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Hick Jr:
oh, darn. The +2 is a typo. i'll change it.
And given the source material, i find that to be pretty reasonable. my thought process was something like, "Tolkienian goblins are easily-slain mooks in hordes thousands strong. DV goblins are, in Harry's own words, Terminators from Krypton. In Tolkienian literature, Orcs are cooler versions of goblins. Therefore, DV orcs must be even cooler than Goblins."
The catch is..difficult. The orcs they're based on (discworld) were very, very difficult to kill. They could survive being decapitated, supposedly. A mechanical change to striking a certain organ? That's what's described as powering their healing ability in that specific canon. I'd really prefer it not to be just "Cold Iron, +3". Cold Iron should be a +4 (You can find out it hurts faeries with 30 seconds and Wikipedia) and it's really, really generic.
Sanctaphrax:
Overcoming the healing of an orc isn't enough to be an orc's Catch. A Catch makes irrelevant both Toughness and Recovery.
What you're talking about sounds like take-out narration, honestly.
That being said, I can't really think of a good Catch for Discworld orcs.
Deadmanwalking:
--- Quote from: Hick Jr on December 27, 2012, 06:21:59 AM ---The catch is..difficult. The orcs they're based on (discworld) were very, very difficult to kill. They could survive being decapitated, supposedly. A mechanical change to striking a certain organ? That's what's described as powering their healing ability in that specific canon. I'd really prefer it not to be just "Cold Iron, +3". Cold Iron should be a +4 (You can find out it hurts faeries with 30 seconds and Wikipedia) and it's really, really generic.
--- End quote ---
Sure, if you know it's Fae. What's Fae, though? And do they look how you expect? For example, Harry knew the whole thing about Fae and Iron but might as well not have when meeting the Gruffs...because he didn't know these weird goat-people were Fae. The same is true for Winter Ogres (who look like Yetis) or centaurs, or goblins. Or, indeed, for most kinds of Fae, really, especially given their Glamours and ability to appear how they like. Little folk like Toot-toot, matching as they do the popular image of a faerie, might get +4 out of it...but they'd be just about the only ones.
Iron's +2 for availability, but only +1 for research instead of +2 because you need the +1 level of research to know that whatever you're fighting is Fae.
Hick Jr:
Ah. I hadn't thought of it like that. Thanks, deadman. And the Catch for Discworld Orcs would probably be a direct attack on The Little Brother (the organ that heals them and makes them tough). But there doesn't really seem to be a called shot system in Fate, so that's kind of right out. Meh. Cold Iron just bothers me because it's a ludicrously easy Catch to bypass. It doesn't even need the GM to provide ridiculous reasoning for why the random mook is carrying pope-blessed silver or something, he could just say, "The mobster feeds you one of his car keys. Roll athletics.". It almost invalidates even posessing Toughness or Recovery unless you're in a campaign that's pretty light on mortals.
Edit- Also, allowing the GM to adjudicate exactly what bypasses the Catch really only works if you and your GM can agree on what exactly constitutes "extreme physical harm". Standing next to a grenade, yes. Small caliber gunfire, no. On the other hand, this is an excellent story element- The bad guy figures out he's facing an orc, and starts in with the heavy artillery.
Edit secundus- Rereading Lords and Ladies, would Thunderbolt or Meteoric iron be an acceptable catch? I find it to suitably flavorful, but I'm fairly sure it would only provide a +2.
Deadmanwalking:
Cold Iron's easy, sure, but it lets you get Toughness powers damn cheap that still apply to most bullets, falls, claws and teeth, and almost all magic. Just off the top of my head.
Meteoric Iron is +1 or +2 depending on amount of research required. It's +1 for rarity and another +0 or +1 depending on how much research there is to find it.
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