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The goal with this project is to provide non BB working space for fan created supplementary materials for Weapons of the Gods.  When completed this material will probably make its way to http://www.wulinrealm.com/content.php?content.6 which is Fu!.  Also provided is an errata base to supplement the canon errata mostly as Brad isn't capable of being everywhere on the net at once.  Hopefully the stuff here will keep the interest in WotG alive past its possibly short printed materials run. - Jonathan
 
The goal with this project is to provide non BB working space for fan created supplementary materials for Weapons of the Gods.  When completed this material will probably make its way to http://www.wulinrealm.com/content.php?content.6 which is Fu!.  Also provided is an errata base to supplement the canon errata mostly as Brad isn't capable of being everywhere on the net at once.  Hopefully the stuff here will keep the interest in WotG alive past its possibly short printed materials run. - Jonathan
  
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== Links ==
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[[Wotgtechdiscussion]]<BR>
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[[GodWeapons]]<BR>
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[[Wotgmodern]]<BR>
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<BR><BR>
  
 
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= God Weapons and You! (File under Celestial Engineering)=
= Celestial Engineering =
 
 
 
This section will provide for some ramblings on mechanical issues in WotG.
 
 
 
 
 
C: It's possible to put together a damage 40, disorienting, armour piercing, 5-colour flow loss, unblockable attack just from 3 Kings. Let's use that for an example.
 
 
 
C: Since it's possible to use a leech to make a perfect attack, while you can't make a comparable perfect defense.
 
 
 
C: With the style roll 'perfect attacks' in the companion, this becomes even more important.
 
 
 
C: Therefore, there should be a counter to Leech Attack Guaranteed Hit + On Hit Win Combat Effect.
 
 
 
C: As it stands, there is none.
 
 
 
C: What the engine really needs is some way to prevent the above from happening. Then players will only pull out those attacks if they're reasonably sure of getting them to connect.
 
 
 
C: Which means, after you've depleted the enemy's defensive chi techs.
 
 
 
C: Another thing with WotG is that you can activate damage-fu after rolling the attack.
 
 
 
 
 
C: WotG's system is very cool, but when munchkined up to the max, is more breakable than Exalted.
 
 
 
B: mmm, well it has less checks and balances
 
 
 
C: Yep. Like the Walking In Shadows ninja being able to kill whoever he wants.
 
 
 
C: Or someone putting 15 destiny into Doctor-Fu being able to make himself an inexhaustible well of infinite chi.
 
 
 
 
 
B: so basically this is a destiny efficiency issue?
 
 
 
C: Yes! Basically, if someone knows what they're doing with their destiny resources, they can pump out characters that are effectively higher rank than the others, for the same amount.
 
 
 
 
 
Static bonuses are very effective.  Better than getting extra dice.
 
 
 
Super combos at the beginning are good because unlike say Iron Heroes, the resource one uses to power super attacks starts at full and then becomes depleted as the battle continues, as opposed to here where the power levels get depleted the more you fight.
 
 
 
= God Weapons and You! =
 
  
 
Something Jonathan said reaffirmed a thought I was having some time ago regarding God Weapons.  These items are the namesake of the game, and like most RPGs, you want to have giant shiny weapons of ultimate doom, as we are programmed by D&D to like.  However I've come to think perhaps that some of such weapons are actually detrimental to fun in WotG.  These thoughts also apply somewhat to Rare Kungfu styles.  Here's my reasoning:
 
Something Jonathan said reaffirmed a thought I was having some time ago regarding God Weapons.  These items are the namesake of the game, and like most RPGs, you want to have giant shiny weapons of ultimate doom, as we are programmed by D&D to like.  However I've come to think perhaps that some of such weapons are actually detrimental to fun in WotG.  These thoughts also apply somewhat to Rare Kungfu styles.  Here's my reasoning:
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<b><i>Brad Comments</i></b>: <i>As to this last, I cannot back removing the weapon-shattering ability of god-weapons. The breaking of a treasured weapon and the consequences thereof are part of what <b>keeps</b> the game from having the god-weapons be the 'Bling of the Gods'. Ultimately, it's not one's weapons that define a character; if anything does that, it's their kung fu.</i>
 
<b><i>Brad Comments</i></b>: <i>As to this last, I cannot back removing the weapon-shattering ability of god-weapons. The breaking of a treasured weapon and the consequences thereof are part of what <b>keeps</b> the game from having the god-weapons be the 'Bling of the Gods'. Ultimately, it's not one's weapons that define a character; if anything does that, it's their kung fu.</i>
  
<b>Rebuttal:</b> There's a game interaction problem here.  The desires of a game have to be expressed through the mechanics.  As of current stacking rules and all, God Weapons are the one way to get an insurmountable edge on your opponent.  One that cannot be equalled without a comparable God Weapon.  Therein lies the problem personally, because once you start up with PCs and God Weapons it sort of snowballs, and snowballing tends to be bad. (Jonathan)
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= God Weapon =
 
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  THE SNOW MAIDEN'S REAVER  
= THE SNOW MAIDEN'S REAVER =
 
 
 
   
 
   
 
Class II Heavenly Greatsword  
 
Class II Heavenly Greatsword  
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To say Jing Ning was a wastrel would be like calling water wet.  His abilities at wine and women exceeded many mortal men much to the consternation of his father.  His nights out were things of legend like a barbarian invasion.  Wine houses both feared and clamoured for his patronage, for he and his friends would empty their cellars within a week and leave them with enough gold to rebuild their destroyed shops with much left over.  This state of affairs ended abruptly one summer when after a tryst with a visiting noble's daughter while her father was in the room.  This almost caused the burning down of his Jing's father's estate by the irate noble.  Jing was sent north to the border in hopes to keep him out of trouble, more cynically perhaps to get him killed nobly, who knows.
 
To say Jing Ning was a wastrel would be like calling water wet.  His abilities at wine and women exceeded many mortal men much to the consternation of his father.  His nights out were things of legend like a barbarian invasion.  Wine houses both feared and clamoured for his patronage, for he and his friends would empty their cellars within a week and leave them with enough gold to rebuild their destroyed shops with much left over.  This state of affairs ended abruptly one summer when after a tryst with a visiting noble's daughter while her father was in the room.  This almost caused the burning down of his Jing's father's estate by the irate noble.  Jing was sent north to the border in hopes to keep him out of trouble, more cynically perhaps to get him killed nobly, who knows.
 
  
 
Well Jing did, and it was a rather covert purpose, however for his own personal good Jing's death did not happen.  Despite being a besotted lush, he was quite adept at Kung fu, defeating four assassins while dead drunk.  This did however did lead him to getting lost in the mountains.  Jing's story would have ended here had it not been for a barbarian warrior who happened across Jing as he stumbled around the mountains.  Jing awoke pleasantly wrapped by a lithe barbarian woman and a fur coat.  There seemed to be some benefits for being almost assassinated and then getting lost in the mountains.
 
Well Jing did, and it was a rather covert purpose, however for his own personal good Jing's death did not happen.  Despite being a besotted lush, he was quite adept at Kung fu, defeating four assassins while dead drunk.  This did however did lead him to getting lost in the mountains.  Jing's story would have ended here had it not been for a barbarian warrior who happened across Jing as he stumbled around the mountains.  Jing awoke pleasantly wrapped by a lithe barbarian woman and a fur coat.  There seemed to be some benefits for being almost assassinated and then getting lost in the mountains.
 
  
 
When she awoke they both had a heart to heart discussion on the matter at hand.  The fact that they did not speak each other's language well was only but a minor hinderance.  They soon discovered that to each other's dismay or delight that they were both equal in debauchery and also martial skills.  Their battles rang through the snow covered peaks of the mountains which provoked people to avoid them for fear of the horrible ghosts that warred during the day and the horrible animals that did horrible things during the night.
 
When she awoke they both had a heart to heart discussion on the matter at hand.  The fact that they did not speak each other's language well was only but a minor hinderance.  They soon discovered that to each other's dismay or delight that they were both equal in debauchery and also martial skills.  Their battles rang through the snow covered peaks of the mountains which provoked people to avoid them for fear of the horrible ghosts that warred during the day and the horrible animals that did horrible things during the night.
 
  
 
This state of affairs ended one day with Jing accidentally tumbling down the mountain and into a patrol who whisked him back to a border fort where he was commended on not dying horribly to his father's great dismay.  From that point on Jing vowed to be less extreme in his debauchery and to be more martially and socially focused.
 
This state of affairs ended one day with Jing accidentally tumbling down the mountain and into a patrol who whisked him back to a border fort where he was commended on not dying horribly to his father's great dismay.  From that point on Jing vowed to be less extreme in his debauchery and to be more martially and socially focused.
  
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Jing spent ten years at the border, earning his way to his position and neatly trouncing all the barbarians who were to come to threaten his section of the border.  Soon all across all the barbarian tribes his section of the Great Wall became feared as the "Stone that chips the Fang"  His heroic deeds and a gift from the Gods themselves allowed Jing to forge the golden spear Rising Magesty, which he used to singlehandedly defend the gates of the Wall earning him the name Undeterrable Jing. 
  
Jing spent ten years at the border, earning his way to his position and neatly trouncing all the barbarians who were to come to threaten his section of the border.  Soon all across all the barbarian tribes his section of the Great Wall became feared as the "Stone that chips the Fang"  His heroic deeds and a gift from the Gods themselves allowed Jing to forge the golden spear Rising Majesty, which he used to singlehandedly defend the gates of the Wall earning him the name Undeterrable Jing. 
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Another ten years passed in this manner.  During this time the barbarian attacks against the wall got worse and worse however Jing's prowess martially and tactically kept Shen Zhou safe.  Also during this time, legends of the "Warrior" began to arise.  This person was gathering forces, uniting the barbarian tribes against the Middle Kingdom.  Lavish gifts and promises came from the capital to Jing to get him to move against the barbarians.
 
 
 
 
Another ten years passed in this manner.  During this time the barbarian attacks against the wall got worse and worse however Jing's prowess martially and tactically kept Shen Zhou safe.  Also during this time, legends of the "Warrior" began to arise.  This person was gathering forces, uniting the barbarian tribes against the Middle Kingdom.  Lavish gifts and promises came from the capital to Jing to get him to move against the barbarians.  However what did seem not forthcoming were the additional men or weapons that would assure him victory.  With his gifts he marched on the capital and presented them to the emperor.  The emperor pleased at Jing's gifts, sent him a detachment of his greatest soldiers to bolster his ranks.
 
 
 
 
 
So bolstered, Jing marched north.  He and his men hewed their way through the barbarian hordes all the while searching for their so called leader.  In his heart he knew who he would find, yet he hoped that it would not come down to it.  In the end, lost and without his men he came face to face with the barbarian girl he met so long ago.  She was not as she was, being older and harder much like the mountains around this harsh land.  When she spoke her voice sounded like the whispering of the wind through the mountains and her eyes were the colour of ice.  They both sat down while she told him her story.
 
 
 
 
 
 
 
=Jai's Story=
 
 
 
When you left I wandered amongst the mountains for a time.  This was unsightly for the daughter of a chieftain, so I killed those sent to bring me back to make sure they did not have to report that travesty.
 
  
 
= Kungfu Ideas =
 
= Kungfu Ideas =
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<BR><BR>
 
<BR><BR>
  
== Resplendent Pheonix ==
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== Resplendent Falcon ==
  
 
[15:05] Jon: Not having a 6th tech can also be seen as a balance point for having all those SFX in one handy package.
 
[15:05] Jon: Not having a 6th tech can also be seen as a balance point for having all those SFX in one handy package.
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The common conception is that virtue stems from righteous action. Those who follow the Resplendent Falcon way feel that martial virtue stems from quick and decisive maneuvers. The focus on this style is on fast weapons of all sorts, for a good strike delivered quickly may be the best solution to a conflict. Practitioners of this style often also practice some other skill requiring grace, from pickpocketing to dance. This reinforces their mindset in combat that says speed and grace can easily defeat raw power.  <I>Signature:</I> your weapon leaves trails of white feathers when you activate a technique.  Some people have modified the colour of their signature to reflect their own personal tastes.
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The common conception is that virtue stems from righteous action. Those who follow the Resplendent Falcon way feel that for them martial virtue stems from quick and decisive maneuvers. The focus on this style is on fast weapons of all sorts, for a good strike delivered quickly may be the best solution to a conflict. Practitioners of this style often also practice some other skill requiring grace, from pickpocketing to dance. This reinforces their mindset in combat that says speed and grace can easily defeat raw power.  <I>Signature:</I> your weapon leaves trails of white feathers when you activate a technique.  Some people have modified the colour of their signature to reflect their own personal tastes.
  
  
<I>Note:</I> This style may be somewhat more high powered than most of my uncommons but I think this should be fine due to the particulars of the weapon restrictions.  Yes it goes to the pot when God Weapons come into play, however the weapon restriction applies to the base weapon (though quality can count towards it).  GM descretion is advised as always.  And also yeah, there are init dependant condition in techs, so being fast is good here.
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<I>Note:</I> This style may be somewhat more high powered than most of my uncommons but I think this should be fine due to the particulars of the weapon restrictions.  Yes it goes to the pot when God Weapons come into play, however the weapon restriction applies to the base weapon (though quality can count towards it).  GM descretion is advised as always.  And also yeah, there are init dependant condition in techs, so being fast, is good here.
  
  
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<B>1. Falcon Takes Flight (1 Crimson):</B> The first step towards flight is to stretch your wings towards the sky. The first form of this style increases the speed of your hands and your feet so that it seems as if for a short moment that you are flying.
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<B>1. Falcon Takes Flight (1 Crimson):</B> The first step towards flight is to stretch your wings towards the sky. Only speed and grace separate you from the sky.
 
* Add your Crimson Chi modifier to Speed and Strike
 
* Add your Crimson Chi modifier to Speed and Strike
* Double your distance traveled from Athletics rolls
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* Double your Athletics result for the purposes of distance traveled
 
* You may draw a weapon as a free action
 
* You may draw a weapon as a free action
  
  
<B>2. Wings Rebuke the Earthbound (2 Crimson):</B> The act of flight is a conscious rejection of the earthbound. Your weapon make this sentiment abundantly clear to those who stray too near.
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<B>2. Wings Rebuke the Earthbound (2 Crimson):</B> The act of flight is a conscious rejection of the earthbound. Your wings make this statement abundantly clear to those who stray too near.
 
* Add your Crimson Chi modifier as a round long defensive Strike adder
 
* Add your Crimson Chi modifier as a round long defensive Strike adder
 
* You may make Replies on a Critical Success on Defence.
 
* You may make Replies on a Critical Success on Defence.
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2. (2 Silver):
 
2. (2 Silver):
* Damage roll of attack counts as a style roll vs weapon to break it.  Base number is 25, for every 5 points above 25, target weapon loses 5 strike.  For quality Weapons the base number is 35.  For god Weapons, it only works if your weapon is of greater quality than the other.  Armor or Chi aura doesn't count for this particular damage roll.
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* Damage roll of attack counts as a style roll vs weapon to break it.  Base number is 20, for every 5 points above 20, target weapon loses 5 strike.  For quality Weapons the base number is 30.  For god Weapons, it only works if your weapon is of greater quality than the other.  Armor doesn't count for this particular damage roll.
  
  
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4. (4 Silver):  
 
4. (4 Silver):  
 
* You may redirect attacks
 
* You may redirect attacks
* Defensive Strike adder, + 5 armor?
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* Defensive Strike adder
 
* 2 crimson channel
 
* 2 crimson channel
  
  
<B>5. Water of Trancendance (5 Silver): </B> This technique invokes the water of forgetfullness which one bathes in before one is reborn into the world.  Being affected by this technique washes away your current memories of the world and brings you closer to the next.
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5. (5 Silver):  
 
* Perma-damage.  Lost skills are converted into destiny and returned into pool.  each result die of damage becomes a skill lost of 1 pt, only 1 point lost per skill per attack.
 
* Perma-damage.  Lost skills are converted into destiny and returned into pool.  each result die of damage becomes a skill lost of 1 pt, only 1 point lost per skill per attack.
  
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* + Strike, + Damage, - armor
 
* + Strike, + Damage, - armor
  
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== Streams of Brass ==
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Crimson Common
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Notes: Alrighty. In the context of the fantasy setting of WotG, ranged fighting should be somewhat sucky compared to melee just because you want to encourage melee fighting instead of shooting, because its more in genre and so forth. However in this case I'm doing one primarily for a modern setting, but with some uses in the fantasy setting. It is an Offensive Support style, much like 3 Kings, and is attuned to the gangster movie tropes which are pretty dang cool. Jontwo started me off with this by pointing out Devil May Cry 3 has a pretty good example of John Woo's influence on gunplay cinematics.
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In both the modern and fantasy worlds warriors who wield ranged weapons are known either for their accuracy or their enthusiasm in wielding their weapons.  This style provides those with enthusiasm a way to make up for their lack of accuracy.  For those who are accurate, this style allows them to rend their foes with great ease.
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Type: Ranged (Bow, Gun, Throwing Daggers)
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Default Critical Successes: Maim, Down
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1. Smooth Hands, Fast Weapon (1 Crimson): The first thing one learns in the terribly violent world of close quarter combat is fast hands are invaluable, for they fire weapons quickly and reload them effortlessly. 
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* Add your Crimson Chi modifier to Initiative
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* Any reload action you make in this round may be done as a free action.
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2. Always Ready, Always Firing (2 Crimson): Your techniques fill the air with fire and your hands are always near a weapon whatever they are doing. 
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* Make a second attack this round in initiative order
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* Draw a weapon as a free action.
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3. Deadly Wounding Technique (3 Crimson): Arrows rend, bullets tear through bodies.  Your attacks are more vicious than normal. 
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* You inflict 1 extra dice of damage on a hit
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* You Maim and Knockback your opponent.
  
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4.  Infinite Volley Stance (4 Crimson): Your attack makes no distinction between single enemies and hordes. 
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* You may attack up to your Ranged Skill (plus applicable specialties) in opponents per attack this round.  This uses up the appropriate amount of ammunition.  You may not make a second attack this round.
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* Each attack that hits receives 3 extra dice of damage. 
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5. Gentleman’s Deadly Gaze (5 Crimson): When aroused to violence your fury knows no match, neither does your ranged attacks. 
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* During the round any attack made by you is also a Morale attack with a total equal to your attack roll. 
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* You may add your Crimson Chi modifier to Damage. 
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* You receive a second attack. 
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*Channel: 2 Jade to continue this tech for another round.
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<BR><BR>
  
 
== Ba Gua Zhang ==
 
== Ba Gua Zhang ==
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*Default Criticals: Maim, Stun  
 
*Default Criticals: Maim, Stun  
 
*Signature:  
 
*Signature:  
 
  
 
<B>1. Three Bodies Power (1 Crimson):</B> Disorient on a standard success, for 1 hit Standard Damage still applies.  
 
<B>1. Three Bodies Power (1 Crimson):</B> Disorient on a standard success, for 1 hit Standard Damage still applies.  
 
  
 
<B>2. Classics of Fighting (2 Crimson):</B> + Crimson to Strike and Damage roundlong.  
 
<B>2. Classics of Fighting (2 Crimson):</B> + Crimson to Strike and Damage roundlong.  
  
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<B>3. Axe Crushes the Mountain (3 Crimson):</B> Stun, + Damage, + Strike.
  
<B>3. Axe Crushes the Mountain (3 Crimson):</B> Standard Maim, + Damage, + Strike.
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<B>4. Classics of Stepping (4 Crimson):</B> auto-win init, deny River, Stun on a standard success. + Strike
 
 
 
 
<B>4. Classics of Stepping (4 Crimson):</B> auto-win init, Stun on a standard success. + Damage
 
 
 
  
<B>5. Classics of Six Harmonies (5 Crimson):</B> deny River,
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<B>5. Classics of Six Harmonies (5 Crimson):</B>
 
   
 
   
 
 
*Destiny Costs:
 
*Destiny Costs:
 
*3: Weapons form training. You get to learn how to use the Jian, the staff and the spear with this form.  
 
*3: Weapons form training. You get to learn how to use the Jian, the staff and the spear with this form.  
 
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<B>Concepts</B><BR>
 
<B>Concepts</B><BR>

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