ParanetOnline
The Dresden Files => DFRPG => Topic started by: danthehut on March 31, 2011, 07:15:14 PM
-
Reading through the powers I see that Inhuman Toughness/Recovery mention you must take a catch.
However looking at the Were-From template I see no catch mentioned, and the examples provided in OW (Billy Border) show no catch for were forms with those abilities.
Also some samples people have made on the board dont seem to have a catch indicated for those powers, and others do.
Am I missing something here? Or do you not need to take a catch if you have the powers only in your were-form. Is that considered catch-y enough?
-
ok, so i reread billy's stat block in OW and he dosent have inhuman toughness or recovery. so there goes my confusion.
-
The question is still valid though (especially considering what we see in aftermath) and there are a bunch of great solutions. The first one that jumps to mind is you can always take an unknown catch (say at +0), which makes it all the more dramatic when the GM "accedentally" discovers it.
-
For certain were-forms, such as a were-bear or were-armadillo, a toughness power and related catch may be appropriate. In the case of the bear, we ruled that his Inhuman Toughness had the catch of "Hunting rifles and other weaponry designed for dealing with large animals instead of humans". I don't recall how much rebate he got for that, and it didn't come up very often.
-
He got a +1 rebate.
Why? Because a Catch can't reduce the total cost of the character's Toughness powers below -1.
-
Can the same catch satisfy the requirement for two inhuman abilities that require a catch?
I would guess it does, but still only provides a +1.
-
Can the same catch satisfy the requirement for two inhuman abilities that require a catch?
Yes. Read the phrasing of the chapter in question. Explicitly, all toughness powers have the same catch and are treated as one bundle.
-
So yeah, if you have inhuman toughness and inhuman recovery you can have a catch of up to +3, because the toughness and recovery are both facets of the same ability and the catch applies to both.
-
ok, so i reread billy's stat block in OW and he dosent have inhuman toughness or recovery. so there goes my confusion.
That is his old stat block. By Aftermath, he shows some form of recovery. We do not know what exactly is the catch however.
-
The obvious catch and also the one I'm going with for my werewolf is silver. Of cause that's really not quite canon since in the Dresdenverse, a werewolf is simply a shape-changer rather a "real" werewolvf (a loup-garoux in the Dresdenverse). Still to me if you're a were-anything silver is your weakness, if you prefer to go with canon then hunting rifles or similar is the obvious choice.
-
We just added a werebear to our game, and we opted to take monkshood (or, more commonly, wolvesbane) as the generic Catch for were-creatures.
-
I would go with something similar to the Spectres catch "[+0] Catch is that they can’t heal from stuff that specifically disrupts ectoplasm (like Ghost Dust)." Something like "[+0] Catch is that they can’t heal from or stop stuff that specifically disrupts shape shifting magic" should fit with canon and logic.
-
Much depends on what animal you turn into. If you're playing the type of Were-Form that just changes into a real-life animal that can soak up a lot of punishment, I think it'd make sense to just have the catch be anything above a certain weapon rating. I think I'd also add some restrictions, such as no Toughness powers unless your animal has Hulking Size or really thick scales or the like. Now if your wereform is, say, a White Wolf style garou, then you'd take the toughness power and give it some kind of magical catch.
-
I say silver if only because most people associate werewolf weakness with Silver and it's a hard mental block to overcome. The reason silver isn't effective against normal wereforms is because they don't have supernatural toughness to begin with so the silver doesn't have anything to overcome. Wereforms usually taking those extra hits because they're huge and can redistribute their Endurance to have an abnormally high specialization, an some are really big.
-
Also consider where the were-form comes from. I created a were-panther character whose shape shifting powers is hereditary due to an old bargain with the fae. His catch is the fae catch, cold iron and such.
-
Wood from a Mountain Ash is the bane of the Were-bear in my game. It comes from a legend in Scandinavia, where his family (of theriomorphs) is from. Apparently, the locals were told to plant them outside their homes to keep werewolves at bay. He's susceptible to weapons made from the wood, as well as treating the entire plant as highly toxic if ingested (such as a brewed tea from the leaves...)
-
Story in Side jobs with Murphy and Billy shows that Billy now has …. But cant remember is there was any talk of his catch in that story…. Thought?
-
Story in Side jobs with Murphy and Billy shows that Billy now has …. But cant remember is there was any talk of his catch in that story…. Thought?
Yup, zero talk of his Catch.
I'd consider going with Silver in his case. Silver was a legendary metal, reputed to be effective against all sorts of nasties back in the days of mythology.
-
I thought the same, but then thought that he has been working with Dresden, and talking a lot about how what he does is he just cast one Spell very very well… If magic is perception and belief would magic be his catch?