JFolmar <XCDC...@aol.com> writes:
[ quoted text not captured ]
All of the damage of strike resolution is applied at the same
time as the effects of strikes like steal blood are applied - but
the blood to heal damage isn't burned until all of these effects
have resolved.
So, after applying strikes (strike resolution step 1), the Zip Gun
bearer has lost one blood (to Theft), and has one point of damage to
deal with (from using the Zip Gun). The opponent has one extra
blood (from theft) and one point of damage to deal with.
Then, Zipper goes to torpor since he no longer has enough blood to
burn to heal damage. His opponent burns one blood (possibly the blood
that he just stole) to heal the damage applied to him.
--
L. Scott Johnson (sjoh...@math.sc.edu) | Ensign Crusher, check that
http://www.math.sc.edu/~sjohnson | leaky warp core please.
Graphics Specialist and V:tES Rulemonger. |