Emerald Expansion 1 - Introduction and Needles

Hello everyone! I'm Ryan Turner, a big Wandering Heroes of Ogre Gate fan. And designer, check me out in the credits! I also made the companion app.

I want to post more Ogre Gate content, which I began doing in the form of a sect book, but I realized that might not be the most effective approach for what I want to do. Thus I was inspired by the Bedrock Blog to start a blog where I post Ogre Gate content (and possibly branch off to other things, but right now definitely mainly Ogre Gate)!

For my initial project, I'm going to be adding a whole bunch of techniques to the compendium. Of the 41 weapons on the weapons table (WHOG 179), only Arm and Leg Strike have a technique specifically tailored to them at every Qi Level from 1 to 7. If you're wondering how swords like the jian are omitted, it's because I don't count general techniques like Fierce Strike. So for my purpose the jian actually has zero qualifying techniques because any printed technique you can perform with it you could also use, say, a hook sword.

I'm calling this the Emerald Expansion, and I hope you'll follow me on my journey to stat out a wide variety of weapons!

One final note, I am trying to only add where necessary to achieve one option per weapon per Qi Level up to 7. For example, since Storming Needles exists, I will only be adding six needle techniques (the ones for levels 2 through 7). 7 techniques times 41 weapons is 287, so I hope you'll oblige me skipping out on 68 of those. It's still over 200 new techniques.

Needles
Skill: Light Melee
Damage: 0d10
Range: 5 feet

When I'm creating a fighting style for my character, I love looking at the weapons table to see all possible options. I had a lot of fun making one character that only took a few techniques in many weapons, ending up with a jian, metal fan, qiang, crossbow, and fly-whisk, each of which he busted out in different scenarios. If you only consult the chart and don't read through the weapon descriptions, though, you might miss out on Needles because of the extremely deceptive 0d10 listed damage. Crucially, "if directed at a single target, their Damage increases by 1d10 for every needle. So two needles do 1d10, three do 2d10, four do 3d10, etc." (WHOG 182). The entry also suggests reading Storming Needles, so let's do so, and realize that it does 3d10 damage at Qi 1, from "3 extra needles per Qi Level" (WHOG 124)!

Now, remember that non-profound characters can have at most 3 ranks in a skill, so any weapon that scales off Muscle or Speed has a normal damage roll of at most 3d10, and only weapons with a bonus (typically large ones like the Guan Dao or Meteor Hammer) can exceed that. Doing 3d10 at Qi 1 makes Needle damage okay for sure, BUT since it scales with level, once you hit Qi 2 that bumps up to 6d10 and suddenly you're holding the only 6d10 damage weapon that doesn't have an accuracy penalty. Well, except the Ballista and Battering Ram, but who uses those? Er, before this expansion gets to them, of course.

I've chosen to present the techniques in level order rather than alphabetically so you get a sense for how skill with the weapon progresses. Without further ado:

Stem the Tide
Discipline: Dianxue
Skill: Light Melee against Evade
Type: Normal
Qi: 2

You throw a few needles into key nerves in your target's throat, preventing her from breathing.

Roll Light Melee against the Evade of one target within 10 feet per Rank of Dianxue. On a Success she chokes, taking 5d10 damage and making an Endurance roll against TN1 for Suffocation per WHOG 83. Each consecutive round you use this technique on the same target, the TN increases by 4. If the target goes a full round without suffering this effect, she is able to breathe and if she suffers it again the TN will reset to 1.

Cathartic: Cathartically you knock the wind out of your target, causing the Suffocation TN to begin at 5 as though she had already been unable to breathe for a round.

Toad Marrow Injection
Discipline: Dianxue
Skill: Light Melee against Evade
Type: Normal
Qi: 3

You make tiny punctures into your foe's bones so that just a little marrow leaks out.

Make a Light Melee roll against the Evade of one target. On a Success she takes 6d10 damage and suffers -1 to all Defenses for one minute.

Cathartic: Cathartically you deal 1 Extra Wound.

Zhen Bird Exterminator
Discipline: Dianxue
Skill: Light Melee TN7
Type: Counter
Qi: 4

You make a devastating counter to Turn of the Zhen Bird by subtly pricking your foe with a poisoned needle as they pivot around you.

Roll Light Melee against TN7. On a Success, you avoid the counterattack and make a 4d10 Potency roll against your assailant's Hardiness to infect him with Zhen Bird Venom.

Cathartic: On a Cathartic use the Potency increases to 7d10.

Block of Sanity
Discipline: Dianxue
Skill: Light Melee against Evade
Type: Normal
Qi: 5

You prick a few needles into your target's temples, disrupting the signals coming from their eyes.

Roll Light Melee against the Evade of one target within 10 feet per Rank of Dianxue. On a Success he takes 6d10 damage and each round for 1 round per Rank of Dianxue he may not attack anyone who his allies have attacked that round.

Cathartic: Cathartically you do 2 Extra Wounds.

Phantasmal Spirits' End
Discipline: Dianxue
Skill: Light Melee against Evade
Type: Normal
Qi: 6

Your needles pierce the back of your enemy's neck, draining her experiences as she makes use of them.

Roll Light Melee against the Evade of a single target. On a Success, she takes 6d10 damage and for 1 hour per Rank of Dianxue, after each time she uses a Skill, she suffers a stacking -1d10 penalty to that Skill until the technique ends.

Cathartic: On a Cathartic use the penalty accrues before the Skill is rolled.

Nine Providences Needle Technique
Skill: Light Melee against Evade
Type: Normal
Qi: 7

When you learn this technique, choose whether it affects those with negative or positive karma.

You punish your target for their deviation, smiting them with a hailstorm of needles.

Roll Light Melee against the Evade of one foe. On a Success, for each point of positive or negative karma they have (per your choice above), separately roll 6d10 Open Damage. This technique deals no damage to those with 0 karma or karma in the direction opposite of the one you chose. You may not learn this technique more than once.


That's all for this one, I hope you enjoyed these. Don't forget you can poison your needles!

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