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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
GenericWuxiaAction
WeaponsofSpace
BendingStyles


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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:


  • 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.


  • Bling of the Gods: One thing that is somewhat striking about the WotG system, is that gear is for the most part less important than personal skills. Stuff is important to a degree, for instance fighting someone while you are naked is markedly harder than when you have armour and weapons, but it is doable. The escalation in statistics in God Weapons brings to mind other games where higher level characters are essentially defined by their bling, hint hint. I don't think this is what wuxia is about, in fact I think that is opposed to what wuxia is about. Green destiny aside, having an uberweapon rarely spawns good game playing.


Brad Comments: See below for my comments on the breakability of god-weapons preventing this problem.

  • Kungfu Tangent: Same thoughts applies for Rare styles. They cost a lot, do a bunch and are horrifyingly powerful. In some cases they lead to effects, which are essentially *perfect* in their application on the opponent, which I think begins to break down the game as it escalates what you need to do to keep the game running.


Brad Comments: The horrifying power of the Rare Styles is deliberate; the difficulty of acquiring them, and their high cost and few forms, keeps them within the realm of manageability, if only just. An opponent with a Rare Style is worthy of a Wulin Army Summons. You will almost never meet multiple parties with Rare Styles in a single group; such is very rare, like the Disrespectful Sages. To defeat such a group would require either Uncommon-to-Rare Styles of Kung Fu, powerful god-weapons, or both.

Comment: Mmm, I see that. This isn't really to dump on Rare styles, its just that there may need to exist a "half step" style between Rares and Uncommons so you can get wierd above uncommon powers that you can slot into your fighting combos

  • 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, 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.


Brad Comments: These points are taken and under consideration.


  • Further Errata: Alrighty, another good idea pointed out on the WotG forums is to take away the weapon shattering ability on parry of God Weapons. This is a somewhat fundamental change, it means you don't need a bag of swords to deal with the God Weapon dude though one is still up a bad way in the statistical comparison. This seems to be a good thing as I think shattering God weapons is a rather tetchy subject and you know, having to go find new ones or reforge old ones are good plot points, but not something you have to encounter half the time you get into a big arsed duel.


Brad Comments: As to this last, I cannot back removing the weapon-shattering ability of god-weapons. The breaking of a treasured weapon and the consequences thereof are part of what keeps the game from having the god-weapons be the 'Bling of the Gods'. Ultimately, it's not one's weapons that define a character; if anything does that, it's their kung fu.

Rebuttal: 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

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.

Celestial Chi

Gain a Great Victory, pay for it later.

Jai Lei = Girl, barbarian princess

Jing Ning = wastrel sent north to smarten up.


To say Jing Ning was a wastrel would be like calling 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 state of affairs ended abruptly one summer when after a tryst with a visiting noble's daughter while her father was in the room. This almost caused 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 a rather covert purpose, however for his own personal good Jing's death did not happen. Despite being a besotted lush, he was quite adept at Kung fu, defeating four assassins while dead drunk. This did however did lead him to getting lost in the mountains. Jing's story would have ended here 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 some benefits for being almost assassinated and then getting lost in the mountains.


When she awoke they both had a heart to heart discussion on the matter at hand. The fact that they did not speak each other's language well was only but a minor hinderance. They soon discovered that to each other's dismay or delight that they were both equal in debauchery and also martial skills. Their battles rang through the snow covered peaks of the mountains which provoked people to avoid them for fear of the horrible ghosts that warred during the day and the horrible animals that did horrible things during the night.


This state of affairs ended one day with Jing accidentally tumbling down the mountain and into a patrol who whisked him back to a border fort where he was commended on not dying horribly to his father's great dismay. From that point on Jing vowed to be less extreme in his debauchery and to be more martially and socially focused.


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.


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.

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 Pheonix

[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.


The common conception is that virtue stems from righteous action. Those who follow the Resplendent Falcon way feel that 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 best 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. Signature: your weapon leaves trails of white feathers when you activate a technique. Some people have modified the colour of their signature to reflect their own personal tastes.


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. The first form of this style increases the speed of your hands and your feet so that it seems as if for a short moment that you are flying.

  • Add your Crimson Chi modifier to Speed and Strike
  • Double your distance traveled from Athletics rolls
  • You may draw a weapon as a free action


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

  • Add your Crimson Chi modifier as a round long defensive Strike adder
  • You may make Replies on a Critical Success on 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 Speed and as a round long Offensive Strike Adder
  • You may make a second attack
  • Channel 2 Jade to continue this tech for another round.


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 upon the completion of the attack. This counts as your movement for the round
  • Add 2 result dice to each successful attack.


6. Flight of Falcons (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.

  • Add your Crimson Chi modifier as a round long Strike Adder, Speed and to Athletics
  • You may make a Secondary Attack
  • You may Reply on any successful Defence
  • Channel 2 White to continue this tech for another round.



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 25, for every 5 points above 25, target weapon loses 5 strike. For quality Weapons the base number is 35. For god Weapons, it only works if your weapon is of greater quality than the other. Armor or Chi aura 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, + 5 armor?
  • 2 crimson channel


5. Water of Trancendance (5 Silver): This technique invokes the water of forgetfullness which one bathes in before one is reborn into the world. Being affected by this technique washes away your current memories of the world and brings you closer to the next.

  • 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


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): Standard Maim, + Damage, + Strike.


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


5. Classics of Six Harmonies (5 Crimson): deny River,


  • 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.