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Topic: [Solar System] Developing Territory for Werewolf
Started by: Courage75
Started on: 2/11/2009
Board: Arkenstone Publishing


On 2/11/2009 at 1:23am, Courage75 wrote:
[Solar System] Developing Territory for Werewolf

Sorry to bombard you all with posts, but I am having difficulty coming up with additional crunch for my Werewolf: the Forsaken game which I am running with Solar System and I am after ideas on mechanics on how to develop territory.

For those of you not familiar with the fiction of Werewolf, the premise is that the PCs are a pack of werewolves who have carved out a piece of territory and defend it from threats, usually supernatural. The pack often doesn't legally own property in their territory, and don't usually seek to change the physical landscape in major ways.

Instead, the pack looks after the spiritual reflection of their territory, known as the Shadow realm, and deals with the local spirits who inhabit the territory. The spirits are not ghosts, but spirits of things in the territory - cars, plants, trees, buildings, emotions and even ideas. Usually, a spirit only comes into being if a lot of effort is invested into something, so not every tree in the physical world will have a spiritual reflection. However, once a spirit comes into being it is largely autonomous from its physical counterpart.

Werewolf packs spend a lot of time interacting with spirits, usually in conflict. Werewolves, being half-spirits themselves, have the ability to enter the Shadow through rare gateways know as loci. Over time, packs can also influence and develop the spiritual side of their territory, changing the spiritual ambience to suit them better.

So that's the fiction. What I want to do is design mechanics that handle developing the Shadow of a pack's territory on a large scale. I've looked at the Season mechanics in Houses of the Blooded and also the Company mechanics in Reign, which has given me a few ideas, but I would like to know if there is anything I could use with the Solar System that might assist me. I was thinking of dividing the territory into distinct locations, each being a "character", but I am not sure how this would work.

Any suggestions?

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On 2/11/2009 at 9:14am, Eero Tuovinen wrote:
Re: [Solar System] Developing Territory for Werewolf

Have you looked into the Qek knotwork mechanics? Something like that might be interesting, as they deal with a similar notion of spiritual landscape. Under those mechanics you divide the territory into a number of spiritually significant "knots" or points, which are then known to varying degrees by the individual shamans. Each knot is then a Secret, and you can assign mechanical benefits to knowing each terrain bit. Under those rules it would also be easy to make each "knot" a character (or "roho", a disembodied spirit, to use the Qek terminology) if you wanted to.

Both Reign and HoB are fine sources for ideas, although Solar System tends to thrive in a somewhat more dramatic cut - usually we don't track large-scale developments mechanically so much as just state that these developments have taken place and then find out how this impacts the individuals in the story-verse. Thus we usually have Secrets that describe how characters stand in relation to the world, but most of the time the rules for gaining and losing these Secrets are relatively simple and rely on the conflict resolution system.

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On 2/11/2009 at 4:58pm, dindenver wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

C75,
  Well, usually, with white wolf ips (I will admit I am not totally familiar with werewolf in particular) there are multiple tribes. So, I think a lot of crunch can ceom from describing how one tribe is different from the other. So, if you used that as a jumping off point, you can get a ton of mileage. So, for instance the Lunars in Exalted have different castes. Full Moon, half moon, etc. So, if I were to try and differentiate them, I would so something like this:
Key of the Full Moon General
1 xp for leading your followers
2 xp for leading them into a dangerous situation
5 xp when they save you from a dangerous situation

Secret of the Full Moon General
You can spend more than one pool on an ability check, if that abilty check is being used to help your followers

  I know Werewolf is totally different, but I think this is a good example of how you can use keys and secrets to really distinguish one tribe from the other, right?

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On 2/11/2009 at 8:16pm, chance.thirteen wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

I would think traits about the Shadow nature of the territory would be of use. Things like regardless of how it looks now, it has many ancient spirits from the previous centuries, so perhaps many tree spirits in what is now a town. Likweise, just having many spirits vs few would be of note, as would having conflicting spirits, for instance the tree spirits from a century ago and their interactions with the spirits of travel and cars and concrete from the highway than now goes through the area.

Spun the right way, there could be Secrets to handling the situation, and larger or smaller consequences to various conflicts.

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On 2/12/2009 at 1:49am, Courage75 wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

dindenver wrote: Well, usually, with white wolf ips (I will admit I am not totally familiar with werewolf in particular) there are multiple tribes. So, I think a lot of crunch can ceom from describing how one tribe is different from the other. So, if you used that as a jumping off point, you can get a ton of mileage.


Yep, I have already designed Keys and Secrets to represent the different auspices (Full Moon, Crescent Moon, Half Moon, Gibbous Moon and New Moon) and the five different tribes. I have also designed Keys for Renown and Harmony, which are aspects of the Werewolf game that I want to reflect in SS.

I'm pretty happy with them, except that converted PCs end up with a considerable baggage of Keys and Secrets right from the start.I could probably cull a lot of the Keys, but I wanted to represent certain aspects of the fiction I liked as mechanics in the game.

Anyway, I'm more interested in mechanics to handle developing territory at this stage.

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On 2/12/2009 at 2:06am, Courage75 wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

chance.thirteen wrote: I would think traits about the Shadow nature of the territory would be of use. Things like regardless of how it looks now, it has many ancient spirits from the previous centuries, so perhaps many tree spirits in what is now a town.


Yeah, I am already doing all of that. I am more after mechanics to allow a pack of werewolves to develop a territory over time and perhaps gaining themselves some spirit allies in the process. I'm still working on that.

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On 2/12/2009 at 4:08am, dindenver wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

C75,
  I think the best way to do it would be to set up the spirits of the area and assign a difficulty level to each.
  If they are actively opposed to the werewolves' goals, give them pool, abilities and secrets. For others, set a a minimum Effect to change them.

  So, maybe a Wyrm infected spirit might have a "Spirit" pool of 5, an ability of "Spirit Charms" of 3 and a couple of secrets. But the Spirit of a playground might be tainted by recent activities of drug dealers and might need an Effect of 5 to turn around.

  That's what I would do. although Eero's knots might work, I haven't tried them before though, so I don't know either way.

  Either way, good luck with your game man.

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On 2/12/2009 at 4:40am, Courage75 wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

Eero wrote: Have you looked into the Qek knotwork mechanics?


Thanks for the link, Eero. I had a look and I like the idea. However, it is a bit larger than what I am after. Most werewolf packs are lucky if they have one locus in their territory, which serves as a gateway to the Shadow, as well as source of spiritual energy. Some have more than one, but that is rare. So if the knotwork mechanics are used to simulate a network of loci it wouldn't be much use to an individual pack, as the other loci would lie in the territories of other werewolves. If the pack chose to travel to those loci, they would be trespassing on another pack's territory. As werewolves are a very territorial race, most packs would probably think twice before they attempted this.

Still, a knotwork could definitely be used as a guide to exploring "unclaimed" territory, or a multi-pack raid through the Shadow.

I understand that SS doesn't track large scale developments mechanically and focuses on the impact of developments upon the PCs rather than on the developments themselves. However, I am interesting in developing crunch that generates these developments and has an impact on the story. I really like the idea of giving the players strategic choices about what they can do with their territory which later generates conflict in the story. I prefer this than, as SG, unilaterally announcing that a change has taken place and that the players need to deal with it.

I like the idea of using Secrets in developing territory and I thinking of ways to do this. In the Werewolf fiction, werewolves have access to rites, which are ancient pacts between werewolves and spirits that the werewolves can invoke. Some of these rites can effect the Shadow and I think this might be the way to go.

dindenver wrote: I think the best way to do it would be to set up the spirits of the area and assign a difficulty level to each.
If they are actively opposed to the werewolves' goals, give them pool, abilities and secrets. For others, set a a minimum Effect to change them.


Thanks Dindenver. I have pretty much already done a lot of that, but it feels slightly disjointed. The problem with spirits in Werewolf: the Forsaken is that they are incredibly hard to destroy. Usually the PCs beat up an enemy spirit until it's form discorporates. However, the spirit is not truly destroyed until it runs out of Essence, which is a spiritual energy. A discorporated spirit can rebuild itself over time, although it is likely to avoid the PCs in the future.

So, the situation is more like a classic guerilla war. The PCs enter a hostile location, discorporate all the nasty spirits and leave to lick their wounds. However, some time after they leave, the nasty spirits return. The trick is keeping the nasty spirits from returning, something the PCs haven't figured out yet.

What I want to do is provide them with a system where they can keep the nasty spirits out by changing the emotional taint (resonance) of a location so it won't attract the nasty spirits anymore. The fiction provides a process in which to do this, but no mechanics. I'll post this process if people are interested.

By the way, there is no Wyrm in Werewolf: the Forsaken. In fact, there is no Gaia or Wyld either. Instead, every powerful spirit is a potential hostile to werewolves, which makes the PCs more paranoid. And that is just the spirits...

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On 2/12/2009 at 4:31pm, dindenver wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

C75,
  OK, that makes sense, but maybe you are over-thinking it?
  The way I see it, if they win an ability check, they beat down the spirit, temporarily. But if they win an Extended Conflict, the spirit is booted from the territory and the spirit energy of the territory is improved.

  I guess I took the advice to make the stakes of a roll be about what you are fighting for literally. So, in my games, rarely is an Ability check about success as much as it is about how the world is different after the attempt. Because of that I have been able to have players roll for stakes such as, "other factions will think twice before going against us." I think if you brought that logic to your werewolf game, it might fit the bill.

  But on a more direct answer to your question, what if you used the Knot mechanics, but changed what a knot meant? Like each knot could be a spirit in their territory. Gaining the knot would represent the Werewolves' triumph over that spirit. Like maybe it is just dematerialized, but more than that, it is actively avoiding the pack? So, you could have a knot progression:
1) Finding the spirit or learning that it exists
2) Confronting the spirit
3) Exorcism
  And the mechanics could be something like:
1) SG lets the players in on the gag. The spirit of the local playground has been turned ugly ever since that drive by shooting
2) Players investigate, culminating in ability checks
3) Characters buy a secret related to that knot And then perform the actrs that banish the spirit permanently.
  I don't know, its just a loose framework, but it might be a good jumping off point for you...

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On 2/12/2009 at 7:44pm, oliof wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

Hi,
maybe you can borrow a page out of REIGN's pages and look at that system's Company rules.

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On 2/12/2009 at 11:17pm, Courage75 wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

dindenver wrote:   The way I see it, if they win an ability check, they beat down the spirit, temporarily. But if they win an Extended Conflict, the spirit is booted from the territory and the spirit energy of the territory is improved.


Thanks Dave. Yes, I probably am overthinking it - I tend to overthink things when they could be a lot simpler.

Still, allowing the pack to eliminate the spirit and improve the territory location by winning an Extended Conflict seems a bit too easy for me. I tend to think that they should be separate challenges. First, they have to eliminate the opposing spirit(s), then then can work on improving the location. In the end it will probably come down to Extended Conflict and some ability checks, but the fiction is clear that improving territory is a difficult task that requires effort from the entire pack and doesn't take place overnight.

I like your interpretation on the knot mechanics. How you have outlined the process is pretty much what the fiction says and what I would like to occur. However, instead of each knot being a spirit, I prefer having each knot being a location in the pack's territory that is either under their control (Dominated) or under the control of opposing spirits (Wild). Packs can attempt to improve the spiritual aspect of locations that are Dominated, but locations that are Wild must first be Dominated in order to do this.

Here is a rough outline of what I think the process of Dominating Wild Locations would look like:
1. Determine and Eliminate Threat: Any spirits that stand in the way of the pack must be dealt with. Usually, this means destroying them, binding them or driving them off. However, wiser packs may be able to bargain with spirits and convince them to leave or even work for them. Even craftier packs may play powerful off one another and trick them into destroying each other.
2. Loyalty: Once the Threat is eliminated, the Location is Dominated. Every werewolf in the pack buys the Secret of Domination (Location). This Secret gives the Location gains a Loyalty Effect. Loyalty starts at 1 but the pack may increase this over time. The Loyalty Effect may be used to provide bonus dice to any checks within the Location once per lunar cycle (28 days or so)
3.Trouble: A low Loyalty Location generates Trouble, usually in the form of rival spirits challenging the authority of the pack. Trouble is an ability equal to Loyalty-5. For example, a Location with Loyalty 2 has a Trouble Ability of 3 (Master). Every lunar cycle, the SG makes a Trouble check for each Dominated Location. If the check is successful, that Location generates rebellious spirits equal in power to the result of the check. If the check result is 6+, the Location turns Wild again and the characters must buyoff the Secret of Domination for that Location.

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On 2/12/2009 at 11:19pm, Courage75 wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

oliof wrote:
Hi,
maybe you can borrow a page out of REIGN's pages and look at that system's Company rules.


Yep, that is where I am getting Loyalty from :)

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On 4/30/2009 at 3:36am, JoyWriter wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

Just a thought, but have you thought of letting players buy secrets for the pack? If you make its cost the standard increment*no. of players, then it makes no difference, but it seems to fit the fiction a little more. On the other hand you could make it cheaper, but I'm not sure whether you want to be encouraging that. It also de-clutters the sheets a bit, if you put some of the keys you were interested in as general werewolf things onto the pack sheet.

The same record that holds the locations you own could be the one for both the pack and your territory, underlining that it has a persistent character of it's own.

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On 5/20/2009 at 5:16am, Courage75 wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

I have considered allowing PCs buy Secrets for the pack and then keeping track of them on a separate "Pack Sheet" or something. The standard cost seems fair, since every member of the pack can use the Secret.

Likewise, keeping an territorial Secrets on the Pack Sheet seems logical. I wouldn't put general werewolf Keys on the Pack Sheet because those things are individual to the specific PC, even if they all have the same kind of Keys. At the moment, every PC has a Werewolf Pack Key, which looks like this:

Werewolf Pack (Name of Pack): Your pack is an essential part of your existence as a werewolf.
1 XP: Share a scene with your pack.
2 XP: Challenge another in your pack.
5 XP: Make a sacrifice for your pack.
BuyOff: Leave the pack.

The only difficulty I can see with this approach is what happens if one or more of the PCs leave the pack. Do the pack Secrets still work or are they all bought off? My approach is that as long as the pack still exists (has at least two werewolf PCs), the pack Secrets still work for the remaining members and the PC(s) that leave(s) the pack get their XP back.

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On 5/20/2009 at 9:23am, Eero Tuovinen wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

My first reaction to that sort of set-up would be to allow the fiction and conflict system to resolve the integrity of the pack. An important member leaves? Let the others roleplay their reactions to it and perhaps have the leader roll a simple leadership check to see if the pack stays together or loses its integrity. The same for if somebody dies or if there's a challenge for dominance or such; just have leadership checks and put the pack integrity up as stakes. Then every player gets to decide how much they care about preserving the pack.

Also consider having the experience kickback from leaving the pack be contingent on the terms of the breakage - I'd probably have it be that the pack leader decides whether anybody leaving the pack gets their xp back or not. Could be interesting, and would make for some pressure to make sure that the leaving happens on good terms.

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On 5/20/2009 at 5:55pm, chance.thirteen wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

Don't let this derail the discussion at hand, but:

Under my reading of The Solar System the Eero Edition (that's right,  TSS EE), in general, the advice given was that lost Secrets should be up for Advance refunds unless the fiction really suggests otherwise and the players agree? And above, Eero has one suggestion of how to link that more tightly to the fiction and the tension of the decisions around breaking up or leaving a pack.

So, as I understand it, it wouldn't be deeply at odds with TSS if my group decided that all the Pack secrets aren't lost just deactivated, save the first one about Pack membership. That IS lost to represent the loss of the integrity and teamwork of a given group, and rebuying the Secret with a new pack name represents reconstructing such trust and familiarity.

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On 5/21/2009 at 1:10am, Eero Tuovinen wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

That seems good to me!

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On 5/21/2009 at 2:46am, Courage75 wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

Eero wrote:
My first reaction to that sort of set-up would be to allow the fiction and conflict system to resolve the integrity of the pack. An important member leaves? Let the others roleplay their reactions to it and perhaps have the leader roll a simple leadership check to see if the pack stays together or loses its integrity. The same for if somebody dies or if there's a challenge for dominance or such; just have leadership checks and put the pack integrity up as stakes. Then every player gets to decide how much they care about preserving the pack.


That's an interesting idea. At the moment there isn't an alpha (leader) in the pack. Instead, there is a "default" alpha that the pack presents whenever they deal with other werewolf packs, although another pack member usurps this role at times. Otherwise, whenever an issue comes up that affects the entire pack the members argue amongst themselves to decide what to do and I usually handle it as a Persuasion [Instinct] conflict. An amusing conflict erupted last session when the default character, refused to get out of bed one morning and the rest of the pack wouldn't stand for it. It ended up being a an extended conflict where a couple pack members where dealing Vigour Harm to the default alpha but he was dealing much more Instinct Harm to them in the form of scathing, personal insults. In the end the rest of the pack gave up and let him sleep in.

Thus I haven't formalised a challenge for leadership in the pack as such. I might do it, though. The PCs could challenge for dominance using whatever Ability they liked, as long as it is clear that is an attempt to be alpha of the pack. Perhaps the winner could turn the result into an Effect whenever an issue that affects the pack comes up?

I like the idea of pack integrity. No idea what that would be though, other than the Effect the (current) alpha creates from a dominance check.

Eero wrote: Also consider having the experience kickback from leaving the pack be contingent on the terms of the breakage - I'd probably have it be that the pack leader decides whether anybody leaving the pack gets their xp back or not. Could be interesting, and would make for some pressure to make sure that the leaving happens on good terms.


I like this, too. If I put in the dominance check for alpha, I will definitely put this in as well.

chance.thirteen wrote: So, as I understand it, it wouldn't be deeply at odds with TSS if my group decided that all the Pack secrets aren't lost just deactivated, save the first one about Pack membership. That IS lost to represent the loss of the integrity and teamwork of a given group, and rebuying the Secret with a new pack name represents reconstructing such trust and familiarity.


Just out of curiousity, are you running a Werewolf: the Forsaken game using Solar System or just being hypothetical here? If you running Werewolf, I'd be very interested in comparing notes!

Getting back to your post, how about this:

• If a PC leaves the pack, the pack integrity is shaken and the alpha needs to start making checks to re-establish integrity
• If the alpha is successful, the pack Secrets can be "re-activated" without having to buy them again
• If the alpha is unsuccessful, the pack disbands and must reform under a different alpha/name/totem and can attempt to purchase the Secrets again

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On 5/21/2009 at 4:11am, Eero Tuovinen wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

All of that sounds good to me. You could handle pack integrity as an Effect the alpha is responsible for: he makes a check to create it, writes it down (something like "Our pack is strong 3/I" or just "pack integrity for pack X 3/I") and may spend it for bonus dice in critical situations to order the others around. He could also renew it with new checks. Seems workable.

A slightly more mechanized take would be to make pack leadership a Secret:

Secret of Alpha
This character is the leader of the pack. Another character may challenge the position to strip away the rank, in which case you gain back the Advance. As long as the rank stays, the character may turn his own bonus dice into penalty dice for his opponents in any domination/leadership conflicts within the pack. To do so, the character has to invoke his position. Cost: 1 Vigor per scene to invoke position.

That might work to formalize what it means to be the alpha - that's useful if the players are not very much into the spirit of being wolf-people and thus instinctively downplay the importance of wolf-pack domination mechanics. That sort of loose Secret still allows the characters to be as liberal-democratic as they want, but it also leaves the current leader the interesting option of abusing the powers he gains from the traditional role.

(Note: in case it's unclear, getting to use your bonus dice as penalty dice against others is powerful because of the way dice mechanics work on the game. Try it out.)

You could, if you want, use even more structure:

Secret of Beta
A character who challenges the pack Alpha may get this Secret if he wants and the Alpha allows him to. If the Alpha is later dislodged, lose the Secret and gain an Advance. The Beta is a high-ranking second-in-command for the alpha wolf, which gains him some prestige: the character gains a free bonus die to all social conflicts within the pack. Note that the current Alpha may well have this Secret as well, should he have the respect of the pack.

Secret of Omega
A character on the bottom of the pack hierarchy may take this Secret. He cannot initiate social conflicts within the pack, but he is not bound by the results of such, either: going against the will of the pack Alpha incurs just one penalty die for the Omega, even if he lost a social conflict that enforced the will.

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On 5/21/2009 at 5:37am, Courage75 wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

Thanks Eero!

I had a feeling Secrets would be the way to go and I am impressed with the ones you came up with. They are pretty much what I have been looking for. Awesome! I'm keen to try them out with my players as we have often wondered how the whole "wolf-pack" mechanic works in Werewolf but the original system never went beyond "that is up to the [GM]".

As usual, I have a few questions/suggestions:

• In regards to the establishing/challenging the alpha conflict, I am thinking of standardising this as a Primal Urge [Vigour] check. Primal Urge is an innate Ability that all werewolves possess and it relates to a werewolf's connection with his "wolf-side". It is commonly used for shapeshifting and tracking by scent and other such werewolf behaviour. Since establishing/challenging an alpha is a wolf thing, it makes sense that this is the Ability required, rather than an eloquent speech (Persuasion [Instinct]), bullying (Intimidation [Instinct]), or fighting (Brawl [Vigour]). Werewolves would be able to purchase Secrets that allow them to support a Primal Urge check for the alpha role with these Abilities, though. Of course, a Primal Urge conflict could be extended into a fight, which is common in Werewolf fiction.
Note that this process is only for establishing or attempting to usurp the alpha position in a pack. Packmates are quite free to argue/fight amongst themselves using whatever Abilities they wish, and the alpha can use the Secret of Alpha if she so wishes in such cases.
• In regards to the Secret of the Omega, you mention that the Omega only suffers a penalty die if he goes against the will of the pack, even if he loses a social conflict that enforced the will. Does this mean that any other pack member may suffer penalty dice if goes against the will of the pack? Is this coming from the Secret of the Alpha or somewhere else?

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On 5/21/2009 at 2:36pm, Eero Tuovinen wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

The Omega thing is that normally a character would be obligated to follow along with a viewpoint upon which he had been convinced. For example, if a character were planning to go and do something stupid, but the Alpha ordered him to stand down, he'd have to do so - at least until the next scene. The Omega, though, he's half-outsider anyway - he can still do it, the worst others can do to him without actual physical restraint is a penalty die for bad conscience. His social tie to the pack is so thin that he can ignore the rest of the pack when it suits him.

Using Primal Urge (V) seems fine as the primary wolfy social ability to me.

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On 5/22/2009 at 12:40am, Courage75 wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

Cool. I really like the Omega concept!

So the omega doesn't suffer any Instinct Harm beyond Minor (one penalty die) from an Instinct conflict where the alpha orders him to do something? Or he doesn't suffer Instinct Harm at all, just a nominal penalty die?

Another question: can a conflict using Primal Urge (V) checks result in Instinct Harm rather than Vigour Harm? I'm thinking about the dominance conflict to determine an alpha here. I think Instinct Harm might be more appropriate than Vigour Harm, although the conflict might involve some physical scuffling between contestants (changing forms, snarling, grappling, etc).

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On 5/22/2009 at 6:18am, Eero Tuovinen wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

I allow Harm to be different in type than the Ability that caused it - the Ability is just the default, the SG can change it to whatever makes sense in the fiction.

As for Harm for Omegas - I hadn't thought that the Secret would affect the Harm mechanics, but perhaps it should. It makes sense for the Omega to be partially invulnerable to social Harm. If it seems right to you, go ahead and try it. The way to phrase it wouldn't be that the character is immune to Harm, though, but rather that he doesn't ever apply more than one penalty die to social situations, no matter how much Harm he's taken. Giving immunity from Harm screws up game balance.

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On 5/22/2009 at 7:54am, Courage75 wrote:
RE: Re: [Solar System] Developing Territory for Werewolf

Thanks Eero, that clears a lot of things up for me.

Yep, I am with you on the omega only suffering a maximum of one penalty die from any Instinct Harm incurred. The only thing I would add is that the Instinct Harm has to be inflicted by his packmates (including the alpha). He would take Instinct Harm with full penalties from anyone outside his pack, unless the Harm somehow tied in with his omega role in the pack (outside werewolves taunting him about his lowly status in the pack, for example).

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