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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>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 =
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= God Weapon =
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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 Majesty, which he used to singlehandedly defend the gates of the Wall earning him the name Undeterrable Jing.   
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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.   
 
 
 
 
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.
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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 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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* + 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  
  
 
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<B>5. Classics of Six Harmonies (5 Crimson):</B>
<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,
 
 
   
 
   
 
 
*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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