Fenris Punk | Ar Zed Rules

Back up

Table of Contents

Ar Zed Rules

This deepspace variation of the Fenris Punk rules uses 4 Character Attributes for character metrics and dice pools for rolling, though the majority of rolls will use the Ability Attributes. AC or DEF is an opposed dice pool roll rather than a threshold.

When playing in-universe, sorcery is nonexistent by default due to the distance from Earth, the only known source of magic. However, some monsters may be so incredible that they go beyond the realm of science into the supernatural.

Character Creation

First choose your Being and Archetype. Then calculate your Character Attributes. Then choose starting equipment and background details.

Being

The choice of Being has a direct effect on character creation in the Ar Zed rules.

Humans

Level 1 human characters start out with 14 build points to distribute among each Character Attribute. These must start at least 2 and at most 4, though one attribute may have an initial attribute of 5.

Humans can augment themselves with Cyberware.

When Pushing Rolls, humans have the option to spend 1 HP instead of increasing their Stress Level as long as they still have at least 1 HP left over.

Constructs

For the purposes of role playing, the average Construct is better than the average human at most things. Some Constructs are undercover and pretend to be human, others are obviously not human.

Level 1 Constructs follow the same rules as humans except in addition they also get a two Build Bonus sets of 3 to add to two Character Attributes. For example, they could add one set of 3 to DEX and the other set of 3 to STR. These two sets of 3 cannot go to the same Character Attribute and they cannot be distributed to more than two Character Attributes. This means Constructs can have higher initial Character Attributes.

Constructs still suffer from physical injuries and mental trauma.

Variant A

These Constructs do not have red blood, require sleep, food, water or air, but otherwise appear Human. They can still eat and breathe, but do not necessarily require it. Instead these Constructs must recharge either by appearing to sleep or by plugging into a power source. They track their Stress, roll stress dice, but only suffer from Panic when the result is 12 or higher. For injuries they have a much faster recovery. They can use Medkits, however, they cannot use an Autodoc.

Most people use Construct for the colloquial term for Variant A models because these were the first autonomous versions.

Variant R

These Constructs use Human rules for red blood, eat, breathe, and sleep, Stress, Panic, and Injuries.

Most people use Variant for the colloquial term for Variant R models.

Further Variant Nuances

Variants B through Q exist, but are not common.

Some Constructs cannot push a roll, others have no stress level, suffer from stress failures, or roll for panic. Some constructs have blood, others do not. Some have blood that is red, others have different coloured blood.

Constructs who are undercover as humans must keep track of their stress level or both role playing with the other players and characters.

To further complicat things, some Variant A Constructs have biotech, eg arms and legs, that have their own red blood. In some cases, these Constructs might need to eat.

TODO: Add quantitative rules for Construct nuances.

Monsters

Deepspace holds an untold variety of horrors. Even the weakest of these monsters are deadly to both humans and Constructs.

TODO: Add rules for specific monsters.

Archetypes

The following archetypes are pregenerated. The Example gives details for what every character's Archetype gets by default. The Customization has details about creating characters that do not use one of the Archetypes.

Example

These are example stats:

Customization

Starting characters are required to have the Attribute Bonuses, 1 Flaw and 1 Perk. For Crafting, Dead Switches, and Reactions, the characters only get 2 of the 3.

TODO: Add rules for building customized archetypes.

Grunt

Chief

Corporate Face

Stowaway

Medic

Officer

Pilot

Engineer

Scientist

Character Attributes

The Character Attributes are a sort of score that cooresponds to the dice used or threshold before triggering some kind of an event or effect. More on that later.

Level

Characters often start at level 1. The Ar Zed rules do not necessarily use Experience Points or XP, but rather some kind of milestone based on achievement, acquisition, or plot checkpoint.

Build Points

This is the same as the character MAX HP, below. Calculate it by summing the current Level, any Build Bonuses eg from your Being or Cybernetics, plus the initial 14.

Level + Build Bonus + 14

STR(ength)

Physical toughness, skills related to melee combat.

DEX(terity)

Physical quickness, skills related to ranged combat.

WIS(dom)

Problem solving, perception, observation.

CHA(risma)

Interpersonal interactions, lying, diplomacy.

Ability Attributes

Most of the character dice rolls will use Ability Attributes. The Character Attribute serves as the default value.

Characters have an Ability Bonus of 4, 3, and a 2 to assign to one of their 3 archetype Ability Attributes.

Character Attribute + Ability Bonus + Level + Penalty (negative)

Derived Attributes

Derived Attributes apply to some triggering effects and opposed roles. These are calculated differently than Ability Attributes and typically have some kind of reactive rather than proactive nature.

MOV(ement)

Characters can move 4 plus the lesser of either STR or DEX. Typically this in only important for opposed tests, eg when catching up with or running away from someone.

4 + min(STR, DEX)

DEF(ense)

Some armour ratings are nullifed partially or completely by the attack, eg flaming acid versus a ballistic vest.

Cover Rating can vary depending on the terrain and the lighting. Armour Rating and Cover Rating are a spectrum and work the same for DEF but they conceptually come from things a character wears versus things a character is next to.

Characters do not automatically get to add their DEX. They must have a strong advantage in the situation, such as the ability to dodge bullets.

Armour Rating + Cover Rating + DEX (conditional/optional)

MAX HP

Typically this is a calculated, deterministic value which represents the maximum HP value a character can have. For more details, refer to Build Points.

Current HP

Typically this is a stateful, abstract value which represents health and luck. When a character reaches 0 or fewer HP, this triggers an effect from the Injuries table.

Stress Level

The Stress Level corresponds to the number of stress dice. Characters gain stress by either pushing a roll or from in game events.

To relieve a stress level, characters must:

Starting Equipment

Assume all characters have clothes and at whatever bags or belts necessary to carry whatever else they have, except for their VacSuit, which must ethier be worn or stowed.

Everyone gets these:

Everyone gets to choose one for each of the following:

Leveling Up

Leveling Up happens after a major goal or milestone for the character. This can include but is not limited to gaining new cybernetics, completing a mission, surviving a disaster, or newly acquired wealth.

Each session the Ref should give the players at least one achievable goal for leveling up by the end of the session.

Characters get more 1 build point per level to distribute however they would like.

Action Economy

For the the first round, the turn order is based on chance. Players can agree to change their turn order at the begining of each subsequent round by swapping with anyone whose characters are able to speak to one another.

Dice Pools

Characters have two dice pools. One for the cooresponding Attributes and the other for Stress Level.

Players roll a number of dice equal to their attributes. Eg a player with an ability attribute of 10 in melee rolls 10d6. Any 6s rolled are a success. For opposed rolls, subtract the successes of the defender from the opposed roll of the aggressor. Any net successes over 1 count as additional damage/effect, can carry over to the next round if applicable, or forwarded to a cooperative or nearby friendly character.

Turns

Characters take their turns in order.

For each turn a character can make one action per turn which can include moving. Some actions such as hacking into a terminal can be nuanced where it requires limited or no movement.

Reactions

Reactions are special actions that happen during another character's turn. Not all characters get one reaction, by default. The Ref can also arbitrarily award a reaction. This can be one of the following:

Pushing Rolls

Pushing a roll is a way to effectively re-roll a failed scenario. With each re-roll, the character must increase their Stress Level by one. Stress Level increases the probability of rolling a success, but it also has a tradeoff because it increases the chance of Panicking.

Panic

Roll a 1d6 plus your current stress level. Panicking does not mean an action or reaction automatically fails.

Some character conditions, injuries, game events, passage of time, or actions by other characters can stop panic.

Panic Table Zed

TODO: Refine the panic table.

Use the following or make up your own for the particular adventure.

ResultEffect
up to 5None
6Drop item, lose grip, slip
7-1 modifier to last used attribute
8Fail
9-2 modifier to last used attribute
10Undercover characters are blown at this roll or higher.
11you and nearest friendly +1 stress
12Flight
13you and any nearby character +1 stress
14Freeze
15you and nearest friendly panic
16Berserk
17you and any nearby character panic
18Faint

Injuries

When a character reaches 0 or fewer HP, they either match the damage to an injury or roll a d66 to randomly calculate what injuries they receive. After that, if still living and not immediately fatal they roll for a second wind to regain 1d6 HP. Characters can use second wind on a limited basis, usually the better of either once per game session or once per in-universe day.

RollInjuryEffectRecovery
11StunnedLose next turn.
12StunnedLose next turn.
13StunnedLose next turn.
14StunnedLose next turn.
15StunnedLose next turn.
16StunnedLose next turn.
17SickNo action next turn, instead the player vomits and retches.
18Delayed BruisingAfter the adrenaline fades, -1 to all checks1d6 days if untreated.
19Ruptured EardrumsDeafened, -3 to Observation2d6 days
20Eye GougePermanent blindness in one eye, -2 to WitsPermanent
21Organ Damage-3 to STR-related checks, incapacitatedEmergency surgery, 3d6 weeks
22Internal Bleeding-1 Health point per round until treatedImmediate attention
23Severed SpineParalyzed from the waist downPermanent
24Crushed Ribs-2 to Stamina, painful breathing2d6 weeks
25Dislocated Shoulder-2 to STR. Arm useless until set.2d6 days
26Nose FracturedBreathing difficulty. -1 to observation checks until treated.2 weeks
27Severed Finger/Toe-1 to manipulation or mobility rolls. Permanent unless replaced with synthetic.
28Severed Arm/LegLimb lost. Bleeding (1 damage/round unless treated). Cybernetic replacement may be possible.
29Sliced TendonDEX halved, -2 to DEX3d6 weeks
30Crushed WindpipeUnable to speak, -2 to DEXSurgery, 3d6 days
31Fractured Skull-3 to all Intellect skills, disorientedMedical attention, 2d6 weeks
32Collapsed Lung+1 Stress each round until treatedSurgery, 3d6 days
33Facial Disfigurement-2 to Charisma, social disadvantagePermanent
34Burst Blood Vessel-1 to all checks, risk of stroke1d6 weeks
35Radiation Burn-2 to all physical stats, slow recovery1d6 months
36Spinal ShockParalyzedTemporary, 1d6 rounds
37Severe Brain TraumaComa for 1d6 hours. Permanent mental disability unless surgically repaired.
38Spinal Cord SeveredPermanent paralysis below the injury.
39Partial Deafness-2 to observation rolls involving sound. Permanent unless treated surgically.
40Fractured PelvisMovement reduced to crawling unless assisted.8-12 weeks
41Hemorrhaging EyesPartial blindness, -3 to Observation2d6 days
42Compound Fracture-2 to Mobility, exposed bone1d6 weeks
43Venomous Bite-3 to STR, convulsionsAntidote required
44Impaled Chest-1 Stress level each round until stabilizedSurgery, 3d6 weeks
45Torn EsophagusUnable to eat or drinkSurgery, 2d6 days
46Skull PenetrationPermanent -3 to Intellect, personality changePermanent
47Broken RibEvery strenuous action causes 1 point of damage unless first aid is applied.3-6 weeks
48Cracked Skull-1 to all rolls due to persistent headache. Risk of infection if untreated.6-8 weeks
49Shattered KneecapMovement halved, -2 to MobilitySurgery, 2d6 weeks
50Severe ConcussionStunned for 1d6 rounds. -2 to all mental rolls for 1d6 hours. Risk of fainting under stress.2 weeks
51Lacerated ForearmOngoing bleeding (1 damage/turn until bandaged). -2 to DEX rolls.2 weeks after treatment
52Deep Laceration-2 to DEX, continuous bleeding1d6 days
53Pierced HeartInstant death unless stabilized within a roundImmediate attention
54Crushed LegMovement impossible, -3 to DEXPermanent, prosthetic required
55Amputation Shock-4 to all stats until unconsciousMedical attention
56Blood LossGradual -1 Health per hour until treatedImmediate attention
57Deep Abdominal LacerationRisk of infection if untreated. Ongoing bleeding (1 damage/10 minutes).4 weeks after stitches
58Shattered JawCannot speak or eat solid food. -2 to manipulation and observation rolls.Surgery, 1d6 weeks
59Nerve Damage-3 to Reflexes, uncontrollable spasmsPermanent
60Organ Collapse-3 to Vitality, rapid declineImmediate surgery
61Vertebrae Crush-1 Height, weakened spinePermanent
62Tendon Severed-3 to DEX, limb uselessSurgery, 2d6 days
63Crushed Pelvis-3 to all movement actions, excruciating painSurgery, 2d6 weeks
64Brain TraumaRoll twice on this table, apply both resultsIrreversible, immediate care
65DisemboweledDeath within 1d6 rounds unless surgically repaired. Even if saved, long-term impairment likely.
66DecapatationImmediate death.

Weaponry

Close-Quarters

All close-quarters weapons use Melee and have a range of Engaged. They can also be thrown using Marksmanship with a range TBD by the Ref. Most close-quarters weapons are slow enough that defenders may add their DEX to their DEF roll, eg as a parry or a dodge.

NameBonusDamageNotes
Axe+01Resistant to temperature and electical.
Baton+01Collapsible, undetectable.
Bayonet+01Becomes +1 when attached to Carbine/Rifle
CeraPike+11Resistant to corrosion. Collapsible, undetectable.
Knife+01A totally normal weapon, what do you want!
Prod+11Electrical damage. Lethal or nonlethal.
Torch+01Fire damage

Small Arms

All Small Arms use Marksmanship. Aside from special cases, such as collapsible or smuggling features, only the Pistol and Boomstick are concealable. All bonuses for Small Arms require the user has two hands or some kind of assistive device.

NameBonusDamageRange
Pistol+11Medium
Carbine+32Long
Rifle+23Long
SniperRifle+24Extreme
Boomstick+13Short
Shotgun+23Medium

Light Weapons

All Light Weapons (LW) use Marksmanship. LW require the user has two hands or some kind of assistive device. Most LW weapons have some kind of area of effect from either a blast or a repetition of fire power. Some LW can use various types of ammo; the damage type listed assumes the most common ammunition. Some LW can be mounted standard or improvised to Small Arms, eg the Grenade Launcher has a variant that mounts to a Carbine or Rifle. Also note that Launchers can fire flares in a pinch.

NameBonusDamageRange
Flamethrower+39Short
Machine Gun+33Long
Mortar+312Long
Pump-Action Grenade Launcher+19Long
Rocket-Propelled Grenade+112Long

Explosives

If not using a launcher, make sure your player can either toss the explosive farther than the Blast zone or have some cover. Not all explosives are launchable. Some explosives have no Blast under normal conditions.

NameBonusDamageBlast
Frag Grenade+19Short
Flashbang+14Short
Smoke Grenade+10NA
Flare+01Engaged
Mine+012Short

Armour

NameRatingEffects
ChemApron1Protection from corrosive substances.
RadSuit1Protection from radiation, by not laser or temperature.
VacSuit2Protection from pressure, vacuum and temperature.
ShieldVest3
ArmourAlls4
GuardSuit5Fully armoured all around protection suit for combat use.

Vehicle Armour

Vehicle Armour is complicated. It often uses Rigging instead of Melee.

NameCover RatingRiggingEffects
ExoSuit6+4A multipurpose suit, often used in combination with the GuardSuit.
Tank10+6They called them Landships as a distraction...

Other Equipment

TODO: This is a stub.

Addons

Addons are typically added to another piece of equipment to provide either bonus dice or entirely new features. Unless explicitly noted otherwise, Addons work with and require either a Drone or Comdeck by default. Some Addons work with Weapons or Armour.

Chambers

Signature Item

Each character has a Signature Item. This can be one of the existing pieces of equipment, eg a lucky knife, or it can be something made up purely for character background such as a family photo or a gold coin. Players should let their Ref know what they choose.

For the game, characters who still have their Signature Item can interact with it to automatically reduce their Stress Level by one.

Drones

Drones usually refers to a type of physical, robotic machine that can travel somewhere to perform a task. An artificial intelligence can use a drone as a host, at which point they become similar in qualities to an android. Some mechs or vehicles in general can also operate as drones.

Drones, especially commercial and military models, typically use informal kitchen analogies to describe the size and carrying capacity. Some drones have the size of a mug of coffee, others a microwave oven. Most commercial drones fly using rotors. Typically, drones that walk or swim are less common.

Common Commercial Drones

NameScale
MugDroneCoffee Mug
LunchDroneLunchbox
MicDroneMicrowave Oven
MacDroneSedan/automobile

Cyberware

This also includes biotech, cybernetics, and prosthetics. Two branches of this technology exist, the organic cyberware that uses living body fluids and tissue and the purely synthetic cyberware that uses artificial parts. Cyberware blurs the division between Humans and Constructs; they were typically technologically compatible with both.

Common Commercial Cyberware

Most commercial off-the-shelf enhancements provide features, but do not necessarily add to dice pools.

NameFeatures
Augmented Auditory SystemEnhanced hearing capabilities such as long-range detection, filtering of specific sounds, or conversion of sound into data.
Bio-MonitorInternal system monitoring vital signs, often capable of administering medication or interfacing with medical networks for health management.
Cybernetic LimbsReplacement arms or legs providing superhuman strength, speed, or dexterity, often with concealed tools or weapons.
Neural Interface JacksDirect brain-to-computer interfaces for accessing the net, controlling vehicles, or communicating telepathically with other wired individuals.
Optical ImplantsEnhanced vision capabilities including night vision, thermal imaging, telescopic or microscopic zoom, and heads-up display for data overlay.
Subdermal PlatingUnder-skin armored panels providing enhanced durability and bulletproofing, customizable in stealth or visible chrome finish.
SynthskinArtificial skin that can change texture and color for camouflage or impersonation, along with providing biometric feedback.
Voice ModulatorDevice allowing the user to alter their voice on the fly, capable of impersonating others or creating completely new vocal identities.

Environment

Cover

Use the following examples for Cover and Cover Rating as guidelines, not hard rules.

NameRating
Cubicle Wall or Toilet Stall1
Unarmoured Vehicle Door, Windowless2
Cargo Crate3
Shipping Container4
Inner Airlock Door5
Heavy Machinery6
Spaceship Hull7
Warship Hull8
Vault or Panic Room9
External Airlock Door10