Combat 2nd edition
Combinations
Combinations are groups of successive combat Maneuvers. They are practiced and honed by a character until they are shot off swiftly, almost instinctively. Linked together, the character gains a potent method of attack. A Combination may include two or three Maneuvers and no more (for game balance). Combinations may be made with weaponless Maneuvers or weapon Maneuvers , but Weapon Maneuvers cannot be in the same Combination with a weaponless technique (again, for game balance). Basic Maneuvers may be combined with Special Maneuvers , or a Combination may be all Basic or Special.
Combinations do not occur in the same turn (without Celerity or the like), but in successive turns. They are dependent on this succession. If the character's follow-up is interrupted or the player chooses to do something else, the benefits of the Combination are forfeit. The Maneuvers must also be played in the same predetermined (and well practiced) order each time to gain these benefits. All Combinations gain the following two system benefits: all damage scored by the Maneuvers in a Combination are cumulative insofar as determining whether or not the opponent is Dazed; each follow-up technique after the first gains a +2 bonus to Initiative (cumulative to any modifiers the Maneuver may already have, but not cumulative over the succession of each Combined Maneuver).
Combinations are gained by the character automatically. For each level in Brawl, Martial Arts, or Do, the character may create one distinct Combination. For each level in Melee, the character may also form one distinct Weapons Combination. Characters cannot learn or acquire more Combinations than what his Ability score permits; even the greatest masters only have a few combinations so well-honed that they are confident they will work most, if not all, the time. Creating Combinations at character creation or immediately after raising the Ability via experience are not mandatory, but give no extra freebies if the player chooses not to make them.
Styles
The original World of Darkness: Combat edition does an adequate job of reviewing major combat styles. However, the link below provides a list of many styles throughout the world, as well as a brief description of them. Players can use this list as a jump-off point to research more information about the desired style.
Unlike what World of Darkness: Combat suggests, the Maneuvers listed under each style in that book are not requirements, only recommendations. However, something must be addressed regarding the martial arts styles employed and invented by supernaturals in the World of Darkness. Styles such as Do, Kailindo, Mo Chi Kung Fu, Kuei Lung Kung Fu, Kibatsumejutsu, and Gae Bolga have a sort of semi-mystical appearance to them. Certain realities should also be noted for both the players' and Storytellers' sake.
Firstly, these styles are not necessarily superior to styles practiced by humanity (and those supernaturals who cannot learn the styles mentioned above). While an argument can be made that karate, for example, is superior in technique to standard Western boxing, the same argument raises many more questions when comparing karate to kung fu or boxing to wrestling. Of course, the level of the practitioner defines superiority in the end.
However, the danger is that it is easy to assume a Shih can wipe the floor with a "normal" martial artist, even if they've been practicing their style for the same number of years. This is fallacy and must be corrected in the eyes of those who buy into "supernatural superiority". There is no logical basis even when considering the fantastical proportions of the roleplaying game. Kailindo is not superior to karate. Though a werewolf has a distinct advantage over a human, the style itself is not superior no matter if the Wind Incarnae themselves taught it to Kai Lin, and an overconfident werewolf can find himself tossed around as easily as anyone else should he rush forward into a brawl with an aikido master.
Although, Kailindo is one style that is given a bit of extra "umph". Certain Special Maneuvers are available to kailindorini, as detailed below. But, other than those "bonus Maneuvers", the systems do not change. Remember that Kailindo is considered a martial art, and thus purchasing the Ability costs the same as Martial Arts -- for all intents and purposes, Kailindo is a "Secondary Ability" for Martial Arts, but only because it has so many unique traits based on shapeshifting.
Do
Finally, Do, the self-proclaimed "master style", is an illusion the Akashic Brotherhood propagates among themselves. Even the Akashics have their hubris, after all. Unfortunately, the original books on Do pump up this facade. There is no logical basis whatsoever to have Do be a "super-style". All the reasons Do was given extra advantages are foundational concepts in ALL proper martial arts.
Thusly, Do is not superior to Martial Arts, as systematic Abilities go. The rules for Do are either made universal for Martial Arts, as well, or changed so they aren't so...unrealistic, illogical, and just plain overpowered. The rules below are proposed changes to the various rules for Do listed throughout the 2nd edition Mage material. If there is no change noted about a certain rule in the book, that rule does not change (note that Revised Do rules are not approached here, as this webbook is largely intended for 2nd edition roleplaying). These rules are meant to bring Do down to a fair level, while keeping the pride of Akashic players as intact as possible. Storytellers may feel free to restrict even further, if they can be sure their players won't whine about it and disrupt the game if they feel "their characters are being cheated".
Attacks with Do follow the same rules as Brawl and Martial Arts. The practitioner rolls Dexterity+Do, difficulty 6. Depending on the Basic or Special Maneuver chosen, Accuracy bonuses or penalties may apply.
Damage inflicted with Do is where things must really change. Like 2nd edition, Do attacks inflict bashing damage (not lethal). However, damage rolls are made based on the Strength Attribute, not Dexterity. Strength as an Attribute is often wrongfully defined as "brute force" that can only be acquired by natural physique or a lot of bench-pressing, yet the possible specialties a character can take (such as "broad shoulders", "strong grip", "puissant", and "focused") demonstrate a wide variety of types of Strength. An old Chinese kung fu master can kick a foe through the wall without ever having lifted a single weight in his or her life. Agility and balance have little to do with the pounds of pressure being applied to that kick…and the master's unfortunate target. So damage inflicted by Doists uses the same rules as damage inflicted by Brawlers or Martial Artists (Strength+whatever modifiers apply).
Since too much "tweaking" will no doubt alienate some Akashic Brotherhood-players, the bonuses below should ingratiate them back into the unity of the troupe:
All punches receive a +2 damage dice bonus.
All throws receive a +2 damage dice bonus.
All kicks receive a +3 damage dice bonus.
Don't forget that in addition to straight-up damage bonuses, Doists have a host of minor abilities that no others can access (see the Book of Shadows for specifics, such as eating broken glass without injury or "feigning death"). Doists may also specialize at the third rank with internal or external Do, thereby gaining another advantage.
Do, as it is essentially Martial Arts (if "superior" -- only slightly by these rules instead of inanely so), also requires an adjustment in learning. Like Martial Arts, Do costs 2 points at initial character creation, and 3 freebies per additional dot (however, starting level characters may begin with Do up to 3 instead of 2). It also costs in experience points the current rating x3 instead of x2, like Martial Arts. However, because it is so "superior", and tied to the Awakened, each level of Do not only requires experience point-expenditure, but a dramatic and successful Seeking.
This is more than fair.

