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Weapons of the Gods (2004)

Eos Press

 

Date Reviewed: 9-2-2010

Critical Kobold Rating:    (2 out of 5 Dice)

Bad-Ass Kung Fu and Big-Ass Weapons

Weapons of the Gods is a colorful rpg based on a comic book series of the same name. It focuses on high-flying wuxia kung fu exploits in ancient third century China. Characters are warriors, scholars, or courtiers in a land of martial arts and mystical fantasy.

 

The setting is Shen Zhou, where sixteen warring states battle for control of China. PCs are part of  the Wulin, a term for the “Martial Arts World” where fighters and adventurers roam the countryside performing kung fu marvels and shaping their destinies one challenge at a time.  One of the most potent but difficult ways to do this is to find and master one of the fabled Weapons of the Gods, terrible and powerful magic weapons that can split mountains and lay waste to vast armies with one mighty slash.

 

 

(I mean that literally. When it comes to power levels, this game doesn’t fuck around. They’re cranked to “11”, baby.) Of course, finding a Weapon of the God may be the goal of an entire campaign, so don’t get the idea that everyone and their uncle is running around with one.

 

However, the game is clearly geared for over-the-top action, with the kind of kung fu that allows warriors to crush walls and shatter weapons with a touch while leaping 30 feet in the air, and with alchemists and Taoist monks practicing magic and brewing potions, and courtiers influencing entire clans and armies to do their bidding. Style is as important as skill, though, and your destiny may influence the destiny of entire kingdoms.

 

 

Character Creation

 

Rank

 

Rank is a level of ability and achievement. PCs start at Fourth Rank, and as they progress in the game, they move up to Rank One. Only the mightiest and most legendary wuxia heroes become Rank One personalities, and they’re the rulers and powerhouses of the Wulin. There are also those everyday citizens designated as Rank Five, but they’re NPCs, mostly goons and mooks and average peasants of no real skill.

 

Archetype

 

There are three basic archetypes in WotG. You don’t have to design a PC using an archetype, but for beginners, they offer a simple framework on which to hang a fleshed-out PC, with a list of suggested appropriate skills, characteristics, and gear to get you going.

 

Warriors are probably the most abundant class in the wulin.  Warriors may be beggars, guards, bandits, soldiers, gangsters, or any other profession that would logically lend itself to teaching a person to swing a sword and execute a flying side kick. Being a warrior just means your forte is kicking ass. Every archetype in WotG may know some kung fu moves, but a warrior is most likely to know many, and has access to rarer and more powerful martial art styles and techniques than other classes.

 

Courtiers are power-mongers. They are educated people such as judges, Imperial court scribes, merchants, nobles and ministers. They know that true power can come from working contacts, gathering information, and influencing other powerful people. They’re drawn to intrigue and subtle manipulation, and make excellent politicians and spies.

 

Scholars seek to understand the world around them, and study how the occult and mundane coexist. They often learn mystical skills such as fortune telling or Taoist magic, and have professions such as philosopher, sage, wandering monk, poet, or kung fu master. The best of them possess arcane magical skill that they can unleash to the benefit of friends and detriment of foes.

 

Attributes

 

PCs have five attributes that outline their natures:

 

Might – physical stuff, like vigor and constitution and raw strength.

Speed – how quick and dexterous you are.

Presence – your charm and force of personality.

Genius – your smarts and memory.

Wu Wei – your awareness, senses, and perception, but it also consists of the spirit; wu wei is a mystical trait used by Taoists and sages to understand the flow of life forces around them.

 

Each PC starts with 15 points to divvy up amongst these five attributes, rating them from 1 to 5 as players see fit. Obviously, higher numbers are better, so you’ll most likely put your points in the attributes that best reflect your archetype’s strong suits.

 

Skills

 

The twenty-five skills in Weapons of the Gods are very broad, to allow you to use one skill to cover a range of activities, but some have specialties as well.  For example, one skill, Stealth, may be used for sneaking, spying, lock picking, keeping hidden in shadows, slipping past guards, eavesdropping, etc. Any activity you can justify as being sneaky can be covered with Stealth. However, if you’d like, you can choose specialties such as “At Night”, or “Outdoors” or “While Wearing Cool Black Robes” which make you even better at a skill when those particular conditions occur.

 

Skills are represented by scores of 0 to 5. Someone with a zero score is basically relying on raw talent instead of having had any actual training. A two score means you’re decently versed in the area, while a four is professional level. (You can eventually gain scores greater than five, but not during PC creation. Someone with, say, a seven score would be legendary across Shen Zhou for her talents with that skill.)

 

PCs begin with 30 points with which to buy skills and levels on a one-for-one basis. If you want to focus your training, spending a single point also allows you to buy a pair of specialties, but they must be specialties for two different skills. (For example, I can spend one point to specialize in ‘sword’ under my Melee skill, and also to specialize in ‘keen hearing’ under my Sense skill, but I can’t take two specialties under the Melee skill or two under my Sense skill. They have to be split up.)

 

Each skill is connected to an attribute. When using a skill, the attribute and skill scores are added up. This sum is then the number of ten sided dice you roll to perform an action.  Specialized skills give you an extra die to roll, if the circumstances are right for using the specialty. The Ranged skill, for example, is based on the Wu Wei attribute, and is used for ranged weapon attacks. If I have a Wu Wei score of 3, and a Ranged skill score of 2, and I specialized in ‘spears’, then whenever I chuck a spear at someone I roll 6 ten –siders. (If I threw anything other than a spear, such as a knife, or if I fired a bow, then I’d only roll 5 dice, because my ‘spear’ specialty isn’t involved.)

 

I’ll explain the dice mechanics more thoroughly in a bit, but that’s what you need to know for now to draft a character’s skill list to suit your tastes.

 

Secondary Attributes

 

Every PC has a Chi score. This is used to fuel special martial arts or magical Secret Art techniques; you can always simply punch or kick someone, but to use your clan’s secret  “Thousand-Serpent Strike” technique requires a layout of chi points. Chi comes in five colors, each color corresponding to one of your attributes. Different martial styles and techniques require various colors of chi to activate, so you need to make sure if you’re taking a Kung Fu style that you choose one in which you have a good amount of that color chi. Taking too much damage reduces your chi flow, making it harder for you to perform special maneuvers in combat.

 

Your Health is a measure of your hit points. In WotG, “wound levels” are calculated according to how many multiples of your Health score you’ve taken in damage. Generally, for every wound level you have, you accrue penalties to movement and task performance. Taking up to your Health score in ouchies leaves you “battered.” There’s no penalty for this level, you just look coolly disheveled. At two times your Health score in damage, you’re “injured”, and suffer penalties to chi flow and Agility skills. The maximum damage you can take is five times your Health. At that point, you’re smoked, Kwai Chang. Most average citizens of Shen Zhou have five Health, but heroes start at 15 and may increase this if their Chi score goes up.

 

Your Joss pool is your flow of luck. Each PC starts with three points of joss, and you can choose whether these are good joss (xia) or corrupt joss points, or a mix. Xia joss benefits you by allowing you to add a die to a skill roll,  and corrupt joss is used to subtract a die from an opponent’s roll.  Once joss is spent, it’s gone for that game session, but you can earn more during play by roleplaying well or achieving a Deed. Deeds are actions representing one of the Five Heroic Virtues of the Wulin (Justice, Charity, Benevolence, Righteousness, and Loyalty.)

 

Finally, your River is a unique mechanic to Weapons play.  PCs start with two “spaces” in their River, and earn an extra space every time they move up a Rank. The River allows you to “store up” dice during a single scene in each of your free River spaces, putting aside one or more dice results from a particular roll to use later. This allows you to substitute dice from your River into subsequent rolls, allowing you to get better results when you want or need them.

 

The WotG dice mechanic will be explained a bit later, and the River will make more sense, I promise.

 

Destiny and Advantages

 

If you’d like, you may buy Advantages or Disadvantages to round out your hero’s personality and background.  These are purchased with Destiny Points, and PCs begin with 50 Destiny. The benefit to buying a Disadvantage is that if it comes up during play, you gain Destiny points for putting up with the inconvenience. Destiny points are the experience points of WotG, so earning Destiny is how one moves up the Ranks to become more kung-fuey and badass.

 

Some Advantages include Common Sense, Good Looks, Tough as Nails, Mentor, Weapon Training, and Wealth. An advantage obviously acts in your favor in any appropriate situation. So the Fast advantage makes you quicker on the draw and to move when speed is of the essence.

 

Disadvantages include Chronically Unlucky, Overwhelming Passion, Rival, Missing Body Part, Family Curse, or one of my favorites, Thick as a Brick (you’re not the sharpest arrow in the quiver.) Playing up these Disads makes for a colorful character, and gives the “Wulin Sage” (the GM) something to toss at you to make your life more interesting every few adventures. If you ignore the Disad when it comes up in play, nothing much happens, but if you play along with it, you’ll earn Destiny. (Of course, if you  plan on ignoring your Disadvantages, then there’s no real reason to buy them in the first place.)

 

Lore

 

Destiny can also be used to buy Lore Sheets and Kung Fu. Lore sheets are pieces of setting material from the history of Shen Zhou. By purchasing a particular Lore, your PC becomes invested in that setting facet to various degrees. Spending more Destiny when purchasing a Lore makes you more involved in that Lore, or grants you better stuff as a result.

 

For example, there’s a Lore called Brotherhood Wine. The story behind the lore is that the Wan Clan uses a secret alchemy to make this wine, which enhances the Chi of whomever drinks it. If you spend 2 points to gain this Lore, your PC has a barrel of this wine to use during play. If you spend 5 points, your PC actually knows the secret to making the wine! Both choices obviously offer some interesting background considerations for your PC; is she part of the Wan Clan? How did she get the recipe?  Maybe she stole the barrel? Is someone from the Brotherhood after the hero for stealing the secret? Does the PC know a merchant who can supply more of the wine? Hmm…

 

Kung Fu is a special set of Lores, and there are many kung fu schools to choose from. Each school has special techniques such as Shadow Walk, Hiding Moon Strike, Hail of Blows, Sweeping Scythe Kick, and Hideous Painful Flail. PCs can invest Destiny to learn a style, then invest more Destiny to learn the style’s individual techniques, which become more powerful the longer a student practices the art.

 

Another special set of Lores are the Secret Arts. These include the arts of Medicine, Predictionism, Intrigue, and Daoist Magic. These arts are geared more towards the non-Warrior archetypes, but there’s nothing stopping any PC from learning any Secret Art. Spending Destiny in these Lores allows a PC access to superior healing skills, herbalist and alchemy talents, the ability to alter a target’s chi balance or passions, curses, divinations, and other magicks.

 

OK, now that we’ve laid out our character, here’s how to play…

 

 

MECHANICS

(Or:  Rollin’… rollin’… rollin’ on the River…)

  

When a PC makes a task check to use a skill or strike someone in combat, they roll a number of ten sided dice appropriate to their skill score and corresponding attribute score, as mentioned earlier. However, in WotG, the dice rolls are read differently than in any game I’ve played before. You’re rolling a percentage, and trying to roll high, but how you get there is a bit wacky until you grasp it…

 

You’re trying to roll matching numbers, and the more matches you roll, the better. Rolling “0” on the ten sider is actually zero, not ten. To get a percentage out of the roll, you treat the number of matches you rolled as the “tens” column of your result, and the actual digit that came up on the dice as the “ones” column.

 

So, say I roll five dice, and I get the results 1, 3, 6, 6, 9. Even though nine is the highest number, I’m looking for matches, so I’m going to use the sixes instead. I rolled two results of six, so my total is “26”. (Two sixes is read as “twenty-six”.) If I’d rolled three results of six, that’d be thirty-six. Get it? (If the best you roll is a single digit, with no matches, then choose one of your results and add ten. So if I rolled three dice and got 3, 7, 8, then my best roll is one eight, or “18”.)

 

That’s it. The entire game is based on percentage rolls for task resolution.

 

BUT!... Remember that River we talked about earlier? In any scene, you can choose to take some dice results you rolled (the actual numbers on the dice face) and “float” them into your River to keep for later in the scene. They only last until the end of the combat or negotiation or research or other endeavor for that one scene, then your River is cleared before moving on to the next game situation. So, it’s a ‘Use ‘Em or Lose ‘Em’ type gimmick, but the River can certainly be useful while it’s in play.

 

Let’s say you toss a crappy roll in combat and get no matches. If you rolled a high number though, like an eight, you could float that die into your River, hoping to roll more eights later in the combat. If you do end up rolling some eights later, like maybe two of them, you can bring that third eight out of your River, and suddenly instead of a 28, you’ve got yourself a 38. See how it works?

 

It seems a little wonky until you grasp the point of it. It’s like foregoing a small benefit now to maybe get a bigger payoff in a few minutes.

 

Of course, situational modifiers apply, such as fighting in the dark, or deactivating a trap under time constraints, or talking your way past Imperial Guards when you’re on the Most Wanted List. But, in Weapons of the Gods, you only take the single largest penalty or bonus that would apply to your check. So, if you have a Warrior swinging a halberd at an enemy, he may have the penalties of -5 for a wound he suffered earlier, -5 for being off balance due to standing on a rickety bridge, and -10 for fighting in a torrential rainstorm. However, his total modifier is only -10 (not -20), because -10 is the single biggest penalty in the situation. So it pays in WotG to try outrageous stunts and colorful feats, because once you get a penalty, adding other actions with the same or lower penalty modifier has no effect whatsoever on your chances of succeeding! This is to stimulate slam-bang action sequences; you’ll be more apt to go for broke if there’s no massive accumulation of penalties for crazy-ass stunts.

 

Combat works by trying to beat the defender’s dodge, block, parry, or Run Like Hell skill. Whoever rolls higher wins. Damage is determined by rolling damage dice, and the more your attack roll beat the defender’s roll, the more damage dice you get to toss. The sum of your damage dice roll is added to your weapon damage score or your kung fu power, and applied as Wounds to the sucker on the receiving end. Damage may be reduced by armor or protective chi affects, but that’s the general idea. Anyone can spend jade chi to heal damage at any time, as well, so that’s nice. (Maybe make sure you have a point or two of jade chi when developing your character, young Grasshopper, eh?)

 

Weapons have three scores: Speed is added to initiative, and rates how quickly they can bash, whack, or eviscerate and; Strike is a number added to combat rolls; and Damage is a modifier to the Wounds result you roll. Something like a small knife has scores of Speed +15/ Strike +0/ Damage -5, while a kwan dao long-handled saber has Sp +5/ St +5/ Dm +15.

 

Critical hits also generate special results depending on the weapon. Your choice of tool for inflicting violence may entangle, knock down, disarm, disorient, or embarrass your opponent in addition to doing damage.

 

So, after you’ve had a chance to roam around the Wulin and gain some notoriety and Destiny points, you’ll be ready eventually to move up in Rank, becoming more powerful and cool.

 

 

 Advancement

 

Destiny points are used as the XP of the game. For every 50 Destiny points you earn, you increase a Rank (from fourth to third, say) and increase your Joss attribute as well as your Chi aura. But to earn these Destiny points, you must be performing Deeds in conjunction with the Five Heroic Virtues listed earlier. This is so that people who don’t do righteous or benevolent or charitable Deeds won’t become “promoted” to more powerful reputations in the Wulin.

 
 

 

One of the things I like best about the Virtue system is that each good virtue has a Corrupt opposite! So it’s like the Dark Side of the Force; you can perform naughty Deeds in conjunction with such Corrupt Virtues as Revenge, Ruthlessness, or Ferocity, and still earn Destiny and become more powerful! It’s just that too much bad mojo will become part of your chi, and people will recognize your corrupt aura and react appropriately (you’ll gain the Baneful characteristic, which good NPCs may sense and therefore shy away from dealing with you.) Taking the corrupted Baneful path isn’t the route of a good PC, but it’s easy for even good-meaning PCs to slip up and earn some corrupt Destiny for doing something notably selfish, for example. The mechanical result of following Corrupt Virtues is that you won’t be able to generate joss from doing certain Virtuous Deeds, but you can still gain Destiny.

 

You can also use your Destiny points to increase stats, buy new skills or Lores, increase skills you already have, and generally tweak your dude for improvements.

 

 

 
 

The Rest of the Rules

 

The remainder of the book is devoted mostly to Wulin Sage material and advice. There are rules for “mooks”, which have become increasingly popular in action games the last decade or so. Mooks are generally nameless, unimportant adversaries that your heroes should be able to plow through like a yak through the radish garden. They go down easily individually, but when they attack in packs, they can give even a seasoned warrior a good fight. 

 

There are rules for poison use, followers and hirelings, wealth and resources, common services and goods to be traded or purchased, as well as a chapter detailing the eponymous and powerful Weapons of the Gods from the comic. (Included are rules for forging your own weapons, as well.)  Lastly, the characters from the comic are statted up for your enjoyment.

 


 

 

The GOOD

 

The game certainly has an intriguing old China flavor, and seems appropriately action-y. There’s a diversity of special arts, magic methods, and fighting styles to keep PCs different and unique even just using the three main archetype templates. The River is an interesting mechanic, allowing you to have some control over when you pull out an impressive and devastating roll rather than being totally at the mercy of a random dice toss each round.

 

I’m especially intrigued by the Virtues system. I love the fact that PCs can still gain Destiny and level up by performing non-virtuous acts, as long as they’re willing to accept the role-playing consequences of an increasingly ominous aura. I made a passing reference to Star Wars earlier, because this is honestly the best implementation of a “Dark Side corruption” effect I’ve ever seen in a game, and it’s a shame no version of Star Wars rpgs have ever had anything as subtle and smoothly done.

 

The Secret Arts of magic, alchemy, predictionism, persuasion, and others are very flexible in utilization, allowing players to design detailed effects, either subtle or glaringly obvious, to their tastes.

 

This was one of the few role playing games that intrigued me so much, I kept thinking about it after I'd traded it away. About two months after I'd let it go, I contacted the person I'd given it to and traded something to get it back. In the end, though, I didn't run a campaign, because while I was very interested in the mechanics and feel of the game, it ended up being too complex for what I was after in the long run. But the fact that I went out of my way to get a hold of it after I'd given it up indicates that there must be something worthy in the game.

 

 

The NEUTRAL

 

There’s a general dearth of equipment for the game. PCs start with some basic equipment, but any major item you want would be purchased with Destiny points using a Lore for “Personal Equipment.” Anything not bought this way is fair game to be lost during game play. Items are not a major investment in the game, though; WotG focuses on relationships, deeds, reputation, and ass whupping, not gathering treasures or amassing coins and trinkets. Most heroes will only be concerned with their sword and armor, or a few potions and scrolls. There is a list of commonly available goods for PCs to buy, but these are your basic sleeping rolls, lamps, scrolls, clothing, etc. It serves the purpose of equipping your guys, but it’s hardly exciting.

 

I’m also not a fan of the non-kung fu Lores. Unfortunately, they are a huuuuge part of the rule book, and the authors clearly want you to love them and use them as a major part of the game. While a few of them may be useful or interesting in play, the vast majority seem like ridiculous bullshit that I can’t imagine a player would waste valuable Destiny points to buy. Proponents of the Lore sheets seem to feel that because you’ve invested valuable Destiny points in a Lore, the Wulin Sage is duty-bound to include that Lore’s material into the campaign storyline for you. I, on the other hand, think that any GM who doesn’t naturally pay attention to what the players want to do and allow them to do that during the course of the campaign is a flaming goblinbaby who won’t keep her players long, so really, what’s the point of buying the Lores? A lot of them are one-point Lores, that basically allow your PC to come into contact with a famous dude from the setting. Can’t your Sage simply let you meet up with some of these people if that’s cool for the story?   

 

 

The EVIL

 

OK, remember a few paragraphs up above, when I said there must be something worthy in the game? There is... but Maglubiyet help me if I have the patience to sift it out of the book.

 

Oh my god, man. The main problem with the rulebook is that the rules, Lore sheets, and other game material are interspersed with long stories and narratives, as both examples of rules and just random fiction pieces for atmosphere. However, these pieces were written by a woman named Rebecca Borgstrom, who apparently has a reputation in the rpg world for not being able to express herself in human languages well. The stories are often rambling and unnecessary, when not outright confusing, especially in the Secret Arts section of the rules. This is mostly because the inclusion of the fiction chops the rules up, so that you have to wade through long paragraphs of random crap to get to an actual explanation of a mechanic useable in game play.  Even then, the mechanics are sometimes explained in less than clear wording, occasionally using vague terms. This makes reading the material confusing and distracting.

 

It helps (only slightly) once you understand that the system is supposed to be loose and malleable, so players can work within the framework of their skills and arts to design curses, schemes, rituals, and spells as they like using general guidelines… but for someone expecting more straightforward, precise rules, this may be a frustrating chapter of the book. It’s very aggravating having to scan three paragraphs of fictional dialog before finding the four rule-related sentences that actually explain the damn mechanics you’re looking for.

 

I didn’t make it through the whole book the first time I tried to read this rpg; my brain kept shutting down due to the confusing mess of text I was trying to sort out. The ideas presented are fascinating, but the execution of describing how those ideas work in play made me dizzy. I had to wait a month or two and then try again. The bizarre mish-mash of sporadic rules and voluminous blather is almost not worth the effort of wading through. Unfortunately, the entire Secret Arts section follows this pattern, and that section is so important to play that you can’t really give up on deciphering the mess.

 


 

So, I can't help but feel that there's a great game lurking in Weapons of the Gods. But you'll have to be more dedicated to the game than I to spend the effort to unravel the mystery of the text. Good luck. To get the most out of the treasure of a game that I know is buried under the creaking weight of its own preposterous blather, you’ll need some powerful kung fu indeed!

 

 

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