Combat


 * 3 Action Points per round
 * Melee Attack Roll: 1d20 + Str + appropriate modifiers (level, enhancement, edges) vs. Defense
 * Ranged Attack Roll: 1d20 + Dex + appropriate modifiers (level, enhancement, edges) vs. Defense
 * Defense: 11 + Dex + shield (if any) + appropriate modifiers (monk boost, edges)


 * Critical Hit: Max usual damage, add critical dice, and add special effect:
 * 1 - Knockdown (target is knocked prone)
 * 2 - Knockback (target is knocked away your Str mod squares)
 * 3 - Bleeding (target takes your Str mod unstoppable damage immediately and at start of turns until healed)
 * 4 - Winded (target immediately loses 1 Action Point, can put into AP Debt)
 * 5 -
 * 6 -