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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 | ||
+ | == Links == | ||
+ | [[Wotgtechdiscussion]]<BR> | ||
+ | [[GodWeapons]]<BR> | ||
+ | [[Wotgmodern]]<BR> | ||
+ | <BR><BR> | ||
− | + | = God Weapons and You! (File under Celestial Engineering)= | |
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− | = 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>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) | <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) | ||
− | = THE SNOW MAIDEN'S REAVER | + | = God Weapon = |
− | + | THE SNOW MAIDEN'S REAVER | |
Class II Heavenly Greatsword | Class II Heavenly Greatsword | ||
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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 | + | 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. |
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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. | |
= Kungfu Ideas = | = Kungfu Ideas = | ||
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<BR><BR> | <BR><BR> | ||
− | == Resplendent | + | == 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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* + Strike, + Damage, - armor | * + Strike, + Damage, - armor | ||
+ | == Streams of Brass == | ||
+ | Crimson Common | ||
+ | |||
+ | 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. | ||
+ | |||
+ | Type: Ranged (Bow, Gun, Throwing Daggers) | ||
+ | Default Critical Successes: Maim, Down | ||
+ | 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. | ||
+ | * Add your Crimson Chi modifier to Initiative | ||
+ | * Any reload action you make in this round may be done as a free action. | ||
+ | |||
+ | 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. | ||
+ | * Make a second attack this round in initiative order | ||
+ | * Draw a weapon as a free action. | ||
+ | |||
+ | 3. Deadly Wounding Technique (3 Crimson): Arrows rend, bullets tear through bodies. Your attacks are more vicious than normal. | ||
+ | * You inflict 1 extra dice of damage on a hit | ||
+ | * You Maim and Knockback your opponent. | ||
+ | |||
+ | 4. Infinite Volley Stance (4 Crimson): Your attack makes no distinction between single enemies and hordes. | ||
+ | * 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. | ||
+ | * Each attack that hits receives 3 extra dice of damage. | ||
+ | |||
+ | 5. Gentleman’s Deadly Gaze (5 Crimson): When aroused to violence your fury knows no match, neither does your ranged attacks. | ||
+ | * During the round any attack made by you is also a Morale attack with a total equal to your attack roll. | ||
+ | * You may add your Crimson Chi modifier to Damage. | ||
+ | * You receive a second attack. | ||
+ | *Channel: 2 Jade to continue this tech for another round. | ||
+ | |||
+ | <BR><BR> | ||
== Ba Gua Zhang == | == Ba Gua Zhang == | ||
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*Default Criticals: Maim, Stun | *Default Criticals: Maim, Stun | ||
*Signature: | *Signature: | ||
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<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. | ||
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<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. | ||
+ | <B>3. Axe Crushes the Mountain (3 Crimson):</B> Stun, + Damage, + Strike. | ||
− | <B> | + | <B>4. Classics of Stepping (4 Crimson):</B> auto-win init, deny River, Stun on a standard success. + Strike |
− | + | <B>5. Classics of Six Harmonies (5 Crimson):</B> | |
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− | <B>5. Classics of Six Harmonies (5 Crimson):</B> | ||
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*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. | ||
<BR><BR> | <BR><BR> | ||
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<B>Concepts</B><BR> | <B>Concepts</B><BR> |