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The Dresden Files => DFRPG => Topic started by: Tempestaire on February 22, 2015, 10:49:16 PM

Title: Modular Abilites and Catch
Post by: Tempestaire on February 22, 2015, 10:49:16 PM
Hello, I'm new to the game and I'd like to know if it is possible to apply a Catch to the Modular Abilities power, given that this power can be used to gain Toughness and Recovery powers.
Title: Re: Modular Abilites and Catch
Post by: PirateJack on February 22, 2015, 11:52:54 PM
Yes. If you take a Toughness/Recovery power you have to take a Catch as well, even if it's through Modular Abilities.
Title: Re: Modular Abilites and Catch
Post by: Tempestaire on February 23, 2015, 12:20:13 AM
Thanks for the answer!
Would the refresh discount be limited by the number of form points that can be dedicated to Toughness powers or by the refresh cost of the Modular Abilities power?
Title: Re: Modular Abilites and Catch
Post by: Taran on February 23, 2015, 02:52:06 AM
Thanks for the answer!
Would the refresh discount be limited by the number of form points that can be dedicated to Toughness powers or by the refresh cost of the Modular Abilities power?

Not sure I understand the question but A toughness power has to always cost 1 refresh.

So, if you have 2 points to assign in modular abilities, and you take inhuman toughness, with a catch of +3, toughness is still going to cost 1 refresh - despite the rebate.  But it means you might as well take supernatural toughness instead (or an inhuman toughness recovery combo)

So  your character might look like this:
-6 modular abilities (-2 base)
    -4 form points

Bear form:
-4 Supernatural toughness
+3 catch: Weapon 3 weapons or higher.
-2 inhuman strength
-1 Echoes of the beast


Edit:  you should be careful about taking multiple catches.  Check with your GM.  Being able to switch forms and catches might be too powerful since you could switch forms if someone finds your catch mid-combat.   Generally, you take a universal catch, I think.
Title: Re: Modular Abilites and Catch
Post by: Sanctaphrax on February 23, 2015, 03:27:23 AM
You might want to check out the note at the bottom of page 185 of Your Story.
Title: Re: Modular Abilites and Catch
Post by: Tempestaire on March 01, 2015, 06:52:59 PM
Not sure I understand the question but A toughness power has to always cost 1 refresh.

So, if you have 2 points to assign in modular abilities, and you take inhuman toughness, with a catch of +3, toughness is still going to cost 1 refresh - despite the rebate.  But it means you might as well take supernatural toughness instead (or an inhuman toughness recovery combo)

So  your character might look like this:
-6 modular abilities (-2 base)
    -4 form points

Bear form:
-4 Supernatural toughness
+3 catch: Weapon 3 weapons or higher.
-2 inhuman strength
-1 Echoes of the beast


Edit:  you should be careful about taking multiple catches.  Check with your GM.  Being able to switch forms and catches might be too powerful since you could switch forms if someone finds your catch mid-combat.   Generally, you take a universal catch, I think.
Thank you, that's exactly what I wanted to know!
Title: Re: Modular Abilites and Catch
Post by: Cadd on March 02, 2015, 02:26:33 AM
In general, the capacity to switch catches in any way should drastically reduce the rebate of the catches, up to the point of possibly being worth +0 due to being practically unresearchable.
I might allow "full rebate" if they are very similar or very obvious. Usually I'd keep the catch the same to make it a part of the personality. Adept shapeshifters are also a type of character who I could allow to simply not have a catch.
Title: Re: Modular Abilites and Catch
Post by: PirateJack on March 03, 2015, 01:08:00 PM
That's a good point. Even shapeshifters like the Naagloshii have the same weakness through all their forms so I'd suggest keeping the number of different Catches down to one or two.
Title: Re: Modular Abilites and Catch
Post by: Taran on March 03, 2015, 01:48:24 PM
I'd allow stacked catches, maybe.  Like, have a common catch (like silver weapons) but allow physical immunity fire for a fire elemental, then physical immunity water when you change into a water elemental.

No matter what, though, silver is going to hurt.