Fenris Punk | Core Rules

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:

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.

Fist

A korp(orate) crow always cleaning up the corporate garbage and feeding the crows. Sometimes called a Screaming Fist.

Technomancer

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

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

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.