[Solar System] Modelling WtF Werewolves - Shapeshifting & Regeneration
Eero Tuovinen:
Quote from: Courage75 on August 26, 2009, 03:17:21 PM
So the ability to deal Aggravated Harm is always determined by the situation, not the result of a check? For example, getting a result of 7 deals Aggravated Harm instead of requiring the PC to Transcend?
Transcendent checks are very rare and over-powered, so that wouldn't work too well. Rather, this sort of stuff is usually predicated on Secrets. Like so:
Secret of Troll-slaying
Gorenite coistrels have studied goblin anatomy and may cause them grievous injuries. When the character causes Harm to a goblin, that Harm is AGGRAVATED, marked accordingly on the Harm track. Such Harm does not shake down and cannot be healed naturally. Additionally, the goblin suffers penalty dice equal to the highest aggravated level of Harm to any use of his ADAPTATION (V) Ability until healed. Cost: 2 VIGOR
Courage75:
Quote from: Eero Tuovinen on August 26, 2009, 11:49:47 PM
Transcendent checks are very rare and over-powered, so that wouldn't work too well. Rather, this sort of stuff is usually predicated on Secrets.
Cool, that makes sense. In the case of silver causing Aggravated Harm to werewolves, anyone armed with a silver weapon can inflict Aggravated Harm to a werewolf, even other werewolves. I expect this would be a piece of equipment rather than a Secret, unless using the Secret of Equipment?
Quote from: Eero Tuovinen on August 26, 2009, 11:49:47 PM
Secret of Troll-slaying
Gorenite coistrels have studied goblin anatomy and may cause them grievous injuries. When the character causes Harm to a goblin, that Harm is AGGRAVATED, marked accordingly on the Harm track. Such Harm does not shake down and cannot be healed naturally. Additionally, the goblin suffers penalty dice equal to the highest aggravated level of Harm to any use of his ADAPTATION (V) Ability until healed. Cost: 2 VIGOR
I like the idea of Aggravated Harm also penalising an innate Ability of werewolves, like Primal Urge (V). Would this have to be particularised under a Secret, like above? Or is could this be worked in as a natural consequence of suffering Aggravated Harm?
Here is my adaptation of your TSoY Secret for Werewolf:
Secret of Silver Slaughter
You are especially talented at using silver weapons against werewolves. When armed with a silver weapon, any Vigour Harm you cause to a werewolf is instead marked as Aggravated Harm. Aggravated Harm cannot be shaken out and cannot be healed with a Primal Urge (V) regeneration check or by regular means. In addition, any Harm you inflict is so painful that the werewolf suffers penalty dice equal to the highest level of Aggravated Harm on any Primal Urge (V) check until healed. Cost: 2 Vigour
Eero Tuovinen:
Seems to work. Depending on how you handle equipment, you might want to make that whole Secret more of a property of silver than character skill with silver. In the TSoY book I do the imbuement thing - so something like that would be the "Silver Imbuement" on a piece of equipment rather than a Secret. Mechanically it's very similar, though, so depends on how you go about things in a given campaign.
Courage75:
I like the Secret of Silver Imbuement better than what I have come up with. This is because making silver weapons is tricky - silver is a soft metal and isn't as tough as steel is. If a PC vanquished a foe and acquired his or her silver weapon, would this qualify as a separate Secret (Secret of the Silver <weapon type>)?
Eero Tuovinen:
I'm not sure I understand the question, but I imagine that a silver weapon would be handled the same way you'd handle equipment in the game in general. I've been doing this whole imbuement thing lately in TSoY. In that context I'd do the silver weapons thing like this:
A Great (3) Silver Sword
This sword has been made out of almost pure silver. It holds together thanks to runes etched onto its surface.
Ratings
+1 for swordfighting
+1 for impressing people
+3 for messing up werewolves
Imbuements
Silver (I)
Cost: 1 Instinct per scene.
Silver Imbuement
Equipment imbued with silver burns werewolves: any Harm caused by such an item to a werewolf is aggravated.
The above makes perfect sense in TSoY, let me open it up a bit: Imbuements are just like Secrets, except that they attach to pieces of equipment. They're basically swappable with Secrets: if something is a balanced Secret, it's also good as an imbuement, insofar as game mechanics go. Imbuements do not cost Advances for the character, however: instead, they increase the introduction cost of the equipment they attach to. The introduction cost is a Pool cost the character has to pay the first time he uses a given piece of equipment in a scene, for any purpose. The equipment itself costs one Advance no matter the number of imbuements, so adding more imbuements doesn't make the equipment more expensive to own in terms of Advances (like was the case in the old equipment rules), it just makes taking the equipment out and smacking people with it a more expensive proposition.
Thus, if a character owned the Silver Sword above, he'd pay an Advance to own it. Because it's a Great (3) sword, it can be broken with a Great (3) Ability check, should somebody want to. And because it has an imbuement, using it costs Pool. It also has a bunch of equipment ratings, those come free.
If a character wants to create equipment like the Silver Sword, in TSoY he needs a suitable Ability and perhaps a Secret that allows him to imbue the item.
Anyway, that's just how I'd do the silver thing after spending a lot of time with TSoY. No idea if that's pertinent to your game; I could well imagine running a werewolf game where equipment simply wasn't an issue, in which case a Secret for using silver (or even just knowing to use it) would be a perfect replacement for tracking who has or doesn't have silver weapons.
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