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, an Archetype, or some kind of background. These are largely unrelated to stats during initial character creation.
- Ability Scores: Distribute one each of (+3, +2, +1, +1, 0, -1) to the desired score to define your character's modifiers when making a roll to attempt some kind of action.
- Proficiency Bonus: Choose two Ability Scores to augment when rolling dice, but only for actions or saves. Not to Derived Scores such as HP.
- Hit Points: Your default MAX HP is calculated as 10 + your Constitution modifier + your current Level (which is 1).
- Mana: 1 + Level + GRT. Typically characters must have at least 1 Mana to cast spells.
- Ticks: Everyone starts at 6 (optional rule).
- Order: d20 + WIT.
- Movement: 6 + AGL.
- Armour Class: 10 + Armour bonuses.
- Choose your inventory.
- Action Economy
- 1 action
- 1 movement
- unlimited saves (optional rule)
- 1 reaction (optional rule)
- Other rules and actions are given ad hoc for good role playing!
Example Character
Fen the Thief, has a MacFlip brand dagger (1d4 damage) and a Toki brand battle tunic (+2 AC against physical attacks, but offers no bonus against mental/psychic damage). Fen is proficient in AGL and WIT.
- Level: 1
- AGL: 3p -> 4
- STR: -1
- CON: 0
- WIT: 2p -> 3
- INT: 1
- GRT: 1
- TIX: 6
- ORD: d20 + 3
- MOV: 6 + 4 -> 10
- HP: 10 + 0 + 1 -> 11
- MA: 1 + 1 + 1 -> 3
- AC: 10 + 2 -> 12
- DMG: 1d4
Beings
The choice of being may, but does not necessarily effect character creation.
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!
Archetypes
The choice of archetype may, but does not necessarily effect character creation.
Ability Scores
Ask Wig Tom, Dark Mana-Hippo? Who is Tom? No charisma? The bards are going to hate this...
Use the Ability Scores to modify the result of a dice roll. The Core rules use six scores, three for physical and three for mental. These correspond to power, quickness, and stamina, three for physical and three for mental. The traditional off-the-shelf character sheet will still work.
- AGL, for physical quickness of agility
- STR, for physical power of strength
- CON, for physical fortitude of constitution
- WIT, for mental quickness of wits
- INT, for mental power of intelligence
- GRT, for mental fortitude of grit
Derived Scores
I will have a BLT every level!
These scores are based on the character's Level and the Action Economy's Base Length of Turn (BLT). In most cases a turn is 6 seconds. And for grid-based play, eg with a chessboard, each square might represent 5 feet (sorry fans of metric SI). For zone-based play a character would just use their max MOV to change from one short-range zone to the next short-range zone.
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TIX, for ticks, which represents the character's speed for tracking turns, typically the BLT value 6.
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ORD, for order, the initiative or initial turn order. Characters roll for ORD using d20 plus their WIT modifier. Characters who do not get a 10 or better do not have any reactions until their first turn.
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MOV, for movement, the character's normal physical movement per turn, typically the BLT value 6.
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DMG, for the current primary attack.
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AC, for passive armour class, 10 plus any bonuses from worn equipment, cover, items or effects. It does not include bonuses from Ability Scores.
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Mana, a state counter needed for using magic.
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HP, a state counter that when reduced below 1 the character rolls on the injury table.
Action Economy
Actions
These happen during the actor's turn.
- Attacks via weapons, spells, fists, etc.
- Dash, trade your action and movement to double your movement.
- Sprint, trade your action and movement to quadruple your movement. The first time in a battle is free, but each additional sprint per battle costs 1 HP and will eventually risk an injury. If the character is carrying a lot the Referee will likely either increase the HP cost or make the possible injuries worse.
- Disengage: Prevent the possibility of Opportunity Attack.
Reactions
These happen at any time during play, even outside of the actor's turn, defined by the conditions.
- Opportunity Attack, Melee: When A and B are engaged, if B moves away without disengaging, A can make a single attack on B as long as nothing else would othewise prevent it.
- Opportunity Shot, Range: When A attacks B with a ranged attack, if B is still in the same place by the end of their next turn, A can react with a followup shot as long as nothing else would othewise prevent it.
- Interception Attack: When B becomes engaged with A but does not interact with A, A can make a single attack on B as long as nothing else would othewise prevent it.
- Counter Attack, Retaliation: When B attacks A and hits, A can make a single attack on B as long as nothing else would othewise prevent it.
- Counter Attack, Riposte: When B attacks A and misses, A can make a single attack on B as long as nothing else would othewise prevent it.
- Defense: When B attacks A, A can use their reactive defense against attacks before using AC for 10 plus AGL to perform actions such as dodging or parrying.
Saves
These happen typically in response to areas of effect, defined by the conditions of the effect.
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.