So I’ve been zero player duelling again, and things have moved on somewhat since my last duelling post:
https://thedeathzap.wordpress.com/2021/01/01/new-years-brawl/
Now each character has four stats Power, Toughness, Agility and Special and they roll for which move they want to perform during each ‘turn’ – Strike, Heavy Strike, Kick, Heavy Kick, Grapple or Special for the attacker and Block, Counter, Dodge, Shield, Grapple or Special for the defender.
To perform their selected move they have to pass a stat check which means rolling a D20 equal to or under their stats. For all moves the check involves two stats combined, so for example to kick successfully you need to roll equal to or lower than your fighters combined Power and Agility.
If the attacker succeeds and the defender fails then the defender takes damage and may be pushed back or stunned.
If the attacker succeeds and the defender succeeds both take a little damage.
If the attacker fails and the defender succeeds a number of things can happen, but generally it’s bad for the attacker and then the fighters will switch between attacker and defender.
If both fail then you roll for a random event (because nothing happening is boring) and these can range from bits of the arena falling off to fungus spores that drive the fighters onto a psychotic frenzy.
Here’s my arena, with the rules printed out (so you can zoom in and have a read) for easy access along with a time and health tracks. Any fight lasts a maximum of 10 turns. There are a couple of rules errors such as move 6 still reading ‘Projectile’ rather than special and when both the attacker and defender fail the rules tell you to do nothing, but now you roll for a random event (I’ll print out another updated one when I get a new ink cartridge)

You can see I’ve made little stat cards for each fighter too with the various stat combinations listed so I don’t have to do as much maths. I’ve also made dice with the move results on them so I don’t have to cross reference either:

That’s the basics anyway, so here’s a quick example involving Harry (P9,T4,A4,S7) and Ankh (P5,T5,A7,S7).
Ankh’s axe crackled with arcane energy and he quickly discharged the deadly beam but Harry stood his ground and allowed his axe to take the brunt of the damage. (Ankh Special 6, Harry Block 5)

The arena suddenly filled with the ghosts of the dead. They screamed for vengeance and clawed at the two hapless duellists. Harry was able to overcome them but Ankh’s leg was torn open. (Harry Kick 16 fail, Ankh Grapple 15 fail, Random Event 2
Harry takes the opportunity to surge forwards and boot Ankh in the chest, but Ankh raises his axe handle quickly and stops the blow. (Harry Heavy Kick 10, Ankh Block 11)
With Harry off balance Ankh attempts to land a kick of his own but Harry draws in his spirit energy and forms a force field knocking the Egyptian back. (Ankh Kick 9, Harry Shield 3)
Harry lunges at Ankh trying to tackle him to the ground but Ankh forces him back. (Harry Grapple 9, Ankh Block 6)
Ankh goes for another kick and Harry sidesteps. (Ankh Kick 14 fail, Harry Dodge 7)
Harry swings his axe wide, catches Ankh’s ankle and pulls him over. Harry then grabs his prey by the foot and hurls him backwards. (Harry Grapple 5, Ankh Counter 19 fail)
Harry leaps into the air and surges downward to pummel Ankh, but the Egyptian rolls away. (Harry Grapple 18 fail, Ankh Dodge 12)
Ankh swings his foot out and catches Harry in the ribs. (Ankh Kick 10, Harry Shield 18 fail)
The vengeful spirits return and rip at Harry, but Ankh is pulled kicking and screaming into the abyss below the arena. (Ankh Strike 18 fail, Harry Special 16 fail, Random Event 2 again)