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[[WotG:Main_Page]] - Return to Main Page
 
[[WotG:Main_Page]] - Return to Main Page
  
<I>NOTE:</I> The original work was done by Brad Elliott for both the gun rules and the The Way of Gun style.
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<I>NOTE:</I> The original work was done by Brad Elliott for both the gun rules and the Gun style.
 
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= WotG Guns =
 
= WotG Guns =
<I>General Thoughts:</I> As it was initially, guns are somewhat powerful shooty dealies. I'm trying to John Woo them, as in make it so you need to fill the room with fire before things start dying. The first thing I'm doing is subtracting 5 pts from the damage to see how that works. Also I'm pretty adamant on not letting people roll for reloading, just give it to them. The damage modification is already reflected in the stats.- Jonathan
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<I>General Thoughts:</I> As it was initially, guns are somewhat powerful shooty dealies. I'm trying to John Woo them, as in make it so you need to fill the room with fire before things start dying. The first thing I'm doing is subtracting 5 pts from the damage to see how that works. - Jonathan
  
 
Ranged Weapons. Speed, Strike and Damage by type.
 
Ranged Weapons. Speed, Strike and Damage by type.
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<B>Handgun:</B> Speed +15, Strike +0, Damage +0. Range: Short.<BR>
 
<B>Handgun:</B> Speed +15, Strike +0, Damage +0. Range: Short.<BR>
<B>Default Critical:</B> Maim or Organ Hit*. Note: 4, 9 (Can be used in pairs <Chow Yun Fat Dual Gun Technique>, +5 to all relevant rolls concerning concealment). Reload Interval: 10. Difficulty: 10.
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<B>Default Critical:</B> Maim or Organ Hit*. Note: 4,9 (Can be used in pairs <Chow Yun Fat Dual Gun Technique>, +5 to all relevant rolls concerning concealment). Reload Interval: 10. Difficulty: 10.
  
<B>Musket:</B> Speed -10, Strike +5, Damage +10. Range: Medium.<BR>
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<B>Musket:</B> Speed -10, Strike +5, Damage +5. Range: Short.<BR>
<B>Default Critical:</B> Maim for Ball only or Knockback for Shot. Note: 1, 12 (Requires two hands to use, only useful as a club unloaded). Reload Interval: 1. Difficulty: 20.
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<B>Default Critical:</B> Maim for Ball only or Knockback for Shot. Note: 1,12 (Requires two hands to use, only useful as a club unloaded). Reload Interval: 1. Difficulty: 20.
  
 
<B>Shotgun:</B> Speed +0, Strike +5, Damage +10. Range: Short.<BR>
 
<B>Shotgun:</B> Speed +0, Strike +5, Damage +10. Range: Short.<BR>
<B>Default Critical:</B> Organ Hit* for Slug only or Knockback for Shot. Note: 1, 12 (Requires two hands to use, only useful as a club unloaded). Reload Interval: 10. Difficulty: 15.
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<B>Default Critical:</B> Organ Hit* for Slug only or Knockback for Shot. Note: 1,12 (Requires two hands to use, only useful as a club unloaded). Reload Interval: 10. Difficulty: 15.
  
 
<B>Hunting or Sniper Rifle:</B> Speed +5, Strike +10, Damage +10. Range: Long.<BR>
 
<B>Hunting or Sniper Rifle:</B> Speed +5, Strike +10, Damage +10. Range: Long.<BR>
<B>Default Critical:</B> Maim or Organ Hit*. Note: 1, 12 (Requires two hands to use, only useful as a club unloaded). Reload Interval: 5. Difficulty: 18.
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<B>Default Critical:</B> Maim or Organ Hit*. Note: 1,12 (Requires two hands to use, only useful as a club unloaded). Reload Interval: 5. Difficulty: 18.
  
 
<B>Machine Pistol:</B> Speed +15, Strike +5, Damage +0. Range: Medium.<BR>
 
<B>Machine Pistol:</B> Speed +15, Strike +5, Damage +0. Range: Medium.<BR>
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== NEW RULES ==
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== NEW RULES (Totally Untested, Have Fun!)==
  
 
<B>Note 4:</B> Chow Yun Fat Dual Gun Technique: Handguns can be wielded in pairs - but unlike adding +5 to the Weapons' Strike as Melee Weapons do, it adds +5 to their Damage. Rather wasteful in ammunition, but what the hell, it looks cool and is kinda useful. (Hmm, maybe not)
 
<B>Note 4:</B> Chow Yun Fat Dual Gun Technique: Handguns can be wielded in pairs - but unlike adding +5 to the Weapons' Strike as Melee Weapons do, it adds +5 to their Damage. Rather wasteful in ammunition, but what the hell, it looks cool and is kinda useful. (Hmm, maybe not)
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<B>No Secondary Attacks:</B> Guns must always be used on your primary action for the round. Guns may never be invoked on a Secondary Attack, unless Gun-specific kung fu is used (ala "Equilibrium"). (This is under the assumption that ranged attacks are badassed as represented in the corebook, you can probably ditch this if you tone down the defence rules a bit. - Jonathan)
 
<B>No Secondary Attacks:</B> Guns must always be used on your primary action for the round. Guns may never be invoked on a Secondary Attack, unless Gun-specific kung fu is used (ala "Equilibrium"). (This is under the assumption that ranged attacks are badassed as represented in the corebook, you can probably ditch this if you tone down the defence rules a bit. - Jonathan)
  
<B>Ammunition and Reloading:</B> You will note a Reload Interval and Difficulty in the weapon descriptions - the Interval is the number of combat rounds that may pass before making a Skill Roll (probably Expertise: Gun-Handling or use your Ranged Skill + applicable specializations) against the stated difficulty; this takes a Full Action. If you fail, then the gun jams as you reload it and is useless; you can only unjam it by spending another full action and make another skill roll against the next highest difficulty. If you don't make the reload roll, then obviously the gun becomes useless for lack of ammunition. Firing an Automatic Weapon Full Auto subtracts 5 from the Reload Interval each time it is done.  (Note: rolling for this is probably not something you really want to care about during a cinematic game, in fact rolling to reload is pretty lame and wastes gametime on silly rolling)
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<B>Ammunition and Reloading:</B> You will note a Reload Interval and Difficulty in the weapon descriptions - the Interval is the number of combat rounds that may pass before making a Skill Roll (probably Expertise: Gun-Handling or use your Ranged Skill + applicable specializations) against the stated difficulty; this takes a Full Action. If you fail, then the gun jams as you reload it and is useless; you can only unjam it by spending another full action and make another skill roll against the next highest difficulty. If you don't make the reload roll, then obviously the gun becomes useless for lack of ammunition. Firing an Automatic Weapon Full Auto subtracts 5 from the Reload Interval each time it is done.  (Note: rolling for this is probably not something you really want to care about during a cinematic game)
  
 
<B>Pistol-Whipping:</B> Handguns can be worked into hand-to-hand combat; when so used, they act similar to Gauntlets... ie., they add +5 Damage Bonus, moving up the usual bare-handed attack from -5 to 0. It is possible to modify handguns further so they add a +5 Damage modifier to hand-to-hand combat, but this ups the Cost by 1 points when so done.
 
<B>Pistol-Whipping:</B> Handguns can be worked into hand-to-hand combat; when so used, they act similar to Gauntlets... ie., they add +5 Damage Bonus, moving up the usual bare-handed attack from -5 to 0. It is possible to modify handguns further so they add a +5 Damage modifier to hand-to-hand combat, but this ups the Cost by 1 points when so done.
 
 
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== Weapon Modifications ==
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== Specialized Ammunition ==
  
 
<I>NOTE:</I> I'm going to note weapon types down here as ammunition types instead of redrawing the weapon list, as I think WotG isn't really in the need for crazy new weapons all the time.  Energy Weapons will not accept other ammunition types - Jonathan
 
<I>NOTE:</I> I'm going to note weapon types down here as ammunition types instead of redrawing the weapon list, as I think WotG isn't really in the need for crazy new weapons all the time.  Energy Weapons will not accept other ammunition types - Jonathan
 
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<B>Dragonsbreath Rounds (for shotguns):</B> Inflict Burning upon a hit; Burning 2 for a standard hit, Burning 4 for a Critical Hit. If Dragonsbreath Ammunition is used, the weapon must be discarded once its Reload Interval is over - it's burnt out and useless junk. You can repair it by reboring it or getting a new barrel, but most of the time that's pointless and expensive.
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<B>Dragonsbreath Rounds (for shotguns):</B> Inflict Burning upon a hit; Burning 2 for a standard hit, Burning 4 for a Critical Hit. If Dragonsbreath Ammunition is used, the weapon must be discarded once its Reload Interval is over - it's burnt out and useless junk.
  
<B>Armor-Piercing Ammo:</B> Ignore up to 5 or 10 points of Armor (depending on the size of the weapon it's used in... handguns only ignore 5, while the heavier weapons can ignore 10. Reduce the Damage by 5 if AP Ammo is used, however - it's just not as damaging!)  
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<B>Armor-Piercing Ammo:</B> Ignore up to 5 or 10 points of Armor (depending on the size of the weapon it's used in... handguns only ignore 5, while the heavier weapons can ignore 10. Reduce the Strike by 5 if AP Ammo is used, however - it's just not as damaging!) (Ur, shouldn't that be -5 damage? - Jonathan)
  
 
<B>Rubber Ammo:</B> Inflicts Stun on a standard hit, but only the Damage Bonus of the Weapon is applied, not the dice result.
 
<B>Rubber Ammo:</B> Inflicts Stun on a standard hit, but only the Damage Bonus of the Weapon is applied, not the dice result.
  
<B>Paintball Ammo:</B> Inflicts the Embarrassing Combat Effect on a successful hit, but only the Damage Bonus of the weapon is applied, not the dice result. <I>Note:</I> you may or may not want to use this depending on how much you want your PCs going dual gunning with a paintball gun and a regular pistol.
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<B>Paintball Ammo:</B> Inflicts the Embarrassing Combat Effect on a successful hit, but only the Damage Bonus of the weapon is applied, not the dice result.
 
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<B>NEW</B><BR>
 
<B>NEW</B><BR>
<B>(Energy) Laser:</B> Depending what you want to do with the weapon you can either double the Interval between loadings on the weapon, or add +5 to the weapon's Strike.  Only one effect can be built into the weapon. This increases the cost by 2 points.
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<B>(Energy) Laser:</B> Depending what you want to do with the weapon you can either double the Interval between loadings on the weapon, or add +5 to the weapon's Strike.  Only one effect can be built into the weapon  This increases the cost by 2 points.
  
<B>(Energy) Plasma:</B> This functions like Dragonsbreath rounds with the exception that it does not cause the weapon to burn out after the gun is out of rounds and it adds 1 die of damage to any damage result.  It increases the cost of the weapon by 2 points.
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<B>(Energy) Plasma:</B> This functions like Dragonsbreath rounds with the exception that it does not cause the weapon to burn out after the gun is out of rounds and it increases the cost of the weapon by 2 points.
  
 
<B>Explosive:</B> Explosive rounds add 2 Dice of damage.  They cost 1 point more than a regular reload.
 
<B>Explosive:</B> Explosive rounds add 2 Dice of damage.  They cost 1 point more than a regular reload.
  
 
<B>Heavy:</B> Big, nasty and built for big muscle men who've got little better else than lug around large weapons and shoot them at things.  This is not an ammo type and is thusly compatible with all the other ammo types (You'll note some combos don't make much sense).  This adds +5 damage and 1 point to the weapon cost, however any weapon using this gains a Note 1 (2 Handed).  It subtracts 5 points from the Speed of any already 2 handed weapon.
 
<B>Heavy:</B> Big, nasty and built for big muscle men who've got little better else than lug around large weapons and shoot them at things.  This is not an ammo type and is thusly compatible with all the other ammo types (You'll note some combos don't make much sense).  This adds +5 damage and 1 point to the weapon cost, however any weapon using this gains a Note 1 (2 Handed).  It subtracts 5 points from the Speed of any already 2 handed weapon.
 
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<B>Extra Ammo:</B> This doubles the reload interval, but costs 2 points more than a standard weapon of that type.  This may be used with other weapon modifications, though expensive.<BR><BR>
 
  
 
= THE WAY OF THE GUN =  
 
= THE WAY OF THE GUN =  
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<B>5: Death In All Directions (5 Silver Chi):</B> With this form, the gunfighter masters attacking an entire armed force at once! Firing one's weapons on Full-Auto in precisely aimed alternating directional bursts, this counts as an Area Attack in which each result die can take out 4 Mobsters, 2 Gangsters or 1 Faction fighter apiece... and additional Chi can be spent one-for-one on successful hits to add additional dice of damage OR take out additional minions as noted above. (Note this is oddly weaker than Freefire Zone)
 
<B>5: Death In All Directions (5 Silver Chi):</B> With this form, the gunfighter masters attacking an entire armed force at once! Firing one's weapons on Full-Auto in precisely aimed alternating directional bursts, this counts as an Area Attack in which each result die can take out 4 Mobsters, 2 Gangsters or 1 Faction fighter apiece... and additional Chi can be spent one-for-one on successful hits to add additional dice of damage OR take out additional minions as noted above. (Note this is oddly weaker than Freefire Zone)
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== 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.
 
 
 
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.
 
 
 
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