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 Aavikko's vicious Frontier. Above this you'll find the table of contents relating to nearly every part of the page. If you wish to skip over something or just quickly navigate the page, it's recommended you use this feature.

## Character Creation

### Creating your Character Sheet

Brigand’s 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 the source code lock 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 lick 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, Asche, Božidar, and Peltz.

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. You should roleplay this section out, as with any great escape, miracle, or close coincidence, you'd begin disarmed. Below should be your list to choose from. Do note! Anything listed as Clothing will not have a relative cost. This is for flavorful aesthetic!

You'll wish to look things up in the catalogues when you pick them. Links for these should be here:

## Combat Explained

### Combat Pre-Setup

Combat here is quite simple, 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 to 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% of your Stamina stat.

### 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, where rolling against a 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. NPC’s won’t roll reflex for simplicity, and are considered easier to attack.

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

When attacking a target with armor there, you will subtract that amount of damage from both the armor’s health, and the limb. Armor Rating will directly subtract damage from the full amount, softening it. Additionally, AP from weapons negates this factor, rendering it obsolete.

### 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 Animal Handling 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 mortal to appeal to. non-Skill alternatives will vary upon 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*

### Bleeding

If a character was hit during battle by a Arrow/Bolt, 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/Blunt) will also have a 50% chance to inflict Bleed. If that character is wearing armor, they will not take Bleed from Melee Weapons (Blunt) but will have to roll a 1d6 for Melee Weapons (Bladed) to determine Bleed. Additionally, your character will lose 5% of their blood (Fixed) on each hit.

If you happen to have bandages or a sewing kit, 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 treatment, or risk death.

### 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’ll 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 your character is eligible for prosthetics (If they can afford it) or may seek out salvation in other means. (Ask Satan to lend you one)

## 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. While you can dump the points into 3 skills in particular, it’s not recommended for the best experience or build.

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, crafting, magic and alchemy, usually deciding a situations development or success. When failing at crafting or alchemy, consumable materials are ruined or may produce unexpected results. Check Crafting Page here

### 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.