Combat Module

Rules Catalog

300 Positioning Character
positioning does not require an action unless it would
result in a change of posture.
301 Offensive Posture The default
position in conflict is called offensive posture, which is
where the majority of a battle takes place.
302 Defensive Posture If a
conflict presents a position that would protect a
character from attacks, the GM may allow a second posture
called defensive posture.
303 Changing Posture Changing
posture requires a physical action. 300
304 Flee Action A character
may leave (flee) combat with a physical contest Pro. If
there is a defensive posture, flee actions cannot be made
from offensive posture. 002, 003, 105, 301
305 Flanking Posture Flanking
posture allows a character to treat offensive opponents as
though they’re in defensive posture, and to treat
defensive opponents as though they’re in offensive
posture. Two physical contests, which can be opposed by
offensive opponents, are required to enter flanking
posture. 002, 301, 302
306 Range Range
categories mark differences in posture for weapons and
powers. Each of the following postures marks one
sequential step: flanking (opponent), defensive,
offensive, offensive (opponent), defensive (opponent),
flanking. Close range measures a difference of one or no
steps. Short range measures a difference of two steps.
Medium range includes all steps. Long range marks
characters or targets that can be identified, but are
beyond interaction. 301, 302, 305
307 Mounted Posture Mounted
posture is for characters riding animals or driving small
vehicles when most combatants are not mounted. A character
in this posture is treated as being in defensive posture.
The character may choose, during his turn, to be treated
as though he is in offensive or flanking posture for any
of his actions, and resumes mounted posture when that
action ends. One physical action is required to enter
mounted posture, and mounted posture ends if the mounted
character does not use the first action of his turn to
maintain it. 200, 202, 203, 301, 302
308 Flying Posture Flying
posture is for characters who are flying above a battle,
while most of the combatants are on the ground. A
character in this posture is treated as though he is at
medium range from all other characters in combat. The
character may choose, during his turn, to be treated as
though he is in offensive, defensive, or flanking posture
for any of his actions, and resumes flying posture when
that action ends. One physical action is required to enter
flying posture, and flying posture ends if the flying
character does not use the first action of his turn to
maintain it. Flying characters treat each other as though
they are in offensive posture. 200, 202, 203, 301, 302,
305, 306
309 Physical Damage When a
character makes progress toward physically defeating a foe
in combat, it is called physical damage. It can be
expressed as wounds, exhaustion, damage to armor, bad
luck, or anything affecting the character physically.
Physical regress is called physical protection. 103, 105,
206, 210
310 Mental Damage When a
character makes progress toward mentally defeating a foe
in combat, it is called mental damage. It can be expressed
as confusion, brain fog, blacking out, bad luck, or
anything affecting the character mentally. Mental regress
is called mental protection. 103, 106, 206, 210
311 Metaphysical Damage When a
character makes progress toward metaphysically defeating a
foe in combat, it is called metaphysical damage. It can be
expressed as insanity, zoning out, possession, bad luck,
or anything affecting the character metaphysically.
Metaphysical regress is called metaphysical protection.
103, 107, 206, 210
312 Damage Pool Characters
track the damage that their opponents cause to them in
damage pools that correspond to each attribute. 103, 206,
207
313 Maximum Damage An
attribute’s damage pool can hold an amount of damage equal
to the attribute score. Damage in excess of this amount is
not stored, but results in a character becoming disabled.
103, 206, 207, 312
314 Disabled When a
character takes more damage than a damage pool can store,
he becomes Disabled. The disabled character is severely
limited in his activities, and generally cannot take
actions corresponding to the type of damage that exceeded
max damage. The disabled condition has a different name
for each attribute: Physical – Mostly Dead, Mental -
Unconscious, Metaphysical – Catatonic. 103, 105, 106, 107,
206, 207, 312, 313
315 Natural Healing The default
rate of damage removal is 1 point per day for physical and
mental damage, and 1 point per hour for metaphysical
damage. 105, 106, 107, 309, 310, 311
316 Armor Armor is the
primary source of physical protection in combat. In
general, as armor offers more protection, it reduces a
character’s physical attribute score. This reduction is
called the Physical Penalty. 103, 105, 206, 210
317 Shield A shield
adds a bonus to a character’s physical defense skill,
while occupying a hand. Heavy shields reduce a character’s
physical attribute score. 103, 105, 108
318 Weapon Weapons are
used to deal physical damage in combat. Larger weapons
generally use a higher damage die type, require two hands
to use, and require an action to ready. All characters can
cause d4 physical damage even when unarmed. 103, 105, 206,
309
319 Weapon Range Each weapon
has a Range attribute that dictates in which posture it
does its normal damage. At the next range increment it
does one point of damage, and no damage at further ranges.
105, 206, 309, 318
320 Natural Armor By default,
there is no protection die for any attribute. Perks can
improve natural armor, with d4 being the first level of
protection. 309, 310, 311

Combat Module

Modos RPG Mich43L