Fenris Punk assumes players want to role play their characters, not roll play them. We suggest but do not insist on the following order to create your character:
Choose a Distro or a BaseScore distribution. For a more well-rounded character, choose the Standard BaseScore. Then decide how to distribute or allocate each score, usually with consideration to Being and Archetype.
See the .
Fenris Punk uses deterministic stats; no random dice rolling when calculating character stats.
BaseScores influence the outcomes of decisions a player makes for their characters.
Being - Elf
Archetype - Death Mage
Base Scores - Standard
15, 14, 13, 12, 10, and 8
A player can then choose to distribute these however they could like,
such as this, with the highest scores in wisdom and intelligence:
Strength 8, Dexterity 12, Constitution 10, Wisdom 15, Intelligence 14,
Charisma 13
Elf characters get +1 to dexterity and +2 to charisma, so the result
BaseScores in this case become:
Strength 8, Dexterity 13, Constitution 10, Wisdom 15, Intelligence 14,
Charisma 15
Health scores derive from the archetype HealthDice and the CON. HP at character level 1 always takes the max number plus the CON. All other levels take half the max plus 1 plus CON.
Base Scores - Standard with Constitution 13
Dwarf - Constitution
1 so Constitution is 14, and CON is 2Bounty Hunter - Health d12
Character Level 1, Bounty Hunter 1 : MAX(d12)
CON => 12 + 2 is HP 14Character Level 2, Bounty Hunter 2 : PREVIOUS + half(d12) + 1 + CON => 14 + 6 + 1 + 2 is HP 23
A character's talent modifier score comes directly from their Character Level. All characters at level 1 start at +2. Use this modifier for dice rolls for related action, save, or skill checks that match the related SkillGroup and/or TalentScores.
See the and the .
Choose a number of skills from the SkillGroups to add the Talent Modifer.
For example, a level 1 character with Dexterity 15 who has chosen
Stealth but not Acrobatics would roll 1d20+4 for Stealth, but only a
1d20+2 for Acrobatics. For Stealth they can add both their Talent
Modifer and their Score Modifier (DEX in this example), but Acrobatics
only add DEX.
Except at character level 1 or by the Athlete, choose a skill more than once to use the Talent Modifer.
Rolling and calculating scores for Saves works like Skills, but Saves almost always happen as a reaction to something.
As long as a character remains conscious they have a set of automatic wills which set an Attempt threshold not for themselves, but for their adversary or the ref.
A special case for rolling a Dexterity Attempt to determine the actor's order in combat.
An abstraction for the distance someone can move during their turn during combat. All humanlike characters start with a default of 6.
Most actions in combat take only a moment or a few seconds.
Choose a Tool available from the related Archetype.
Some Attempts take more time than an Action. Often, these will not happen during combat. Roll for the outcome if the task has a reasonable chance of failure or if the ref simply prefers it. Instead of a Skill Attempt, players can choose to use a relavant Score Modifier to the Attempt and their Talent Modifer if the task involves one of their Tools.
For example, a level 1 character with Intelligence 16 who has not
chosen History from their SkillGroup but has chosen Computers from
their Tools can use a computer to help perform the task of looking up
information. Without the computer this person would roll 1d20+3, but
with the computer they would roll 1d20+5.
Welcome to capitalism! If you bought it with money... But remember,
spending money might not always mean fair and square, if the merchant
uses slaves!
Choose any two from Version 1 (unless taking the credits instead). If you cast spells, your critical failure now equals the greatest Critical Failure.
For example, a level 1 character chooses a Glass Eye, a Corporate
Head, and a Datajack. These have a Critical Penalty of NA, 3, and 2,
respectively. When (or if) casting a spell, this character will suffer
a critical failure if rolling 3 or less.