Player’s Handbook - COMPLETED!

Exciting news!

Today marks the content and layout completion of the Player's Handbook. The book is uploaded, approved, and in the queue for the test printer. I should have the proof in hand in a couple weeks. The GM’s Guide arrived by the way and looks amazing. It feels great to finally hold it in my hands. More updates below. First, here is the front cover showcasing the Mantis Boxer. This was the first piece of art Steven Wu did, that immediately sold me on him for Fists & Fiends artwork.

OHHHH, LOOK AT THE PRETTY PICTURES

The Player's Handbook is an 'art-first' book. Art assets are the central pillar of the book with content built around the art. This book is also laid out sequentially for the player based on what you want/need first. Introduction, a little bit of lore and setting to help you the largest and most significant chapter of the book - character 1, where in lies all the fun! You guessed it, character creation.

BUILD YOUR BOXER

When I was 11 years old I received ‘the red box’ for xmas. Any of you familiar with D&D history know what I’m talking about. THE red box. What treasures resided inside that box just waiting for a child to break the seal and let their imagination run wild. Things were a bit different in the early 80’s. Nerds were food for bullies. Those like myself who enjoyed comic books, computers, and most definitely board games/RPGs, were targert packages to be devoured at recess. Needless to say, one tended to keep these things to themselves unless in familiar company. I had no such company back then. So, sitting around in my bedroom creating characters that I imagined I would like to send into a dungeon in search of adventure, was my early D&D experience. And this left a lasting mark on me.

While designing Fists & Fiends I have tried to keep that at the forefront during layout. My goal is for you to enjoy this, to let the ink on the pages inspire the creative in you so you can go on to build countless boxers to unleash in the world of Fists & Fiends. Each unique and special in their own right. Choose from six phenomenal styles of boxing, each fantastic and individual in their approach to dismembering bad guys without the need for a weapon.

ROLLING BONES

The next chapter is all the rules you need to roll the bones and see what happens each time the GM asks you to do a skill test, or you decide to punch, kick, grapple, choke, or break the bones of your adversary. Everything from the action economy, helping others, how to take a turn, and fighting spirit. Simple, easy, and fast to reference while you are at the table and waiting for your turn.

WAY OF THE EMPTY HAND

Chapter 3 is summed up as HOW TO FIGHT, with your fists…and feet that is. Fists & Fiends is a martial arts game/simulator. Combat is built around striking, kicking, and grappling first. Learn about initiative, attacks, defenses, stunts (best part!!!), sneak attacks, and ambushes. Continue on with damage, iron body, fatal injuries, deathblows, acts of murder, verbal combat, chase combat, and more.

WAY OF THE WEAPON

The final chapter, chapter 4, is also near and dear to my heart. One of my first Advanced D&D books when I was 13 years old, was Oriental Adventures. I used to stare for hours at the mystical weapons, then sit with my sketchbook and draw them. Even though Fists & Fiends is predominantly built as a hand-to-hand combat martial arts simulator, that doesn’t mean it is time to skimp on badass weapons! While all weapons from Chinese martial arts are not included, mostly due to redundancy, there is a bevy to choose from. Common weapons, pole weapons from simple staves and spears to slicing blades and the powerful reclining moon blade. Blade weapons encompass all manner of swords and sabers to short range blades such as daggers, butterfly knives, and chicken sickles.

Flex weapons included, pain is expected. One does not play with flex weapons unless they understand and accept that they are going to hurt themselves more than the enemy, at least until they are proficient in them. Chain whips, meteor hammers, rope darts and more. These weapons are reserved for the most stalwart warriors.

Certain blade and flex weapons are built for double death. Rounding off the melee weapons is everything you need to dual wield weapons. This is followed up by ranged and incendiary weapons, followed by armor and shields. Although in decline during the Qing dynasty when Fists & Fiends takes place, from time to time players will come across them in the story. Speaking of…

The CAMPAIGN

Stay hooked for more details and updates on The Silt Road campaign module launching with the Player’s Handbook, and Gamemaster’s Guide. As we prep the Kickstarter campaign, art assets and maps are being finalized for this novice level 13 mission campaign.

Thank you all for your early support on Fists & Fiends!

Randy Brown

MISSION - To empower you through real martial arts training. Provide you a welcoming atmosphere to train in a safe manner with good people that you can trust.

https://randybrownmantisboxing.com/
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GM’s GUIDE - COMPLETED!