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House
Combat
Combat – House Rules
Martial Arts, Brawl, Melee – each has a corresponding
base of culture and entitlement. Each has its own
prerequisites, advantages and restrictions. As part of
the chat these rules have been adjusted for ease of game
play and leveling the already complicated setting that
is WoD.
The following house rules are instituted as part of Port
Lussuria in a measure to make an enjoyable game setting,
ease of player to player interactions, ease of ST
moderations as well as one of the most important issues;
halt and negate any misconceptions and/or abuse of the
combat system. As an added note, characters will only be
allowed Brawl or Martial Arts as a permanent
talent/skill; NOT both. If a character wishes to learn
Martial Arts the following criteria must be met:
A) Once Martial Arts is learned, Brawl can no longer be
raised further.
B) Brawl may be used until such a time that Martial Arts
reaches the same level of proficiency. When reached, all
Brawl points are lost and the character reverts to the
use of MA completely.
C) Brawl MAY NOT be used in conjunction with MA
maneuvers; although, MA may be used in conjunction with
Brawl Maneuvers.
We all have had in one time or another, seen the
tell-tale signs of an oncoming ‘Roll your eyes’ moment;
wanna-be ‘thug gangster’ white trash Toreador with MA 5
and mystical Kung Fu action grip… or worse. At Port
Lussuria, we are pushing for a sensible and somewhat
realistic conception of a character’s social and
physical interactions, not the old ‘Combat Monkey’
syndrome that have affected many other chats in the past
and currently. Head Storytellers have the right to
refuse Martial Arts to any character concept that they
feel does not properly represent a style, background
history, etc.
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Definitions – Brawl, Dodge, Do, Melee, Martial Arts
Brawl:
Commonly referred to as ‘layman’s defense’, is mainly
considered an unstructured but stable form of fighting
offensively and defensively. The many distinct aspects
of Brawl can be incorporated simply by some measure of
inherent, instructed or self taught methods. The average
person on the street, a security officer, biker, thug,
are all examples of individuals with minimal to
intermediate knowledge of fighting.
Brawl is a default skill for fighting/defense for any
character in the various venues; from Vampire to
Werewolf to Mage and so on. Brawl is also considered the
default skill used when any shifting breeds and/or
animals use ‘Claw and Tooth’ attacks. Brawl cannot
be used together with Martial Arts or Melee. Claw and
Tooth maneuvers count towards the maximum maneuvers a
character is allowed.
Upon gaining Brawl level 2, a character is allowed to
choose one free maneuver from the Brawl Maneuvers
categories of Punches, Kicks, Grabs and Throws. Upon
gaining level 3, a player is allowed to choose two free
maneuvers from the Brawl categories. Upon reaching level
5, a player may choose to spend Experience Points to
purchase an additional two Brawl Maneuvers. Experience
Cost in this instance is ‘Current Level x 3’ as are all
skills. Thus to buy two maneuvers after having Brawl 5
for a few months, the cost would be 15 Experience Points
for the two maneuvers.
Base difficulty for Brawl Maneuvers as per WoD game
mechanics is 6.
Dodge:
As the name implies, Dodge is a skill that allows one to
move in such a way as to keep themselves from being hit
or to lessen a critical attack to something along the
lines of minimal to intermediate. Dodge is ran similarly
to Brawl, with players receiving one free maneuver upon
reaching Dodge 2; and then allowed to choose two
maneuvers from the Dodge categories for each level up to
level 5. Afterwards, any maneuvers may be purchased by
Experience Points in the same fashion and degree as
Brawl Maneuvers.
Base difficulty for Dodge Maneuvers as per WoD game
mechanics is 6.
Do:
The unique art of the Akashic Brotherhood, Wu Long and
Go Kamisori Gama, that encompasses all forms of martial
thought into the methodology. A focus of the mind, body
and spirit to such a razor fine edge that it borders on
full magick on its own. Players with Martial Arts may
take two maneuvers from any category per point of Do
their character has, up to a maximum of 10 maneuvers.
After reaching level 5, a Do practioner may purchase
further maneuvers at a cost of 10 Experience Points per
2 maneuvers.
Any Do practioner may use any of the Basic Maneuvers
ONLY; at difficulty 5. The Do Practioner may also
attempt to use any Martial Arts Maneuver at diff 8;
whether they have been taught the actual maneuver or
not, after making a successful Do Knowledge roll of Do +
INT at difficulty 8.
As well, a Do Practioner must roll DEX + Do and not DEX
+ MA when attempting to access any special benefits of
Do during combat.
Do Maneuvers used by a Do Practioner are given a
modified difficulty rating of -1.
Melee:
As the name implies here, Melee covers any activities
either offensive or defensive by a character using a
weapon. Weapons differ from legitimate items such as
knives, axes, swords, etc; to makeshift items such as
pipes, tree branches, table legs and so on.
Players earn a free Weapon Maneuver of their choice upon
reaching Melee level 2 and gain one additional maneuver
for each level gained in Melee up to level 5.
Afterwards, a player may purchase a single maneuver for
8 Experience Points.
Base difficulty for Melee Maneuvers as per WoD game
mechanics is 6.
Martial Arts:
Probably the most contested and abused combat skill
within the WoD game setting. Martial Arts as a skill are
not something to be taken lightly. Those with this skill
have trained for years to varying degrees of mastery.
For this reason, not every Tom, Dick, Jane or Lisa will
have Martial Arts and it is not something that can or
will be learned just because someone thinks it is cool.
A Martial Artist is someone who has dedicated a part of
their life to the machinations of physical and mental
development under the strict and arduous regimen. A
coherent and very structured philosophy is entwined with
the nurturing aspects of both medicinal and martial art
learning. For these reasons, Martial Arts are handled
quite differently and will be followed to the letter
under these house rules.
A player may choose three maneuvers for each point of
Martial Arts their character has to a maximum of 15
maneuvers. Upon attaining level 5 in Martial Arts, a
player may purchase further maneuvers at the cost of 15
Experience Points for three maneuvers.
Shifter characters will be allowed use of Kalindo ONLY
as a Martial Art while in Crinos, if and only if their
breed has access to an instructor or master to teach
them. This means there will not be ‘Ninja Red Talon
popping out of dirt’ nor anything akin to ‘Super
Mazinger Kung Fu Garou’ be allowed. Don’t ask, don’t
even attempt to ask. The answer is an unadulterated and
irrevocable NO.
Mo Chi Kung maneuvers are STRICTLY inherent to Shih, and
only they are allowed these venue specific maneuvers. A
Shih character may have one Mo Chi Kung maneuver per
level of Martial Arts. This is in addition to the normal
maneuvers gained from MA. The reason behind this is for
the extremely hard and formidable training Shih are put
through. Further purchases of Mo Chi Kung maneuvers
follow the exact guidelines covering MA maneuvers.
Base difficulty for Martial Arts maneuvers as per WoD
game mechanics is 6, unless stated otherwise.
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Specialties
Specialties are addendums given to characters for
physical, social or mental conditioning to aid in the
completion of a task or desire. A player may re-roll a
‘10’ during activities under specialties that apply or
may request a -1 difficulty modifier when making a roll.
A player MAY NOT choose both advantages. Modifiers that
lower a difficulty roll may not go below 4. Fact for
this, there is always a margin of error for anything in
character and difficulty 4 is the minimum any roll is
allowed to be lowered to; period.
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Martial Arts Mastery
This particular topic will most likely turn off the
potential ‘Combat Monkeys’ and ‘Uber-Twinked PC Killas’.
GOOD!
As stated in a previous area, Martial Arts is a deeply
structured philosophy and manner of living one chooses
to undertaken when learning. For this dedication to the
art of choice and a desire for enlightenment an Artist
gains certain advantages while also maintaining
restrictions set forth by their art.
The following advantages are gained by Martial Artists:
A)
+1
modifier towards Initiative rolls.
B)
-1
difficulty modifier towards Basic Maneuvers only.
The following restrictions are applied to Martial
Artists:
A)
The
martial artist must take a requisite Knowledge based
skill related specifically to their Martial Art
Technique.
B)
The
martial artist must take a requisite Knowledge based
skill related specifically to their Martial Art
Theology/Methodology.
C)
The
martial artist must decide on specific art. This choice
will also decide whether the artist is studied in Soft
or Hard MA techniques.
For those wishing to seek far greater skill in
character, players may opt to pursue Martial Art
Mastery. This decision is not one to be taken lightly
nor is it an easy task. It is a very detailed, slow,
time consuming task but with advantages that weigh
equally with the restrictions.
The following advantages are gained by Mastering
specific Martial Arts:
A)
+2
modifier towards Initiative rolls.
B)
+2
modifier towards Damage rolls on all Martial Arts
Maneuvers.
C)
2
automatic successes on all Martial Arts Maneuvers.
D)
-2
difficulty modifier on MA Techniques; -1 difficulty
modifier on MA Weapon Techniques depending on Form
Focus.
E)
Creation
of two signature moves specific to character only.
The following restrictions are applied to Martial Art
Mastery:
A)
The
martial artist cannot be a Do Practioner, since the Do
Practioner already has a means through magick to lower
difficulty. Also, Do cannot be truly mastered.
B)
The
martial artist must choose a specific Form Focus; i.e.
Open Hand, Single Hand Weapon, Two-Handed Weapon, Dual
Weapon.
C)
The
martial artist must be trained in 3 Martial Art Form
Techniques.
D)
The
prerequisite Skills, Talents, Knowledges and Maneuvers
must meet required standard. List in full as follows:
3 Martial Art Form Techniques
30 points in bonus Maneuvers
Athletics 3
Declared Form Focus
Dodge 4
Empathy 3
History 3 - Martial Art Specific
Instruction 4
Knowledge 5 - Martial Art Specific
Leadership 3
Linguistics 2
Martial Arts 5
Medicine 3
Melee 4
Occult 3
Philosophy 4 - Martial Art Specific
E)
Approval
of Year of the Lotus [YotL] ST. The YotL Head ST has the
sole responsibility for Martial Arts on Port Lussuria
and has final say on approval of MA for characters.
Total cost for Martial Arts Mastery is 226 Experience
Points in addition to regular active role playing.
Mastery will not be awarded just because you farmed
Experience Points. Remember as per Port Lussuria House
Rules, Experience Farming will get your character
desanctioned.
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Martial Art Form Techniques and Form Focus
Form Techniques; also known as Patterns, Hyung, Kata,
etc, are combinations of offensive and defensive
maneuvers set to a specific rhythm or path. These
practice loops are used to sharpen an artist’s
continuity, strength, shape and manner while performing
the martial art. A character using MA or Do may choose a
single Form Technique when their Martial Art is chosen.
Additional Form Techniques may be learned in character
at the expense of 12 Experience Points per each Form
Technique.
Form Focus is decided upon when a Martial Artist reaches
a specific moment in training, for game purposes when
the character attains MA level 3. Under Form Focus a
player decides which area of specialization within a
Martial Art technique they wish their character to
master. The following Foci are:
A)
Open
Handed [Weaponless]
B)
Single
Handed Weapon
C)
Two
Handed Weapon
D)
Dual
Weapon
This decision is another not to be taken lightly for it
is only chosen once and cannot be undone when final.
Cascading Water Technique
Associations: Kung Fu, Tai Chi Ch'uan
Requirements: Martial Arts, Meditation 3
Description: This technique gains a fluid-like momentum
that allows an artist to overcome the defenses of their
opponent as it is used.
Bonuses: Per round, player chooses either +1 to Attack
Roll or +1 to Initiative; Maximum number of rounds equal
to artist's Dexterity Rating.
Cost: 1 Willpower Point
Celestial Dragon Technique
Associations: Kung Fu
Requirements: Martial Arts, Meditation
Description: A formidable, burgeoning technique that
gains speed and power as it continues.
Bonuses: Per round, player chooses either +1 Damage or
+1 Initiative up to a total number of rounds equal to
the artist's Stamina Rating.
Cost: 1 Willpower Point
Drunken Master Technique
Associations: Kung Fu
Requirements: Martial Arts, Athletics 3 and Subterfuge
Description: An extremely evasive form technique
designed so that the artist 'appears' to be inebriated
and difficulty to counter.
Bonuses: +2 difficulty to hit artist, +1 to Attack
Cost: 1 Willpower Point
Flowing Crane Technique
Associations: Kung Fu, Karate
Requirements: Martial Arts, Dodge
Description: Highest defensive measures of all form
techniques.
Bonuses: +2 to all Blocks, -1 damage to Strikes, +1
Initiative.
Lightning Strike Technique
Associations: Wing Chun, Tae Kwon Do, Kalindo, Kempo
Requirements: Martial Arts, Dodge 3
Description: An actively direct technique designed to
intercept an opponent and counter immediately.
Predominantly relies on speed.
Bonuses: +3 to Initiative, -1 to Attack
New Moon Technique
Associations: Kalindo Specific
Requirements: Martial Arts, Kalindo 3, Subterfuge
Description: Practioners of Kalindo roll, DEX +
Subterfuge at difficulty 8. This ability; as all
techniques, will remain in effect until the scene ends,
the player declares the end of technique use or change
of technique. Allowance of usage is one roll per
singular target that actively engages the Kalindo
practioner. It may be countered by an opposing roll of
WITS + Martial Arts Knowledge at a difficulty rating of
8.
Bonuses: Each success removes one level of difficulty
from attack roll up to the base minimum allowed by House
Rules.
Persistent Flower Technique
Associations: Kung Fu
Requirements: Martial Arts, Dodge, Subterfuge
Description: An extensive avoidance technique designed
to disguise incoming attacks.
Bonuses: +2 to Attacks, -2 to Initiative, +1 to Defense.
Roaring Tiger Technique
Associations: Kung Fu, Shotokahn, Tang Soo Do
Requirements: Martial Arts, Athletics
Description: Overtly powerful and aggressive strikes and
counters.
Bonuses: +2 to Damage, +1 to Soak, -1 Initiative
Shaolin 5 Animal Technique
Associations: Kung Fu
Requirements: Martial Arts, Athletics 2
Description: Based upon a composition of five styles;
Tiger, Crane, Dragon, Panther and Snake. Masters of
Shaolin created this technique over a millennia ago in
an attempt to incorporate the best of the many styles of
Kung Fu that had born from ashes and wisdom throughout
China. It is not possible to utilize one form for all
occasions; this conclusion is what drove the Shaolin
Masters to create the technique. A strong and powerful
man perhaps needed grace and agility. A weak one relying
on evasion needed strategy and power. The master mulled
and investigated over many years to produce what has
become a foundation of Shaolin Kung Fu.
Bonuses: Artist may roll Manipulation + Martial Arts
against an opponent's Wits + Martial Arts with a
difficulty modifier of 7. For every two successes the
artist receives, the opponent must add +1 to Attack
Difficulty.
Striking Snake Technique
Associations: Kung Fu, Penjak Silat, Hwarang Do
Requirements: Martial Arts, Athletics 3, and Empathy
Description: The martial artist hyper-focuses during
attacks seeking out precise, pinpoint strikes to the
opponent.
Bonuses: +1 to Attack, +1 Initiative.
Thundering Wind Technique
Associations: Kung Fu, Fencing, Penjak Silat, Karate
Requirements: Martial Arts, Melee 3
This techniques uses a swimming motion of circular
maneuvers to attack and counter either open hand or with
a weapon.
Bonuses: +2 to Parry, +2 Counterattack, -1 Initiative
Uplifting Ground Technique
Associations: Greco-Roman Wrestling, Capoeria, Penjak
Silat, Jujitsu
Requirements: Martial Arts, Athletics 3
Description: This technique is used to gain an upper
hand while grappling an opponent; at the expense of
one's own defense. When performed, the attacker may only
rush their opponent.
Bonuses: +2 to Attack, -2 to Dodge, +1 to Initiative.
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Aggravated Damage Chart
Creature Type: Kindred/ Kuei-Jin
Cause: Sunlight, Fire, Magic, Claws/Teeth
Healed: 1/day of rest + 5 Blood/Chi Points
Notes: Soak allowed with appropriate Disciplines
Creature Type: Shifter Breeds *
Cause: Silver/Gold, Fire, Radiation, Biochemical, Magic,
Claws/Teeth
Healed: 1 day/rest
Notes: Soak allowed with exceptions to Silver/Gold
Creature Type: Changelings
Cause: Wrought Iron, Poison, Fire, Magic, Claws/Teeth
Healed: 1day rest in freehold per level of AGG Damage,
Magic or 3 days normal rest per level of AGG Damage.
Notes: Soak not allowed without certain Effects
Creature Type: Mages, Shih, Mortals
Cause: Fire, Poison, Magic, Paradox
Healed: Vulgar Life magic or Qiao of Feng, Advanced
Medical Attention
Notes: Soak not allowed without certain Effects, Armor,
Magic, Qiao, Numina
Creature Type: Hsien
Cause: Jade, Fire, Magic, Claws/Teeth
Healed: 4 Yugen (in Wani), 2 if in Dragon Nest
Notes: Soak not allowed without certain I Chih
Creature Type: Wraiths
Cause: True Jade/Stygian Steel, Barrow-Flame, Magic,
Claws/Teeth
Healed: 8 hours of Slumber or Meditation + 3 Pathos/day
Notes: Soak not allowed |