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Demons, Devils, and Angels - and their spawn
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6782678" data-attributes="member: 20805"><p>It probably makes much more sense in my head.</p><p></p><p> My thought was to have a mechanic that supported the narrative of super-natural opponents {ones with Virtues} being harder to defeat than their non-super-natural counterparts.</p><p> If you take a War-Dog and make it Demonic, what simple mechanic turns it into a super-natural bad-ass?</p><p></p><p>In most stories it boils down to 'really hard to hurt by mortal means', which in WOIN equates to SOAK. But if you just add SOAK, you also have to work around how super-natural creatures fight each other. One option is to amp the damage.. which makes the critters even more bad-ass against mortals and in play turn into large bags of hit points... not too different than other mortal large bags of hit points.</p><p> </p><p>A better option is to have a means to negate that super-natural protection. This adds a tactical option to combat and allows the supernatural beings to be lower level challenges without the risk of TPK.</p><p></p><p>The creature might have normal SOAK that still has to be defeated, but by negating the super-natural SOAK it becomes much easier for mortals to defeat them.</p><p></p><p>So our demonic War Dog might have natural armor with a soak of 2 and a supernatural soak of 5. Normal mortal attacks have to penetrate the total value {5+2=7}, but if you have the means to negate the supernatural soak you only have to penetrate the natural armor {2}.</p><p></p><p>This provides a mechanical hook for narratives like blessed weapons, holy-water, etc.</p><p></p><p>Why {EVIL} for both angels and demons? To support two narrative conceits;</p><p>1) constant warfare in hell. With the supernatural soak not as many demons are killing demons.</p><p>2) difference in tactics between Good and Evil. As mentioned in the OP, the demons can spread damage widely while Good has to avoid negating the protection of their allies.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6782678, member: 20805"] It probably makes much more sense in my head. My thought was to have a mechanic that supported the narrative of super-natural opponents {ones with Virtues} being harder to defeat than their non-super-natural counterparts. If you take a War-Dog and make it Demonic, what simple mechanic turns it into a super-natural bad-ass? In most stories it boils down to 'really hard to hurt by mortal means', which in WOIN equates to SOAK. But if you just add SOAK, you also have to work around how super-natural creatures fight each other. One option is to amp the damage.. which makes the critters even more bad-ass against mortals and in play turn into large bags of hit points... not too different than other mortal large bags of hit points. A better option is to have a means to negate that super-natural protection. This adds a tactical option to combat and allows the supernatural beings to be lower level challenges without the risk of TPK. The creature might have normal SOAK that still has to be defeated, but by negating the super-natural SOAK it becomes much easier for mortals to defeat them. So our demonic War Dog might have natural armor with a soak of 2 and a supernatural soak of 5. Normal mortal attacks have to penetrate the total value {5+2=7}, but if you have the means to negate the supernatural soak you only have to penetrate the natural armor {2}. This provides a mechanical hook for narratives like blessed weapons, holy-water, etc. Why {EVIL} for both angels and demons? To support two narrative conceits; 1) constant warfare in hell. With the supernatural soak not as many demons are killing demons. 2) difference in tactics between Good and Evil. As mentioned in the OP, the demons can spread damage widely while Good has to avoid negating the protection of their allies. [/QUOTE]
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