Combat Module

Rules Catalog
Rule #

Free Movement
Simple footwork or other easy maneuvering is assumed in combat and is a non-action.
R203, R207

Sword Swing
An action in combat generally takes either the time or effort required to make a solid, effective sword swing – just a few seconds.

Characters may escape combat by fleeing. Fleeing requires one favorable movement contest from defensive posture, or two favorable movement contests from offensive posture.

Flanking Posture
A character in flanking posture treats offensive opponents as defensive, and defensive opponents as offensive. Taking flanking posture requires two movement contests.
R003, R208, R214, R215

Mounted Posture
A character in mounted posture is assumed to be utilizing
his mount defensively. Taking and maintaining mounted
posture requires one action per round at the start of a
character’s turn, but grants a character defensive posture
treatment. The mounted character may attack as normal,
but may choose for each attack whether he would like to
remain defensive or be treated as offensive, relative only to
the target of his attack and during that action only.
R003, R208, R214, R215

Flying Posture
A character in flying posture is effectively out of combat until he takes an action affecting the battleground or a combatant. When he does so, he chooses whether he will use offensive or defensive posture, and is treated as being in that posture only during that action.
R003, R208, R214, R215

Physical Damage/Protection
Physical progress in combat is called physical damage, and physical regress is called physical protection.
R105, R208, R211

Mental Damage/Protection
Mental progress in combat is called mental damage, and
mental regress is called mental protection. In general, a
source of mental damage uses a damage die two types lower
than its physical counterpart.
R105, R208, R211

Metaphysical Damage/Protection
Metaphysical progress in combat is called metaphysical
damage, and metaphysical regress is called metaphysical
protection. This damage and protection is generally limited
to small amounts from metaphysical sources.
R105, R208, R211

Damage Pool
Damage taken in combat accumulates in a damage pool
that corresponds to the damage type. Each character has a
damage pool for each of his attributes.

Maximum Damage
Each damage pool can hold an amount of damage equal to
that pool’s attribute score, called maxiumum (or max)
damage. Damage in excess of this amount is not stored, but
results in a character becoming Disabled.
R105, R310

Mostly Dead
A physically Disabled character is Mostly Dead. Mostly
Dead characters have no physical power and cannot take
physical actions.
R105, R203, R310, R311

A mentally Disabled character is Unconscious.
Unconscious characters have no mental power, and cannot
take mental actions.
R105, R203, R310, R311

A metaphysically disabled character is Catatonic. Catatonic
characters have no metaphysical power and cannot take
metaphysical actions.
R105, R203, R310, R311

Natural Healing
Physical and mental damage heal naturally at a rate of one point per day, and metaphysical damage heals at a rate of one point per hour.

Armor is the primary source of physical protection in combat. As armor gets heavier, it reduces a character’s physical attribute score while he is wearing the armor. This causes a corresponding reduction of max physical damage and physical bonus, called the Physical Penalty.
R105, R208, R211, R307

Shields provide bonuses to physical defense contests, and do not penalize the physical attribute score unless severely bulky.
R006, R008

A weapon is anything that deals physical damage. Weapons have size categories that increase as the weapons are heavier. Each weapon also has a range that identifies the maximum distance at which a weapon can deal damage.
R003, R105, R208, R211, R307

Weaponless Damage
All characters, even unarmed, can deal d4 damage.

Melee Weapon
A melee weapon is a weapon designed to be held while being used to cause damage.

Missile Weapon
A missile weapon is a weapon that deals damage by being or
firing a projectile. Some missile weapons require reload
actions between attacks.

Reloading Table
Reloading requires the following number of actions for these types of missile weapons: sling – non-action, throwing/bow – 1 action, crossbow – 2 actions.

Double Weapons
Some weapons can be used as two weapons instead of one. These weapons generally use a higher type of damage die when used as one weapon.

Natural Armor
Characters with natural armor suffer a Physical penalty like
those wearing normal armor. The penalty is +0 for d4
protection, +1 per die type.

Combat Module

Modos RPG Mich43L