Port Lussuria

  House Combat

 We have tweaked the WW combat system into a more favorable and fair system for the online setting.

 Please review the combat rules we have in place and make yourself familiar with the system. Please direct additional questions or concerns to scotsman_atr @hotmail.com .

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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

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