Player Handbook

## Handbook Overview

In this handbook, you’ll find the assorted list of mechanics, character functions, and a complete guide to understanding the Frontier.

## 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. 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 wanna chat. If successful, you can even recruit, trade, chat with them depending on the situation. These skills are most useful against Jantu, Bandits, other or Sentient Races that you may come across. Robots, 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. Non-Player Robots may also be persuaded though your hacking skill, or in other cases, your Weird Science skillset.

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.*

### 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 players blood and give your character 10% of theirs back. Be weary 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 wanna 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’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 you'd be eligible for either cybernetics, prosthetics, or be permanently bound to crutches, wheelchairs, or other devices to assist you.