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Old 08-31-2014, 08:03 AM   #1
Whitelaughter
 
Join Date: Jun 2011
Default Hurting Major Words

If a WordBound loses a Word Force, then they have to roll to avoid losing a normal Force as well (GMG p29). If their Word Force exceed their normal Forces, then they are more likely to lose a Force - basically a 1 in 6 chance per difference in Forces.

This has some interesting tactical implications. If the 16 Force Demon of Nuclear Weapons has 17 Word Forces, then it's worth letting him grow in power before hurting him - reducing his WForces from 16 to 15 is only a temporary effect, but from 18 to 17 may permanently damage him.

This could be one of the reasons for the stalemate on Earth - the high command of both sides moves from target to target, cutting down the tall poppies on the other side, letting the other enemy WordBound wax fat.

And, rather than just trying to hurt the Words, the logical opening move against them is to grow them a bit - probably with a scare campaign. So rather than attacking Nuclear Weapons directly, you start by encouraging humans to worry about them, fear them, increasing the Word...and making the humans more receptive to your next move of pushing for treaty, regulation or whatever. Similarly, going against the Word of Housebreaking, you start by publicising successful burglars...and then have them put behind bars by mortal authorities.

Since it is common for both sides to have a given Word, you also need to consider how you will influence your own Wordbound. The initial push can be disguised to look like an attempt to assist your own guy, while the attack to drive down can be used to stop your WordBound entering dangerous territory.

Related Words can be attacked simultaneously, so over time - and The War is thousands of years old - a roster will evolve, as you cycle through the enemy Words. This could be a cause of the cycles in human society, the swings in fashion and interest directly linked to the celestial manoeuvering.
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