The Dresdenverse includes a lot of options for various things; the important bit is that, if you're going to use them in the Dresdenverse, they need to fit in properly. So a type of werewolf which spreads itself by a cursed bite, and possesses great strength and recuperative powers in human form as well as its wolf-like form, is perfectly fine; having that type of werewolf possess a globe-spanning society which has somehow not signed the Unseelie Accords or gotten involved in the politics of any of the other globe-spanning societies is probably not going to fly well with players unless you get their buy-in first.
I would, however, counsel against ever using novel protagonists, or even major supporting characters, as characters in an RPG. Yes, that means I don't think that Harry Dresden should appear in any DFRPG games, let alone Mercy Thompson; what works for a character in a book, with their many unique exceptions and strokes of narrative-demanded luck, becomes incredibly problematic in a game where the players want to be the protagonists.
Statting Mercy should be relatively easy, with the hardest part being "controlling ghosts":
Ghost Speaker [-1]
Echoes of the Beast [-1]
Supernatural Toughness [-4]
The Catch [+3] is that it only works vs magic
Beast Change [-1]
Human Form [+1], affecting:
Claws [-1]
Cloak of Shadows [-1]
Inhuman Speed [-2]
And Mercyverse Werewolves are hardly overpowering.I think, I understand you - Mercy-werewolves have no any serious weakness. But... this is their feature. I mean, only few can be mages, and they doesn't have nevernever powers (like fairy does). They are strong and fast (a think they have inhuman/supernatural (it depends on the age and experience) Strength, Speed, Toughness even in human form but... that's all what they has). Make no mistake, the sun, the day, and the ability to enter into other people's homes and on holy ground - coupled with their strength - are the only thing that will allow them to protect themselves.
The Marrok's almost certainly gonna be a signatory of the Unseelie Accords, for example.Of course. And that's good, that youremember him. Can someone of experienced players describe his features?
Thank's a lot :)
I think, I understand you - Mercy-werewolves have no any serious weakness. But... this is their feature. I mean, only few can be mages, and they doesn't have nevernever powers (like fairy does). They are strong and fast (a think they have inhuman/supernatural (it depends on the age and experience) Strength, Speed, Toughness even in human form but... that's all what they has). Make no mistake, the sun, the day, and the ability to enter into other people's homes and on holy ground - coupled with their strength - are the only thing that will allow them to protect themselves. Hm...If Billy and his friends were the werewolves as these, they would be able to stand up for themselves? Without the help of Harry.
Of course. And that's good, that youremember him. Can someone of experienced players describe his features?
I mean... OK, he is at least 1500+ years old. He knew King Arthur. He was a Knight of the Round Table. He was the prototype of the Grendel from the legend of Beowulf. The Vikings have named their most ferocious warriors in his honor. Gray Lords (lords of the fairies), and even vampires (Do you understand - vampires!) ... dislike to aggravate relations with him.
How strong he must be?
O, thank you. It's a great analys and sheet!
Marrok's Empathy should be higher. It's the one trait of his that has been commented upon the most often, IIRC. Of course, it could just be a stunt.
Also, Mercy can control ghosts? :o
Oh, right, and Mercy's selective magic immunity could be represented as Supernatural Stoicism, with a Catch of only against magical mind/emotion control.
If you don't like Stoicism, how about a stunt giving two extra milds for resisting mind control?
Based on your sig, would you like my writeup of True Blood Vampires? I did it years ago, but I've got it around here somewhere, so it wouldn't be any trouble.It'll be fine :)
It'll be fine :)
But, back to the MT-werewolves - What about the dominant? It is ability, which allows more powerful werewolves command weaker packmates, and allows every werewolves command human. This is not hypnosis, rather like a very strong intimidation and persuasion.
Does that mean you want 'em, or not?Yes, of course, I want. I mean, I will be glad to read it.
Being dominant isn't a supernatural ability per se.Let me disagree. Just remember 1st book. Warren's boyfriend told Mercy about five drunken toughs, who try to harass them. Five. Versus two guys (and gays!). And Warren dispersed them without raising his voice. Those bullies can't be scared in such a situation without supernatural influence. It is psychologically impossible.
Yes, of course, I wont. I mean, I will be glad to read it.
Let me disagree. Just remember 1st book. Warren's boyfriend told Mercy about five drunken toughs, who try to harass them. Five. Versus two guys (and gays!). And Warren dispersed them without raising his voice. Those bullies can't be scared in such a situation without supernatural influence. It is psychologically impossible.
Echoes of the Beast [-1]As I remember, they can heal themselves in any form.
Pack Instincts [-1]
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
The Catch is silver [+4] (The supernatural is public in the Mercyverse, and silver bullets are both universally known and stocked in every gun store...in the Dresdenverse, this probably drops to +3)
Feeding Restriction (Meat) [+1] effecting all of;
Beast Change [-1]
Inhuman Recovery [-2]
Human Form [+2] effecting only; (Mercyverse werewolves take several minutes to shift and are well-nigh helpless when doing so...it's not usually an option in the middle of combat)
Claws [-1]
Cloak of Shadows [-1]
Supernatural Recovery [-2] (This is special: It's basically the act of shapeshifting that heals them...the distinction is mostly meaningless, but might be compelled to have them not use this power during combat or some such, and certainly means they need to be conscious to utilize it)
That's only -8 Refresh (-9 if the supernatural is secret). Now, being a real alpha or something might well include other powers...but they're hardly starting characters.
Yeah, this I agree with completely. If you insert werewolves ala the Mercyverse into the Dresdenverse you need to seriously consider how they fit in with the setting. The Marrok's almost certainly gonna be a signatory of the Unseelie Accords, for example.
This on the other hand, I disagree with. Compels and Invocations of Aspects tend to model this kind of narrative interaction perfectly, making Fate one of the better games to do this with. You obviously need to keep it to cameos or give the PCs some reason not to go running to them for help (or them some reason not to help) so that the PCs remain the stars of the show...but that hardly makes their presence impossible or anything...just something you need to be very careful with.
I find one mistake. As I remember, they can heal themselves in any form.