The Catch

The Catch. You must specify something that bypasses your Toughness abilities. This will give you a discount on the overall cost of any and all Toughness powers that you take, based on how likely it is that the Catch will be met in play. Add all the relevant discounts from the list below:

  • If your abilities only protect you against something specific, you get a +2 discount. If they protect you against everything except something specific, you get nothing.
  • If the Catch is bypassed by something that anyone could reasonably get access to, but usually doesn’t carry on them (like cold iron), you get a +2. If it is bypassed by something only a rare class of people in the world have (like True Magic), you get a +1. If it is bypassed by something only one or two people in the world have access to or could produce (like a Sword of the Cross), you get nothing. Even the mere presence of the thing that satisfies your Catch will cause you discomfort (and may be grounds for a compel or something similar).
  • If almost anyone with an awareness of the supernatural knows about the Catch or could easily find out (like from the Paranet, or Bram Stoker’s Dracula if you’re a Black Court vampire), you get a +2. If knowledge of the Catch requires access to specific research material that could be restricted (like a wizard’s library), you get a +1. If knowledge of the Catch requires knowing you personally to learn about it (like the effect of Judas’ Noose on Nicodemus), you get nothing.
  • Any Recovery powers you have will not speed up the recovery from an injury sourced from something that bypasses the Catch.’
    Catches cannot reduce the cost of your Toughness powers below –1. You may specify more than one Catch if you so choose, but you can only receive the discount once; take the best one.

The Catch

Dresden Files: Boston john_sussenberger john_sussenberger