• Hello, and Welcome to the Absolute Fiction Rules Reference Document!

    Absolute Fiction (hereafter AF) is a ruleset designed to give GMs and players the ultimate customizability in the setting, flavour, and crunch of their gameworlds and tabletops.
    Born the lovechild of D&D and Pathfinder, Shadowrun, Savage Worlds, Traveller, and GURPS (don’t hold it against us), AF will fit in with any group or playstyle, thanks to a few unique features.

    Dice

    Whether you feel more comfortable with a trusty d20 or a fistful of d6, the AF framework of stats and traits remains balanced, and each die system brings its own unique feel to the table.

    Plug-and-Play

    Since GMs cherry pick their own rules with most systems anyways, AF gives them free reign. Any AF trait, stat, or rule fits in with all the others, to allow you to create exactly the setting you want.
    Start by picking a die system for your table, then pick and apply AF packages, such as Absolute Fantasy, Absolute Fallout, or Absolute Firefight to create your unique setting.

    Customize

    The same goes for players! Newbies start with a simple ruleset so they can get off the ground and have fun, while veterans are free to delve deep within the traits trees and explore all the options.
    In this way, no one is overwhelmed by rules, and power gamers always have crunch to enjoy!

  • #Absolute Fiction
    This is the base ruleset under which all AF games fall. Here you can pick dice systems, and see how AF deals with time, XP, size, and other basic effects.

  • Absolute Fabrication

    AFabrication is a subset of the base rules, which covers all forms of crafting and McGivering. Ever wanted to make a sniper rifle out of two bobby pins and an old RV? Find rules for your party’s techie within.

  • #Absolute Fireball
    AFireball covers magic. Find rules for rituals, alchemy, spellcraft, and summoning within.

  • Absolute Fantasy

    AFantasy covers dragonslaying and dungeon-delving. Find party programs (Fighter, Thief, Cleric, Wizard etc), as well as mosnters, high-fantasy magic, magic items, and alchemy within.

  • #Absolute Firefight
    AFirefight covers the modern battleground. Find rules for taking cover, supressing fire, automatic weapons, and a host of weapons, armour, and gadgets within.

  • Absolute Fallout

    AFallout covers the wasteland of post-thermonuclear war. Find mutants, radiation, scavenging, and generators for every kind of dark, dank, hideout or bombshelter you can think of within.

  • Absolute Frontier

    AFrontier covers everyone’s favourite frontier, space. Find rules for warp speed, hyperspace, planetary bombardment, and alien cultures within.

  • #Absolute Firewall
    AFirewall covers hacking, cracking, and jacking of all technological kinds. Find rules for mainframes, ICE, subnets, programming, and all levels of techie jargon within.

  • Philosophy

    The Rule of 5

    5 is a very natural human number, and it happens to appear a lot in AF rules. Furthermore, the maximum bonus for any given stat is a +5, or level 5. Not only does this keep the game numbers in

  • Example of Packages

    Want penguins being post-apocalyptic scavengers in a world where nukes have dropped and magic has risen again?

    1: Penguin Template

    Well, first you need to alter player stats from default human to something more suiting aquatic, non-flying fowl. It should have a few well-thought-out aspects, such as something for swimming, and their being better accustomed to cold climates.

    2: Setting

    For post-apocalyptia, the absolute package of choice is AFallout. It has rules for radiation, mutation, and a whole host of other classic rules for bombed-out wastelands.
    But, if your post-apocalyptia has guns, you’ll need AFirefight, which has basic actions for taking cover and using automatic weapons.

    3: Magic!

    Finally, if magic has risen again, you have two options. For a D&D-style high-fantasy magic system, AFantasy has your needs. Just tell your players you’re only using the magic system, and are ignoring the programs (no penguin Barbarians, sorry!) and monsters.
    Otherwise, AFireball has a more Shadowrun-like magic system, consisting of individual spell skills which are used to summon spirits, conjure spells, and enchant items.

  • d20/3d6/2d6 system
    Base dice: d20, 3d6, or 2d6
    Experiences:
    Tests: Subtract from Diff
    Rolls: Add to total

  • D6 pool
    Base dice: None
    Experiences: Add to hits

  • Cortexian Dice System
    Base Dice: None
    Experiences: Add to total, after obstacles

  • #General Rules
    There are some general definitions or rules which may vary from other systems.

  • #The GameWorld
    AF breaks down the gameworld into a set terminology:

    • Element: Anything that exists in the gameworld
      • Object: Any element without the capability to act
      • Creature, etc: Any element that possesses the capability to act

    Any element can have any number of properties. Creatures can have properties for how they can act, but both objects and figures can have properties for how they react when acted upon.

  • Creatures

    • Any Element which possesses the capability to act

    Control
    -A Player or FM

    Categories of Creature

    Agents

    • Only pick their actions from a set list
    • Generally controlled by the FM
    • If controlled by Players, generally as a sidekick, companion, etc
      • Usually through one of the abilities of one of their characters; NOT directly (the character’s control may be fallible
        • eg A drone controlled via a character’s remote console could test that character’s operation
          may only pick their actions from a set list. Agents are generally controlled by the FM (Eg monsters, robots, bad guys, goons, etc), but can also be controlled by players, though usually through the abilities of one of their characters (Eg a drone controlled by their character’s remote, and animal companion who their character is bonded to or rides, etc)

    Characters
    pick their actions in the reverse of agents: they describe what they are doing, and then either pick an action, or negotiate a reasonable framework for an action with the FM, or in some cases, the whole of the table. In this way, characters are creatures with true free will.

    The Distinction
    between these two seems irrelevant, but it is expected that most NPCs, baddies, monsters, or goons will behave as agents, allowing the Players (once they understand their patterns) to find clever ways around them, and it is expected that players (being in control of characters) Ultimately these definitions have little effect on the rules, but they are an allegory to the philosophy behind AF

  • Range Modifiers

    Determine the difference, in steps on the length scale, between

  • Objects

  • Attributes

    are the 5 base stats which all characters possess: each one relates to a class of base proficiencies

    • Strength (ST): Physical Power
      • Eg Force open a door, punch a target
    • Health (HT): Physical Durability
      • Eg resist poison or disease
    • Agility (AG): Coordination: Interface between mental and physical
      • Eg Catch an object, acrobatics
    • Wisdom (WS): Base mental functions
      • Willpower, instincts, intuition
      • Eg Deduce motivations, detect hidden creatures, resist hypnosis
    • Intellect (IQ): Higher-level mental functions
      • Reason, critical thinking, memory
      • Eg Recall facts, solve puzzles, do math
  • Stats

    are numerical properties used to define the capabilities and proficiencies of a character

    • Each stat may have 7 different states for any given character
      • Nonexistent: The character is unable to perform functions related to the stat
      • +0: The character’s proficiency is below average, providing no benefit on checks
      • +1 to +5: The character’s proficiency provides a benefit on checks
      • Mastery: The character has reached a godly level of the attribute
  • Aspects

    are calculated stats that depend on a character’s attributes, and can be modified by traits

    • Equal to a base value determined by dice system
      • Plus the median of 1 to 4 different attributes
        • If no clear median, use the average value
      • Or the sum of 1 to 4 different attributes
      • Plus additional modifiers
    • Each setting has its own list of necessary aspects and their details
    • Eg “Encumbrance = Base + Sum (ST, HT, AG)”
  • The Track

    For each track, the XP cost of the relevant level or bonus

    <table class="tableizer-table"><tr class="tableizer-firstrow"><th>XP Cost</th><th>+1</th><th>+2</th><th>+3</th><th>+4</th><th>+5</th></tr> <tr><td>x1</td><td>1</td><td>3</td><td>6</td><td>10</td><td>15</td></tr> <tr><td>x3</td><td>3</td><td>9</td><td>18</td><td>30</td><td>45</td></tr> <tr><td>x6</td><td>6</td><td>18</td><td>36</td><td>60</td><td>90</td></tr> <tr><td>x10</td><td>10</td><td>30</td><td>60</td><td>100</td><td>150</td></tr> <tr><td>x15</td><td>15</td><td>45</td><td>45</td><td>150</td><td>225</td></tr></table>

  • #The Table
    The real-world space in which the game is played

  • #The GameWorld
    The world shared by the collective imaginations of the controllers
    AF breaks down the gameworld into elements

    Elements

    are anything that exists in the gameworld

    • Objects: Elements without the capability to think or act
    • Creatures: Elements with the capability to think or act
  • #Properties
    are anything which defines how an element works in the game world, in context of the rules

    • At The Table

      • Fiction Master (FM, or Game Master, GM, or Dungeon Master, DM): FMs control all aspects of the gameworld: The story, the setting, the environments, and most of the elements
        There is generally only one FM at any given table.
      • Players: Players control the actions of a set few elements, and through these elements are able to interact with the FM’s gameworld
        There are generally between 4 and 6 players per FM at the table.
    • Rounding

      In AF, always round mathematically. Fractions of 1/2 or greater always round up (away from 0), and those less round down (towards 0).

    • Space

    • Time

      In many cases, time passes in the gameworld at the rate as in the real one. When people are speaking as their characters would, or when the FM is describing events, the gameworld actions take as long as it does the people to speak their words. There may be times when play “skips,” such as for an hour, or maybe even by days or weeks, and then play comes back in line with the normal timeline.

    • Action Points

      There are also cases when time is most practically broken up into chunks, so that elements, and their actions/reactions can be placed on a timeline. This is done with action points.

    • Properties

      Scores

      Scores are numeric values that start at 0 and may increase. Scores are used to compare magnitudes of certain propertiesbetween elements. Any element may possess scores. Average human scores are 10.

      Modifiers

      Modifiers are numerical values that may be positive, negative, or 0. Modifiers are used to compare capabilities between elements and modify die values, and as such, only creatures may possess modifiers. Average human modifiers are +0.

      Pools

      Pools are numeric values that are subject to frequent change. Pools are usually tied to some sort of score that serves as a total or maximum value. Pools are used to compare statuses between elements.

    • Actions

    • Attributes

      All creatures possess the same 5 attributes: Numerical representations of a creatures base capabilities.

      Agility (AG): Reflexes: Quality of interface between a figure’s thoughts and assessments, and physical actions
      Health (HT): Physical Durability: Could be resistance to poison, tough hide, etc
      Intellect (IQ): Rational or Logical Prowess: Mental processing power, memory
      Strength (ST): Physical Power: Could be muscular, hydraulic, etc
      Wisdom (WS): Intuitive or Emotional Prowess: Emotional resilience, social ability

      Attributes may have two components: sco

    • Aspects

      Any given type of creature can have any number of aspects.

    • Attribu

      AG
      HT
      IQ
      ST
      WS

      Aspects

      Physical/Mental
      Keen: AHI = Dexterity/AIW = Perception
      Fast: ASW = Reflexes/AHW = Reaction
      Strong: AIS = Power/ISW = Fervor
      Tough: HSW = Endurance/HIS = Grit

      AHS = Mobility
      HIW = Charisma

    • Die Systems

    • Polyhedral Conversion

      6: d20
      5: d12
      4: d10
      3: d8
      2: d6
      1: d4
      0: d3
      -1: d2
      -2: d1
      -3: d0

    • Damage

        • Controllers

          • Real-world people capable of Controlling in-game things
            • The Fiction Master(s) (FM): AKA GM, DM, or Keeper: The controller(s) in charge of the game world and setting, controlling almost all elements other than those under direct control of the players
            • Players: Controllers generally in direct control of one character, and possibly indirect control of other characters, usually through their main character (such as companions)
        • Control

          There are two types of control

          • Direct: Creatures under direct control obey the will of their controller to the best of their ability, usually saying and thinking the same things they do
          • Indirect: Creatures under indirect control do not always obey their controller directly
            • Usually a roll of some sort is involved
              • Eg a player would have to make an operations roll to instruct their drone
            • Control of any creature can be rendered indirect (eg if that creature is influenced by mind-affecting effects)
        • Creatures

          could be anything, from an automated defense turret, to a human, to a rock that just happens to be able to speak

        • An action point represents a unit combining human mental effort and physical time. For a sense of scale, approximately 50 AP go into every 60 seconds, and in a single AP an alert human could draw a weapon from a holster, make a quick jab at a vulnerable opponent, or make a swift jump back to dodge an incoming blow

        • Thin-Slicing

          At some point, such as when combat begins, the FM may call that time is about to be split. When this occurs, the following factors must also be declared.

          • Action Limit: How many AP a creature may use on their turn
          • Action Total: If there is a maximum number of AP that each creature may expend
          • Action Order: Whether all actions are simultaneous, or if any player must act first/last
        • Attrributes have two components: a score and a modifier

          the score represents your reactive capabilities. Scores begin

        • Legacy

          The Legacy dice system is an old favourite, hearkening to my previously released D&D Legacy Mod.

          Base Die: d20
          Experiences: Polyhedral
          Bonuses: Flat

          Major Critical Hit: Natural 20
          Major Critcal Fail: Natural 1

        • d20

          Base Die: d20
          Experiences: Flat Bonus
          Bonuses: Flat Bonus

          Major Critical Hit: Natural 20
          Major Critcal Fail: Natural 1

        • 3d6

          Base Die: 3d6
          Experiences: Flat Bonus
          Bonuses: Flat Bonus

          Major Critical Hit: 3 Natural 6s
          Minor Critical Hit: 2 Natural 6s
          Minor Critical Fail: 2 Natural 1s
          Major Critcal Fail: 3 Natural 1s

        • 2d6

          Base Die: 2d6
          Experiences: Flat Bonus
          Bonuses: Flat Bonus

          Major Critical Hit: “Box Cars!” Natural 6s
          Minor Critcal Hit: Doubles 4 or Greater
          Minor Critical Fail: Doubles 3 or Less
          Major Critcal Fail: “Snake Eyes!” Natural 1s

        • Hits Pool

          Base Die: Number of d6 equal to relevant aspect

          Aspects: Base 5
          AHIS: Craft
          AHIW: Wits
          AHSW: Grit
          AISW: Power
          HISW: Charm

          Experiences: Add Hits
          Bonuses: Add Dice

        • Cortexian

          All stats are polyhedral converted as follows
          5 = d12
          4 = d10
          3 = d8
          2 = d6
          1 = d4
          0 = d0
          Keep negatives

          Roll a pool of all abilities that apply, pick the two highest

          Hindrances: Negative dice are not rolled by the player, but by the FM

          After player dice are rolled, roll opposed dice. Each opposed die with a value greater than a player die removes the player die from the rolled pool, with a few rules:

          An opposed die cannot take out a player die of higher type than its own.
          Player dice win ties.

          The FM may not use more dice than how many the player is rolling.

          Opposed
          5 Dice: Godspeed
          to
          0 Dice: Trivial

          d12: Skill cannot save you
          to
          d4: Minor Inconveniences

          Base Dice: None

        • Sources

          Damage systems commonly list sources

          Any source of damage is a single effect eg if I attack a fire resistance

        • Special

          Frail (multiplier) (type)

        • Defenses

          Resistance (value) (types)
          Resistance values simply subtract their value in damage from any of the types specified (or all damage, if no type specified) from each individual source.

          Protection
          Protection values negate the damage

        • The Degrees of Control

          can vary widely

          • Eg a merchant, though under direct control of the GM, is in indirect control of the players, because they could influence him via negotiation
        • Agents

          are creatures that must choose their actions from a set list, or whose actions are triggered by certain circumstances

          • Eg a motion-triggered flame jet trap
          • Most baddies, goons, and monsters are treated as agents
            • This allows the players to learn the rhythms of their actions and find unique and clever ways around them
        • Characters

          are creatures who have true free will

          • Rather than picking from a set list of actions, characters are uniquely able to choose what they want to do, after which rules are assigned or made up on the spot to handle the in-game effects of their actions
            • Player Characters: Characters under direct control of a player
            • Non-Player Characters: Characters under any other form of control
        {"cards":[{"_id":"4ccbc504026d15d85700018c","treeId":"4ccbc2cf026d15d857000185","seq":1868964,"position":0.03125,"parentId":null,"content":"###Hello, and Welcome to the Absolute Fiction Rules Reference Document!\nAbsolute Fiction (hereafter AF) is a ruleset designed to give GMs and players the ultimate customizability in the setting, flavour, and crunch of their gameworlds and tabletops.\nBorn the lovechild of D&D and Pathfinder, Shadowrun, Savage Worlds, Traveller, and GURPS (don't hold it against us), AF will fit in with any group or playstyle, thanks to a few unique features.\n####Dice\nWhether you feel more comfortable with a trusty d20 or a fistful of d6, the AF framework of stats and traits remains balanced, and each die system brings its own unique feel to the table.\n####Plug-and-Play\nSince GMs cherry pick their own rules with most systems anyways, AF gives them free reign. Any AF trait, stat, or rule fits in with all the others, to allow you to create exactly the setting you want.\nStart by picking a die system for your table, then pick and apply AF packages, such as Absolute Fantasy, Absolute Fallout, or Absolute Firefight to create your unique setting.\n####Customize\nThe same goes for players! Newbies start with a simple ruleset so they can get off the ground and have fun, while veterans are free to delve deep within the traits trees and explore all the options.\nIn this way, no one is overwhelmed by rules, and power gamers always have crunch to enjoy!"},{"_id":"51c3d94fb1f7b1db4c000040","treeId":"4ccbc2cf026d15d857000185","seq":2091202,"position":1,"parentId":"4ccbc504026d15d85700018c","content":"##Philosophy\n####The Rule of 5\n5 is a very natural human number, and it happens to appear a lot in AF rules. Furthermore, the maximum bonus for any given stat is a +5, or level 5. Not only does this keep the game numbers in "},{"_id":"51c4204978fbd2d210000538","treeId":"4ccbc2cf026d15d857000185","seq":1869025,"position":2,"parentId":"4ccbc504026d15d85700018c","content":"##Example of Packages\nWant penguins being post-apocalyptic scavengers in a world where nukes have dropped and magic has risen again?\n####1: Penguin Template\nWell, first you need to alter player stats from default human to something more suiting aquatic, non-flying fowl. It should have a few well-thought-out aspects, such as something for swimming, and their being better accustomed to cold climates.\n####2: Setting\nFor post-apocalyptia, the absolute package of choice is AFallout. It has rules for radiation, mutation, and a whole host of other classic rules for bombed-out wastelands.\nBut, if your post-apocalyptia has guns, you'll need AFirefight, which has basic actions for taking cover and using automatic weapons.\n####3: Magic!\nFinally, if magic has risen again, you have two options. For a D&D-style high-fantasy magic system, AFantasy has your needs. Just tell your players you're only using the magic system, and are ignoring the programs (no penguin Barbarians, sorry!) and monsters.\nOtherwise, AFireball has a more Shadowrun-like magic system, consisting of individual spell skills which are used to summon spirits, conjure spells, and enchant items."},{"_id":"5378eac5e41160ea08000031","treeId":"4ccbc2cf026d15d857000185","seq":2274711,"position":0.078125,"parentId":null,"content":"\n#SEGMENTS"},{"_id":"5389bd25ccb02b1a72000045","treeId":"4ccbc2cf026d15d857000185","seq":2150433,"position":0.53125,"parentId":"5378eac5e41160ea08000031","content":"d20/3d6/2d6 system\nBase dice: d20, 3d6, or 2d6\nExperiences:\nTests: Subtract from Diff\nRolls: Add to total"},{"_id":"5389bd23ccb02b1a72000044","treeId":"4ccbc2cf026d15d857000185","seq":2150436,"position":0.5625,"parentId":"5378eac5e41160ea08000031","content":"D6 pool\nBase dice: None\nExperiences: Add to hits"},{"_id":"5389bc64ccb02b1a72000043","treeId":"4ccbc2cf026d15d857000185","seq":2150441,"position":0.625,"parentId":"5378eac5e41160ea08000031","content":"Cortexian Dice System\nBase Dice: None\nExperiences: Add to total, after obstacles"},{"_id":"51c667ee1478790242000026","treeId":"4ccbc2cf026d15d857000185","seq":2138076,"position":0.75,"parentId":"5378eac5e41160ea08000031","content":"#General Rules\nThere are some general definitions or rules which may vary from other systems."},{"_id":"51c677f01478790242000027","treeId":"4ccbc2cf026d15d857000185","seq":1916295,"position":1,"parentId":"51c667ee1478790242000026","content":"##At The Table\n- Fiction Master (FM, or Game Master, GM, or Dungeon Master, DM): FMs control all aspects of the gameworld: The story, the setting, the environments, and most of the elements\nThere is generally only one FM at any given table.\n- Players: Players control the actions of a set few elements, and through these elements are able to interact with the FM's gameworld\nThere are generally between 4 and 6 players per FM at the table."},{"_id":"51c678e61478790242000028","treeId":"4ccbc2cf026d15d857000185","seq":1916297,"position":2,"parentId":"51c667ee1478790242000026","content":"##Rounding\nIn AF, always round mathematically. Fractions of 1/2 or greater always round up (away from 0), and those less round down (towards 0)."},{"_id":"51c48e5a78fbd2d210000583","treeId":"4ccbc2cf026d15d857000185","seq":2138216,"position":0.875,"parentId":"5378eac5e41160ea08000031","content":"#The GameWorld\nAF breaks down the gameworld into a set terminology:\n\n- Element: Anything that exists in the gameworld\n - Object: Any element without the capability to act\n - Creature, etc: Any element that possesses the capability to act\n\nAny element can have any number of properties. Creatures can have properties for how they can act, but both objects and figures can have properties for how they react when acted upon."},{"_id":"51c5b0c6147879024200001b","treeId":"4ccbc2cf026d15d857000185","seq":1916301,"position":1,"parentId":"51c48e5a78fbd2d210000583","content":"##Space"},{"_id":"51c5b5eb147879024200001c","treeId":"4ccbc2cf026d15d857000185","seq":1916302,"position":2,"parentId":"51c48e5a78fbd2d210000583","content":"##Time\nIn many cases, time passes in the gameworld at the rate as in the real one. When people are speaking as their characters would, or when the FM is describing events, the gameworld actions take as long as it does the people to speak their words. There may be times when play \"skips,\" such as for an hour, or maybe even by days or weeks, and then play comes back in line with the normal timeline."},{"_id":"51c5c30e147879024200001e","treeId":"4ccbc2cf026d15d857000185","seq":1916306,"position":3,"parentId":"51c48e5a78fbd2d210000583","content":"##Action Points\nThere are also cases when time is most practically broken up into chunks, so that elements, and their actions/reactions can be placed on a timeline. This is done with action points."},{"_id":"51c60b451478790242000020","treeId":"4ccbc2cf026d15d857000185","seq":1869739,"position":0.5,"parentId":"51c5c30e147879024200001e","content":"An action point represents a unit combining human mental effort and physical time. For a sense of scale, approximately 50 AP go into every 60 seconds, and in a single AP an alert human could draw a weapon from a holster, make a quick jab at a vulnerable opponent, or make a swift jump back to dodge an incoming blow"},{"_id":"51c5cabd147879024200001f","treeId":"4ccbc2cf026d15d857000185","seq":1916307,"position":1,"parentId":"51c5c30e147879024200001e","content":"###Thin-Slicing\nAt some point, such as when combat begins, the FM may call that time is about to be split. When this occurs, the following factors must also be declared.\n\n- Action Limit: How many AP a creature may use on their turn\n- Action Total: If there is a maximum number of AP that each creature may expend\n- Action Order: Whether all actions are simultaneous, or if any player must act first/last"},{"_id":"51c65f161478790242000025","treeId":"4ccbc2cf026d15d857000185","seq":1916304,"position":4,"parentId":"51c48e5a78fbd2d210000583","content":"###Properties\n\n\n####Scores\nScores are numeric values that start at 0 and may increase. Scores are used to compare magnitudes of certain propertiesbetween elements. Any element may possess scores. Average human scores are 10.\n\n####Modifiers\nModifiers are numerical values that may be positive, negative, or 0. Modifiers are used to compare capabilities between elements and modify die values, and as such, only creatures may possess modifiers. Average human modifiers are +0.\n\n####Pools\nPools are numeric values that are subject to frequent change. Pools are usually tied to some sort of score that serves as a total or maximum value. Pools are used to compare statuses between elements."},{"_id":"51c48bcc78fbd2d210000582","treeId":"4ccbc2cf026d15d857000185","seq":2138078,"position":0.9375,"parentId":"5378eac5e41160ea08000031","content":"##Creatures\n- Any Element which possesses the capability to act\n\nControl\n-A Player or FM\n\n####Categories of Creature\n\nAgents\n- Only pick their actions from a set list\n- Generally controlled by the FM\n- If controlled by Players, generally as a sidekick, companion, etc\n - Usually through one of the abilities of one of their characters; NOT directly (the character's control may be fallible\n - eg A drone controlled via a character's remote console could test that character's operation\nmay only pick their actions from a set list. Agents are generally controlled by the FM (Eg monsters, robots, bad guys, goons, etc), but can also be controlled by players, though usually through the abilities of one of their characters (Eg a drone controlled by their character's remote, and animal companion who their character is bonded to or rides, etc)\n\nCharacters\npick their actions in the reverse of agents: they describe what they are doing, and then either pick an action, or negotiate a reasonable framework for an action with the FM, or in some cases, the whole of the table. In this way, characters are creatures with true free will.\n\nThe Distinction\nbetween these two seems irrelevant, but it is expected that most NPCs, baddies, monsters, or goons will behave as agents, allowing the Players (once they understand their patterns) to find clever ways around them, and it is expected that players (being in control of characters) Ultimately these definitions have little effect on the rules, but they are an allegory to the philosophy behind AF"},{"_id":"51c4f44d78fbd2d210000587","treeId":"4ccbc2cf026d15d857000185","seq":1916310,"position":0.25,"parentId":"51c48bcc78fbd2d210000582","content":"###Actions"},{"_id":"51c4ede378fbd2d210000586","treeId":"4ccbc2cf026d15d857000185","seq":1916321,"position":0.5,"parentId":"51c48bcc78fbd2d210000582","content":"###Attributes\nAll creatures possess the same 5 attributes: Numerical representations of a creatures base capabilities.\n\nAgility (AG): Reflexes: Quality of interface between a figure's thoughts and assessments, and physical actions\nHealth (HT): Physical Durability: Could be resistance to poison, tough hide, etc\nIntellect (IQ): Rational or Logical Prowess: Mental processing power, memory\nStrength (ST): Physical Power: Could be muscular, hydraulic, etc\nWisdom (WS): Intuitive or Emotional Prowess: Emotional resilience, social ability\n\nAttributes may have two components: sco"},{"_id":"51c654bf1478790242000021","treeId":"4ccbc2cf026d15d857000185","seq":1869785,"position":1,"parentId":"51c4ede378fbd2d210000586","content":"Attrributes have two components: a score and a modifier\n\nthe score represents your reactive capabilities. Scores begin"},{"_id":"4cdc7f93b4748877220001b5","treeId":"4ccbc2cf026d15d857000185","seq":1916312,"position":1,"parentId":"51c48bcc78fbd2d210000582","content":"###Aspects\nAny given type of creature can have any number of aspects."},{"_id":"4cdc81d5b4748877220001b6","treeId":"4ccbc2cf026d15d857000185","seq":2037319,"position":2,"parentId":"51c48bcc78fbd2d210000582","content":"##Attribu\nAG\nHT\nIQ\nST\nWS\n\n##Aspects\n\nPhysical/Mental\nKeen: AHI = Dexterity/AIW = Perception\nFast: ASW = Reflexes/AHW = Reaction\nStrong: AIS = Power/ISW = Fervor\nTough: HSW = Endurance/HIS = Grit\n\nAHS = Mobility\nHIW = Charisma\n\n"},{"_id":"5378eb09e41160ea08000032","treeId":"4ccbc2cf026d15d857000185","seq":2138364,"position":0.953125,"parentId":"5378eac5e41160ea08000031","content":"Range Modifiers\n\nDetermine the difference, in steps on the length scale, between"},{"_id":"51ad20baed4479e2ac00003d","treeId":"4ccbc2cf026d15d857000185","seq":2138079,"position":0.96875,"parentId":"5378eac5e41160ea08000031","content":"##Objects"},{"_id":"51c488f278fbd2d21000053f","treeId":"4ccbc2cf026d15d857000185","seq":2138080,"position":0.984375,"parentId":"5378eac5e41160ea08000031","content":"#Technology"},{"_id":"52f841089e762e6d99000058","treeId":"4ccbc2cf026d15d857000185","seq":2138081,"position":0.9921875,"parentId":"5378eac5e41160ea08000031","content":"#Mechanics"},{"_id":"52f8415b9e762e6d99000059","treeId":"4ccbc2cf026d15d857000185","seq":2037327,"position":1,"parentId":"52f841089e762e6d99000058","content":"##Die Systems"},{"_id":"52f841c29e762e6d9900005a","treeId":"4ccbc2cf026d15d857000185","seq":2037350,"position":1,"parentId":"52f8415b9e762e6d99000059","content":"Legacy\n\nThe Legacy dice system is an old favourite, hearkening to my previously released D&D Legacy Mod.\n\nBase Die: d20\nExperiences: Polyhedral\nBonuses: Flat\n\nMajor Critical Hit: Natural 20\nMajor Critcal Fail: Natural 1"},{"_id":"52f85fb49e762e6d99000061","treeId":"4ccbc2cf026d15d857000185","seq":2037353,"position":2,"parentId":"52f8415b9e762e6d99000059","content":"d20\n\nBase Die: d20\nExperiences: Flat Bonus\nBonuses: Flat Bonus\n\nMajor Critical Hit: Natural 20\nMajor Critcal Fail: Natural 1"},{"_id":"52f867359e762e6d99000062","treeId":"4ccbc2cf026d15d857000185","seq":2037361,"position":3,"parentId":"52f8415b9e762e6d99000059","content":"3d6\n\nBase Die: 3d6\nExperiences: Flat Bonus\nBonuses: Flat Bonus\n\nMajor Critical Hit: 3 Natural 6s\nMinor Critical Hit: 2 Natural 6s\nMinor Critical Fail: 2 Natural 1s\nMajor Critcal Fail: 3 Natural 1s"},{"_id":"52f86a7c9e762e6d99000063","treeId":"4ccbc2cf026d15d857000185","seq":2037363,"position":4,"parentId":"52f8415b9e762e6d99000059","content":"2d6\n\nBase Die: 2d6\nExperiences: Flat Bonus\nBonuses: Flat Bonus\n\nMajor Critical Hit: \"Box Cars!\" Natural 6s\nMinor Critcal Hit: Doubles 4 or Greater\nMinor Critical Fail: Doubles 3 or Less\nMajor Critcal Fail: \"Snake Eyes!\" Natural 1s"},{"_id":"52f870ac9e762e6d99000064","treeId":"4ccbc2cf026d15d857000185","seq":2037373,"position":5,"parentId":"52f8415b9e762e6d99000059","content":"Hits Pool\n\nBase Die: Number of d6 equal to relevant aspect\n\nAspects: Base 5\nAHIS: Craft\nAHIW: Wits\nAHSW: Grit\nAISW: Power\nHISW: Charm\n\nExperiences: Add Hits\nBonuses: Add Dice"},{"_id":"52f87abb9e762e6d99000065","treeId":"4ccbc2cf026d15d857000185","seq":2037392,"position":6,"parentId":"52f8415b9e762e6d99000059","content":"Cortexian\n\nAll stats are polyhedral converted as follows\n5 = d12\n4 = d10\n3 = d8\n2 = d6\n1 = d4\n0 = d0\nKeep negatives\n\nRoll a pool of all abilities that apply, pick the two highest\n\n\nHindrances: Negative dice are not rolled by the player, but by the FM\n\nAfter player dice are rolled, roll opposed dice. Each opposed die with a value greater than a player die removes the player die from the rolled pool, with a few rules:\n\nAn opposed die cannot take out a player die of higher type than its own.\nPlayer dice win ties.\n\nThe FM may not use more dice than how many the player is rolling.\n\nOpposed \n5 Dice: Godspeed\nto\n0 Dice: Trivial\n\nd12: Skill cannot save you\nto\nd4: Minor Inconveniences\n\nBase Dice: None"},{"_id":"52f856399e762e6d99000060","treeId":"4ccbc2cf026d15d857000185","seq":2037344,"position":1.5,"parentId":"52f841089e762e6d99000058","content":"Polyhedral Conversion\n\n6: d20\n5: d12\n4: d10\n3: d8\n2: d6\n1: d4\n0: d3\n-1: d2\n-2: d1\n-3: d0"},{"_id":"52f847469e762e6d9900005c","treeId":"4ccbc2cf026d15d857000185","seq":2037335,"position":2,"parentId":"52f841089e762e6d99000058","content":"Damage"},{"_id":"52f84b5e9e762e6d9900005e","treeId":"4ccbc2cf026d15d857000185","seq":2037337,"position":0.5,"parentId":"52f847469e762e6d9900005c","content":"Sources\n\nDamage systems commonly list sources\n\nAny source of damage is a single effect eg if I attack a fire resistance "},{"_id":"52f84d289e762e6d9900005f","treeId":"4ccbc2cf026d15d857000185","seq":2037340,"position":0.75,"parentId":"52f847469e762e6d9900005c","content":"Special\n\nFrail (multiplier) (type)"},{"_id":"52f847959e762e6d9900005d","treeId":"4ccbc2cf026d15d857000185","seq":2037342,"position":1,"parentId":"52f847469e762e6d9900005c","content":"Defenses\n\nResistance (value) (types)\nResistance values simply subtract their value in damage from any of the types specified (or all damage, if no type specified) from each individual source.\n\nProtection\nProtection values negate the damage"},{"_id":"537c5a47e41160ea08000040","treeId":"4ccbc2cf026d15d857000185","seq":2138362,"position":0.99609375,"parentId":"5378eac5e41160ea08000031","content":"###Attributes\nare the 5 base stats which all characters possess: each one relates to a class of base proficiencies\n- Strength (ST): Physical Power\n - Eg Force open a door, punch a target\n- Health (HT): Physical Durability\n - Eg resist poison or disease\n- Agility (AG): Coordination: Interface between mental and physical\n - Eg Catch an object, acrobatics\n- Wisdom (WS): Base mental functions\n - Willpower, instincts, intuition\n - Eg Deduce motivations, detect hidden creatures, resist hypnosis\n- Intellect (IQ): Higher-level mental functions\n - Reason, critical thinking, memory\n - Eg Recall facts, solve puzzles, do math"},{"_id":"537c7eefe41160ea08000042","treeId":"4ccbc2cf026d15d857000185","seq":2138365,"position":2,"parentId":"5378eac5e41160ea08000031","content":"##Stats\nare numerical properties used to define the capabilities and proficiencies of a character\n- Each stat may have 7 different states for any given character\n - Nonexistent: The character is unable to perform functions related to the stat\n - +0: The character's proficiency is below average, providing no benefit on checks\n - +1 to +5: The character's proficiency provides a benefit on checks\n - Mastery: The character has reached a godly level of the attribute"},{"_id":"537c5851e41160ea0800003e","treeId":"4ccbc2cf026d15d857000185","seq":2138412,"position":3,"parentId":"5378eac5e41160ea08000031","content":"####Aspects\nare calculated stats that depend on a character's attributes, and can be modified by traits\n- Equal to a base value determined by dice system\n - Plus the median of 1 to 4 different attributes\n - If no clear median, use the average value\n - Or the sum of 1 to 4 different attributes\n - Plus additional modifiers\n- Each setting has its own list of necessary aspects and their details\n- Eg \"Encumbrance = Base + Sum (ST, HT, AG)\""},{"_id":"537cbc6ee41160ea08000044","treeId":"4ccbc2cf026d15d857000185","seq":2274735,"position":4,"parentId":"5378eac5e41160ea08000031","content":"##The Track\nFor each track, the XP cost of the relevant level or bonus\n####<table class=\"tableizer-table\"><tr class=\"tableizer-firstrow\"><th>XP Cost</th><th>+1</th><th>+2</th><th>+3</th><th>+4</th><th>+5</th></tr> <tr><td>x1</td><td>1</td><td>3</td><td>6</td><td>10</td><td>15</td></tr> <tr><td>x3</td><td>3</td><td>9</td><td>18</td><td>30</td><td>45</td></tr> <tr><td>x6</td><td>6</td><td>18</td><td>36</td><td>60</td><td>90</td></tr> <tr><td>x10</td><td>10</td><td>30</td><td>60</td><td>100</td><td>150</td></tr> <tr><td>x15</td><td>15</td><td>45</td><td>45</td><td>150</td><td>225</td></tr></table>"},{"_id":"51ad1ee3ed4479e2ac00003c","treeId":"4ccbc2cf026d15d857000185","seq":1868432,"position":0.125,"parentId":null,"content":"#Absolute Fiction\nThis is the base ruleset under which all AF games fall. Here you can pick dice systems, and see how AF deals with time, XP, size, and other basic effects."},{"_id":"537bd98de41160ea08000035","treeId":"4ccbc2cf026d15d857000185","seq":2138178,"position":1,"parentId":"51ad1ee3ed4479e2ac00003c","content":"#The Table\nThe real-world space in which the game is played"},{"_id":"537be687e41160ea08000036","treeId":"4ccbc2cf026d15d857000185","seq":2138199,"position":1,"parentId":"537bd98de41160ea08000035","content":"####Controllers\n- Real-world people capable of Controlling in-game things\n - The Fiction Master(s) (FM): AKA GM, DM, or Keeper: The controller(s) in charge of the game world and setting, controlling almost all elements other than those under direct control of the players\n - Players: Controllers generally in direct control of one character, and possibly indirect control of other characters, usually through their main character (such as companions)"},{"_id":"537c26e4e41160ea08000037","treeId":"4ccbc2cf026d15d857000185","seq":2138238,"position":2,"parentId":"537bd98de41160ea08000035","content":"####Control\nThere are two types of control\n- Direct: Creatures under direct control obey the will of their controller to the best of their ability, usually saying and thinking the same things they do\n- Indirect: Creatures under indirect control do not always obey their controller directly\n - Usually a roll of some sort is involved \n - Eg a player would have to make an operations roll to instruct their drone\n - Control of any creature can be rendered indirect (eg if that creature is influenced by mind-affecting effects)"},{"_id":"537c555ae41160ea0800003d","treeId":"4ccbc2cf026d15d857000185","seq":2138241,"position":1,"parentId":"537c26e4e41160ea08000037","content":"####The Degrees of Control\ncan vary widely\n- Eg a merchant, though under direct control of the GM, is in indirect control of the players, because they could influence him via negotiation"},{"_id":"537c3404e41160ea08000038","treeId":"4ccbc2cf026d15d857000185","seq":2138217,"position":2,"parentId":"51ad1ee3ed4479e2ac00003c","content":"#The GameWorld\nThe world shared by the collective imaginations of the controllers\nAF breaks down the gameworld into elements\n\n####Elements\nare anything that exists in the gameworld\n- Objects: Elements without the capability to think or act\n- Creatures: Elements with the capability to think or act"},{"_id":"537c3f22e41160ea0800003a","treeId":"4ccbc2cf026d15d857000185","seq":2138223,"position":2,"parentId":"537c3404e41160ea08000038","content":"##Creatures\ncould be anything, from an automated defense turret, to a human, to a rock that just happens to be able to speak"},{"_id":"537c40dce41160ea0800003b","treeId":"4ccbc2cf026d15d857000185","seq":2138228,"position":1,"parentId":"537c3f22e41160ea0800003a","content":"###Agents\nare creatures that must choose their actions from a set list, or whose actions are triggered by certain circumstances\n- Eg a motion-triggered flame jet trap\n- Most baddies, goons, and monsters are treated as agents\n - This allows the players to learn the rhythms of their actions and find unique and clever ways around them"},{"_id":"537c46d0e41160ea0800003c","treeId":"4ccbc2cf026d15d857000185","seq":2138239,"position":2,"parentId":"537c3f22e41160ea0800003a","content":"###Characters\nare creatures who have true free will\n- Rather than picking from a set list of actions, characters are uniquely able to choose what they want to do, after which rules are assigned or made up on the spot to handle the in-game effects of their actions\n - Player Characters: Characters under direct control of a player\n - Non-Player Characters: Characters under any other form of control"},{"_id":"537c586de41160ea0800003f","treeId":"4ccbc2cf026d15d857000185","seq":2138322,"position":2.5,"parentId":"51ad1ee3ed4479e2ac00003c","content":"#Properties\nare anything which defines how an element works in the game world, in context of the rules"},{"_id":"51c4503d78fbd2d21000053c","treeId":"4ccbc2cf026d15d857000185","seq":2274565,"position":1.0625,"parentId":null,"content":"##Absolute Fabrication\nAFabrication is a subset of the base rules, which covers all forms of crafting and McGivering. Ever wanted to make a sniper rifle out of two bobby pins and an old RV? Find rules for your party's techie within."},{"_id":"51c44bc078fbd2d21000053b","treeId":"4ccbc2cf026d15d857000185","seq":1869028,"position":1.53125,"parentId":null,"content":"#Absolute Fireball\nAFireball covers magic. Find rules for rituals, alchemy, spellcraft, and summoning within."},{"_id":"4ccbc449026d15d857000189","treeId":"4ccbc2cf026d15d857000185","seq":1868962,"position":2,"parentId":null,"content":"##Absolute Fantasy\nAFantasy covers dragonslaying and dungeon-delving. Find party programs (Fighter, Thief, Cleric, Wizard etc), as well as mosnters, high-fantasy magic, magic items, and alchemy within."},{"_id":"4ccbc4b4026d15d85700018b","treeId":"4ccbc2cf026d15d857000185","seq":1868455,"position":2.75,"parentId":null,"content":"#Absolute Firefight\nAFirefight covers the modern battleground. Find rules for taking cover, supressing fire, automatic weapons, and a host of weapons, armour, and gadgets within."},{"_id":"4ccbc490026d15d85700018a","treeId":"4ccbc2cf026d15d857000185","seq":1868956,"position":3,"parentId":null,"content":"##Absolute Fallout\nAFallout covers the wasteland of post-thermonuclear war. Find mutants, radiation, scavenging, and generators for every kind of dark, dank, hideout or bombshelter you can think of within."},{"_id":"51c4373c78fbd2d210000539","treeId":"4ccbc2cf026d15d857000185","seq":1868957,"position":4.5,"parentId":null,"content":"##Absolute Frontier\nAFrontier covers everyone's favourite frontier, space. Find rules for warp speed, hyperspace, planetary bombardment, and alien cultures within."},{"_id":"51c447cc78fbd2d21000053a","treeId":"4ccbc2cf026d15d857000185","seq":1868450,"position":6,"parentId":null,"content":"#Absolute Firewall\nAFirewall covers hacking, cracking, and jacking of all technological kinds. Find rules for mainframes, ICE, subnets, programming, and all levels of techie jargon within."}],"tree":{"_id":"4ccbc2cf026d15d857000185","name":"AF","publicUrl":"af"}}