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:

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.

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.

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.

Action Economy

Actions

These happen during the actor's turn.

Reactions

These happen at any time during play, even outside of the actor's turn, defined by the conditions.

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

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.