from a specific
  environment without knowledge of other lands must choose
  to specialize in the environment they know.
  A character should make a roll with this Talent when
  attempting to find food for a day, build or find a shelter
  which will protect him from the elements, or find a source of
  drinking water. The Difficulty is based on the environment in
  question. For example, finding water in the desert may be
  Very Hard (4), but finding water in an arctic snowfield
  should be automatic.
  Swim
  How well the character can swim, both on the surface
  and under the water. In general a character can swim at a rate
  of 3 meters per point in the Swim score per phase, assuming
  calm water.
  Swim rolls are needed to stay afloat in difficult circum-
  stances, such as rough water or when weighed down with
  heavy equipment. For example, a character who falls over-
  board in heavy armor may need to make a swim roll to see if
  he can stay afloat; if not, he would need to start tearing off
  his armor and try again to reach the surface. 
  Also, this Talent is used to reach something in deep
  water. The Difficulty of reaching something underwater is 1
  point per 3 meters of depth.
  Throw
  This Talent is used to hurl objects, from throwing a chair
  at an opponent to playing darts. Most weapon Talents (i.e.
  spear, knife, etc.) also cover throwing the weapon, but a
  character can use this Talent instead if it is preferable.
  Range for thrown objects should be decided by the GM,
  but each point in T h ro w or S t re n g t h ( p l a y e r’s choice)
  increases the range of a thrown weapon by 3 meters.
  Track
  This Talent is used to follow the trail left by other char-
  acters or creatures, and to learn information about the
  tracked target. The length of time that has passed since the
  trail was “hot” or environmental conditions (i.e. rain or
  wind) will decide how difficult it is to track successfully.
  Difficulty examples: (1) follow footprints in muddy
  ground; (3) track a wounded deer in the woods; (5) track a
  stealthy opponent on firm terrain; (7) track a stealthy oppo -
  nent two days after he has passed in the rain.
  Unarmed Combat
  Fighting without weapons. There are three different
  types of attacks which can be made; grapple, strike, and
  throw. A character can also specialize in one of these types.
  A grapple is when the character puts an opponent in a
  hold. A successful grapple will immobilize a target, and if
  the attacker wishes cause 1d damage (plus the character’s
  Unarmed Combat score and Damage Bonus) per round in
  the hold. Flexible armor is ignored, as it is pressure and not
  a blunt striking force. This damage will be applied to a limb
  or extremity of the target, and if the victim’s PHP is brought
  to 1/2 normal the limb is broken or rendered useless. The
  extremity affected should be determined randomly or decid-
  ed by the GM unless the character makes a Called Shot
  against a particular area. If the attacker wants to kill with a
  hold, he must make the grapple attack as a Called Shot to the
  neck or other vital area of the target. Certain creatures may
  have unusual limbs or vital areas, and the GM will decide the
  effectiveness of holds on non-humanoids. The target can use
  an action to attempt escape using his own Unarmed Combat,
  Strength, or Escape Talent versus the attacker’s score, but
  this roll is decreased by 1d each round.
  A strike attack uses a part of the character’s body as a
  blunt weapon against an opponent. This could be a hand,
  foot, knee, elbow, or any other body part. A strike causes 1d
  C damage (plus the character’s Unarmed Combat score and
  Damage Bonus).
  A throw is executed by using the opponent’s mass or
  momentum against him. Damage is 1d C (plus the charac-
  ter’s Unarmed Combat score and Damage Bonus), and is
  caused by the target striking the ground, a wall, etc. The
  character performing the throw can opt to not cause damage.
  Any successful throw also results in the target being off his
  feet, and he must spend an action getting up.
  Zero-G Operations
  This Talent is used to perform any tasks specifically
  related to life in zero (or very low) gravity environments,
  like using spacesuits or other equipment or techniques.
  
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  AFOD
  Any physical maneuver attempted in zero gravity can-
  not be performed at a higher level of ability than this score.
  If a character had a score of 3 in Agility and 2 in Zero-G
  Operations, he would perform any Agility tasks at a score of
  2. Each month spent continuously in a zero gravity environ-
  ment increases this Talent as if the months were Character
  Points. For example, if a character had a Zero-G Operations
  score of 2 and spent 3 months in zero gravity, his score
  would increase to three.
  Also, a character’s Evade score can not operate at a
  higher level than his Zero-G Operations score when in zero
  gravity environments, unless the character is using a device
  like magnetic boots and/or the GM rules that the required
  maneuvering is possible.
  See page 13 for information on combat in zero gravity.
  Extraordinary Talents
  Alchemy
  This talent allows a character to create substances (like
  potions, powders or salves) with amazing properties. There
  are two different ways to use this Talent; for discovery of a
  formula, and for the successful preparation of a substance.
  It takes a character a number of months equal to the
  Difficulty of the substance to discover its formula. At the end
  of this period the player must make an Alchemy roll, and if
  successful the character has discovered the list of ingredients
  and process required to create the final product. The GM
  should make the required ingredients more rare or difficult to
  obtain for substances with high Difficulty ratings. A charac-
  ter could also discover, purchase, or trade with another char-
  acter for a formula.
  Once a character has a formula he can attempt to create
  the substance. This requires another Alchemy roll and one
  hour per point of Difficulty. The GM may wish to make this
  roll in secret, so the character doesn’t know if the substance
  works until tried. A Botch could cause serious problems, like
  opposite effects when used or an explosion which does as
  many dice of damage as the Difficulty of the substance.
  Following are some example alchemical substances:
  Dust of Disguise: When sprinkled over a character he is
  disguised as whatever he envisions. This includes physical
  appearance, voice, and even smell. A Notice roll against a
  Difficulty of 3 is required to see through the disguise.
  Difficulty 3 to create.
  Glowstone: This stone will glow brightly for 4 hours
  when struck against a hard surface. Provides light in a 10
  meter radius. Difficulty 1.
  Potion of Healing: Heals physical damage. Difficulty is
  equal to dice of damage healed.
  Potion of Perception: A character’s Notice Talent is
  increased due to sharpened senses. Difficulty is equal to
  point increase, plus 1 per hour of effectiveness past the first.
  Potion of Speed: The character’s Move and Reflexes
  scores are doubled for 10 minutes. Difficulty 4.
  Potion of Charisma: A character’s Influence Talent is
  increased. Difficulty is equal to point increase.
  Bind Power
  Bind Power is used to make the powers given to an
  extraordinary item permanent, and is used after and in con-
  junction with the Power Container Talent. See Page 10
  under Extraordinary Items for more information.
  This Talent also allows a character to bind a summoned
  entity (see Summon Entity below)  to a person, place, or task.
  This binding forces the entity to perform as commanded, so
  negotiations are not required. The Difficulty of binding an
  entity is the same as it was to summon it, and lasts until the
  prescribed period of time passes or the task is performed. If
  the character fails to bind the creature, however, it is freed
  from any restraints and can attack the character at will.
  Any time this Talent is used the character must sacrifice
  (lose) 1 point in either Mental To u g h n e s s, P h y s i c a l
  Toughness, or Strength. This represents the investiture of the
  character’s own vitality required to effect the binding.
  Clairsentience
  A character can perceive hidden or distant places with
  this Talent. The character can see, hear, and even smell what
  is going on around the target for a full minute with a suc-
  cessful roll. The Difficulty is based on how familiar the char-
  acter is with the target, the distance involved, and the num-
  ber of senses involved.
  Close and Familiar: A well-known person or object
  nearby. Difficulty 1.
  Distant and Familiar: A well-known person or object
  in a distant location. Difficulty 2.
  Close and Unfamiliar: An acquaintance or briefly seen
  object in a nearby location. Difficulty 3.
  Distant and Unfamiliar: An acquaintance or briefly
  seen object in a distant location. Difficulty 4.
  Unknown: No personal experience and working only
  from a description, distance unknown. Difficulty 5.
  For each sense above the first, add 1 to the Difficulty.
  For example, if the character wanted to see and hear what
  was going on, add 1 to the Difficulty.
  Cryokinesis
  This Talent allows a character to create and control cold-
  ness by removing thermal energy and dampening molecular
  movement.
  Damage can be caused to targets with a blast of cold
  energy by touch or within a meter. Difficulty is equal to the
  
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  AFOD
  strength of the blast times 2 (for example 4d damage is 2
  Difficulty). Add 1 Difficulty if a ranged attack using a “ray”
  of cold. Add 1 Difficulty for each 3m radius of effect or addi-
  tional target if a “split ray” is used.
  A character can freeze 1 cubic meter of non-living liq-
  uid (water or similar) per point of Difficulty by touch. Add 1
  to the Difficulty if not touched but within line of sight.
  Heat or fire can be negated with this Talent. The amount
  of heat energy negated is equal to the amount of damage the
  cold would cause. For example, use of this Talent to project
  a 2d strength ray of cold for 10 points of damage would
  reduce a flame which would cause 12 points of damage
  down to 2. If reduced to 0 it is extinguished.
  Deconstitute
  This Talent allows a character to turn into mist, dust,
  water, or some other  non-solid form. The particular form
  must be specified by the player when his character takes this
  Talent, unless the GM allows it to be a broad ability.
  The Difficulty level beat by the character to effect the
  transformation sets the time required to deconstitute, the
  movement rate of the character while transformed, and how
  hard it is to disperse the character.
  The time it takes to deconstitute is equal to the
  Difficulty the character beat minus 5 phases;  if a character
  beat a Difficulty of 3 it would take 2 phases to deconstitute.
  While deconstituted the character has a Move equal to
  the Difficulty beat when the transformation was initiated.
  While deconstituted, the character can be forced back
  into his normal physical form by certain conditions, as
  decided by the GM. For example, swirling wind may cause
  a character in mist or dust form to either return to his normal
  form or be dissipated and killed, with Difficulty faced by the
  character equal to the strength of the winds. Fire can cause a
  character in water form to evaporate, unless a roll is made
  which beats a Difficulty equal to the dice of damage the fire
  would cause to the character in normal form. Keep in mind
  the transformed character only rolls as many dice as the
  Difficulty beat to effect the transformation.
  How long a character can remain transformed is
  dependent upon the character’s Deconstitute score: 1 minute
  at 1, 1 hour at 2, 8 hours at 3, a full day at 4, and indefinite-
  ly at 5 and above.
  Dominate
  A character can  compel others to do as he wishes with
  this Talent. The character must beat the target’s Mental
  Toughness with his Dominate Talent, but the Difficulty of the
  attempt is affected by the type of task and the target’s attitude
  toward it.
  The following things will cause the target to receive a 1d
  modifier. The modifiers are cumulative. If the task: causes
  any damage to the target; goes against the target’s personal
  code or beliefs; hurts a friend or ally; is financially expen-
  sive; is highly embarrassing or would damage the target’s
  reputation; is time-consuming; is highly dangerous or scary
  to the character.
  If the task would cause the death of the target or a loved
  his Mental Toughness score is doubled for the resistance roll.
  In contrast, if a target is already inclined to do some-
  thing the character would get a modifier which reflects how
  close the target is to performing the task even without
  prompting or persuasion.
  Electrokinesis
  A character can create and direct electrical energy with
  this Talent.
  Damage can be caused to targets with a blast of electri-
  cal energy transmitted by touch (an Unarmed Combat roll).
  Difficulty is equal to the strength of the blast times 2 (for
  example 4d damage is 2 Difficulty). Add 1 Difficulty if a
  ranged attack. Add 1 Difficulty for each 3m radius of effect
  or additional target if a “forked bolt” is used.
  A character can use this Talent to power electrical
  devices. Large or high-powered devices would have a high
  Difficulty rating, such as motors which power vehicles.
  Also, sensitive devices (like low-powered electronics or
  computers) have a high Difficulty due to the fine control
  required to power them without destroying them (the charge
  may be easy to generate, but it just burns out the device or
  causes erratic function).
  Batteries or similar power supplies can also be
  recharged. The Difficulty is usually only 1 to do this, but the
  normal time it takes to charge the unit should remain the
  same. If the character tries to “force” the charge to speed up
  the process, the GM can force a more difficult roll to see if
  the character destroys the power storage device.
  
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  Fly
  A character can levitate, fly, and float in the air with this
  Talent. The level of effort the character puts into the “take-
  off” (represented by the Difficulty chosen by the character)
  sets the movement rate and maneuverability while in the air.
  If the character rolled against a Difficulty 3 he would be a
  “level 3” flyer for the duration of the flight.The character can
  move at 4 times this rating per phase. The Agility Talent and
  Evade score is replaced by this score during the flight.
  The effects last until the character lands, at which time
  a new roll is required to become airborne again.
  Heal
  The character can heal damage to either himself or
  another character with this Talent. Touching the target is
  required. The Difficulty of the roll is equal to the number of
  dice healed. There can only be one attempt per injury.
  Sickness and disease can be cured as well. A minor sick-
  ness or disease (like the flu) has a Difficulty of 1 or 2
  depending on severity, but something like untreatable cancer
  would have a Difficulty of 5 or 6.
  Illusion
  This Talent allows a character to trick the minds of oth-
  ers into experiencing things which do not exist. Sights,
  sounds, smells, and even physical touches can be simulated.
  The character must beat the target’s Mental Toughness roll
  with an Illusion roll to create the illusion. If this roll fails the
  target immediately sees through the falsehood. If successful,
  the target experiences what the character envisions.
  If the target experiences sensory input which is contrary
  to the illusion another roll is allowed. For example, if there
  was an illusion of a fire and the target noticed that ice near-
  by was unaffected, another roll would be appropriate.
  Any time a target takes illusory “damage” from an illu-
  sion, another roll is required as well. If the roll is failed the
  target believes he has been wounded, and will act as such; he
  will experience pain, possibly be stunned, feel fear, etc. If the
  target takes enough damage to be killed or incapacitated, he
  falls unconscious for 1d rounds.
  Invisibility
  The character can become less detectable to vision with
  this Talent, but it is not a flawless invisibility. Distortions,
  shadows, or other telltale signs may tip off observers and
  reveal the character’s location.
  When the character first becomes invisible he must
  choose a Difficulty to beat, and if successful the character
  assumes that “level” of invisibility. While invisible any
  observers must beat a Difficulty equal to this level to detect
  the character. For example, if a character made a successful
  Invisibility roll against a Difficulty of 3, an observer would
  need to beat a 3 with his Notice Talent to detect him if active-
  ly searching.
  Characters can remain invisible for 1 hour per point of
  Invisibility they have before a new roll is needed.
  Materialize Object
  A character can cause an inanimate object to appear at
  will with this Talent. This could be any type of object speci-
  fied, but must be a “real” thing as far as the campaign world
  is concerned. For example, a character in a medieval fantasy
  game couldn’t call forth a laptop computer. The Difficulty is
  based on the mass and complexity of the object.
  For each point of Difficulty the character can material-
  ize 5 times more mass, beginning at 1 kg: 1kg at 1, 5kg at 2,
  25kg at 3, 125kg at 4, etc. Simple objects (a bucket or shov-
  el) cause no extra Difficulty, medium-complexity objects (a
  gun) add 1 point, and highly complex objects (a computer)
  add 2 points.
  Necromancy
  This Talent allows a character to have a connection to
  and power over the forces of death.
  A character can speak with the dead, either corpses or
  spirits which are haunting an area. The player must state how
  much effort will be put into the attempt, represented as
  points of Difficulty, then beat that Difficulty with a roll. If
  successful, the GM will tell the character one fact or answer
  one question per point of Difficulty the character beat.
  Undead can be created, usually a “zombie” from the
  remains of a once-living person or creature. The basic
  Difficulty is dependent upon the size of the creature: a small
  animal (cat) would have a 1, a larger animal (dog) would
  have a 2, a man would have a 3, and a huge creature (grizzly
  bear) would have a 5.
  A zombie has the basic characteristics shown in the box
  below. Any Talents not shown can have an effective score of
  1 with GM approval, just like a character. They tend to be
  slow but hard to “kill”. They are also effectively mindless,
  only able to carry out simple instructions given by the cre-
  ator, and are unaffected by mental attacks or influence.
  However, a character can add abilities to a zombie by upping
  the Difficulty faced. For each 5 points of CP spent (or frac-
  tion thereof) to increase the zombie’s abilities, increase the
  Difficulty by 1. For example, if the creator wanted a faster
  zombie he could spend 10 CP to raise the Reflexes and
  Agility to 3, but this would increase the Difficulty to 5.
  Nullify
  Nullify is a general term for an opposing force that a
  character can use to negate other extraordinary Talents of the
  same type (magic, psionics, etc.)
  A character must roll a total higher than the opponent’s
  Typical Human Zombie: PHP 30, Move 2, Evade 1, DB 3
  Talents: Escape 2, Notice 2, Physical Toughness 5, Strength
  3, Unarmed Combat 2.
  
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  AFOD
  total used to generate the effect. For example, if an opponent
  used Pyrokinetics to create a fiery attack and rolled a total of
  15, the character must make a Nullify roll with a total of 16
  or higher to negate it. There is no partial negation; the effect
  is either completely destroyed or completely unaffected.
  Photokinesis
  A character can generate and control light with this
  Talent. The intensity of the light is determined by the
  Difficulty rating beaten when the character creates the light;
  1 is equivalent to a nightlight or candle, 2 is a small flash-
  light, 3 is a powerful hand flashlight or large fire, 4 is a small
  spotlight, 5 is a lighthouse or searchlight. The character can
  choose to make the light a non-directional glow which
  allows vision in a 10m radius per point of Difficulty. The
  light will last 1 hour per point the character has in
  Photokinesis before a new roll is required.
  A bright flash can also be used to temporarily blind an
  enemy. The target must make a Reflexes roll which exceeds
  a Difficulty equal to the strength of the light generated (a 2
  Difficulty flash, a 3 Difficulty flash, etc.) or be blinded for
  the same number of rounds.
  Power Container
  This Talent allows an item to hold energy from extraor-
  dinary Talents. See page 10 under Extraordinary Items for
  more information.
  Precognition
  This Talent allows a character to gain knowledge about
  events before they happen. There are two different ways this
  Talent can be used, as foresight or premonitions.
  Foresight is a general feeling about the future which
  causes a character to make preparations for what would nor-
  mally be unforeseen events. The  player can state that a par-
  ticular situation faced will be a subject of previous foresight,
  and a roll is made versus a Difficulty generated by the GM
  depending on the importance of the event or simple GM fiat.
  If the roll is successful, the character will have made some
  preparation for the problem. For example, if a character sud-
  denly found himself in a situation in which he needed to
  know Spanish, a successful roll means he had the foresight
  to pack a Spanish translation dictionary even though he
  shouldn’t have known he would need one.
  A premonition is a flash of future knowledge which
  appears spontaneously to a character. When an important or
  dangerous event is going to happen in the near future the GM
  can call for a Precognition roll. The Difficulty of this roll is
  based on the event’s importance; minor events have a high
  Difficulty, while major or wide-ranging events have a low
  Difficulty (but perhaps more vague clues).
  Psychometry
  A character can “read” items or locations with this
  Talent, discovering information about past events. The play-
  er must state how much effort will be put into the reading,
  represented as points of Difficulty, then beat that Difficulty
  with a roll. If successful, the GM will tell the character one
  fact or answer one question per point of Difficulty the char-
  acter beat. Only 1 attempt per item or location is allowed.
  Pyrokinesis
  The creation and control of fire or heat.
  Damage can be caused to targets with a blast of fire or
  heat energy by  touch (an Unarmed Combat roll). Difficulty
  is equal to the strength of the blast times 2 (for example 4d
  damage is 2 Difficulty). Add 1 if a ranged attack using a jet
  of fire. Add 1 for each 3m radius of effect for a fireball, or
  per additional target if a “split” is used.
  A wall of flame can be created, and the Difficulty is
  based on the strength, duration, and length of the wall. Each
  2d of damage caused when passing through the wall causes
  1 Difficulty, each minute of duration after the first is 1 more,
  and each 10m of length after the first is 1 more.
  Materials can be set aflame within line of sight. The
  more flammable the material the lower the Difficulty: paper
  or cloth 1, wooden sticks 2, heavy logs or plastic 3, wet
  wood or other less-flammable natural materials 4, etc.
  Cold can be negated with this Talent. The amount of
  cold negated is equal to the amount of damage the fire/heat
  would cause. For example, use of this Talent to project a 2d
  strength flame for 10 points of damage would reduce a flame
  which would cause 14 points of damage down to 4.
  Shapeshift
  A character can change his physical form with this tal-
  ent. It can be used to either become a different kind of crea-
  ture or to simulate another person.
  If a character is using the Talent to assume the form of
  another creature, the Difficulty is based on the change in size
  and abilities. For each 50% change in size add 1 Difficulty.
  For each new form of movement, attack, defense, or special
  ability add 1 Difficulty. For example, if a character wanted
  to change into a shark which was twice the mass of the char-
  acter the cost would be 4: 2 for doubling mass, 1 for the bite
  attack, and 1 for the ability to breathe water.
  If a character is using this talent to assume the visage of
  another person he must state the Difficulty he will beat to
  assume the disguise. If successful, anyone attempting to see
  through the disguise would have to beat the same Difficulty
  with a Notice roll.
  Summon Entity
  Entity is a generic term for a supernatural or otherwise
  fantastic creature from somewhere beyond the “normal”
  world. This could be a demon, an extradimensional being, or
  a strange creature from the depths of space.
  When a character uses this Talent he must specify what
  kind of entity he is attempting to summon. The player and
  GM then work up a description and specify its abilities and
  
  27
  AFOD
  characteristics, in the same way one would create a charac-
  ter. An entity can have any Talents, ordinary or extraordi-
  nary, that the GM allows. Also, the alien nature of entities
  mean that they can have special abilities (like immunity to
  fire) or weaknesses (like double damage from fire) as speci-
  fied by the player in the creation process.
  The Difficulty of the summoning is based on the CP
  required to create the creature. For each 20 CP used for
  Talents add 1 Difficulty. For each special ability add 1, for
  each weakness or drawback subtract 1.
  The summoning takes 1 hour per point of Difficulty to
  perform. When the being appears it is restrained before the
  character, and the summons allows communication. The
  character must then bargain with the entity, convincing it to
  perform whatever task he requires. If the entity agrees, the
  restraint is broken and it can go perform the task. If it
  declines, the character can
  send it back to where it came
  from. If the entity breaks this
  bargain it disappears. Entities
  are known for twisting the
  words 
  of 
  such 
  barg a i n s
  though, so characters should
  make them carefully. If the
  character breaks the bargain it
  frees the entity to act as it
  wishes, often resulting in an
  attack on the character.
  Telekinesis
  A character can apply force to objects at a distance with
  this Talent. The force is applied as if it was a character using
  the Strength Talent; a character can lift, push, pull, or carry
  objects as if an invisible person were performing the task.
  The Difficulty is set as if it was a regular physical task, but
  using the Telekinesis Talent instead of Strength.
  Attacks can be made as if the character were using
  Unarmed Combat, and the Difficulty rating overcome sets
  the equivalent score. For example, if a character wanted to
  hit an opponent with a telekinetic “punch” equal to an
  Unarmed Attack with a score of 3, the Difficulty would be 3.
  For figuring damage of these attacks consider Strength to
  have the same rating.
  Telekinesis is an inherently clumsy force, however, so
  fine manipulation of items is more difficult; a task which
  would require a high amount of finger/hand coordination has
  a higher Difficulty than the force required would normally
  indicate. For example, putting a key in a keyhole would be a
  Challenging (2), shuffling cards would be Very Hard (4), and
  threading a needle would be Insane (6).
  Telepathy
  Telepathy is the ability to connect directly to another
  mind. It can be used for communication, reading the
  thoughts of a target, or detecting minds.
  If a character with Telepathy wants to communicate with
  a willing target within sight there is only a Difficulty of 1. If
  a willing target is not within sight, how familiar the charac-
  ter is with the target decides the Difficulty: 2 for a very close
  friend or family member, 3 for a friend, 4 for a regular
  acquaintance, 5 for a casual acquaintance, 6 for someone
  known only peripherally. The target can respond to the char-
  acter but not initiate communication. Contact lasts 1 minute
  or until severed, after which a new roll is required.
  If the character wants to forcibly send thought to an
  unwilling recipient he must overcome the target’s Mental
  Toughness. If the target is not within sight give the target a
  2d modifier to this roll.
  To read a target’s mind the character must overcome his
  Mental Toughness, and there are three “levels” which must
  be penetrated. The first roll is too read surface thoughts,
  what the character is thinking about at that time. The second
  roll gets into the mind proper, where information can be
  searched for and memories accessed. The third roll is for
  access to the target’s deepest, darkest secrets. If the target is
  not within sight give the target a 2d modifier to this roll.
  Also, the target is allowed a Notice roll against the same
  Telepathy roll faced to become aware of the intrusion into his
  mind. If the target does become aware, on subsequent rolls
  to penetrate deeper the target gets a 2d modifier to his Mental
  Toughness roll.
  For any Te l e p a t h y task the GM can increase the
  Difficulty or apply modifiers for long distances or large
  amounts of intervening rock, metal, radiation, etc. depending
  on how Telepathy is viewed in the game.
  Teleport
  A character can transport instantly to another location
  with this Talent, without passing through intervening space.
  The Difficulty of the task is dependent upon how well he
  knows the destination and how much mass he transports.
  Highly familiar or within sight:
  1
  Well known:
  2
  Studied carefully:
  3
  Studied briefly:
  4
  Seen a few times:
  5
  Never personally seen, only a description:
  6
  The character, his clothing, and small equipment worn
  or carried goes with the character without an increase in
  Difficulty. For each additional 100 kg (approximately 1 extra
  person) increase the Difficulty by 1.
  For any Teleport the GM can increase the Difficulty or
  apply modifiers for very long distances or large amounts of
  intervening rock, metal, radiation, etc. depending on how
  Teleport is viewed in the game. Also, Teleport does not nor-
  mally penetrate supernatural or extradimensional barriers,
  only normal space, unless ruled possible by the GM.
  
  AFOD
  28
  B: EARLY TECH
  This level of technology covers time periods from the
  Bronze Age to the Renaissance. Projectiles are mostly pro-
  pelled mechanically, hand weapons are muscle-powered, and
  horses are the primary land transport. Travel by sea is done
  on ships either rowed or propelled with sails. Light comes
  from fire. Medicine is primitive and based on natural cura-
  tive agents.
  There can be other, more precise divisions within this
  category. A GM could have only weapons made of bronze
  available, chariots in use (before horse riding became preva-
  lent), and the absence of many fortified stone structures to
  have a game set in the time of man’s earliest societies. On the
  other hand, a game with heavy plate armor, crossbows or
  firearms, and large stone castles would be toward the end of
  the period.
  The various abbreviations used are as follows:
  ≡ Melee Weapons
  D = Damage (# of dice)
  DT = Damage Type
  R = Range if thrown
  ≡ Ranged Weapons
  D = Damage (# of dice)
  DT = Damage Type
  R = Range
  A = Ammunition load
  RL = Phases required to reload
  ≡ Armor
  C = Damage Reduction vs. Concussive damage
  E = Damage Reduction vs. Energy damage
  H = Damage Reduction vs. High-Speed Projectile damage 
  P = Damage Reduction vs. Piercing damage
  S = Damage Reduction vs. Slashing damage
  Melee Weapons
  D
  DT
  R
  Axe, Battle
  4
  S
  5
  Axe, Hand
  3
  S
  20
  Axe, 2-Handed
  5
  S
  0
  Club
  2
  C
  5
  Club, 2-Handed
  3
  C
  5
  Flail, Light
  2
  C
  0
  Flail, Medium
  3
  C
  5
  Flail, 2-Handed
  5
  C
  0
  Hammer, War
  3
  C/P
  10
  Hammer, 2-Handed
  4
  C
  0
  Knife
  2
  S/P
  10
  Mace
  3
  C
  5
  Mace, 2-Handed
  4
  C
  0
  Pick
  3
  P
  0
  Pick, 2-Handed
  4
  P
  0
  Spear, Light or Javelin
  3
  P
  30
  Spear, Heavy
  4
  P
  15
  Spear, Long
  4
  P
  0
  Staff
  2
  C
  0
  Sword, Short
  3
  S/P
  5
  Sword, Medium
  4
  S/P
  0
  Sword, 2-Handed
  5
  S/P
  0
  
  AFOD
  29
  ≡ Melee Weapon Notes
  The two-handed axe includes chopping polearms like
  the halberd and bardiche.
  Flails ignore shields. Light flails include weapons like
  nunchaku and chains. A chain or similar allows a character
  to make an “entangle” attack; the target must beat an attack-
  er’s Strength roll with his own Strength roll or be pulled to
  the ground. A target can use an action to disentangle himself.
  Warhammers have a P damage listed because they usu-
  ally have a spike opposing the hammer head. Thrown
  warhammers do C damage only.
  Long spears include stabbing polearms like the spetum.
  Very long spears (i.e. lances or pikes) allow the user to make
  one free attack when closing for melee combat, but become
  almost useless once the opponent is past the weapon’s point.
  A pole-based weapon, like a spear or staff, can be used
  to make a “trip” attack. A successful trip attack knocks the
  target to the ground, who must spend an action to regain his
  feet.
  Ranged Weapons
  D
  DT
  R
  A
  RL
  Bow, Long
  4
  P
  50
  1
  1
  Bow, Short
  2
  P
  30
  1
  1
  Bow, Composite 3
  P
  40
  1
  1
  Crossbow, Light 3
  P
  40
  1
  6
  Crossbow, Hvy.
  4
  P
  50
  1
  12
  Dart
  2
  P
  20
  -
  -
  Shuriken
  1
  P
  10
  -
  -
  Sling
  2
  C
  20
  1
  3
  Belt Pistol
  3
  H
  20
  1
  12
  Blunderbuss
  5
  H
  20
  1
  12
  Carbine
  4
  H
  40
  1
  12
  Horse Pistol
  4
  H
  30
  1
  12
  Musket
  4
  H
  50
  1
  12
  Pocket Pistol
  3
  H
  10
  1
  12
  ≡ Ranged Weapon Notes
  The composite bow is the same size as the short bow,
  but has a much greater pull. There are composite versions of
  the long bow as well, but the functional characteristics are
  not noticeably different.
  Weapons shown without RL values are thrown at a tar-
  get. The dart is not like a modern dart; it is more like a heavy
  thrown arrow. Shuriken can be either flat, round blades with
  projecting points or small throwing spikes.
  The muzzleloaded firearms shown (belt pistol to musket
  on the list) would only be available in games with technolo-
  gy equal to Earth’s Renaissance. The blunderbuss always has
  a 1d modifier to the attack roll, but is not very good at pen-
  etrating armor, so DR values are considered 2 higher against
  this weapon.
  Firearms at this level of technology are somewhat unre-
  liable. Any time a muzzleloaded firearm is used roll 2d. A
  result of 11 means the weapon has misfired. A result of 12
  means the weapon has misfired and also been damaged, and
  will be useless until repairs are made.
  Armor
  C
  E
  H
  P
  S
  Brigandine
  1
  1
  1
  3
  3
  Leather
  0
  0
  0
  2
  2
  Mail
  1
  0
  0
  2
  3
  Mail, A u g m e n t e d 1
  0
  0
  3
  3
  Padded
  2
  0
  0
  1
  1
  Plate
  2
  2
  1
  4
  4
  Scale
  1
  1
  0
  3
  3
  Splint
  2
  1
  1
  3
  4
  Woven
  1
  0
  0
  1
  1
  Shield
  *
  *
  *
  *
  *
  ≡ Armor Notes
  All armor types (except padded) have padding under-
  neath to help absorb the force of blows and to reduce chaf-
  ing. All armors shown here except leather, padded, and
  woven are somewhat cumbersome, so Difficulty ratings for
  Agility tasks should take this into account.
  Brigandine armor has metal plates riveted between two
  layers of leather or other tough material. The plates are of
  various shapes and sizes to cover different areas. This armor
  is harder to notice than others because the metal plates are
  not visible, and is relatively quiet.
  Leather armor is made of hardened leather or other ani-
  mal hide. The most common form is cuir-bouilli, which is
  leather that is boiled in oil and shaped. Upon cooling it
  becomes very hard.
  Mail is made of interlocking metal rings, usually with
  each ring linked to four others. This armor is somewhat
  noisy. Augmented mail has leather strips woven between the
  metal rings, and is quieter than regular mail.
  Padded armor is a thick layer of felt or padding, often
  quilted between two layers of heavy cloth.
  Plate armor is made of large metal plates attached
  
  AFOD
  30
  together with straps, lacing, and/or rivets to form a suit. Gaps
  can have pieces of mail or articulated sections of smaller
  metal plates. This armor is very expensive. Plate armor is
  also very noisy.
  Scale armor is composed of overlapping metal scales of
  various sizes attached to a leather backing with studs. This
  armor appears much like the scales of a fish.
  Splint armor is metal strips (or splints) laced together,
  without attachment to a backing. This armor is also called
  lamellar.
  Woven armor is cord or other natural materials woven
  into a thick, stiff layer which looks similar to wicker. Shields
  are also made in this fashion.
  A shield gives a 1d modifier to melee defense rolls
  against attacks from the front or side the shield is on, as long
  as the GM rules the shield is capable of stopping or deflect-
  ing the attack.
  Other Equipment
  Caltrops
  Caltrops are small metal objects with four radiating
  spikes, designed so one spike is always pointing up when
  laid on a surface. A dozen or so are scattered on the ground
  in front of pursuing enemies, who must make an Notice roll
  to notice the caltrops unless they see them deployed. If the
  caltrops are noticed the pursuers can move at a walk through
  the area to avoid damage; otherwise they must make an
  Agility roll against a Difficulty of Challenging (3). Effects
  are 1d of P damage, and a reduction of the victim’s Move
  score to half normal until the damage is healed.
  Flint and Steel
  When struck together flint and steel create sparks which
  can be used to start fires. It takes 1d rounds to start a fire with
  some dry tinder, longer with less suitable materials. Flint and
  steel can light a torch in a single round.
  Lantern
  Lanterns can be configured to either project light in a
  10m radius, or as a 30 degree cone of light 20m long.
  Shutters can be closed around lanterns to stop unwanted illu-
  mination. A pint of oil will operate a lantern for 8 hours.
  Lockpicks
  Lockpicks are small metal implements of different
  shapes and sizes used to move the tumblers in a lock. They
  are easily concealed, and can even be sewn into clothing or
  hidden in a character’s hair. A character requires these tools
  to pick locks, but improvised tools can be used with GM
  approval.
  Magnifying Glass
  A magnifying glass allows a character to see objects or
  details much smaller than he normally could, and gives a 1d
  modifier to Notice rolls when searching for small clues.
  These items would only be available in games with
  Renaissance-level technology.
  Scrollcase
  Scrollcases are the most common way to transport doc-
  uments, and are simply tubes made of hardened leather or
  metal with a stoppered end. They can be made waterproof.
  Some scroll cases include a compartment to carry writing
  materials (a stoppered bottle of ink and some quills).
  Torch
  A torch is simply a stick with a head made of wrapped
  flammable material soaked in oil or pitch. They will illumi-
  nate a 5m radius area for an hour before burning out.
  Waterskin
  Waterskins are used to carry liquids, and are essentially
  stoppered leather sacks which have been waterproofed. They
  can carry up to a gallon of fluid.
  
  AFOD
  AFOD
  31
  Our modern world and recent past is represented by this
  level of technology. This is a broad level, covering from the
  Wild West to our modern day.
  If a GM wants to have a game which takes place in the
  very early portion of this period he could limit firearms to
  revolvers, lever-action rifles, and shotguns. Transportation
  would be limited to trains and horses, and the only long-dis-
  tance “real-time” communication would be by telegraph.
  The various abbreviations used are as follows:
  ≡ Melee Weapons
  D = Damage (# of dice)
  DT = Damage Type
  R = Range if thrown
  ≡ Ranged Weapons
  D = Damage (# of dice)
  DT = Damage Type
  R = Range
  A = Ammunition load
  RL = Phases required to reload
  ≡ Armor
  C = Damage Reduction vs. Concussive damage
  E = Damage Reduction vs. Energy damage
  H = Damage Reduction vs. High-Speed Projectile damage 
  P = Damage Reduction vs. Piercing damage
  S = Damage Reduction vs. Slashing damage
  Melee Weapons
  D
  DT
  R
  Shark Stick
  3
  H
  12
  Taser
  1
  E
  0
  ≡ Melee Weapon Notes
  A shark stick is simply a meter-long stick with a small-
  caliber pistol round in the tip. The user pokes the tip into a
  surface, and the round fires forward. These are normally
  used to fend off sharks while scuba diving, but could be used
  in open air as well. A character can use the Talents Blades or
  Spear with this weapon.
  Tasers produce a powerful charge of electricity, and are
  pressed against the target. The victim must make a Physical
  Toughness roll against a Difficulty of 3 or be knocked sense-
  less for 1d rounds. The Unarmed Combat Talent is used with
  this weapon.
  Ranged Weapons
  D
  DT
  R
  A
  RL
  Flamethrower
  2*
  E
  10
  20
  -
  Grenade,
  4
  C
  -
  -
  -
  Concussive
  Grenade,
  5
  H
  -
  -
  -
  Fragmentation
  Grenade,
  5
  E
  -
  -
  -
  Incendiary
  Grenade,
  -
  -
  -
  -
  -
  Tear Gas
  Grenade Rifle
  -
  -
  80
  1
  1
  Machinegun
  5
  H
  70
  100
  2
  Light
  Machinegun
  7
  H
  100
  100
  2
  Heavy
  Pistol, Light
  3
  H
  15
  12
  1
  Pistol, Medium
  4
  H
  30
  10
  1
  Pistol, Heavy
  5
  H
  40
  8
  1
  Revolver, Light
  3
  H
  15
  6
  6
  Revolver, Med.
  4
  H
  30
  6
  6
  Revolver, Hvy.
  5
  H
  40
  6
  6
  Rifle, Light
  3
  H
  50
  6
  6
  Rifle, Medium
  4
  H
  70
  6
  6
  Rifle, Heavy
  5
  H
  100
  6
  6
  Rifle, Assault
  4
  H
  70
  30
  1
  Shotgun
  6
  H
  50
  6
  6
  Shotgun, 2
  6
  H
  50
  2
  2
  Speargun
  3
  P
  10
  1
  6
  Submachinegun 4
  H
  50
  30
  1
  Taser Pistol
  2
  E
  10
  1
  6
  ≡ Ranged Weapon Notes
  Flamethrowers do the listed damage per round after
  igniting a target, and the damage continues until the fire is
  extinguished. Attacks can be made in a 30 degree arc with all
  targets taking the listed damage.
  C: MODERN TECH
  
  AFOD
  32
  Tear gas grenades fill a 5m radius area in a single phase.
  Any character caught in the area must make a Physical
  Toughness roll against a Difficulty of 2 or be affected as if
  stunned.
  The grenade rifle fires grenades which have the same
  effects as those listed, but are specially designed for the rifle.
  The ammo loads shown for all firearms are just aver-
  ages; the actual loads will vary greatly between models.
  The handguns listed are autoloaders (either single or
  double action), and ammunition is fed from a magazine/clip.
  Light machineguns use belt-fed ammunition, and are
  often equipped with a bipod. Heavy machineguns are usual-
  ly mounted on a tripod or vehicle. Both fire bursts which use
  10 rounds of ammunition for 1d possible hits.
  The rifles shown (except the assault rifle) are either bolt
  or lever action. Ammunition is held in a magazine or built-in
  compartment. The assault rifle is magazine-fed, and can fire
  single shots or bursts which use 10 rounds of ammunition for
  1d possible hits.
  Shotguns always give a 1d modifier to the attack roll,
  but are not very good at penetrating armor so any DR values
  are considered 1 higher. Double-barrel shotguns can fire
  both barrels at once for double damage.
  Submachineguns shoot pistol ammunition at a high rate
  of fire. They fire bursts which use 10 rounds of ammunition
  for 1d possible hits. A character can use either the Pistol or
  Rifle Talent with these weapons.
  Taser pistols fire a pair of darts, with wires that trail
  behind them and attach to the firing device which contains
  the battery. A powerful electrical charge then transmits
  through the wires to the target. The target must make a
  Physical Toughness roll against a Difficulty of 3 or be
  knocked senseless for 1d rounds.
  Armor
  C
  E
  H
  P
  S
  Ballistic, Light
  0
  0
  3
  0
  1
  Ballistic, Med.
  1
  0
  4
  1
  Ballistic, Hvy.
  1
  1
  5
  2
  3
  ≡ Armor Notes
  The armor listed is specifically designed to stop high-
  speed projectiles. It is made of woven kevlar fibers or simi-
  lar material. Heavy ballistic armor is somewhat cumber-
  some, so Difficulty ratings for Agility tasks should take this
  into account.
  Other Equipment
  Audio Telescope
  A device for listening to distant sounds. It uses a small
  (.5m diameter) dish and amplifier, and can eavesdrop on tar-
  gets up to 100m away. It can be carried by one person but is
  not easily concealed.
  Bug 
  A tiny device which eavesdrops on an area and sends the
  audio to a receiver at a distance of up to a few hundred
  meters.
  Bug Detector 
  Used to find active listening devices in an area. The unit
  must be passed within 1 meter of a bug to find it.
  Computer 
  Used to assist in scientific, research, and administrative
  tasks, and if the GM allows a successful use of the
  Computers Talent can give modifiers to uses of other of
  Talents. At this level of technology computers are accessed
  through a keyboard or mouse, and some versions are
  portable.
  Fire Extinguisher 
  Sprays chemicals which put out fires. Most can put out
  small fires in a single round, and have a range of 3 meters.
  Gas Mask
  Can shield the wearer from most airborne toxins which
  require inhalation to be effective, but do not help with chem-
  icals or contaminants which pass through the skin, like nerve
  gas.
  Infrared Goggles/Scope 
  Allows user to see in the infrared spectrum, which is
  seen as a variation in heat energy. Allows vision in lightless
  environments as long as there are noticeable temperature dif-
  
  AFOD
  33
  ferences in the surrounding objects. Warm-blooded creatures
  can be seen through thin barriers, and the heat trail left by
  these creatures give a 1d modifier to the Tracking skill if the
  target passed within a few minutes. Most good units can use
  an infrared projector as a light source, which reduce the need
  for heat sources. A unit with a projector stands out like a bea-
  con to other IR vision devices.
  Laser Sight 
  Shines a small dot on targets indicating aiming point.
  Gives a 1d modifier to uses of ranged weapons if the shoot-
  er can see the dot.
  Low Light Goggles/Scope 
  Amplifies light and allows almost normal, but mono-
  chrome, vision in near-lightless environments.
  Motion Detector 
  Electronic device which detects objects passing through
  it’s scanning area, usually an arc in front of the device about
  45 degrees wide to a distance of 10m. It can be used to trig-
  ger a trap, alarm, etc.
  Plastic Explosive 
  Nitroglycerine-based explosive putty which can be det-
  onated with a radio-controlled detonator or simple fuse.
  Easily shaped and quite stable. Causes a concussive blast
  which does 6d of C damage in a 10m radius area per kilo-
  gram used and deafens humans for 10 rounds.
  Range Finder
  Uses a radar or light beam to measure distances. Gives
  a 1d modifier to uses of indirect-fire Heavy Weapons.
  Medical Kit 
  Bandages, antibiotics, painkillers, splints, hypodermics,
  etc. Gives a 2d modifier to Medicine rolls for simple medical
  procedures.
  Rocket Grapple 
  A large rifle which fires a grappling hook up to 30m.
  Use the Heavy Weapons Talent to operate this item.
  Scope 
  Used to assist in aiming a firearm. Triples the effective
  range of the weapon, but only if the target is not moving
  much or only moving in a predictable manner. Most  moving
  targets are no easier (and usually harder) to hit.
  Silencer 
  Muffles the noise made by a firearm. Does not com-
  pletely remove the noise, but may cause characters to make
  a Notice roll to hear the noise.
  Speedloader 
  Holds cartridges in a pattern for insertion into a
  revolver. Cuts reload time down to only 2 phases.
  
  AFOD
  34
  This level of technology is composed of things which
  are possibly in our near future. True self-directed robots now
  exist. Man has colonized other worlds in our solar system or
  nearby star systems. Faster-than-light travel probably may or
  may not yet exist. Fusion power is used and powers most
  vehicles. Technology has now reached the point where
  humans can interact with machines and computers with their
  mind alone, and computers and networks are integral to
  human existence. Bio-technology has merged man and
  machine, and people can be enhanced or altered in a multi-
  tude of ways with cybernetics. Nanotechnology, the use of
  microscopic machines, is now in introduced. Due to
  advances in power storage, projectile weapons now fire
  slugs and flechettes magnetically at very high velocities.
  Melee weapons are enhanced by technology. New materials
  make armor which can withstand great abuse, and some
  armor suits are self-contained and powered, like walking
  mini-tanks.
  The various abbreviations used are as follows:
  ≡ Melee Weapons
  D = Damage (# of dice)
  DT = Damage Type
  R = Range if thrown
  ≡ Ranged Weapons
  D = Damage (# of dice)
  DT = Damage Type
  R = Range
  A = Ammunition load
  RL = Phases required to reload
  ≡ Armor
  C = Damage Reduction vs. Concussive damage
  E = Damage Reduction vs. Energy damage
  H = Damage Reduction vs. High-Speed Projectile damage 
  P = Damage Reduction vs. Piercing damage
  S = Damage Reduction vs. Slashing damage
  Melee Weapons
  D
  DT
  R
  Chainsword
  5
  S
  0
  Liquid Lance
  3
  P
  0
  Vibroknife
  3
  S/P
  0
  ≡ Melee Weapon Notes
  The chainsword has a shortsword-sized, rounded-tip
  blade with a chain of composite metal teeth which whirl
  around the edge at an incredibly high speed. It looks much
  like a slender chainsaw blade attached to a hilt. The buzzing
  it makes while operating means sneak attacks with this
  weapon are all but impossible. A powercell will operate this
  weapon for 100 hours of use. Takes 1 phase to reload.
  The liquid lance is a metal tube about 1 meter long filled
  with a special metallic compound which can be shaped with
  electrical signals. When the user hits the trigger, the metal
  rapidly shoots forth about 1 meter and instantly hardens into
  a sharp point which pierces the target. The user can effec-
  tively make thrust attacks without even moving his arm. A
  powercell will power this weapon for 100 strikes. Takes 1
  phase to reload.
  A vibroknife is a large knife which has a very fine saw-
  tooth blade edge made of composite materials. When acti-
  vated, the edges vibrate at an extremely high rate.
  Vibroknives have excellent cutting power, much better than
  regular knives. The vibration is so fast that it is almost
  imperceptible, and the only noise is a subsonic hum. A pow-
  ercell will operate this weapon for 200 hours of continuous
  use, but a vibroknife can be used as a regular knife once the
  power is depleted. Takes 1 phase to reload.
  Ranged Weapons
  D
  DT
  R
  A
  RL
  EL Pistol
  3
  E
  50
  25
  1
  EL Rifle
  5
  E
  100
  15
  1
  Flechette Pistol
  4
  H
  30
  30
  1
  Gauss Pistol
  5
  H
  60
  20
  1
  Gauss Pistol,
  3
  H
  30
  10
  1
  Holdout
  Gauss Rifle
  6
  H
  100
  30
  1
  Grenade, AS
  *
  *
  -
  -
  -
  Grenade, EMP
  *
  *
  -
  -
  -
  Grenade,
  *
  *
  -
  -
  -
  Sticktight
  Gyroc
  7
  C
  100
  10
  1
  ≡ Ranged Weapon Notes
  The EL (electrolaser) pistol fires a low-energy laser that
  ionizes the air, and then sends a powerful electrical charg e
  D: NEAR-FUTURE TECH
  
  AFOD
  35
  down the beam. The target takes electrical and burn damage.
  The rifle operates in the same way but delivers a more pow-
  erful charge to a greater range. If hit, a target receives dam-
  age but must also make a Physical To u g h n e s s roll and gener-
  ate a total equal to or greater than the amount of damage
  taken to avoid being knocked unconsciousness. Both
  weapons use a standard powercell.
  Flechette pistols magnetically propel a group of small
  metal spikes at super-high velocity, and make only a soft
  popping sound when fired. The power to operate the weapon
  is provided by an energy cell built into the ammunition clip.
  The DR of weave armor is reduced by 1d against this
  weapon, because the thin flechettes can slip between the
  weave, but rigid armor has a 1d increase in DR. These pis-
  tols can fire single shots or bursts which use 6 rounds of
  ammunition for 1d possible hits in the target area.
  Gauss weapons magnetically propel a shaped slug at
  very high velocities. The power to operate the weapon is pro-
  vided by an energy cell built into the ammunition clip. The
  magnetic array on the gauss pistol is somewhat heavy and
  bulky, but the holdout version is a smaller and easily con-
  cealed. The rifle can fire single shots or bursts which use 6
  rounds of ammunition for 1d possible hits in the target area.
  The albedo-smoke (AS) grenade releases a cloud of
  shimmering dust in a 10m radius cloud. The cloud is com-
  posed of tiny reflective particles which disrupt laser beams.
  Electrolaser weapons cannot fire through the cloud until it
  settles (3 rounds in calm air) or until blown away (high wind
  will reduce the cloud to 1 round of effectiveness).
  The electromagnetic pulse (EMP) grenade is designed
  to affect electrical and/or electronic equipment. It sends a
  powerful electromagnetic pulse in a 10 meter radius which
  can disrupt electrical flow and data signals, and even damage
  electronics and cyberware. Any unshielded equipment is ren-
  dered useless for 10 rounds. Most weapons and military
  hardware at this tech level are shielded, however. There is no
  damage to living targets besides slight nausea or brief dizzi-
  ness. The grenade is not destroyed after use, and may be col-
  lected and used again with a new powercell.
  Sticktight grenades are used when non-lethal methods
  are required. Upon detonation, gel strands are released in a
  5m radius which rapidly becomes very strong and sticky.
  Any target caught in the gel can use an action to make a
  Strength roll each round against a Difficulty of 4  to get free.
  Otherwise the victim must wait until the gel deteriorates and
  become brittle, which takes about 5 minutes.
  Gyrocs fire small, spin-stabilized rockets. They are the
  size of a small rifle or very large pistol (about the size of a
  modern submachinegun), and characters can use either the
  Pistol or Rifle Talent to fire them. The damage shown is for
  a standard high explosive round. These weapons would pri-
  marily be used against heavily armored or large targets.
  Armor
  C
  E
  H
  P
  S
  Polyplate
  3
  4
  5
  5
  5
  Powersuit
  5
  5
  6
  6
  6
  Smartweave,
  3
  2
  4
  2
  3
  Light
  Smartweave,
  5
  3
  5
  4
  4
  Heavy
  ≡ Armor Notes
  Polyplate armor is composed of plates made a special
  polymer material which can take great abuse. The plates
  together form a suit which is articulated to allow free move-
  ment, but is not very quiet because the plates move against
  each other. The suit is fairly light and not very bulky, so
  loose or oversized clothing could be worn over it.
  A powersuit is a sealed, armored suit which is primarily
  used by military personnel for operations in hostile environ-
  ments. Movement is assisted by servo-motors, and the wear-
  er has an equivalent Strength of 6 while wearing the suit.
  Standard features of the suit are a 24 hour air supply, cooling
  and heating system, communications radio, chemical analyz-
  er, and built-in infrared/lowlight vision. The custom power-
  cell enables the suit to operate for 24 hours before a recharge
  is needed.
  Smartweave is a material which is made from tough
  fibers that respond to electrical signals. When struck, the
  material can stiffen and shape itself in patterns which are
  optimal for distributing force. This material can be used to
  make shirts, jackets, pants, overcoats, or almost any other
  article of clothing. Light smartweave garments are revealed
  as armor only on close inspection, but heavy smartweave is
  bulkier and noticeable as armor.
  Cybernetics
  Cybernetics are simply technological improvements to
  humans or other biological creatures. 
  Bone Lacing
  Nanobots introduced into the character’s body impreg-
  nate the skeletal and support structure with a strong polymer
  substance. Physical Toughness is increased by 1 point. A
  very expensive treatment.
  Chemshooter
  This is a small compartment in the body which injects
  chemical substances into the bloodstream on command.
  Three doses of up to 3 different substances can be stored.
  These could be either performance enhancing or recreation-
  al substances. The chemshooter is activated by physical
  switch or mental command.
  
  AFOD
  36
  Cyberarm
  A cyberarm is a mechanical replacement for a normal
  arm. It can have hidden compartments, tools built into the
  hand or fingers, computer decks, or handgun-sized weapons
  which are hidden until activated. They are powered by a
  rechargeable powercell which lasts for a week.
  Cyberblade
  A hidden blade which slides out of the body when acti-
  vated. It causes 2d of S damage. They are usually installed in
  the hand but could project from a foot, knee, elbow, or
  almost anywhere else on the body with enough space to store
  the retracted blade.
  Cyberear
  These electronic replacements for normal ears can
  include up to three enhancements:
  Audio Filter: The character can pick out a single conversa-
  tion from a crowd or a particular noise from a group of nois-
  es.
  Comm Receiver: Allows reception of audio from comms or
  data transceivers.
  Enhanced Range: The character can hear audio in a much
  broader frequency range, much like a dog.
  Enhanced Sensitivity: Amplification of faint noises. Gives
  a 2d modifier to any Notice rolls involving hearing.
  Music Player: Load up to 100 hours of music for listening
  at will.
  Cybereye
  Electronic eye replacements which can be indistinguish-
  able from natural eyes or have a more exotic look. Includes
  up to three enhancements:
  Camera: Records up to 1 hour of video or 500 high-resolu-
  tion still images for download or playback via datajack.
  Display: A visual display in the character’s field of vision.
  The character has the option of a solid or translucent display.
  Most often used in conjunction with a computer deck.
  Infrared: Allows vision in the infrared spectrum. The char-
  acter can see in complete darkness, and heat sources (such as
  living bodies) are seen as bright objects. Gives a 2d modifi-
  er to the Track Talent when following a warm-blooded crea-
  ture or other “hot” target within 10 minutes of its passing.
  Lowlight: The user can see normally in almost-complete
  darkness.
  Macrovision: The user can see distant objects at up to 50X
  magnification.
  M i c ro v i s i o n: The character can see minute objects or
  details, as if looking through a powerful magnifying glass or
  microscope.
  Smartgun Targeting Reticle: Required for use of a smart-
  gun unit (see below).
  Wide-Angle Vision: Enhanced field of view. The character
  receives a 2d modifier to Notice rolls using peripheral vision.
  Cyberleg
  Mechanical replacement for a normal leg. It can contain
  a hidden holster in each thigh for a pistol-sized weapon, stor-
  age compartments, direct-wired computer decks, or any
  other small piece of equipment. A kick with a cyberleg caus-
  es 2d of C damage. A pair of cyber legs gives an increase in
  the Move score by 3 and allows vertical leaps up to 2 meters.
  Datajack
  Standard interface between humans and devices or com-
  puters. It is a small (about .5 cm in diameter) jack which can
  be installed anywhere on the body. A character can have
  many jacks for connection to multiple devices.
  Fangs
  A pair of retractable fangs which do 1d of P damage
  with a bite. Injectors can be built in to deliver a drug/poison.
  Muscle Grafts
  Vat-grown muscle tissue is grafted onto the character’s
  body which increases the Strength Talent. The extra muscle
  mass decreases Agility, however, with each 2 points of
  Strength increase causing a 1 point decrease.
  Muscle Myomers
  Nanobots are injected into the body which wire the
  character’s muscle tissues with an artificial muscle material.
  Strength is increased by 1 point. A very expensive treatment.
  Nanohealers
  These are nanobots which assist the healing of tissue
  damage. Physical damage is healed at twice the normal rate,
  but there is no effect on poisons or diseases. A very expen-
  sive treatment.
  Nasal Filters
  The character is immune to inhaled substances. A
  Reflexes roll may be required for the character to switch to
  nasal breathing before contamination.
  Oxygen Reserve
  This is a small unit hooked to the bloodstream which
  stores a 1 hour supply of oxygen. The oxygen is automati-
  cally delivered into the bloodstream if blood oxygen levels
  drop too low.
  Reflex Boost
  Nanobots wire the character’s nervous system with a
  substance which decreases signal impedance, increasing the
  Reflexes score by 1 point. A very expensive treatment.
  Skin Weave
  A nanobot treatment which weaves a tough material
  through the character’s lower dermal layers. The character
  has natural armor which has a DR of 1 versus all damage
  types. A very expensive treatment.
  
  AFOD
  37
  Subvocalizer
  This is a transmitter built into the character’s jaw which
  transmits almost-silent speech as a radio signal. Encryption
  capabilities are built in to the unit.
  Other Equipment
  Autodoc
  This is a unit the size of a small backpack which is used
  to help injured characters. Inside is a collection of medical
  supplies, manipulators, and a sophisticated computer con-
  trol. The unit has an equivalent Talent rating of Medicine 3.
  When placed on a character near a wound it will diagnose
  the injury, administer drugs, repair tissue, etc. It can also
  diagnose diseases, but is not equipped to deal with the myr-
  iad diseases that can affect characters beyond administering
  antibiotics or removing growths. This is a very expensive
  piece of equipment. It is powered by a custom powercell
  which will operate the device for 48 continuous hours of use.
  Bioelectric Lock
  This lock is keyed to a specific person’s electromagnet-
  ic signature, and will allow only the authorized user to
  unlock it.
  Computer Deck
  Most often just called a deck, this is the standard inter-
  face for humans and computer systems. These items are
  about the size of a softcover book, but come in many con-
  figurations, the most common being a gauntlet. They allow
  users to view data or VR environments in a projected dis-
  play, in powergoggles, or directly in cybernetic eyes. Decks
  are used to perform work, take virtual mini-vacations, play
  games, and also to commit computer crimes. Another com-
  mon use of decks is to issue remote commands to machines
  or vehicles. Computer decks use a standard powercell good
  for a week of use before a recharge or new cell is needed. All
  decks have ports for an human interface jack, recharger, and
  hardwire port for connection to a network or data transceiv-
  er. All of the modern uses of a computer (document genera-
  tion, number-crunching, programming, etc.) can be per-
  formed with decks as well without interface to external com-
  puter systems or networks.
  Data Transceiver
  Data transceivers are used for wireless communication,
  and consolidate audio, video, and computer transmissions.
  These devices are small but powerful wide-spectrum trans-
  mitter/receivers which function as two-way voice communi-
  cators, but can also tap into wireless computer networks,
  phone systems, etc. Almost any electronic device can be
  remotely controlled  using a data transceiver.
  Encryption of the signal is an option, and two units pre-
  pared ahead of time (encryption keys loaded) can communi-
  cate securely. The encryption takes a long time to break,
  even with the best technology of this period. A data trans-
  ceiver can be used in tightbeam mode in order to avoid inter-
  ference by ECM units, but this type of transmission is limit-
  ed to line-of-sight.
  ECM Unit
  This unit samples transmissions in the area and sends
  out powerful scrambling signals which interfere with wire-
  less communications. A small, hand-held unit can cause any
  data transceivers within 50m to be disrupted, and a vehicle-
  borne military model can render data transceivers within
  10km useless. Any ECM unit can be programmed to not
  interfere with friendly transmissions. An ECM cannot stop
  tightbeam communication by data transceivers.
  Electromagnetic Field (EF) Scanner
  This scanner is used to positively identify individuals by
  their electromagnetic signature, or to detect cybernetics on a
  character. A standard powercell will power this device for a
  month, and the unit is about the size of a calculator.
  Envirosuit
  This is a self-contained body glove and helmet which
  can withstand vacuum or submersion in water, and uses
  technology similar to smartweave to reduce strain on the
  wearer. A 12 hour air supply, cooling and heating system,
  and comm system are the primary features. The material is
  tough, and a lining provides radiation protection. Space
  workers, divers, people working around dangerous fumes,
  etc. all use this suit on occasion. It is the standard outfit for
  traveling or working in hostile environments.
  Medscanner
  This item is a small hand-held unit which, when pressed
  against a character, can give information on blood pressure,
  pulse rate, brainwave activity, toxin levels, blood oxygen,
  etc. Gives a 1d modifier to diagnose any injury with the
  Medicine Talent.
  Powercell
  Powercells are the standard portable energy source at
  this level of technology. They are cylinders about 6cm long
  and 1cm in diameter. They can be recharged from other
  power sources by a standard power coupling.
  Powergoggles
  These are a pair of goggles which give the user up to
  three visual enhancements just like a pair of cybereyes. A
  smartgun option requires a link to the smartgun unit on the
  weapon, usually by a small wire. The custom powercell will
  power this device for a week.
  Smartgun Unit
  A smartgun unit is used with cybernetic eyes or power-
  goggles to give the user a better targeting system than sights
  or a scope. The small unit attaches to a ranged weapon and
  projects a targeting crosshairs in the users field of vision, and
  gives a 1d modifier to all attacks with the weapon.
  
  AFOD
  38
  Spray Flesh
  This is a can of synthetic flesh and embedded nanotech
  which is sprayed onto a wound. The material will seal the
  wound and begin repairing adjacent tissues. Returns 1d to
  the PHP score immediately when used to treat open wounds.
  Substance Analyzer
  Hand-held unit which has a gas intake and opening for
  solid or liquid samples. Can identify the chemical composi-
  tion of most substances, and gives warnings about toxins,
  radiation, etc.
  Robots
  Robots are complex, self-directed machines with com-
  puter hardware and software which allow a simple level of
  intelligence. Robots come in a wide variety of shapes and
  sizes, and can perform a wide variety of tasks.
  Artificial Intelligence (AI)
  The AI of a robot is the computer brain used by the robot
  to interpret commands from the operator and handle basic
  tasks. A robot is totally obedient, but may not do what the
  operator wants due to miscommunication. The AI of a robot
  is rated from 1 to 5, and used much like a Talent is used by
  a character. When issued a command, a roll against the AI
  score is required by the robot to understand it correctly. This
  Difficulty of this roll is decided by the GM depending upon
  the complexity or ambiguity of the command. Also, a roll
  against the AI score should be used when the robot needs to
  figure out something which does not fall under its specific
  commands.
  A simple command, such as “attack anyone except me
  who enters this room”, should be automatic. However, if the
  command was “attack any terrorists who enter this room”
  would require the robot to use judgement in deciding if a
  person entering was a terrorist. A roll using the AI score of
  the robot would be required to be sure a friendly character is
  not attacked or a terrorist ignored. The Difficulty reflects the
  complexity of the decision. If the terrorists all wear bright
  red jumpsuits with a logo and the robot has encountered
  them before, a low Difficulty would be appropriate.
  Programs
  What tasks a robot can perform is decided by the soft-
  ware installed, and each robot has a certain number of pro-
  grams with a level rating for each. A program is needed to
  perform any task beyond simple commands; i.e. a robot
  designed to repair helicopters will need a Mechanics pro-
  gram. Programs have a rating and operate just like a charac-
  ter's Talents, but a robot can have no program with a rating
  higher than its AI score.
  
  AFOD
  39
  At this technology level matter and energy are easily
  manipulated. People can travel between the stars quickly and
  e a s i l y, and perhaps teleport instantly between points.
  Powerful beam weapons and personal force fields exist.
  Gravitic technology makes flight a commonplace mode of
  personal travel, artificial gravity for space vessels, and iner-
  tial compensators for high-G maneuvers. Medical science
  can cure almost anything short of complete destruction of the
  brain. Artificial intelligence has advanced to where some
  computers are fully sentient beings.
  The various abbreviations used are as follows:
  ≡ Melee Weapons
  D = Damage (# of dice)
  DT = Damage Type
  R = Range if thrown
  ≡ Ranged Weapons
  D = Damage (# of dice)
  DT = Damage Type
  R = Range
  A = Ammunition load
  RL = Phases required to reload
  ≡ Armor
  C = Damage Reduction vs. Concussive damage
  E = Damage Reduction vs. Energy damage
  H = Damage Reduction vs. High-Speed Projectile damage 
  P = Damage Reduction vs. Piercing damage
  S = Damage Reduction vs. Slashing damage
  Melee Weapons
  D
  DT
  R
  Force Blade
  *
  S
  0
  Inertia Weapon
  *
  C
  0
  Neurolash
  *
  *
  0
  ≡ Melee Weapon Notes
  A force blade is a edged weapon which has a force field
  in place of a normal blade, which appears upon activation of
  the weapon. The edge is so thin that most materials can be
  cut with ease. In game terms this means the weapon causes
  twice as much damage as the normal weapon.  A standard
  reactor cartridge will power these weapons for 100 strikes.
  Takes 1 phase to reload.
  Inertia weapons are high-tech versions of any blunt
  weapon. The weapon is fitted with a gravitic unit in the strik-
  ing part of the weapon which causes it to have much greater
  inertia at the time of impact, delivering a blow of great force.
  In game terms this means the weapon causes twice as much
  damage as the normal weapon. These weapons detect impact
  and activate the inertia unit, which operates for a brief time
  and then automatically shuts off. This allows the user to not
  be pulled off balance by the enhanced weapon on follow-
  through. A standard reactor cartridge will power this weapon
  for 100 strikes.  Takes 1 phase to reload. After the power is
  depleted the inertia weapon still operates as the normal ver-
  sion of the weapon.
  A neurolash is a high-tech whip which causes no physi-
  cal damage, but affects the target’s nervous system. It can be
  set on two different modes, pain or knockout. Pain sends
  agony through the target, which must make a Physical
  Toughness roll against a Difficulty of 3 or be stunned for 1d
  rounds. Knockout renders the target unconscious unless the
  same roll is made.
  Ranged Weapons
  D
  DT
  R
  A
  RL
  Beam Pistol
  1-5
  E
  70
  *
  1
  Beam Rifle
  1-7
  E
  150
  *
  1
  Grav Pistol
  6
  C
  20
  10
  1
  Grenade, Grav
  6
  C
  -
  -
  -
  Grenade, Plasma 7
  E
  -
  -
  -
  Neuropistol
  *
  *
  100
  20
  1
  Plasmagun
  6
  E
  40
  10
  1
  ≡ Ranged Weapon Notes
  Beam weapons fire a focused beam of energy at the tar-
  get. This could be subatomic particles, lasers, phased energy,
  microwaves, or anything else. They allow the user to adjust
  the beam’s power for different targets, and a standard reactor
  cartridge allows a total of 100d of damage to be fired before
  the cartridge is expended. All beam weapons can fire a burst
  which fires 6 shots and allows 1d possible hits.
  The grav (gravity) pistol creates a temporary, unstable
  mass singularity and propels it at the target. The projectile
  has rapidly fluctuating gravitic pulses in all directions, and
  when it strikes it simultaneously rips, implodes, explodes,
  crushes, etc. almost any material. As gravity waves pass
  E: FAR-FUTURE TECH
  
  AFOD
  40
  through matter. physical armor or obstacles will not reduce
  the damage, only force fields. The round simply dissipates
  after 20 meters. Each shot uses an incredible amount of ener-
  gy, expending one-tenth of a  full reactor cartridge.
  The gravity grenade creates crushing gravity waves
  which affect all targets in a 5m radius. Just like the gravity
  pistol, only force fields will stop or ablate the damage.
  The plasma grenade engulfs a 5m radius area with
  swirls of superheated plasma. Any character looking at the
  blast must also make a Reflexes roll or be blinded for 1d
  rounds.
  The plasmagun is a rifle that shoots a spread of plasma,
  much like a shotgun. The plasma cools and dissipates after
  40 meters. All attacks with this weapon have a 1d modifier.
  It uses a 10-round magazine of large plasma shells.
  The neuropistol fires a beam of energy which affects the
  target’s nervous system. The effects are the same as a neuro-
  lash. The beam cannot penetrate a defense screen.
  Armor
  C
  E
  H
  P
  S
  Defense Screen
  1-6
  1-6
  1-6
  1-6
  1-6
  ≡ Armor Notes
  The screen is the standard armor at this technology
  level, and is essentially a personal force field. They come in
  various levels of protection, with a DR from 1 to 6 dice for
  all damage types. The most common form is a belt unit. The
  control for the unit is usually through the belt buckle, and a
  standard reactor cartridge is inserted into a power feed some-
  where on the belt. It creates a force field around the user
  which hugs the body, guided by the bioelectric field of the
  user. This means that large equipment and weapons of the
  user are not within the confines of the field. The field is
  always shifting to accommodate the movements of the wear-
  er, and protection is weakest in the moments energy is being
  routed to moving parts and at the seams of the field where
  creasing occurs. The field appears as a shifting disturbance
  in the air around the user. The field is tuned to allow the pas-
  sage of air so protection from gases is not provided, but the
  user can re-tune it to hold out gases as long as a source of air
  for breathing is also used. The field can absorb a total of 200
  points of damage before a new cartridge is needed, which
  takes one round to change.
  Other Equipment
  Cerebralink (CL)
  This is a cybernetic unit installed in the brain of a char-
  acter which allows remote interface and control of any
  equipment with a CL r e c e i v e r / t r a n s m i t t e r. Ve h i c l e s ,
  machines, etc. need only be commanded by coded and
  unique thought  transmissions from the user. Targeting sys-
  tems on weapons no longer require wires, and characters can
  interface with computer networks with no other equipment.
  Range is 50 meters.
  Explorer Helmet
  This piece of equipment can be found on many star-
  ships, remote colonies, etc. It projects a low-powered force
  field around the user’s head which can withstand vacuum,
  and a small unit on the back of the helmet can produce
  breathable gases for 4 hours. It also has comm gear and
  multi-spectrum (see below) vision capabilities.
  Force Tent
  This is a bulky backpack unit which projects a 5m radius
  force field which is specially tuned to be airtight, and is pri-
  marily designed to provide a haven in hostile environments.
  Includes an air recycler and a climate control system. Power
  is supplied by a built-in LMR (see below) which can last for
  about 2 years.
  Gravboots
  These boots are fitted with gravitic units which allow
  the wearer to levitate, and even fly slowly. Movement is con-
  trolled by angling the feet and with a CL or belt control.
  Characters can ascend, descend, or travel horizontally at up
  to 5m per phase. A character must use the Pilot Talent to
  operate these items properly, and the character’s Pilot score
  is used instead of Evade for avoiding ranged attacks while
  airborne.
  Gravitic Mover
  A small platform fitted with gravitic units and a control.
  A character can effortlessly move up to 500kg of equipment
  with this item.
  Holoprojector
  Creates holograms of objects or characters which
  require a Notice roll against a Difficulty of 3 to discern as a
  hologram. Can project images up to 100m away.
  Entertainment programs are also viewed with this technolo-
  gy.
  Light Matter Reactor (LMR)
  The LMR is a more powerful portable energy source
  than reactor cartridges, but uses the same technology to pro-
  duce power. It is about the size of a backpack, and can pro-
  vide enough power to operate a residence for years by the
  direct conversion of matter to energy with almost no energy
  loss. Most vehicles are also powered by LMR units.
  Multi-spectrum (MS) Goggles
  These lightweight goggles can be dialed through the
  complete electromagnetic spectrum from the lowest frequen-
  cies up to cosmic waves. Energy fields which emit electro-
  
  AFOD
  41
  magnetic radiation can be viewed, and lowlight, rangefinder,
  microscopic, and telescopic vision is included. Smartgun
  units like those in previous times are also still in use with
  these goggles. They can be controlled by a CL or by manual
  controls on the device.
  Reactor Cartridge
  Reactor cartridges are the standard portable energy
  source. They are a sealed device which convert a small pel-
  let of fuel directly into energy, and are used to power most
  small devices and weapons. An incredible amount of energy
  can be stored in these cartridges, which are only about 1cm
  in diameter and 6cm long.
  Stealth Unit
  This small piece of equipment hides the user from regu-
  lar vision by using holoprojectors and energy fields to simu-
  late the surroundings through the complete electromagnetic
  spectrum. To both regular and MS vision the user is obscured
  by a chameleon-like effect, and all Stealth rolls have a 3d
  modifier. The target appears as a field of distortion on a
  triscanner when moving (someone using a triscanner must
  make a Notice roll against a Difficulty of 3 to detect this
  slight distortion), but is undetectable when motionless. A
  reactor cartridge can power this device for 10 hours of con-
  tinuous use.
  Triscanner
  This is the multifunction detector/recorder used for all
  types of tasks and missions. It can detect and/or analyze any
  biological entity, chemical substance, or energy emission.
  Range is determined by quantity/strength of the target and
  the terrain (large amounts of stone or metal will block read-
  ings), with ranges from 10m to the horizon in open terrain. It
  includes a powerful computer for data analysis.
  
  Name
  Look
  Personality
  Quirks
  History
  PHP
  MHP
  Move
  DB
  Talents
  Courage ___
  Ingenuity ___
  Style ___
  Talent
  Specialization
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  Armor
  C
  E
  H
  P
  S
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  __
  __
  __
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  __
  __
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  Melee Attacks
  Score
  D/DT
  R
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  __
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  Ranged Attacks
  Score
  D/DT
  R
  A
  RL
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  __
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  Equipment
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  Wealth
  Currency __________________________________________________
  Other
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  Evade
  AFOD Character Sheet
  Permission is granted to reproduce this sheet for personal use.
  Player
  
  Name
  Description
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  AFOD Creature Sheet
  Permission is granted to reproduce this sheet for personal use.
  PHP
  MHP
  Move
  DB
  Talents
  Talent
  Specialization
  Score
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  Armor
  C
  E
  H
  P
  S
  ____________________
  __
  __
  __
  __
  __
  ____________________
  __
  __
  __
  __
  __
  Melee Attacks
  Score
  D/DT
  R
  ____________________
  __
  ____
  __
  ____________________
  __
  ____
  __
  ____________________
  __
  ____
  __
  Ranged Attacks
  Score
  D/DT
  R
  A
  RL
  ____________________
  __
  ____
  __
  __
  __
  ____________________
  __
  ____
  __
  __
  __
  ____________________
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  Evade
  Setting
  
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SOURCE: textdata/thevault/A Fistful of Dice/A Fistful of Dice Corebook.pdf