Los Angeles: A House Divided

[Intro] [News Files] [Help Files] [System] [Characters] [Maps] [Links] [Staff]
LA is not a combat MUSH. LA is not a MUD. However, violence is a legitimate and even integral aspect of a vampire theme. See +news theme/violence. Therefore, we have provided combat rules. Every player is entitled to rely upon these combat rules. Though if -all- of the players in a combat agree, feel free to ignore these rules as appropriate in favor of roleplay and compromise.
[ intro | theme | mortal | undead | outside | domains | lores | apps | policies | systems | combat | government | building | FAQ | MUSHing]
[ basics of combat | brawl and melee | disciplines in combat | grapple | health levels | multi-person combat | ranged combat | staking | weapons and armor]


basics of combat (p. 1)
_Combat in General_                                                             
                                                                                
Combat challenges are resolved by contests. (See +help character/contest.) In   
this context, combat is modeled as a series of exchanges, not a blow-by-blow    
battle. Each challenge represents a number of feints, blocks, parries etc -     
lasting perhaps five or ten seconds. Thus if you attack someone, you may find it
is you that ends up getting injured.                                            
                                                                                
Generally, each combat challenge is resolved as two contests - first to         
determine which party, if either, hits the other - then a second to determine   
how much damage results. Each character has a combat stat sheet. (See +help     
character/combat.) It can look something like this for someone with access to   
Wolf Claws:                                                                     
                                                                                
        Attack  CBT       DMT    HIGH        LOW                                
        Brawl   5  6 3        2                                                 
        Claws   5  8 4A       2A                                                
        Grapple 4        5       2      1                                       
        Evade   8                                                               
                                                Soak Total:     7               
                                                Fire/Sun Total: 3               
---------- basics of combat (p. 2) ----------
You don't need to understand how your +combat numbers are generated, merely how 
to use them. For the curious, the details will be listed later.                 
                                                                                
On the left hand side you have your combat totals ("CBT") and damage  
totals ("DMT") for each combat type. Not every combat type has a DMT. 
E.g. Evade, which never deals damage. But every combat type has has a CBT.      
                                                                                
The CBT column is your maximum contest total for that combat type. You don't    
have to use your full total, but holding back in combat could mean getting hurt.
Some Disciplines can affect your CBT. The details are presented in the          
appropriate power cards. (See +help character/power.)                           
                                                                                
The DMT column is your damage total for that attack form. This is used to       
determine whether you do the LOW or HIGH damage rating. Like CBT, certain       
Disciplines can affect your DMT. The HIGH and LOW columns are the number of     
damage levels you do with that attack. If the number is followed with an A, the 
damage is aggravated.                                                           
                                                                                
On the right are listed your soak totals. These are used to resist DMT. The     
'Soak total' is used as your acting value against any attack except fire or     
sunlight. The Fire/Sun total is lower, and is used against fire and sunlight    
damage. If you are immobilized or otherwise cannot avoid the attack, you should 
subtract your Dodge from these totals.                                          
---------- basics of combat (p. 3) ----------
_Resolving Combat_                                                              
                                                                                
a) Resolve a contest of opposing CBT values. You may use any combat type        
available to you that makes sense in the situation. For example, you may use    
Brawl to punch or kick at your opponent, or you may use Evade to attempt to     
avoid combat altogether. You may also use claws or a weapon, if you have either.
The different combat types are treated with more detail in the ranged combat,   
brawl and melee, and grapple +news combat files.                                
                                                                                
b) If the CBT contest results in a tie, the combat is inconclusive. No one takes
damage. If one party successfully used their Evade, that party has managed to   
escape combat and should be allowed to escape. If neither of these events       
occurs, resolve damage as below.                                                
                                                                                
c) Resolve a contest of the winner's DMT against the loser's applicable soak    
total. The loser takes the LOW rating damage if they win or tie or the HIGH     
rating damage if they lose.                                                     
---------- basics of combat (p. 4) ----------
_Additional Combat Guidelines_                                                  
                                                                                
If you want to do something in combat that the +news combat files don't cover,  
reach an agreement between everyone involved that seems fair.                   
                                                                                
Additionally, everyone is strongly encouraged to roleplay combat actions. In    
fact, if you just want to tell each other your appropriate combat totals and    
roleplay the whole thing out without contests, then we would be delighted. But  
certainly roleplay the outcome of every contest. Typically, someone hit in      
combat will want to move away, cry out in pain, shout for help, etc. As a guide,
after each combat action you can have one physical action (staggering backwards,
doubling up in pain, whatever) and one verbal action (gasping for help, shouting
abuse, etc).                                                                    
---------- basics of combat (p. 5) ----------
How some of the numbers are worked out:                                         
                                                                                
CBT:    Dex+<Skill>. <Skill> is Dodge (Evade), Brawl, Melee,        
Firearms or                                                                     
        Athletics (Throwing) as appropriate. Grapple CBT is Str+Brawl+Potence.  
                                                                                
DMT:    Str+<Skill>+Potence+<Modifier>. <Skill> is            
Brawl,Melee,Firearms or                                                         
        Athletics as appropriate. <Modifier> depends upon the attack.     
                                                                                
Soak:   Sta+Fortitude+Dodge. Remember that Dodge must be subtracted if you      
        can't avoid the attack for some reason.                                 
                                                                                
Fire/Sun:Fortitude+Dodge. Remember that Dodge must be subtracted if you can't   
        avoid the attack for some reason.                                       

brawl and melee
Brawl and melee are both integrated in to the +combat system. See +news         
combat/basics of combat. In this context, they are not that complicated.        
                                                                                
Brawl is the talent of fighting without weapons. This includes punching,        
grappling, kicking, blocking, parrying, et cetera.                              
                                                                                
Melee is the skill of fighting with hand-held melee weapons; from knives, to    
clubs, to swords, to lawn chairs, to telephone poles (if you have enough        
potence).                                                                       
                                                                                
In general, a character wielding a melee weapon can claim Advantage in CBT over 
a character attacking with brawl. Similarly, a character wielding a large melee 
weapon can claim Advantage over a character wielding a significantly smaller    
weapon. This situation could reverse itself should the wielder of the shorter   
weapon succeed in their attack, thus getting "inside the guard".      
Always consider the situation.                                                  

disciplines in combat
Using disciplines in combat:                                                    
                                                                                
Use of disciplines in combat is something that usually needs to be determined by
common-sense and negotiation between players. But here are simple rules that    
will resolve most situations. Apart from powers that are always on (e.g.        
Potence, Fortitude), and powers specifically for use in combat (those with the  
Combat power modifier), powers are activated at the _end_ of a combat phase,    
after damage from all attacks has been resolved.                                
                                                                                
In order to activate a power at the end of a phase, you must have taken no      
actions other than Evade. The Evade does not have to have been successful. The  
evade simply is your attempt to avoid damage before you activate your           
discipline.                                                                     
                                                                                
E.g. John Tremere is being attacked by Jane Brujah. John is in serious danger of
getting pounded flat, so he wants to use his Dominate. He announces his         
intention to Dominate and Evades. The combat test is resolved, and John Tremere 
takes 5 levels of Damage. Ow. But he can now resolve his Dominate against Jane  
Brujah (taking into account wound penalties). Another combat phase will occur   
after the Dominate is resolved.                                                 

grapple (p. 1)
Grappling is combat at close quarters where at least one of the combatants has  
actually grabbed hold of the other and is attempting to maintain physical       
control of the fight. While in a grapple, combatants may only use Brawl, fang,  
small Melee (e.g. knife), and claw attacks. Evading is not possible. Once       
combatants have entered a grapple, they make a "grapple" check at the 
beginning of every combat round to determine the state of the grapple, and then 
resolve allowable attacks as normal.                                            
                                                                                
Initiating Grapple::                                                            
        A character wishing to initiate a grapple must declare that they are    
attempting to grapple as their attack. The grappling character attacks using    
their Brawl CBT, but if they are successful, no damage is inflicted but a       
grapple is started and the grappling character is "in control" of the 
grapple. All normal combat rules apply to this contest: the only difference is  
the result if the grappling character wins. If you declare a grapple against    
someone with a sword, and they win this contest, you will still take damage. (If
*both* characters declared grapple, the winner of the contest is "in       
control" although no damage is inflicted.)                                 
        A character initiating a grapple against an opponent with a ranged or   
melee weapon gives away Advantage. This is in addition to the normal            
consequences of brawl attacks versus melee or ranged combatants. (See +news     
combat/brawl and melee. See also combat/ranged combat.)                         
---------- grapple (p. 2) ----------
The Grapple Check:                                                              
        When combatants are in a Grapple, each round begins with a "Grapple
check": the combatants +contest their Grapple CBTs. Each player declares   
whether they are attempting to continue the grapple, or escape it. If both      
characters wish to continue the grapple, then the winner of the Grapple check   
has advantage for that round of combat. If both characters wish to escape the   
grapple, then the grapple is broken and the characters may do nothing else that 
round. If one character wishes to escape the Grapple and the other wishes to    
continue it, the characters make a Grapple check: if the "escaping"   
character wins, the grapple is ended and that round of combat is over. If the   
"continuing" character wins, combat proceeds in a grapple and the     
"continuing" character has advantage. A character may only claim      
advantage for Celerity in a Grapple check if one of the combatants is attempting
to escape.                                                                      
        A character in rage or hunger frenzy may not attempt to break a grapple.
A character in fear frenzy must attempt to break a grapple.                     
---------- grapple (p. 3) ----------
Fighting in Grapple:                                                            
        As mentioned above, while in a grapple, combatants may only use Brawl,  
fang, small Melee (e.g. knife), and Claw attacks. The following rules apply:    
                                                                                
*A character cannot Evade while in grapple.                                     
                                                                                
* Celerity cannot be used to gain Advantage on either CBT or DMT in grapple.    
                                                                                
* Soak totals are reduced by a character's Dodge score, as "rolling"  
with the blow is not an option in a grapple.                                    
                                                                                
Note that to use a fang attack, a vampire must be in a grapple. To make a fang  
attack, a character makes a Brawl attack as normal, but all damage is considered
aggravated.                                                                     

health levels
Health levels                                                                   
                                                                                
You have 7 Health levels marked on your character sheet. Each health level is   
associated with penalty that is applied to all contests, including combat       
contests (but excluding frenzy checks). These health levels and penalties are as
follows:                                                                        
                                                                                
                _Health_        _Penalty_                                       
                Unhurt     0                                                    
                Bruised   0                                                     
                Hurt         -1                                                 
                Injured   -2                                                    
                Wounded   -3                                                    
                Mauled     -4                                                   
                Crippled         -5                                             
                Incapacitated    N/A                                            
                                                                                
Further wounds to vampires after they are incapacitated knock off blood points. 
Further wounds to a human mean the character is dying. Without immediate medical
attention they will die. When a vampire has no blood points and no health levels
left, it falls into Torpor. (See +news systems/torpor.)                         
                                                                                
The +hurt command allows you to keep track of your wounds. (See +help ic/hurt.) 
                                                                                
See also +news systems/damage and healing (as well as) +news sys/frenzy (p3)    

multi-person combat (p. 1)
In general, actions involving multiple parties can be resolved by reducing the  
contest to being between two parties, and giving the stronger side Advantage.   
Multi-person combat is not always so simple though. A number of ways to resolve 
multi-person combat situations are presented here, the simplest first - and we  
prefer simplicity wherever possible.                                            
                                                                                
_Roleplay It!_                                                                  
The alternative of choice is roleplay, of course. Roleplay the combat, making   
each other aware of combat totals where it is important. If necessary, use tests
to resolve individual actions, allowing Advantage where it seems appropriate.   
This method requires cooperative roleplaying, but it is the quickest and best   
for the story whenever possible.                                                
---------- multi-person combat (p. 2) ----------
_Rules_                                                                         
If clear rules are necessary, here you go. Remember to read +news combat/basics 
of combat. Understand that the combat rules refer to engagement with one other  
person. They do not model a blow by blow exchange. In this context, when you are
in combat with more than one person, you have three options:                    
                                                                                
1.You can Evade against everyone who is attacking you. In this case, you give   
away Advantage on all the combat tests, but you can Evade against every         
attacker, no matter how many attack you. However, you may not attack anyone.    
This models diving for cover, turning and running, etc.                         
                                                                                
2. You may attack someone. In this case, that attack is resolved normally. Any  
further attacks by other persons against you are resolved as if you were evading
with CBT 0.                                                                     
                                                                                
3. You attack one person, and Evade against another, giving away Advantage on   
both CBTs. Any further attacks by other persons against you are resolved as if  
you were evading with CBT 0.                                                    
                                                                                
The important thing is that you are dividing your attention as much as your     
actions. No matter how fast you are, dividing your attention between two or more
opponents makes your actions poorer.                                            
---------- multi-person combat (p. 3) ----------
_Examples_                                                                      
Joe Brujah is attacked by Samuel Ventrue and his two ghoul thugs. Joe has a     
Brawl CBT of 5, and an Evade CBT of 4. He can:                                  
                                                                                
a) Evade against all three attackers, giving each of them Advantage. This is the
'duck and run' strategy.                                                        
                                                                                
b) Engage Samuel with Brawl CBT of 5, and Evade the other two with CBT 0. This  
might work, if the ghouls are lousy in combat.                                  
                                                                                
c) Engage Samuel with Brawl, and give him Advantage. Then Joe can Evade giving  
Advantage to one ghoul, and Evade with CBT 0 against the other.                 
                                                                                
d) If Joe has Celerity 2 and none of the others do, he can activate it and      
allocate 1 level to each ghoul, then proceed as b), or as c). Advantage will    
give him some chance of Evading, even with CBT 0. See Celerity card for more    
details if you have the discipline.                                             
                                                                                
See also: +help character/contest                                               

ranged combat (p. 1)
Combat with ranged weapons is slightly different to that with melee weapons and 
brawling. Fights using firearms, bows, and thrown weapons consist of exchanges  
of fire, diving for cover, et cetera.                                           
                                                                                
_Basic Ranged Attack_                                                           
                                                                                
Ranged weapons have two CBT values listed, normal and Aimed CBT. You may use the
Aimed CBT if you spend a full action aiming before firing. While aiming, a      
character's CBT against all attacks is 0.                                       
                                                                                
_Defending Against Ranged Attack_                                               
                                                                                
The best defense against ranged combat is complete cover. Alternatively, Evade  
is used. Evade is considered getting out of the line of fire, generally toward  
some manner of complete cover.                                                  
                                                                                
Taking any action in the face of a ranged attack other than an Evade means your 
character resists the ranged attacker's CBT with a 0. Of course, some say that  
the best defense is a good offense...                                           
---------- ranged combat (p. 2) ----------
_Ranged Attack versus Close Attack_                                             
                                                                                
A ranged combatant may use a ranged weapon until someone has successfully       
engaged them in a Grapple. (See +news combat/grapple.)                          
                                                                                
If someone wants to engage a ranged attacker in Melee or Brawl combat, the      
ranged combatant essentially gets a free shot. The ranged combatant contests    
their CBT versus a CBT of 0 to hit the close combatant. Resolve ranged damage as
appropriate. If the close combatant is still able, the close combatant gets to  
contest their Brawl/Melee CBT against a CBT of 0, taking into account any wound 
penalties just incurred. If the close combatant wins this contest, they have hit
the ranged combatant and have engaged the ranged combatant in close combat.     
Firing from cover might get the ranged attacker Advantage on this second test.  
                                                                                
If a close combatant has to run to reach the ranged combatant to engage in close
combat, the ranged combatant gets Advantage on their ranged attack CBT. If the  
close combatant is too far away to reach the ranged combatant this combat round,
the ranged combatant may get an additional free shot.                           
                                                                                
Once a close combatant has engaged a ranged combatant in close combat, further  
CBT contests are resolved directly between the appropriate Ranged Weapon CBT and
Melee/Brawl CBT. The close combatant, however, has CBT Advantage. Unless there  
is a tie, someone will get struck.                                              
---------- ranged combat (p. 3) ----------
_Ranged Attack versus Ranged Attack_                                            
                                                                                
When two characters just stand and shoot at each other, someone is going to get 
hurt. The person left standing in such encounters is generally the quickest and 
best shot. Therefore, both ranged combatants contest the CBT of their respective
ranged weapons. The loser gets shot and damage is resolved as normal. If there  
is a tie, both combatants missed. The combatant with the best cover may claim   
Advantage.                                                                      
                                                                                
_Advantage and Firearms_                                                        
                                                                                
There is great potential for use of Advantage in ranged combat. Here are some   
examples, but the full range of applications is left for your imagination and   
negotiation.                                                                    
                                                                                
Full automatic weapon - Give away Advantage on CBT, claim Advantage on DMT (fire
it like a hose).                                                                
Full automatic weapon - Claim Advantage on CBT, give away Advantage on DMT      
(spray an area)                                                                 
Gunfight situation - Claim Advantage for having better cover than your          
opponent.                                                                       
Drive-by shooting - Lose Advantage on both CBT and DMT.                         
Vampire Perk - All vampires get DMT Advantage when attempting to soak gunfire.  
                                                                                
Note, more than one set of modifiers can apply in a given situation. For        
example, the drive-by shooting and full automatic (spray) weapon modifiers can  
cancel each other out with with regard to CBT.                                  
---------- ranged combat (p. 4) ----------
_Some notes on Firearms_                                                        
                                                                                
The combat stats for firearms are a little more complex than those for other    
weapons, but these are hidden within the +combat code. The end result is two CBT
totals: one for unaimed shots, and one for aimed shots.                         
                                                                                
The base CBT is Dex+Firearms. This is modified as follows:                      
Each gun has a Snapshot number. If your skill is below the Snapshot number, you 
get -3 on your unaimed CBT.                                                     
Each gun has an Accuracy number. Aimed shots add this accuracy to the CBT, up to
a maximum addition of your Firearms skill.                                      
                                                                                
You cannot find out what the Snapshot and Accuracy of a gun are. All you see is 
the effects on your CBT values.                                                 

staking
                                                                                
Staking is the process of spearing a vampire through the heart with a wooden    
stake, or some similar wooden pointy object. Staking another character through  
the heart in combat is not really possible. You need to incapacitate or restrain
a character first. And it is an immutable fact that a vampire that is staked    
through the heart with a wood object cannot take any actions other than talk    
quietly until someone else removes the stake. This inability to take actions    
includes any use of vampire powers such as disciplines. Furthermore, all rituals
maintained by the concentration of the staked vampire are broken.               
                                                                                
Any roughly sharpened wood object through the heart will work. No coded Weapon  
is necessary. A broken leg of a wooden chair, et cetera, in the description of a
room will do.                                                                   

weapons and armor (p. 1)
Weapons on LA are coded. All real weapons on the MUSH will come from the combat 
Architect object, Weapon. They will be owned by Weapon. If your character wants 
a weapon, +feedback/request and ask for one. (See +help ooc/feedback.) If you do
not have an approved weapon object, you do not have the weapon. This applies for
statted retainers, as well (though unstatted retainers might have generic       
'weapons'... see +news systems/retainers).                                      
                                                                                
Approved weapons can be wielded, which makes them show on your +combat sheet -  
which you can then show to another player to prove its totals.                  
                                                                                
When +feedback/request'ing,                                                     
        1. Describe precisely HOW you are obtaining this weapon                 
        (list influences, player contacts, etc.)                                
        2. Indicate the type of weapon (short sword, pistol, crossbow, etc.)    
        3. Provide model of firearm or a full @desc of melee/etc. weapons       
                                                                                
Weapons will not be granted as mere props, and with few exceptions each player  
will only be granted (at most) a single weapon (for database purposes), so think
carefully.                                                                      
---------- weapons and armor (p. 2) ----------
Los Angeles MUSH has no special rules for armor. It can be worn, it can be      
posed, and in some cases is a handy item for helping preserve the Masquerade    
(people can wonder when you get shot six times and get back up), but it has no  
effect on combat. Our soak totals figure in the dodge ability, and any such     
protections will result in a subsequent decrease in maneuverability that will   
cancel out. If you are in such a situation that you cannot dodge, it is presumed
your opponent can quite easily use that factor to injure you in a place your    
armor does not cover, or in a way the armor cannot prevent.                     
                                                                                
As an addendum, your character not having a dodge skill, or you sending us a    
website showing the newfangled head-to-toe Uberarmor(TM) which is completely    
impervious and restricts motion not one whit, is not a factor here. This is a   
thematic decision for game balance purposes, and the above explanation is just  
something provided for characters to be able to equate it to                    
"realistic" terms. If you want a better soak total, buy more dodge    
skill, use +blood code to pump your Stamina, etc.                               

This information subject to change, please visit us online at lamush.net 9021 for most recent information