WotG:Main Page

From RPGnet
Revision as of 13:23, 15 February 2006 by Caspian (talk | contribs) (Resplendent Falcon)
Jump to: navigation, search


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
GodWeapons
Wotgmodern


Kungfu Ideas

Yeah yeah, I have non-mechanics stuff in the works. This is the last spillover from my first big Fu! push.

Style Definitions

Note: I am changing Primary to Principal due to the overlay with Pigeon's Dozen Style Manual terms :P Not sure yet if this is differentiated enough.

I'm recalling something imperfectly but I will attempt to do so. Pigeon I believe once worked on a classification of kung-fu that separated them into groups by their purpose. This is a rough and will eventually be expounded on the Fu! wiki, wherever that may be. Also people writing styles may find this useful.

The first major divide is whether the style is Principle or Support. I think this is the main divide. Principle styles are mostly simple no nonsense bonuses to your main combat abilities, Strike, Damage, Armor, etc. You can subdivide Principles into their specific uses either, Offensive, Defensive or Utility. The third category is generally a combination of offensive and defensive bonuses. A very specific case of a Principle style is a Primary style, defined by Pigeon as a Strike Adder. Most good fighting people will tend to have such a beast.

Support styles offer effects, things that don't mechanically enhance your capabilities but instead allow you to do things that you normally can't do, stuff like second attacks, disorienting, etc. These also come in Offensive, Defensive and Utility flavors exactly as Principle styles are deliniated.

And the ultimate hodgepodge style is the general Utility style, something that offers a grab bag of effects, some Principle, some Support. These I find lack focus and either could be useful or not so great depending on the effects packaged together.

• You'll note the term Utility is used a lot. Right now I seem to be terrible with words but I figure if you get a classification for a style that is purely Utility, that should mean that it is a grab bag, which may or may not be good depending. Its sort of how Neutral is used in D&D Alignment I guess.

Golden Temple Bells (Common, Utility Style):
Alright this is ever tanker's favorite style, you lift better and you are armoured better. Its effects are generally defensive in nature, at least the more popular ones. It does have some offensive techs, those of which are odd. The general dispersion (despite the defensive bent of the style) makes me think it is a showcase for the general Utility style. Some people will like certain bits, some will like others.

Three Kings (Uncommon, Support Utility Style):
Well we know for certain it is an Uncommon and that its an Artful style. What this definition allows us to say is that it is a Support style, which is part of the reason why it kicks ass, since it gives you access to some pretty awesome abilities, like a channeled roundlong disorient and 2nd attack, wicked stuff. Its probably also a Utility style as it provides for offensive and defensive support abilities.

Resplendent Falcon

Theme: fast, mobility, light weapons

The common conception is that virtue stems from righteous action. Those who follow the Resplendant 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 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.

Note: 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.

Uncommon Crimson Chi Style Type: Artful/Brutal (+10 init or greater weapons only)

1. Falcon Takes Flight (1 Crimson):

  • + Init
  • x2 movement
  • + Strike
  • free draw


2. Wings Rebuke the Earthbound (2 Crimson):

  • Roundlong Defensive strike
  • Replies vs slower people


3. Diving Strike, Swooping Talons (3 Crimson):

  • defensive die leecher, channel Silver


4. Sudden Aggression (4 Crimson):

  • Ambush if you win init, once per combat. This effect can't be channeled.
  • Otherwise its an + init
  • + roundlong offensive strike
  • 2nd attack
  • 2 Jade channel


5. Hundred Handed Presence (5 Crimson):

  • Make an Area Attack against [skill level] opponents within 3x Favoured Chi in yards,
  • Move anywhere within this range as a Complex Action.
  • This counts as your one move for the round.


6. Attack Between Strikes (6 Crimson):

  • Preemptive counter attack,
  • round long offensive strike adder, 2 White channel.
  • Only effects people with init count lower than yours.



Iron Pole Devil

Concept: Similar in idea to Hurricane Sword or Heart Moves the Blade, awesome offensive style for blunt weapons

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.



Ba Gua Zhang

This is a style designed for bodyguards according to one account and also designed to fight multiple attackers. From the three main students of the first teacher there are 3 major variants which are:

1) Explosive/Percussion (Offensive)
2) Evasive/Smooth (Defensive/Mobility)
3) Combo of the 2

I could take this into account with design which would be neat, or I could not. Nevertheless the placeholder description I think I'll use for Ba Gua is as an Support Utility style, much like 3 Kings but featuring the two notes I mentioned earlier.

Okaydokay.

Gold Uncommon Style (Artful/Brutal)

1. + athletics, escape multiple attackers, + init?

2. increased test penalties. and Offensive Strike adder?

3. Area attack + down.

4.

5.

Hsien-I Quan

Xing Yi Quan (Hsien-I Quan)

  • By: Jonathan
  • Uncommon Crimson Chi Style
  • Brutal (Unarmed Only and/or Thrusting Weapons see below)
  • Default Criticals: Maim, Stun
  • Signature:

1. Three Bodies Power (1 Crimson): Disorient on a standard success, for 1 hit Standard Damage still applies.

2. Classics of Fighting (2 Crimson): + Crimson to Strike and Damage roundlong.

3. Axe Crushes the Mountain (3 Crimson): Stun, + Damage, + Strike.

4. Classics of Stepping (4 Crimson): auto-win init, deny River, Stun on a standard success. + Strike

5. Classics of Six Harmonies (5 Crimson):

  • Destiny Costs:
  • 3: Weapons form training. You get to learn how to use the Jian, the staff and the spear with this form.



Concepts
One of the three major internal styles in China, Xing Yi Quan differs from current concepts of "self-defence" martial arts in that it was formerly used on the battlefield, eliciting a more "warrior" mentality which looks at the feasibility of combat techniques on the battlefield. Consequently the style focuses on the quick subdual and takedowns of the opponent as prolonged exchanges on a battlefield is somewhat dangerous. Mythologically it originates from Yue Fei (1103 - 1141) of the Song Dynasty who was a great patriot and hero of the time. More likely the origin is from near the end of the Ming Dynasty with Ji Long Feng of Shan Xi Province who was a master spear fighter.

Xing Yi is a linear style with major focus on the upper body. One of the main ideas is to generate power with the whole body and focus it into a single burst, probably something like Karate.


Hsien-I (Mind Boxing) (Uncommon Crimson Unarmed Only):
So to assist me in my Hsien-I wanderings I have denoted the style as a Crimson Uncommon which happens to be Primary in nature, focused mostly on Offensive techs with maybe some other effects.

One of the three major internal martial arts in China is Hsien-I. Reading its history its focused on quick takedowns and otherwise efficiently removing the opponent's ability to fight. So we could do this a couple of ways. Firstly the speed component suggests that it should be Crimson. Power level wise we can slot it as a common or uncommon, its stature within the martial arts society may merit an uncommon. Now we can figure how you want to do the effects.

Ok, so its a very offensively minded style, not a self defence style so we can peg this as a something Offensive. Simplicity's sake suggests that we go with a Principle, but I may find some neat mechanics to dump in, so we'll slot it as a Offensive/Utility for now. So to assist me in my Hsien-I wanderings I have denoted the style as a Crimson Uncommon which happens to be Primary in nature, focused mostly on Offensive techs with maybe some other effects.


Style Type: Principle Offensive (Uncommon Crimson, Unarmed only)
Fast / quick - + init, Auto-win init, no second attacks, no duration techs, high strike and damage Maim and Stun as criticals, powerful techs to account for lack of duration techs

Ideas
Style is divided into 2 main systems, the 10 animals and the 5 elements.

10 Animals: Dragon, Tiger, Monkey, Horse, Chicken, Hawk, Snake, Bear, Eagle, Swallow. Five Element forms: Splitting, Drilling, Crushing, Pounding and Crossing. (Use as tech names?)

"The powerful 'shocking' strikes of Xing Yi Quan will damage and disorient the opponent no matter where they connect. These blows are generally not aimed at specific 'vital points,' but rather through the enemy's center of mass; this insures maximum shock and transfer of energy into the opponent. Xing Yi Quan grappling techniques involve rapid, bone jarring takedowns."

"The overall flow of the typical Xing Yi Quan technique generally follows the pattern of first making a physical connection with the opponent, then immediately (or simultaneously) setting up a shocking strike and ending the fight with finishing strikes and/or a fast and hard takedown. "

Sources:
http://www.shenwu.com/hsingi.htm
http://chineseculture.about.com/library/weekly/aa041301a.htm (Yue Fei)
http://en.wikipedia.org/wiki/Hsing_Yi


Shaolin School

So, I never really kept a lot of stock in Buddist theology, which meant I have somewhat of a blind eye towards it. I have 1 article I am working out of which suggests this pathway.

1) Dragon Style - much like what was portrayed in the Comic version of Heaven Sword and Dragon Sabre. First style that is learned, and is all about grappling. It seems to be the fundamental dealie for Shaolin, hmm.

Grappling Style, Common Crimson? - The Comic used predominantly Red to colour this style, however this should mean that this is a strike adder as long as a grappling style if its the base for all Shaolin Kungfu Action.

2) Tiger - using some Dragon principles and the Dragon claw, now the Tiger claw, you rip at people.

Unarmed/Armed Style Jade Style - Strength Based style, maybe a support? Maybe a Principle style?

3) Leopard - instead of ripping at people with pure strength, you learn how to fight with skill.

Unarmed/Armed Style - Should be crimson but might work if it is Silver, most probably a support style.


After mastering these 3 styles, the really well trusted students go to some other place in the monastary to learn the secret forms namely:

4) Snake - like waves like water. Snake around and hit people in their vital points. The Basis for some of the internal martial arts

This will probably be the Principle/Primary Style for the Combo - For this, all you need to do is modify up Waves like Water into a mid-high level uncommon as opposed its current status as a high level common.

5) Crane - Like Karate kid oddly enough. Stand there and hit people a lot. No unnecessary movements.

Support Style probably like 3 Kings. Lots of reply and auto-win init techs I suspect.

Ok, so notes. Invariably the first 3 should be commons and the last 2 should be uncommons, though I shudder to think the point cost of having to buy your way into 3+ commons, then hit an uncommon so probably their training tree won't work nicely unless you have them "forget" their earlier styles and relearn Snake and Crane. And incidentally, having 2 uncommons if they meshed nicely would be pretty sweet.