Core Rules | Details
The core rules for Fenris Punk.
Core Rules
This is the current version of the Fenris Punk rules. It uses 6 base scores, the Ability Scores, for character metrics and a d20 for attempts and various combinations of other dice for magnitude. AC or DEF is a threshold.
Character Creation
To build a Level 1 character do the following:
- Choose a Being.
- Choose an Archetype.
- Ability Scores: Use the standard array (+2, +2, +1, +1, 0, -1) to define your character's strengths and weaknesses.
- Hit Points: Your default MAX HP is calculated as 10 + your Constitution modifier + your current level (which is 1).
- Mana: 2 + Level, therefore 3. Typically characters must have at least 1 Mana to cast spells.
- Proficiency Bonus: Choose two ability scores to augment when rolling, but only for actions or saves. Not to other scores such as HP. Also note, to get both a STR action and save proficiency would use both of your available bonuses. Use your level, since you are all level 1, you have +1.
- Speed: Everyone has speed 6 to start. Trade an action to double your speed.
- Defense (DEF): 10 + DEX + Armour
- Choose your inventory.
- Action Economy: 1 action, 1 movement, unlimited saves
- Other rules and actions are given ad hoc for good role playing!
Beings
The choice of being has no direct effect on character creation in the rules.
Archetypes
Face
Most of the time they will con you out of all your credits. But other times they mess up and that's all folks!
Cowboy
Sometimes called a Bounty Hunter.
Tank
Magically enhanced, tough, strong individuals who get even faster when listening to some musical genres. Sometimes called a Bass Tank, Contra Tank, or Contrabass Tank.
Hacker
Stub.
Death Mage
Because they always have a chance of killing themselves when they try to kill you.
- 4 known spells that requires 1 Mana.
- 2 known spells that requires 2 Mana.
- 1 known spell that requires 3 Mana.
Fist
A korp(orate) crow always cleaning up the corporate garbage and feeding the crows. Sometimes called a Screaming Fist.
Technomancer
- 4 known spells that requires 1 Mana.
- 2 known spells that requires 2 Mana.
- 1 known spell that requires 3 Mana.
Ability Scores
These are modifiers to the dice roll.
When it comes down to it, every one of us belong to the same species, we just have more diversity since Greenland melted... We got folks with pointier ears and better eyesight. But those undead and dragons, they're something else entirely!
STR(ength)
Represents a character's physical power and ability to exert force.
DEX(terity)
Physical quickness, agility, and reflexes. It governs skills requiring stealth, speed, or ranged combat expertise.
CON(stitution)
Measures a character's physical endurance, stamina, and overall health.
INT(eligence)
Measures reasoning ability, knowledge retention, and problem-solving skills, or how well the characters can understand difficult concepts. It governs how much a character knows and how they process complex information.
WIS(dom)
Reflects a character's perception and observation, or how quickly they can find something. It governs how attuned a character is to their surroundings and inner self.
CHA(risma)
Interpersonal interactions, lying, diplomacy. Represents a character's personal magnetism, force of personality, and ability to influence others.
Derived Scores
- HP
- Mana
- Speed
- Proficiency Bonus
- DEF
Inventory
Welcome to capitalism! If you bought it with money... But remember, spending money might not always mean fair and square depending on who you're paying!
Equipment
- 1 projectile weapon
- 1 melee weapon
- 1 armour
- 1 libre comlink, the Flossy X7 with subvocal mic
- 1 medkit (a high-tech kit like a high fantasy healing potion)
- 1000 credits
- 1 cyberware or 1000 credits
- 1 cyberware or 1000 credits (again)
Cybernetics
Characters can augment themselves with technological upgrades that become integrated into their bodies. This process can also be reversed. This usually requires one or a combination of taking pills over time to build up nanomachines or surgery to add or replace parts of the body.
Learning Spells
Characters can learn new spells by studying a document, magical item, or the teachings of another spell caster.
Leveling Up
Characters level up at the discretion of the Referee. When this happens, the Level goes up with then increases the maximum HP as well as the Proficiency Bonus.