The Old World - Warriors & Heroes - Complete Online Rule Book




Combat
Basics
Players can take 2 actions and 1 free action each turn. Turn actions are moving, attacking, or defending. These actions will be explained under each heading. Turn actions also include using items, executions, casting spells, or any action the GM decided requires a full action such as pulling a lever or searching for something.
Standard single actions
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Move
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Attack
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Defend
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Use Item
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Cast Spell
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Hide
Free actions include communicating with other players, dropping an item, or other similar actions. The GM will decide if something is a free action or standard action when not specified.
Move
Players can move and attack. However, they may also choose to move and defend or move and move again. If they choose to move twice they can perform no other actions other than a free action.
Attack
Attacking counts as a single action. If a player has not moved they can attack twice or attack and defend. If they have moved they can only attack once.
Attacks succeed if the player rolls a fighting or shooting roll with bonuses or penalties, higher than the defender’s parry. On a critical failure (Nat 1), the attack fails even if the resulting number is higher than the parry. On a natural critical success (Nat 20), the attack damage is rolled twice and added together, then add any modifiers.
Defend
A player can choose to defend instead of attacking. This will give the player a +8 to their Parry value. This action can only be performed once per turn and must be the last action.
Use Item
The player can use an item as a turn action. This could include potions, antidotes or performing a healing action on another player using a bandage. This counts as a turn action. This action can only be performed once per turn.
Players need to consider their actions carefully when engaged in combat. Wasting an action could have serious consequences.
Cast Spell
The player can use a turn action to cast a spell. Spells can have a wide array of effects. More will be explained on this in the Arcane Abilities sections of the website. These actions can only be performed once per turn.
Hide
Hide = Stealth Check 11+
If an enemy sees a player, they enter combat. However, players can use an action to hide. To successfully hide a player must not be in sight of any hostile unit. They must then perform a stealth check. They gain advantage in some situations and disadvantage in others. Advantage and disavantage will be determined by the GM.
Factors to consider include enemy unit count, light conditions, and notice skill of enemies in play. Any character successfully hidden gains all the advantages of stealth. This action can only be used once per turn.
Free Action
Most free actions are fairly Self-explanatory. However, some unique abilities or weapons may include flavor text that declares them a free action these may be used in this action phase.
Players can perform any of the actions, standard or free, in any order except for defend. Defend must always be the last action of the turn.
A player free action is a single event. If a player uses a free action to attack with a special ability, such as ‘rapid fire’, ‘frenzy’ or something similar, they are unable to perform any other free action. This means that a player can never perform more than 2 actions, and 1 free action in a turn.
Turn Order
Every turn begins by resolving any status currently effecting the player. This could include poison, burning, bleeding or any status that may inhibit actions.
The player turn order is decided by dealing cards from a standard playing card deck. Jokers being the highest and 2 being the lowest. The suit order is Spade, heart, diamond, and club. Spade going first and club last when two of the same card are drawn.
Resolving Damage
Damage = Player Skill + Weapon Dice – Armor Modifier
The damage done to a target is equal to the weapon damage minus the target Armor Modifier. Weapons damage is calculated three ways. Melee weapons deal strength score + weapon dice. Ranged attacks deal shooting skill + weapon dice. A thrown weapon deals agility score + weapon dice.
In addition, any runes that the weapons possess may be applied now. Resolve all damage before attacking again.
Base Contact
When two units on the playmat are in base contact they are considered engaged. Unless the player has abilities that allow this to be ignored or the target is flying, they subject to attacks of opportunity when disengaging from the other unit. These attacks follow the same rules as standard attacks including synergy and other bonuses.
Melee Attacks
Characters attacking in melee must be in base contact unless they have reach. A melee attack uses a D20 + Fighting Modifier to attack. The resulting number must exceed the Parry of the target to hit.
Ranged Attacks
Characters attacking from range have more to consider. They first must take into account the range to target. Every weapon has range divided into three numbers. Close/Medium/Long. For a close range attack, roll shooting with advantage. For medium roll shooting normally. For long range roll attacks with disadvantage.
If the attacker is in base contact while using a ranged weapon, they roll their attacks with disadvantage. However, if they hit the target at this point blank range they add 10 damage plus any other modifier.
All ranged weapons use a D20 + Shooting Modifier to attack. The resulting number must exceed the Parry of the target to hit. However, thrown weapons use a D20 + Agility Modifier. Damage from a thrown weapon is equal to the strength score + weapon damage roll as normally used by melee weapons.

Status Damage and Effects
Bleed damage: Critical hits with piercing weapons or with bleed effect weapon dice may inflict bleeding status. Continues until bandaged.
Bleeding: 15 damage each round. Ignores Armor. May stack. Players and NPC’s may use a healing action to stop bleeding.
Blind: If a target is blinded, they receive penalties. They may not move twice. They receive a -4 for all actions. Parry is reduced by 6. When moving they must roll a D6 against their own parry. On hit they take 2 D4 damage (2D6 in difficult terrain). This does not apply to creatures that are naturally blind.
Deafen: If a character or enemy is deafened, opposed stealth modifiers are +4. They receive -1 Parry and no synergy bonus. A deafened creature can’t hear and automatically fails any skill check that requires hearing.
Diseased: Affected character has -1 all attribute and skill modifiers and -10 maximum HP. Every day untreated, the player rolls a stamina check (TN10). Failure = penalty increases additional -1 to all attribute and skill modifiers and -10 maximum HP. If the health penalty is higher than the maximum HP the character will die. For virulent diseases raise TN appropriately.
Ethereal: Ethereal units may move through walls, disengage without provoking attacks of opportunity, and must be engaged in base contact to be harmed. Rune weapons and magical damage can hit these targets in all conditions.
Fire damage: Critical hits with fire damage dice add status ignited. Continues until extinguished.
Ignited: 10 damage each round. Ignores Armor. May Stack. Effect can be removed with water or replace turn to extinguish.
Flying: No terrain penalties, immune to attacks of opportunity from melee weapons. Falling from a flying status will inflict blunt damage 1D6 for each meter falling.
Insane: A player suffering from insanity will attack random targets in combat decided by dice rolls. This can be decided by the GM. +10 to all combat Dmg. -4 to player Parry. Also, they may be forced to make irrational decisions by the GM.
Paralyzed: A paralyzed unit is incapable of any action, including speech, until status is removed with antidote. When applied with a weapon or action target must roll PR. Failure results in paralyzed status. This effect is permanent until cured. Antidote must be administered by an ally.
Poison damage: Hits with poison weapon can add status poisoned. Target rolls PR, on fail target is poisoned. Continues until cured.
Poisoned: Target takes 20 direct damage each round. Ignores armor. Does not stack. Can be removed with item.
Rooted: A rooted character is unable to move and has -1 Parry for the duration of the rooted status.
Stunned: A stunned character, can’t move or attack, doesn’t count for Synergy. Enemies have advantage.
Armor Piercing
Some weapons will have armor piercing. This is abbreviated AP. Armor-piercing will reduce the armor modifier of a target by 1 point for each point of AP. If the armor is at 0 already, AP has no effect.
Unarmed Combat
If a unit is fighting unarmed, they roll fighting attacks with disadvantage. Damage equals strength score. This can be changed with certain abilities.
Synergies
Players and enemies can aid each other in combat. This is known as Synergy. Synergy gives bonuses to attackers or defenders based on the proximity or skill of the two units working together. When more than one unit is in base contact with a single opponent, they gain synergy adding +1 to attack rolls or +1 to Parry. This stacks with additional units up to +3.
In addition, players may coordinate attacks against a target when undetected. For this, the players’ turns must be consecutive. The first player to act must declare the synergy and target and the second player must agree with this. Once it is decided the players attack and resolve their rolls in the same order. This replaces the second player’s turn unless they have more than one unit.
This also requires a stealth roll to succeed for both involved players. If they fail and are detected, then the synergy is canceled, and the first player resolves their turn as normal. Success will give both players a +5 direct damage on all their attacks including any other bonuses they may already gain. If the players are using loud weapons, such as pistols, they will lose stealth at the end of this action.
Character Death & Defeat
When a player character takes damage that exceeds their maximum HP, they are defeated and out of play. This does not automatically indicate they are dead. The character may be bleeding out. Of course, some situations may result in instant death, but this is decided by the GM.
When a character is bleeding out they may be stabilized by other players. If another player can cast a healing spell on that player or can enter base contact and perform a successful healing action, they will avoid death. If the player is healed, they can reenter combat or flee according to the player’s desires.
When a player is bleeding out, allies must perform a healing action to return the player to active status. If all the players are incapacitated, the battle will end, and the players may be captured or dead depending on the situation.
Status effects that require an item to be resolved will remain on downed characters. The healing action of allies must include these items to resolve status but do not require an additional action.

Status - Synergy & Death

Stealth
+1 Fighting Modifier, Double Damage Dice (Does not stack with other effects, Triple Damage Dice for Heavy Weapons)
Stealth has many benefits associated with it. Attacking an enemy that is unaware of your actions may yield significant bonuses against them. If a player can successfully melee attack a target with no awareness of them they may choose to disable that target rather than kill it. This bonus will result in a +1 to the attack roll in addition to any other bonuses they already have. It will also deal critical damage.
For an attack to incapacitate a target, the player must declare this before attacking and deal damage equal to 25% of the target’s HP. Targets incapacitated remain unconscious until aided by an ally. Size 4+ targets are immune to incapacitation by this method.
For a successful Stealth Roll, players will be given Target numbers based on the distance to enemy units. When in close range, target numbers may be high, when at great distance, target numbers will be low. This will be decided by the GM. A failed stealth roll will result in a notice check for all enemies in range. The target number will be situational.
Incapacitation
Enemy units may be incapacitated instead of killed. To incapacitate an enemy a player can use a variety of methods. Some poisons may put a target to sleep. In other cases, a player can use stealth to gain the ability to incapacitate by unseen attacks. As stated earlier in the stealth section, the player must achieve damage equal to 25% of the target HP. If a player has the bludgeon skill, then simply hitting the target will automatically achieve this.
The final method would involve a direct face-to-face attack. If an enemy is aware of the attacker, this advantage is negated. Incapacitation in open combat requires more skill. The player can declare their intent to incapacitate a unit, they then will attack the target, but until the target reaches 1 HP the target will stay conscious. If the attack exceeds their total HP it will be reduced to 1 instead of 0.
Healing
Bandage + TN11 = Healing Score + 3D6 + Abilities
Players have the option of performing healing rolls to aid allies in combat or heal themselves. To perform a healing roll players will roll a D20 with their healing modifier. To succeed they must pass a target number of 11. This roll may add healing modifiers. If they succeed, they then roll 3D6 and add their healing score and other bonuses they have. The resulting number is the points of HP healed on the ally unit.
If players are out of combat, they may use healing once per day, per player. This can be used on the player or any ally. Using potions is unlimited.
When using magic to heal allies, remember to subtract any magic resistance from the applied total points healed. This will be expanded on in the Arcane Abilities section of this website.
Fear
Fear is in no short supply in the Old World. Many creatures and monsters stalk the land with terrifying abilities, strength, or even just massive size. Fear has a range of effects in combat.
This of course means that heroes and monsters alike need to consider the effects of fear, especially in combat. Lest they find themselves in the grips of terror, unable to fight with adequate strength against their foes. Fear has three stages: frightened, terrified, and horrified.
Each of these is more severe than the last. When abilities cause a fear status all players or creatures affected by this status take penalties associated with their level of fear. The effects are as follows:
Fear = 1 Frightened: Disadvantage
Terror = 2 Terrified: Disadvantage + Disable all active abilities
Horror = 3 Horrified: Disadvantage + Disable all active abilities + Flee from combat at all costs
There are ways to counter these effects in unique items, potions, or abilities. If players wish to attempt a fear check, they may attempt to overcome fear with Spirit Check roll. This, however, will suffer from disadvantage like any other roll would while frightened. Should the player succeed in overcoming a fear check the fear status they are suffering will be reduced by 1. Enemy units may not use spirit checks to change their status. They may however have natural immunities or abilities that overcome fear.

Stealth - Incapacitation - Fear & Healing


Fatigue
1.Moderate = -1 Agility modifier
2.Heavy = -2 All Attribute & Skill Modifiers
3.Extreme = -4 All Attribute & Skill Modifiers Disable all active abilities(Except Berserk).
4. Unconscious
Naturally, anytime a character exceeds their normal limits they experience some level of exhaustion. This comes in three levels. Moderate Fatigue may result from a short battle or a long day without rest.
Beyond this, Heavy Fatigue could result from a prolonged fight against strong foes or missing a few nights’ sleep. The character will suffer significant hindrances from this.
Finally, there are the effects of Extreme Fatigue. This could result from missing several days’ rest or traveling from one difficult battle to the next with little respite. The GM will have to decide when this is appropriate. When a character suffers from this level of fatigue, they suffer significantly. They will struggle with even simple tasks that usually pose them no difficulty.
If a character continues without rest in this state they may even lose consciousness. For this to occur could be due to narrative reasons, however, some situations may cause this effect automatically.
Executions
D20 = TN6 (1 Turn Action)
When a character is down in combat they often will be ‘bleeding out’. This gives them a chance to heal. However, enemy units may have the ability to perform executions. These actions are fairly easy since the target has no natural defense.
Players too may choose to perform an execution on a downed target that they incapacitated. Both players and NPCs use the same target number of 6. This counts as a turn action.
A failed Execution has no penalty beyond wasting a turn action. If a player has two actions, they make a second attempt. Failing both will waste the player's turn (and be fairly embarrassing). Units that have a free action attack such as shield bash or frenzy may perform a third attempt at an execution.
Executions may be prevented by nearby allies. Allies in range may add their agility modifier to the TN raising the challenge for the executioner. The ally must be in base contact with either the attacker or the defender. If more than one ally is present, the highest value of the adjacent allies will be used.
Light & Darkness
Low Light = Disadvantage visual notice checks
Total Darkness = Instant fail visual checks
Many races and creatures in the Old World have some level of low-light vision. Those with this ability have no disadvantage in low light. They have disadvantage in visual checks in total darkness. Creatures with night vision suffer no ill effects in any light condition.
Some creatures may have light sensitivity, which will give them disadvantage in daylight conditions.
Natural Weapons
Cannot be Disarmed
Units with claws or spines or other similar features may have natural weapons. This means they cannot be disarmed. They should list their natural weapons under their equipment category. This equipment is always available in all situations. Of course, if a character is literally disarmed this would change.
Fatigue - Executions - Illumination & Natural Weapons

Collision
TN = Easy 6+/ Average 9+/ Tough 13+
/ Challenging 17+ / Heroic 19+
Fail = XD6 Blunt Damage
Collison can occur when a target is pushed into an inanimate object or another unit. This can result in damage to the target. The amount of damage will be rolled as D6. The number of D6 to be rolled should be determined by the type of impact the target suffers.
For example: a target that has been pushed 3 or 4 squares striking a stone wall might take significantly more damage than target that has simply collided with another friendly unit next to them. The GM must determine the value of the impact based on circumstances. The TN has no modifier, but the GM may reduce the challenge of avoiding the collision based on target agility.
Poison Resistance(PR)
PR = 15 +/- Size – Stamina Modifier - Abilities
Players and enemies alike have a PR rating. This rating is the target number they must roll to resist poison affecting them. The lower the PR the easier it is to resist. Size plays a large role in the base PR. Larger creatures will have a higher natural resistance to poison. The resistance rolls are not modified in any way. So achieving a lower PR is critical to becoming immune to poison effects.
When a target is hit with a poison weapon they must roll their counter. This applies to any target, player, or NPC. A failure will mean the poison applies its intended effect. Success means that the target has resisted the poison, and no ill effects have been applied.

Fate Tokens
Reroll any roll or challenge status effect (TN7).
Each session players begin with a supply of fate tokens. 1 token for each player. When a joker is drawn from the initiative deck the party receives an additional token. These tokens are shared by the entire party.
When someone in the party is in a desperate situation, they may request a fate token from the party. This will allow the player to reroll any one roll. These cannot be used for loot rolls or travel rolls.
When a player is given a negative status they may use a fate token to attempt to remove it. They will roll this during the status phase. The target number will default to TN7. If the target PR is lower they may choose this TN instead. Players can repeat these actions as long as they have tokens remaining, but the party must agree.
Some situations may arise in which the GM determines these are not usable. This is at the discretion of the GM. At all other times, these tokens can be used.
If players wish for a less forgiving game mode, playing without fate tokens can greatly increase the unforgiving nature of the world. The GM may also deny use on certain occasions.
Loot
A player may use a turn action to recover items from a down enemy. This action is completed freely after combat. However, some situations may require a hastier exit, making looting more difficult. The target must be dead for any loot to be recovered. In this situation, players use a turn action to recover loot. The loot will then be added to the loot recovery phase after combat has ended.
Cover
Vs Ranged +5 Parry
When cover is available players may use it to add to their ranged parry score. This is only applicable when it is reasonable as deemed by the GM.
Cover does not affect melee targets. These targets to be considered viable would automatically be in striking range so they gain no bonus.
Collision - PR - Fate Tokens & Cover

Called Shots
Standard +10 Parry
Headshot +14 Parry
A player may choose to make a called shot. Called shots add to the parry of the target. When a player wishes to make a called shot it must be declared before any dice being rolled. The player must declare the intention of the called shot.
Once the called shot is called the player must roll a standard attack. Thrown, ranged or melee attacks all follow standard rules for the attack weather they have advantage, disadvantage, or any other modifier. The target has +10 parry for this attack. This stacks with Defend and other bonuses they may have. If the attack is successful the attacker then rolls 2D10 on the called shots table for the appropriate size creature and keeps the highest number.
Larger creatures have certain advantages versus called shots. While a smaller creature might lose a limb or have bones broken, larger creatures will be immune to most permanent effects.
Headshots & Special Attacks
Headshots or blinding shots require the same tables however the parry of the target is increased by 14 instead of 10. This stacks with defend and any other defense bonuses the target has. Of course there are always unique situations that are not covered by these structured rules. In such cases the game master will have to determine an appropriate target number for success.
Called shots may also include unique attacks that are non-damaging. For example a player may choose to attempt to disarm a target or disable them in some way.
These types of attacks will have to be judged situation by situation. The more difficult the situation the higher TN should be. For reference refer to the quick reference guide on difficulty.
Heroes and Unique Units
Standard +12 Parry
Headshot +15 Parry
Some characters may have the tag Hero. This tag indicates that the target is heroic and qualifies for special rules. These targets have additional bonuses versus called shots. All called shots versus these targets have a +12 Parry. Headshots vs these targets have +14 Parry.
These units are the most elite of elite. As such they are more resistant to special attacks. Players hoping to disable or defeat them quickly will have to overcome significant challenges to do so. The GM may decide to give this tag to NPC’s when appropriate. Like any other called shot challenge, this defense bonus stacks with any other defense bonuses the target has including Defend. Remember to include all such bonuses including things like synergy and active abilities.
The effects of any special attack will be situational. The GM will decide the exact effects based on the involved criteria. So breaking a hand or arm might disarm an opponent or something more. Either way it should be played out based on the situation.

Called Shots & Special Attacks
Size 0-2 Called Shots
Size 3-4 Called Shots
Size 5-6 Called Shots
