When combat situations occur, time and action is broken into Combat Rounds. Each Combat Round is about 5 seconds in real-time, so 12 Combat Rounds would be 1 minute. Each creature involved in the combat may perform an Action, such as attacking an enemy, casting a spell, drinking a potion, etc.
One of the following.
UNARMED ATTACK - one creature with a punch, kick or headbutt. Some creatures can make Unarmed attacks too, but sometimes they are claws and bites. This is based onthe Hero's Brawl Skill.
MELEE ATTACK - one creature with a melee weapon, like a sword or an axe. This is based on the Hero's Sword-Play Skill.
RANGED ATTACK - one creature with a missile weapon, like a bow, crossbow or sling. This is based on the Hero's Marksmanship Skill.
THROWN WEAPON ATTACK - rocks, throwing knives, axes, hammers, javelins and spears. This is based on the Hero's Marksmanship Skill.
WRESTLE - one creature in melee range. This could be a grappling, wrestling or a pinning manouver. This is based on the Hero's Brawl Skill.
USE AN ITEM - a potion, lantern, door, chest, or magical item.
CAST A SPELL - if you have enough Mana. This is based on the Hero's Magic Skill.
SEARCH - a body, look around for other opponents. If it is difficult, this is based on the Hero's Awareness Skill, or the Hero's Dark Sight if the area is dark.
PICKING UP AN ITEM - and putting it away in a sheath, pocket, belt, or backpack.
CHANGE WEAPONS - by putting away an item or weapon and drawing out another.
SPRINT - Move up to your Hero's Speed in metres per round (this can be used in addition to the free MOVE action below)
You can also do one of the following while performing an Action.
SHOUT WARNINGS - or brief demands or commands to others.
DRAW A WEAPON - from a sheath or belt providing you have an empty hand
DROP AN ITEM - from your equipment to the ground.
MOVE - Move up to your Speed in metres per Combat Round.
MAKE A REACTION ROLL - When a creature attacks, shoots or casts a spell on a Hero. Or when a trap goes off. The Hero can make as many of these as needed in a combat round, one for each attack, shot, bite, claw, trap or spell.
Creatures with the highest Speed get to perform their action before creatures with a lower Speed score. If two or more creatures have the same Speed score, both must roll two six-sided dice each, with the higher score getting to act first. Once all creatures that are able to act have had their attempt at their Action (in order of highest Speed to lowest), a new Combat Round begins, and the cycle continues until the battle is over.
Holding an Action - A Hero may elect to act later in the combat round.
For example, Rastan the Barbarian starts the round with the highest Speed, but he decides to hold his action. His player states that Rastan will act on a specified Speed score lower than what he currently has. Rastan will take his action then.
When Heroes attack creatures in combat, the GM selects the most appropriate Skill to be used by the Hero, depending upon what the Hero is weilding and what they are trying to achieve. The creature will automatically defend against this attack by using its appropriate skill (also determined by the GM, usually the most advantageous one) The Target Number (TN) of the attack is equal to 7+ The Opponents Skill
When a Hero attempts to punch, kick or headbutt a creature. Make a Contested Heroic Roll based on the Hero's Brawl.
The TN= 7+ Opponent's Skill - Dodge (Agility), weapon parry (Sword-Play), unarmed parry (Brawl), Shield Block (Endurance)
When a Hero attempts to pull to the ground or immobilize an opponent, by wrestling or grappling. Make a Contested Heroic Roll based on the Hero's Brawl. The GM could also rule it could be based on the Hero's Might
The TN= 7+ Opponent's Skill - Dodge (Agility), weapon parry (Sword-Play), unarmed parry (Brawl), Shield Block (Endurance)
When the Hero attempts to strike a creature with a melee weapon, like a sword or axe. Make a Contested Heroic Roll based on the Hero's Sword-Play.
The TN= 7+ Opponent's Skill - Dodge (Agility), weapon parry (Sword-Play), unarmed parry (Brawl), Shield Block (Endurance)
When the Hero attempts to shoot a creature with a ranged weapon, like a bow, sling, firearm, crossbow, net, rock, spear, throwing knife, hammer or axe. Make a Contested Heroic Roll based on the Hero's Marksmanship. The Hero cannot make ranged attacks whilst locked in melee combat.
The TN= 7+ Opponent's Skill - Dodge (Agility), Shield Block (Endurance)
A Hero automatically fails to cast a spell whilst locked in melee combat. When the Hero attempts to cast a spell (that they know) at a creature. Make an (Opposed) Heroic Roll based on the Hero's Magic. The Target Number for success is equal to 7+ the Opponents - Magic Resistance Skill
When the Hero attempts to cast a spell not to directly affect a creature, more likely a spell on the caster themself, or an ally. Make a Heroic Roll based on the Hero's Magic. The Hero automatically fails to cast a spell whilst locked in melee combat. The Difficulty Number is equal to the Circle of Magic the Spell comes from, see Spell Casting Difficulty Table below.
Circle of Magic Difficulty
Cantrips Basic (Target Number 4)
1st Simple (Target Number 6)
2nd Easy (Target Number 8)
3rd Moderate (Target Number 10)
4th Hard (Target Number 12)
5th Very Hard (Target Number 14)
Whenever an enemy targets a Hero with an attack, spell, or power, the Hero makes the roll, not the attacker. This is called a Reaction Roll.
A Reaction Roll is an Contested Heroic Roll. The Hero rolls 2d6 + their chosen Reaction Skill.
The Target Number (TN) is always: 7+ Attacker’s relevant Skill
Success: The Hero avoids the attack or effect.
GLANCING BLOW: The Reaction Roll Total equals the Target Number. The Hero takes Half Damage (Rounded Up) from the attack.
Failure: The attack hits normally.
MIGHTY BLOW (natural 2): The Hero takes Critical Damage (double damage).
CRITICAL DEFENCE (natural 12): The Hero avoids the attack and gains 1 Free Action.
When attacked, the Hero chooses one of the following Reaction options:
Used against unarmed or melee attacks. The Hero blocks the incoming blow with their body or unarmed skill. Roll 2d6 + Brawl.
Used against unarmed or melee attacks. The Hero deflects the attack or keeps the foe at bay with their weapon. Roll 2d6 + Sword‑Play.
Used against unarmed, melee, or ranged attacks. The Hero uses a wielded shield to absorb or deflect the attack. Roll 2d6 + Endurance.
SHIELD SHALL BE SUNDERED: If the Hero suffers a MIGHTY BLOW they may choose to have the shield be destroyed and avoid all damage.
Used against traps, unarmed, melee, or ranged attacks. The Hero evades the attack entirely. Roll 2d6 + Agility.
Used against spells, magical powers, magical devices or magical traps. The Hero shrugs off or negates the magical effect. Roll 2d6 + Magic Resistance.
A Starving Wolf (Brawl 4) bites at Shamara. TN = 7 + 4 = 11. Shamara chooses Parry, rolling 2d6 + Sword‑Play to beat 11.
A Rampaging Ogre (Sword‑Play 6) swings at Sir Balin. TN = 7 + 6 = 13. Balin rolls 2d6 + Endurance to Shield Block the attack.
An Undead Sorcerer (Magic 6) casts Prismatic Bolt at Lilith. TN = 6+ 6 = 13. Lilith rolls 2d6 + Magic Resistance to Resist Magic.
When a Hero or Critter is hit by a weapon, damaging spell or unarmed attack in combat, it reduces it's current Health by the attackers Offensive Value. When the Hero or Critter has been reduced to zero or less thay have been Taken Out of Action. (See Below)
OPTIONAL RULE: Shields Shall Be Sundered - When weilding a shield and hit by an attack a Hero can sacrifice their shield and let it become destroyed to reduce the damage of that attack to zero.
OPTIONAL RULE: Helms Shall Be Dented - When wearing a helmet and hit by MIGHTY BLOW (a Critical Hit) a Hero can sacrifice their helm and let it become destroyed to reduce the damage of that attack to zero.
OPTIONAL RULE - Brutal Strikes
When a Hero inflicts damage or receives damage, just get the player to roll a d6 and add it to the damage.
GMs can use this optional rule for any damage suffered from any traps, falls, thrown weapons, ranged combat, spell damage, unarmed and melee combat.
Warning - Fast and Deadly
Yes this does make the combats Deadlier and Faster - The Heroes do more damage, but so do the mosnters.
See if this is a good fit for you and your players!
Pro Tip - THE DAMAGE DICE - Pick a different coloured d6 (like blood red or something!) and get the players to roll it will their Heroic Rolls and Reaction Rolls to speed up play.
If a Critter becomes Out of Action they are considered dead. An enemy special boss monster or villain can be treated like a Hero if the GM wishes.
When a Hero gets reduced to Zero (0) Health Points or less, they collapse and lose consciousness and become Out of Action. The Hero is considered mortally injured and will die in d6 combat rounds. If the Hero is not Stabilized within this time they perish in the most Heroic fashion.
To save a dying Hero they must be stabilized. A helpful ally must make a successful Hard (12+) Healing Heroic Roll. Alternatively, a healing spell or healing magical item can be used on the dying Hero to restore their Health to a positive number to be Stabilized. If Stabilized, the Hero remains unconscious and Out of Action for the duration of the combat and awakens d6 minutes after the combat has ended.
Designers Note: This avoids the pop-up game play of DnD 5e, when Heroes go down.
Mighty Blows can be caused by attacks in combat. A Mighty Blow will cause double damage (before random damage is applied, if using that optional rule).
If attacking an opponent in unarmed, melee, throwing, or ranged combat, then a double one indicates a COMBAT FUMBLE. Roll on the Combat Fumble Table below.
Roll COMBAT FUMBLE Effect
5-6 The Hero loses their balance, slips and falls over, ending their turn looking like a fool.
3-4 The Hero fumbles and drops their weapon (or infilcts half damage on themself if they are unarmed)
2 The Hero accidentally injures an ally nearby for half of normal damage.
1 The Hero accidentally injures themself for half of normal damage.
For example, Hawkeye the Ranger shoots his bow at the Raging Ogre charging towards the Heroes in blood-fenzied rage. Hawkeye's player rolls a double 1 on his HEROIC ROLL indicating a CRITICAL FAILURE. Hawkeye (rolls a 2 on the COMBAT FUMBLE Table above) and the GM narates how he fumbles and drops his longbow in front of the Raging Ogre.
Not all combats will be between just two combatants. If a Hero (or creature) is fighting against more than one opponent in melee, then they are considered Outnumbered.
When Heroes are attacking an Outnumbered opponent they gain a +1 bonus to their Heroic Roll for each extra ally attacking the enemy.
Eg. Wolfgar the Barbarian and his two Hero buddies surround and attack the Brutish Trogre in melee combat. Wolfgar and his Hero buddies gain +2 to their Heroic Rolls when attack the Brutish Trogre in melee combat because the moster is Outnumbered by two extra Heroes.
When Heroes are Outnumbered when getting attacked in combat they suffer a -1 penalty to their Reaction Rolls, for each extra combatant attacking them.
Eg. Wolfgar the Barbarian is surrounded and attacked by three Savage Orcs in combat. Wolfgar suffers at -2 to his Reaction Rolls when defening in melee combat because he is Outnumbered by two extra opponents.
When firing or throwing at a target, get the player to make an Opposed Heroic Roll versus 7+ the target's Agility Skill (if dodging) or Endurance Skill (if Blocking with a shield).
Penalty to Firer's Stat
Long Range -1
Firer Moving -1
Firer Under Attack -1
Target Obscured or in Cover -1
Firing into Combat -1*
* If the hero misses their target, then roll a ranged attack again at the next closest target, friend or foe.
If the Hero attempts to fire or throw while in melee combat, it is nearly impossible and the Hero is considered unarmed.
A Hero or a monster can elect to make a multi-attack. These could be unarmed, ranged or melee attacks. The Hero can attack opponets in close range. The Hero splits their attacking skill up for each attack and applies them. Differing attack types cannot be split (Eg. Sword-Play, Ranged, Brawl) the attacks must be of the same type.
EG. Rastan the mighty barbarian wants to attack 3 blood-thirstry Orcs surrounding him. He has Good (6) Sword-Play. He can make 3 Basic (2) attacks.
When a Hero or creature takes a MIGHTY BLOW, they take Double Normal Damage and begin bleeding:
Lose d6 Health per Round
A Difficult (12+) Healing Heroic Roll or a Successful Curative spell stops the bleeding
The Heroe or Creature cannot be treated for bleeding while actively in combat, but can if they withdraw
📜 D66 CRITICAL INJURY TABLE
Roll D66 (d6 for tens, d6 for ones).
Each injury lasts until treated, or for 1d6 days if untreated.
Severe injuries may require Healing Tests, Curative Balms, or magical aid.
11 — Concussed Skull
–2 Awareness; difficulty concentrating, slow reactions.
12 — Blurred Vision
–2 Marksmanship; ranged attacks suffer disadvantage.
13 — Ringing Ears
–2 Awareness; cannot detect subtle sounds.
14 — Broken Nose
–1 Roguery; breathing issues disrupt stealth.
15 — Jaw Fracture
–2 Charm; speech slurred, intimidation weakened.
16 — Skull Graze
–1 Magic; spellcasting focus disrupted.
21 — Weapon Arm Sprain
–2 Sword‑Play; melee attacks weakened.
22 — Broken Fingers
–2 Craftsmanship; cannot perform delicate work.
23 — Arrow Through Forearm
–2 Marksmanship; bow use nearly impossible.
24 — Deep Slash on Hand
–1 Healing; shaky hands reduce precision.
25 — Nerve Cut
–2 Roguery; lockpicking and trapwork impaired.
26 — Burned Forearm
–1 Magic; channeling Mana becomes painful.
31 — Torn Hamstring
–2 Agility; movement halved.
32 — Crushed Foot
–2 Agility; cannot sprint.
33 — Knee Dislocation
–1 Might; cannot brace properly.
34 — Hip Fracture
–2 Endurance; constant pain drains stamina.
35 — Arrow in Thigh
–1 Wilderness Lore; tracking and movement hindered.
36 — Twisted Ankle
–1 Roguery; movement becomes noisy.
41 — Cracked Ribs
–2 Endurance; breathing painful, actions strained.
42 — Punctured Lung (Minor)
–1 Agility, –1 Endurance; exhaustion sets in quickly.
43 — Gut Stab
–2 Healing; infection risk high.
44 — Internal Bruising
–2 Awareness; foggy senses.
45 — Poisoned Wound
–2 Magic; Mana flow disrupted.
46 — Spine Shock
–2 Agility; movement stiff and painful.
51 — Broken Arm
–3 Sword‑Play; cannot wield two‑handed weapons.
52 — Broken Leg
–3 Agility; movement reduced to a crawl.
53 — Crushed Shoulder
–2 Might; lifting and striking weakened.
54 — Deep Chest Gash
–2 Endurance; constant bleeding risk.
55 — Eye Destroyed
–3 Marksmanship, –1 Awareness.
56 — Ear Torn Off
–2 Awareness; balance impaired.
61 — Severed Fingers
–3 Craftsmanship, –2 Roguery.
62 — Mangled Hand
–3 Sword‑Play, –2 Marksmanship.
63 — Crushed Windpipe
–3 Charm, –1 Magic.
64 — Fractured Spine (Minor)
–3 Agility, –2 Might.
65 — Punctured Organ
–3 Endurance; death risk without treatment.
66 — Mortal Wound
–4 to any one Skill (GM chooses),
Hero must pass Hard (12+) Endurance Test or become Out of Action.
Multiple injuries to the same Skill stack until healed.
An Injury make be removed by:
A Successful Difficult (12+) Healing Heroic Roll
A Curative Balm
Curative Spell
Rest for one Week
On a roll of 66, the GM may declare the injury permanent unless powerful magical healing is used.
Use this system to determine combat order using a standard 52-card deck instead of dice.
1. The Deal At the start of combat, shuffle the deck. Each combatant (or group of identical monsters) is dealt a number of cards equal to their Agility Skill Level.
2. Forming Hands Each player chooses their best possible hand from their dealt cards. The GM does the same for the monsters.
3. Hand Ranking Hands are ranked from highest to lowest based on the following:
Card Values: Joker (High), Ace, King, Queen, Jack, 10 down to 2.
Hand Strength: 1. 4 of a Kind (Highest) 2. 3 of a Kind 3. 2 of a Kind 4. High Card (Single card)
4. Determining Order Compare hands to establish the turn order, from the highest-ranking hand to the lowest. This order remains fixed for the duration of the combat.