rec.games.trading-cards.jyhad

Multiple Flak Jackets

5 messages from 5 participants · 24 January 1998 – 26 January 1998
original thread on Google Groups

Lupus Australis

I just had a thought on multiple Flak Jackets. Officially, they are cumulative, though this is often seen as such an afront to the imagination that house rules are made against it. After all, a person can only wear one flak jacket, right? But there are a great number of allies in the game that are conceived of as a group of individuals rather than a single individual. It does not seem inherently contradictory that one such ally could benefit from multiple flack jackets, does it? Such allies include: The Bruisers, Goth Band, Gypsies, The Knights, Loyal Street Gang, Order of the Hermes Cabal, The Slashers, and Werewolf Pack. Evidently, the game designers have a low opinion of the effectivenes of lowly mortals, since in most cases it takes alot of them to have any game significance. The most extreme case is that of an entire band of Gypsies, which together can only do 1 bleed, 1 damage, and has only one life. Allies that are not obviously plural could be thought of in that way. Political Ally might have an entourage; Muddled Vampire Hunter might have a cute girlfriend; Outcast Mage might have an apprentice; Arms Dealer might have several employees; etc.... Normally, such puny mortal retainers are too insignificant in game terms to take note of. But give one a flak jacket, and he might prove enough of a distraction to an attacker as to be able to prevent 1 point of damage to his friend in a combat before he bites it. The benefit might well be in addition to the benefit gained to the minion by wearing his own flak jacket. Vampires too may be though of as normally having retainers, mortal buddies, dupes, patsies, and hangers-on that are normally too insignificant to take note of in game terms. I am certain that the prince of the city, at least, would not normally be found alone. Certainly in the case of a prince, many of his powers come not from his inherent abilities, but from the assistance of those he controls. Certainly a vampire with a Palatial Estate has lots of servants that are not significant enough to take note of in game terms. Perhaps if he takes care to outfit some of his buddies, servants, or whatnot with protective gear it is conceivable that they might be some significance in combat. We already know that equipment *posessed* by a minion is not necessarily carried by him in "story" terms. Thus, for instance, Ghoul Retainer can use a weapon posessed by the employing minion. Oh yes, and I have just figured out how it is that a Leather Jacket can protect me from an Assault Rifle. You see, I bought this young punk a leather jacket, and he is so grateful that he now hangs out with me all the time and thinks I'm real cool. Thus, when someone comes after me with an Assault Rifle, the loyal punk leaps to my defense and gets blown away. Unfortunately, both the punk and the leather jacket are now completely ruined. Flak Jacket might work similarly, but be more re-usable. Similar logic might be applied to the cumulative benefit of IR Goggles, etc. Lupus Australis ____ ____ \ \----/ / |()__()| __\ __ /__ / __\()/__ \ |/ \==/ \| | || |

Richard D. Zopf

Lupus Australis <jbwh...@dorsai.org> wrote: >I just had a thought on multiple Flak Jackets. Officially, they are >cumulative, though this is often seen as such an afront to the imagination >that house rules are made against it. After all, a person can only wear >one flak jacket, right? >But there are a great number of allies in the game that are conceived of >as a group of individuals rather than a single individual. It does not >seem inherently contradictory that one such ally could benefit from >multiple flack jackets, does it? The idea of how multiple Flak Jackets being cumulative can be translated into some form of "real world" logic has been bantered about the newsgroup on several occasions. The best explanation I've heard (besides the one that says it's just a card game...) is that you should perceive multiple purchases of Flak Jackets (or any other cumulative effect parallel) as reivesting for an improved version. One Flak Jacket is the equivalent of wrapping yourself in Gradma's down quilt. Two is the equivalent of going to an Army-Navy surplus and getting a WWII vest with some steel plates stitched inside. Three might be getting you up into the kevlar police issue range. Any more than that, and you're definitely a well equipped drug peddler/ bank robber. Of course, I see most efforts at rationalizing how cards in a card game interact as futile, when extended beyond the cards themselves. We are talking about the same Flak Jacket that, when wrapped around your arm in a Rutor's Hand ritual, makes it hurt so much less... >Such allies include: The Bruisers, Goth Band, Gypsies, The Knights, Loyal >Street Gang, Order of the Hermes Cabal, The Slashers, and Werewolf Pack. >Evidently, the game designers have a low opinion of the effectivenes of >lowly mortals, since in most cases it takes alot of them to have any game >significance. The most extreme case is that of an entire band of Gypsies, >which together can only do 1 bleed, 1 damage, and has only one life. I'll keep playing the game... Many generals throughout time have seen the benefit of severing the leadership of a band by removing it's leader. You can extrapolate the disbanding of these groups by the targetting of a key individual... >snip balance---->this way madness lies ;-)

SirTemple

>We are talking about the same Flak Jacket that, when wrapped around >your arm in a Rutor's Hand ritual, makes it hurt so much less... Perhaps I am missing the point, but a Flak Jacket can't prevent the damage from a Rutor's Hand, can it? The superior version specifically allows the damage to be prevented, but since this isn't happening in combat what cards prevent damage? The question of Rotschrek(SP?) could be applied as well, is the vampire attempting to inflict agg. damage to himself, by cutting of his own hand? Deep Thoughts by Jack Handy "Handy" get it! Hand-y as in Rutors hand. Hahahahahahah. Oh shut up! Jason

D Walker

[ quoted text not captured ] It was an errata it is treated as a resolve combat damage phase. Daniel Catiff at Large

LSJ

SirTemple wrote: > > >We are talking about the same Flak Jacket that, when wrapped around > >your arm in a Rutor's Hand ritual, makes it hurt so much less... > > Perhaps I am missing the point, but a Flak Jacket can't prevent the damage from > a Rutor's Hand, can it? The superior version specifically allows the damage to > be prevented, but since this isn't happening in combat what cards prevent > damage? The superior version has errata to treat the damage "as if from a strike in combat." Therefore, the damage can be prevented by Flak Jacket. > The question of Rotschrek(SP?) could be applied as well, is the > vampire attempting to inflict agg. damage to himself, by cutting of his own > hand? Rotschreck can only be applied when the vampire attempts to inflict aggravated damage on his opponent (or opponent's retainers) in combat, so no. (More errata). -- L. Scott Johnson (vte...@wizards.com) Official VtES Net.Rep for Wizards of the Coast. (*) - Subject to review by Rules Team