Fighting

Initiative
1d20 + Dexterity modifier + Improved Initiative edge (if any)

Actions in Combat
0 AP actions


 * Talking

1 AP actions


 * Movement


 * Change Weapons


 * Appraise Opponent

2 AP actions


 * Attacking


 * Using First Aid Kit

3 AP actions


 * Casting a Spell


 * Invoking a Miracle


 * Manifesting a Technick

Critical Hits
If you roll a natural 20 on your attack roll, you not only automatically hit your opponent, you deliver a devastating strike against him. Your attack deals the maximum possible damage it can, plus extra d6s (how many depends on the weapon used.) (A Hero wielding a saber with 16 Strength deals 2d6+11 on a critical hit.)

In addition, your opponent suffers a penalty. Roll 1d6 after dealing damage (and your opponent is still alive.)

1- Knockdown (opponent is knocked prone)

2- Knockback (opponent is knocked away a number of squares equal to your Str mod)

3- Bleeding (target takes damage equal to your Str mod [melee] or Mnt mod [ranged] immediately amd at start of each turn; cannot be reduced by armor; requires DC 15 Mnt + Know check to treat)

4- Winded (target immediately loses one action point, can put target into AP Debt)

5-

6-

Weapons With Higher Critical Ranges: Some bladed weapons have "19-20" listed as their critical range. In this case, a roll of 19 (or 18, in the case of rapiers and elven curveblades) does not automatically hit your opponent. If your attack would normally hit on a roll of 19, make a second attack roll (at the same modifier). If this second attack hits, your attack is a critical hit as above. If it would miss, you simply deliver a normal hit.

Grappling
 No. 

Injuries and Dying
When reduced to 0 Health, roll 1d6.

Roll of 3+: Your Hero is unconscious. She will wake up in one hour with one Health.

Roll of 1 or 2: Your Hero is dying. She will die of shock and internal injuries after a number of rounds equal to her Strength modifier if she is not healed.

Healing
Natural Healing: A Hero who rests for eight hours recovers Hit Points equal to the Hero's level + Strength modifier. A Hero who spends a full twenty-four hours resting in bed recovers additional Hit Points equal to her level.

First Aid Kit: Any Hero can use a first aid kit to restore 1d4 Hit Points to one target.

Medical Kit: A Hero can use a medical kit to restore Hit Points equal to 1d4 + the Hero's level + Mental modifier if he succeeds on a DC 15 Mental + Knowledge check. The patient recovers 1 additional Hit Point per point that the check result exceeds 15.

Healing Miracle:

Vitakinesis: