Player Handbook

## Handbook Overview

In this handbook, you’ll find the assorted list of mechanics, character functions, and a complete guide to understanding, and surviving vicious winters to come. Above this you'll also find the table of contents, which in relation can take you anywhere faster than scrolling. It’s recommended that you use this feature!”

## Character Creation

### Creating your Character Sheet

Our Fandom-Wiki works much like a library and index for storing information. People, places, and practically everything fits in here, including characters. Creating your *own* page for your character is essential, and therefor required to create your own character. This page should be a direct copy of our character sheet and should be updated regularly to fit your character and their status.

Creating this copy could be done in a number of ways, although it’s preferred that you copy from the source code for this. When you click on the page itself, at the top there should be an option to *View Source.* Click this and copy the chain. You should click the three dots near the top of the page (furthest right) and it should give you the option to add New Page. When you’re given the *Create a new article* prompt, input your characters name and click *next.* Once you’ve entered your page, click *Edit* at the top once more and change from *Visual Editor* to *Basic Source Editor* and paste. Once you’re finished, click *Save*. From here, you can click *Edit* again and begin filling your sheet with either the *Visual Editor* (Recommended) or *Basic Source Editor.*

If this process appears too complicated or you wish to be walked through it, contact a member of staff to have them make your page/help you make your page. We’re here to help, so don’t get stuck on the technicals!

### The Character Creation

This next part is pretty basic, you’ll just be filling out your characters basic details. Your character’s age, gender, weight and height matter little, although I would certainly take a look at our Races for reference. You can find those links here: Human, Mutants, and Mecha/Synths.

Things like *Hobbies*, *Likes* and *Dislikes* aren’t necessarily required, but *Fears* and your characters *Bio* are essential. You’ll ignore the *Body Condition* area as well as *Armor* until you decide to pick for your starting items.

### Starting Items

For starters, everyone will begin with 20 equipment points to distribute among items you wish to start with. In character, these are the items you will gather when you begin your adventure, more than likely from surrounding corpses or ruins depending on how you wish to actually start. The acquisition of them is up to you, but you don't have to roleplay obtaining them. Below should be your list to choose from. Do note! Anything listed as Clothing will not have a relative cost. This is just for flavorful aesthetic!

If you wish to look up these items, (Weapons in particular) use the Catalogues found below!

Small Arms Catalogue (Pistols/SMGs listed)

Rifles Catalogue (Rifles/Shotguns)

## Combat Explained

### Combat Pre-Setup

Combat here is easier than it looks, so we’ll start on the process from top to bottom!

If combat isn’t an ambush, both you and your opponent will roll for initiative (1d20 + X) and the highest person will take their turn first. If there’s multiple party members or opponents, it’s best for everyone to role and establish a turn order to keep everyone on track.

Before you start combat, be sure as either the GM or the Player you’re prepared for it. Be sure to fill out a stat block before pasting it into the #stat-blocks channel. These help both the player and the GM keep track of players & enemies stat-wise. These are best adjusted as combat goes on and update every turn.

### Combat Actions

When it’s your turn, you have plenty of things you may choose to do. However, the most prominent ones will be listed below on the chart, along with the action cost and effects. Please do note, you may use Stamina for more actions, and that’ll be explained lightly below.

Players will always have 3 action points by default unless effected by injuries or maiming. These do not stack if you don’t use them on your turn, and if you’d like to use more than them, you may spend your stamina for those. Each time you spend stamina for an extra Action Point, you’ll deduct 25 from Stamina.

### Weapon Skills, Reflex, & Weapon Damage

When attacking with a weapon, you’ll roll according to your weapon’s | ATK(s) | stat. For example, if your ATK(s) on the weapon is 3, you’ll roll 3d20 + X (Weapon Skill) to determine if it’s a hit or not. From there, your opponent, or opponents will roll for Reflex, 3d20 + X (Reflex Skill) to determine how many attacks land.

If any of the attacks are a hit, you’ll roll (X)d8 to determine where they land. The chart below should be the roll values:

 Torso
 Right Arm
 Left Arm
 Right Leg
 Left Leg

Reflex against players (PVP) will always be contested, whereas rolling against an NPC (PVE) is determined by your roll amount. For example, if one player rolls a 1d20 + 5 (Attacking Player) and the result is a 7, whereas the other player rolls a 1d20 + 5 (Reflex Check) and the result is a 11, the Attacker will miss their attack. When attacking NPC’s, any roll that lands above 14 is considered a hit. NPCs won’t roll reflex for simplicity and are considered easier to combat.

Weapon Damage is represented by DMG and is usually fixed for weapons with little variation. Weapon Damage may be found under the weapon’s entry in the Wiki, and from there that’ll be the deciding point of lethality for landing shots. As soon as you land a hit, it’ll be subtracted from the limb condition, as well as 1/4 of it being subtracted from their Torso. Direct hits on the Torso have no modifiers.

### Armor

**Helmets/Headgear** (Head) Functionality - Headgear and Helmets essentially serve to protect your characters Head (Limb), and much like your Torso, reaching 0 CND here will ultimately kill/Maim your character. Mechanic-wise, whenever your character is hit in the Head (Limb), you will compare Armor Rating to Armor Piercing/AP. If the Armor Rating is higher than a Weapon's AP, take only halved damage/DMG for that limb. If your character is wearing a Helmet Visor, take only 1/3 of that damage/DMG.

**Visored Helmets** (Head) Functionality - Helmet Visors, unless explicitly stated, will give your character + 2 Armor Rating, Critical Immunity, and - 3 to all Accuracy and Perception rolls if they are down. If you wish to raise or lower your visor, you can Rp it before or during combat.

**Body Armor** (Torso) Functionality - Most modern Body Armor or Vests serve to protect your character's Torso (Limb). Since reaching 0 CND on your Torso will kill your character, the usage of Body Armor is essential as they progress. Mechanic-wise, whenever your character is hit in the Torso (Limb), you will compare Armor Rating to Armor Piercing/AP. If the Armor Rating is higher than a Weapon's AP, take only 1/3 of that damage/DMG for your limb. If your character is wearing a Ceramic Vest, take only 1/5 of that damage/DMG.

**Limb Armor** (Individual) Functionality - Like your Torso (Limb), wearing armor will prevent your limb from being either maimed, or otherwise disabled/dislocated in some way during combat. Mechanic-wise, you’ll compare the Limb’s Armor Rating to the weapon’s damage/DMG to determine if the attack with pierce. If it does not, you’ll take only half of the weapon’s DMG.

### Combat Alternatives

The number one alternative option to open combat (PVE) is your Speechcraft skills. Rolling for Intimidation, Persuasion, and Deception are your most likely option if you come across enemies that might want to chat. If successful, you can even recruit, trade, chat with them depending on the situation. Humans (Other Players) have a much lower chance of listening to your reason, and unless forced to avoid combat, will likely end up still contesting or attacking you anyway. The alternative to Speechcraft for Animals would be your Animal Handling Skill. found under Misc. Skills.

Other alternatives to open combat would fall under your Stealth Skillset, Luck, and Perception. These may be used to roll to avoid enemies, or sense weaknesses to appeal to. Non-Skill alternatives will vary upon the GM's setting and environment.

## Blood, Wounding, & Injury

*Blood, surprisingly, plays a major biological role in the system. If a character begins to bleed to death before getting proper medical attention, they may actually die. That being said, the wounds inflicted in combat play a huge role in dying after a battle is over.*

### Selecting Blood Types

There are 9 Blood Types total in the system. Traditional A+ / O- are 8, whereas the 9th would be synthetic fluids, used for Robots. Selecting your blood type is done by rolling a 1d8 and picking according to the chart:

### Bleeding

If a character was hit during battle by a firearm, they have a 50% (1d2) chance to suffer ‘Bleeding’ if they lack armor. If armor is present, they will instead roll a 1d6 to determine if their character will Bleed. Being hit with a Melee Weapon (Bladed) will also have a 50% chance to inflict Bleed. If that character is wearing armor, they will not take Bleed from Melee.

If you happen to have bandages, sewing kits, or duct tape, you’d be able to fix the wound yourself. If you choose to continue onward without being patched up, your character will suffer from loss of 20% of their blood each battle. It’s advised to elect a party medic if you’re traveling with others, or otherwise carry medical supplies on you.

Hitting 60% Blood will ultimately send you into a state of shock. During combat, your character will be allowed to spend one extra action when in shock, however, after your turn is over, you’ll be knocked unconscious. From there, you’ll require immediate medical assistance, or require a Blood Transfusion.

### Blood Transfusion

Blood Transfusions will drain 15% of a player's blood and give your character 10% of theirs back. Be wary of overdrawing blood, as your donor may suffer shock from giving away too much of theirs. If you're in the presence of someone with +5 or more in Medicine, instead, you'll receive the full 15% of their blood during transfusions.

Blood Transfusion will require an IV, along with a Transfusion Kit. Improper transfusion or using the wrong blood will result in Blood Poisoning, and following it, Death. Characters will not know someone’s blood type unless they write it on them, or tell their party member it! Don’t be stupid, you REALLY don’t want to die from Blood Poisoning. If you're uncertain about your own blood's properties, check the chart to see who you may donate to, and who you may receive from.

### Limb Injuries

For the most fun part, Limb Injuries, we’ll start by saying that once a limb reaches 0 Condition, it’ll either be blown off, amputated, or permanently maimed. In many cases, having a party medic prepped to Chop off limbs, Cauterize and bandage is the best thing you can have. Otherwise, injuries first occur once you lose 25 or more health in a limb and will gradually get worse if untreated. These will be listed below on a table for each, but you get the main idea of how it’ll effect your character's ability and chance of survival.

If you have a party member with a 7 or more skill in Medicine, they may attempt to re-attach a limb to your person. Failing this check, however, will instead force you to lose 10% of your blood. This check may be done 3 times until succession, however, failure to re-attach the limb after 3 attempts will put your character into shock.

Maiming is when a character is permanently disabled in one manner or another through loss of limb condition. This is most prominently done through amputations, whereas your character may have to lose an arm, leg, or other various body parts. Think your life ends there? Nope! At this point you'd be eligible for either cybernetics, prosthetics, or be permanently bound to crutches, wheelchairs, or other devices to assist you.

## Radiation

Radiation here functions the same way as it does in the real world. Second-generation thermonuclear weapons have decimated most life on earth, whereas a nuclear winter has ensued in its place. Most cities have scarce, contaminated resources, and many have fled to rural places or live underground. Thick blankets of radioactive particles remain, although only dense cities and military objectives were struck exceptionally hard for radiological warfare. While many still wish to live among bombed-out buildings and the outskirts of their former homes, certain precautions should be taken.

### Checking Contaminated Zones

Certain cities, especially those hit by larger bombs, yield an extensive array of chemicals and nuclear contamination compared to rural areas with settlements or safe zones. While safe zones contain a habitable amount of background radiation, places which are contaminated should be more scrutinized. If your character has obtained a *Gieger Counter*, they can accurately measure radiation levels within the zone. The chart below should demonstrate these levels.

 Rural Areas/Uncontaminated Areas
 Average annual absorption (Pre-War)

### Gas Masks/CBRN Precautionary Equipment

If you wish to adventure somewhere contaminated or in the Level Three zone, you should use a Gas Mask to protect yourself. To simply things, Gas Mask filters will not run out, although the strength of one's mask will vary on quality and the threshold of Rads it can protect you from. CBRN Gear such as Nuclear Biological Chemical (NBC) Suits serve a similar purpose to Gas Masks. When paired with a mask, your radiation threshold is dramatically raised. You can find this equipment here.

### Treating Radiation

In this roleplay, you can accumulate dosages of radiation through Rads. In real life these disperse over a series of days (Unless you receive fatal dosages) and disperse between sessions with our system. Every GM session completed should knock about 20 Radiation from your counter (Or 250 Rads) unless you continue to accumulate it. If you reach 100 Radiation on your counter, it resets, and your character has Acute Radiation Poisoning. This stacks 5 times until fatal.

Taking Potassium Tablets or using "Aptechka" kits can treat radiation poisoning. Read up more about them in the Consumables Catalogue. Alternatively, you may visit a settlement doctor and request treatment for a fee.

## Skills & Saves

### About Skills

Skills are used to complete a variety of tasks based on your characters aptitude. When creating your character, you’re given 30 points to distribute across your characters Skill Sheet with a maximum of 10 points per skill. Additional Skill Points can be obtained and while you can dump the points into 3 skills in particular, it’s not recommended for the best experience or build. When selecting perks, you can have a maximum of 20 points per skill with modifiers.

When attempting or required to use these skills in sessions, roll 1d20 + (X) to decide the outcome and attempt. If an attempt at rolling fails, you’re at the GMs mercy to decide the outcome. When using certain skills in combat, you’ll roll (X)d20 in accordance with your weapon’s properties and add aptitude like (X)d20 + (X).

These skills are used during exploration, combat, and crafting, usually deciding a situations development or success. When failing at crafting or engineering, consumable materials are ruined or may produce unexpected results.

### About Saves

Like Skills, Saves are used for aptitudes deciding outcomes during encounters and ambushes. While they’re similar to Skills, Saves are more generalized and represent a rawer aptitude better suited at physical actions such as Fortitude, Reflex or Initiative to name a few. When creating a character, you’re given 15 points total to distribute across your character’s saves with a maximum of 10 points per stat. Choose wisely for saves.

When using these in sessions, roll 1d20 + (X) to decide the outcome and attempt. When the attempt fails, expect disadvantage to potential threats or situational failure.

## Perks, Traits & Flaws

When creating your character, you'll also have to select several traits that your character has going in! These are not status effects and should be more so treated as permanent buffs/debuffs to enhance your experience with combat, Rp, and generally add some spicier flavor to your character! You should select 6 traits total (Two Race traits are the required Maximum!) before you create your character, and optionally, you may draw from the Universal list below. Pay attention and think ahead before you pick! You cannot reverse or change these after you begin Roleplay!

Be mindful, as selecting **Perks** will subtract a certain 'cost' that must be balanced at zero! Selecting **Flaws** will refund and balance this cost accordingly! **Traits** will almost always cost zero to obtain but beware! Consequences will ensue if you do not plan ahead!