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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

Links

Wotgtechdiscussion
GodWeapons
Wotgmodern


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. Here's my reasoning:

  • REAL ULTIMATE POWER!!: A weapon of the gods represents a mechanical step above most normal characters. In fact its an insurmountable step without a comparable god weapon. God weapons shatter normal or quality weapons by degrading their strike, and have unique and useful powers. Since God weapons are tiered in power these effects scale upwards in their disparity. Rank 3 weapons aren't too far up from normal or quality weapons, despite their weapon shattering ability. Rank 2 weapons are a wide gamut of extremity. Some are only somewhat above high rank 3 weapons, though most others are moderately to staggeringly powerful, like Bone Blinder, which as written is THE most mechanically powerful God weapon in the game.
  • Errata: Ok, dumbing down Bone Blinder is a good idea. Make the sense roll required to nullify the tech something like 20 or 25. Since your opponent can bad joss you down to 1 or 2d, this low number is a lot better than the 60s you'll be tossing about on the attack. Secondly, yes strike off the "you can't use strike to defend" from the first power. That bit basically makes it able to strike down Class 1 GW users with impunity.



God Weapon

THE SNOW MAIDEN'S REAVER 

Class II Heavenly Greatsword

Speed +15, Strike +25, Damage +25

Effortless Power: Cloak of Frost: Enemies within Favoured Chi in yards lose 10 from Strike.

Greater Power: Aegis of Rime: +10 armour. Lesser Power: Icy Hand: Entangle critical effect available.


Jai Lei = Girl, barbarian princess

Jing Ning = wastrel sent north to smarten up.


To say Jing Ning was a wastrel would be to call 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 binge ended one summer when after a tryst with a visiting noble's daughter while her father was in the room, almost causing 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, however for his own personal good, his death did not happen. Despite being a besotted lush, he was quite able martially defeating four assassins while dead drunk. This however did lead him to getting lost in the mountains. This would have been his actual end 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 several benefits for being almost murdered it seems.

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

[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: Channelable strike adding, extra attacks, initiative, replies, area attack, leech.

[15:05] Jon: That is a *lot* of stuff.

[15:14] Jon: No. You don't need to. The fact that it doesn't combo that well is another point.

[15:14] Jon: If you have this style and nothing but this style, notice that you actually don't *need* anything else other than lightfoot?

[15:15] Jon: Except maybe an armour style.

[15:15] Jon: But I get along fine without that.

[15:15] Jon: For damage, if you can afford the stupidly high cost, get Heart Sword.

[15:16] Jon: That one does *lots* of damage. :)

[15:18] Jon: Now that the style doesn't channel silver anymore, HMtB makes a good combo.

[15:18] Jon: Ambition and Clear are straight damage-adders, and Heartless is an excellent debuff.


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)
(Offensive, Primary/Support)


1. Falcon Takes Flight (1 Crimson): The first step towards flight is to stretch your wings towards the sky. Only speed and grace seperate you from the sky.

  • Add your Crimson Chi modifier to Initiative and Strike
  • Double your athletics result for the purposes of movement
  • You may draw a weapon as a free action


2. Wings Rebuke the Earthbound (2 Crimson): The act of flight is a concious rejection of the earthbound. Your wings make this statement abundantly clear to those who stray too near.

  • Add your Crimson Chi modifier as a roundlong defensive Strike adder
  • You may make Replies on a Critical Defence.
  • Channel 2 White to continue this tech for another round.


3. Diving Strike, Swooping Talons (3 Crimson): Like a bird stooping out of the sky you rush at your opponent giving them no chance to defend themselves.

  • You may lower your opponent's defensive pool by 1 die per 1 point of Gold Chi channeled


4. Sudden Aggression (4 Crimson): You move from stillness into violent action before your opponent can react.

  • You may attack as if you have Ambushed your target if your initiative is higher than theirs, once per combat. This effect cannot be used while the tech is being channeled, only during initial activation
  • Otherwise the tech lets you:
  • Add your Crimson Chi modifier to Initiative and as a roundlong offensive Strike adder
  • You may make a second attack
  • These effects can be upkept by channeling 2 Jade


5. Hundred Handed Presence (5 Crimson): Your speed is so great that you can attack multiple places at once.

  • 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 + 4 Any): The final refinement of ultimate speed is to attack before an opponent desires to attack you. With this ability armies do not stand a chance against your wrath.

  • You may make an Attack, against anyone who targets you in hand to hand combat and attempts to attack you.
  • Add your Crimson Chi modifier as a round long offensive Strike Adder
  • This only effects people with initiative count lower than yours and you may not reply against those who you have preemptively attacked.
  • These effects can be upkept by channeling 2 White
- Tech 4 + tech 2 in one combo + autowin? 2 Jade + damage



Iron Pole Devil

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

Uncommon Silver Style
Brutal (Staff, Wolf-tooth Mace)


1. Devil's Roar (1 Silver):

  • Attack counts as an attempt to Terrify
  • You may call your weapon to your hand if its within your Favored Chi in yards.


2. (2 Silver):

  • 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.


3. (3 Silver):

  • You may make an Area Attack with a radius of your Favored Chi
  • You can channel Jade chi to increase damage, 1 damage die per point of chi
  • + Strike


4. (4 Silver):

  • You may redirect attacks
  • Defensive Strike adder
  • 2 crimson channel


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.


6. (6 Silver + 4 Any):

  • Efficient Die Leach
  • + 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.

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.