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The Dresden Files => DFRPG => Topic started by: Dan from Chicago on April 07, 2010, 06:54:43 PM
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It doesn't seem clear:
Toughness abilities require you to define the
circumstances under which the ability is effective—
this is represented by a stunt attached
to your toughness abilities called the Catch,
defined below.
The Catch can be something that doesn't give you a rebate, like True Love for the White Court. Other templates get toughness abilities, but don't have a catch associated with them. If I take a Lycanthrope character, do I need to invent a catch for it's inhuman recovery?
Thanks
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Every single Toughness ability lists "must be attached to a Catch" in its list of Musts. So... yes. Always. (Though some catches aren't worth anything because they're super-rare. Still needs to be there.)
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For really generic toughness I'd probably choose Magic as the catch since physical toughness might not work against strictly supernatural things.
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FYI: in the rules, "armor against physical stress" is "armor against physical stress." So if you have Inhuman Toughness with a Catch of "Silver" then it still gives you Armor: 1 against magic that would inflict physical stress. However Silver would be a +2 catch for a were-form or a +1 for anyone other type. But most important about a silver catch is that your armor (from Inhuman Toughness) would apply to magical attacks.
A Catch of "Magic" on toughness just means your Armor or Recovery won't apply when you are targeted by magic. Remember Toughness powers only apply to Physical Stress. I haven't seen any Mental or Social toughness powers.
Inhuman Recovery is pretty awesome. Getting rid of Mild Physical Consequences along with your dots of Physical Stress is handy.
Would a catch of magic be a +1 or +2? I am trying to think of a template that makes sense for a catch of magic. Only one seems to be the very open ended Emissary of Power. I think the best way to determine the second bullet point on the cost list is to imagine if the question were posed to a person that was in the dark about magic existing and were asked what they think the catch would be, if they got it on the early guesses, it is a +2, else it is a +1 (unless it is a case of "You have to make him swallow a mushroom stuffed in your wet left sock, which you dipped in an eastern running river with the first rays of dawn shining on the act"). But I seriously can't imagine a monster that falls under the "Duh, use magic" header.
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Every single Toughness ability lists "must be attached to a Catch" in its list of Musts. So... yes. Always. (Though some catches aren't worth anything because they're super-rare. Still needs to be there.)
(We're having a late-hour discussion about whether it's truly a must for the Recovery powers; it's definitely a must for Toughness/Physical Immunity, but Recovery might get a downgrade to a Should. I'm not totally sure about that yet tho.)
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So what do you do for things that are just "big scary monsters" but don't have any particular thematic vulnerability -- inhumanly tough because they are gigantic and strongly built ... like a Tyrannosaurus rex? What about things that are tough because of armor-like skin, like the (plot-irrelevant CHANGES SPOILER))
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Assume they have a +0 Catch, and if the players come up with a creative bit of research that sounds plausible as a weakness later on, run with it.
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Assume they have a +0 Catch, and if the players come up with a creative bit of research that sounds plausible as a weakness later on, run with it.
OK, makes sense.