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 for it 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 must be made from it instead
of 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 in conflict. Long
range marks characters or targets that can be
identified, but are not in conflict. 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 returns to
defensive posture treatment 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. Disabled characters cannot remove
damage. 105, 106, 107, 309, 310, 311, 314

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 further 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