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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.  
 
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.
 
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)  
 
Type: Ranged (Bow, Gun, Throwing Daggers)  
 
Default Critical Successes: Maim, Down
 
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.   
 
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  
 
* Add your Crimson Chi modifier to Initiative  
 
* Any reload action you make in this round may be done as a free action.
 
* 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.   
 
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  
 
* Make a second attack this round in initiative order  
 
* Draw a weapon as a free action.  
 
* 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.   
 
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 inflict 1 extra dice of damage on a hit
 
* You Maim and Knockback your opponent.
 
* You Maim and Knockback your opponent.
 
  
 
4.  Infinite Volley Stance (4 Crimson): Your attack makes no distinction between single enemies and hordes.   
 
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.
 
* 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.   
 
* 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.   
 
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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