OK, here's the situation:
Bianca with super Potence and +1 Hand Damage gets into a fight. She plays
Torn Signpost. She has a Sengir Dagger. She strikes using Undead Strength
(+2 to hnd or melee).
How much damage is done?
Is this damage aggravated via the Dagger?
Would a Wooden Stake work the same way (as the Dagger)?
Can you use the Dagger (or any melee weapon) with the Signpost?
Thanks
Andy
Ok, Bianca with Superior Potence (+1 hand) uses Torn Signpost (3 base
hand) with Undead Strength (+2 hand) and a Sengir Dagger (Aggro Melee
weapon). Beacuse Sengir Dagger says that any extra hand damage provided
by another card is also Aggro, then Bianca would do 6 Aggro damage.
Just think of Torn Signpost as a feat of strength ("Boy, I'm mad. I rip
up trees! I break stuff! I break you!") rather than a Stop Sign as a
Melee weapon, and your set.
As far as I understand the wourding on the new Stake goes, I would assume
that it works the same.
Peter D Bakija
PD...@aol.com
"I die with him again and again
And I feel good in my revenge"
-Kate Bush
an...@vt.edu (Andy Berlett) writes:
>OK, here's the situation:
>Bianca with super Potence and +1 Hand Damage gets into a fight. She plays
>Torn Signpost. She has a Sengir Dagger. She strikes using Undead Strength
>(+2 to hnd or melee).>How much damage is done?
Officially,
3 (signpost) +2 (Undead Strength) aggravated (Dagger) = 5 agg.
Course, we have a house rule that the Signpost effectively makes
a distinct melee strike option, not a hand strike (i.e., you
can boost it with Undead Strength, but you can't use it to
boost other strikes - like the Dagger's)
>Is this damage aggravated via the Dagger?
Yes.
>Would a Wooden Stake work the same way (as the Dagger)?
Dunno. A stake from Jyhad would not, since it doesn't
say anything about hand damage. It would only get
the bonus from the Undead Strength (making it a 3-damage
strike which paralyzes)
>Can you use the Dagger (or any melee weapon) with the Signpost?
Any melee weapon that is based on hand damage, yes.
(Jyhad's Rowan Ring would not be included).
--
L. Scott Johnson (sjoh...@math.sc.edu) | Always remember you're unique,
http://www.math.sc.edu/~sjohnson | just like everyone else.
Graphics Specialist and V:tES Rulemonger. |
On 4 May 1996, PDB6 wrote:
> Just think of Torn Signpost as a feat of strength ("Boy, I'm mad. I rip
> up trees! I break stuff! I break you!") rather than a Stop Sign as a
> Melee weapon, and your set.
I never really understood the logic of a feat of strength
increasing hand damage during an entire combat, but maybe my opinion
that the added damage is because of a one-shot melee weapon is due to
the picture of a crooked signpost with dent marks (IMHO, one of the best
pictures in the set). If you're right, maybe that card is the only card
with an exactly same effect as another one, Fists of Death (if you disallow
stacking of said card). Well, just picture Gloria Giovanni (or some other
stilish vamp with potence) infuriated, tearing all the signposts on the
street, throwing them to the side and bashing violently you opponent with your
bare hands! Like Hulk :) Only Hulk doesn't need melee weapons...
But if you *do* use the Torn Signpost as a one-shot melee weapon,
you can then follow the rules and say that the strikes with a TSP are one
thing and strikes with daggers are another (and hand strikes are even
another, for that matter...).
But all this is cheap talk... I believe all that can be said is
only house rules. Tom Wylie only can say the official ruling on this.
David Pontes
8[
Torn Signpost and Fists of Death have two very different effects. Torn
Signpost sets your base hand damage at 2/3, while Fists of Death gives
you +1/+2 hand damage. Thus, assuming superior Potence, if you play TS,
you have a base hand damage of 3, and any other cards you play on top of
that (that give plusses to Hand Damage) add to your hand damage. If you
play TS, and then play Fists of Death, and then strike with Undead
Strength, you will hit for 7 hand damage (3+2+2). As Fists of Death gives
a damage bonus rather than a base hand damage (like TS), you can play
multiple FoD (why would you be not allowed to play more than 1 FoD, or
stack FoD on TS?) on top of a TS, and then still play Undead Strength as
your strike and hit for 9 or 11 or whatever.
TS is not a strike. It sets your hand damage at a specific base (2 or 3).
FoD adds to your base hand damage (+1 or +2), and Undead Strength is a
Strike: +1 or +2 damage with your hand or melee weapon.
The point behind picturing TS as a feat of strength rather than swinging a
Yeild sign about, is that while TS is called Torn Signpost, and it shows a
picture of a signpost, as all the rules go it is just a way of making your
hand damage bigger. It is completely cumulitive with other hand strikes
(like US and Burning Wrath), FoD (even multiples therof), and melee
weapons that say "+1 Hand Damage" or whatever. If Zack North (+1 hand
damage) plays Torn Signpost at superior (3 base hand damage) while
wielding a Bastard Sword (+1 hand damage), he would strike with the sword
for 5. This may defy some logic if you are want to think about it too
literally, but it is the way the VTES rules work. He could even use
Undead Strength with it (as US says "strike with hand or melee weapon...")
and hit for 7.
This debate came up 2 or 3 months ago, and these are the official rules,
according to Tom.
You are perfectly welcome to use a house rule to say that TS is a melee
weapon, but you should not be surprised when some opponent tries to beat
you with a Stake on the end of a Signpost in some tournament situation.
:-)
Peter D Bakija
PD...@aol.com
"To die by your side
Well, the pleasure, the privilege is mine"
-The Smiths
David Pontes wrote:
>
> On 4 May 1996, PDB6 wrote:
>
> > Just think of Torn Signpost as a feat of strength ("Boy, I'm mad. I rip
> > up trees! I break stuff! I break you!") rather than a Stop Sign as a
> > Melee weapon, and your set.
>
> I never really understood the logic of a feat of strength
> increasing hand damage during an entire combat, but maybe my opinion
> that the added damage is because of a one-shot melee weapon is due to> the picture of a crooked signpost with dent marks.
I've always viewed the torn signpost as using a jagged piece of metal,
such as a handy dandy signpost, as your weapon for a particular combat. Of
course, it takes a feat of strength to rip up and mangle the thing in the
first place; hence the potence symbol.
What you seem to be describing is a little more like an attack along the
lines of your "Hulk smash" example, but suggesting the opposing vampire takes
damage from simply smashing things doesn't make sense, IMHO. Hey, these are
beings who are hundreds of years old, and I don't think they will take damage
based on intimidation.
I've always pictured it more like this (and I agree, the picture is very
good): two vamps encounter each other out somewhere in the middle of nowhere.
Looking for a weapon, the potence vampire finds only a lonely street sign,
but it is imbedded in the ground in concrete. With a mighty feat of strength,
he/she rips that up and, voila', a weapon. The jagged pieces of metal make
it all the more effective. Although the vamp fights with the sign in that
battle, it is not exactly something he can tuck in his pocket, like his
trusty .44, so it is discarded after that fight.
All this is only my spin on it, of course.
Unde...@popmail2.vnet.net
> I've always viewed the torn signpost as using a jagged piece of
> metal, such as a handy dandy signpost, as your weapon for a particular
> combat. Of course, it takes a feat of strength to rip up and mangle
> the thing in the first place; hence the potence symbol.
Well, remember, the _card_says_ that it just increases your hand damage.
Think of it this way. A Gangrel plays Wolf Claws, what happens? His/her
hands grow long, dangerous claws. A Brujah/Nosferatu plays Torn
Signpost, what happens? His muscles grow really big and, as just a feat
of unnatural strength, tears a signpost out of the ground. Then,
proceeds to beat you up with his muscles, not the signpost, since "he's
huge".
> What you seem to be describing is a little more like an attack
> along the lines of your "Hulk smash" example, but suggesting the
> opposing vampire takes damage from simply smashing things doesn't
> make sense, IMHO. Hey, these are beings who are hundreds of years
> old, and I don't think they will take damage based on intimidation.
Remember, the opposing vampire doesn't take damage from the Torn Signpost
card. If it takes hand damage at all, it will be increased, not because
it is afraid, but because "you're huge".
BTW, I think a card that _does_ work the way you suggest would be
interesting, but Torn Signpost doesn't.
James
--
James Hamblin | jham...@sunlab.cit.cornell.edu
--------------------------------------------------------------
"Don't worry; base 8 is just like base 10, if you're missing
two fingers." -- Tom Lehrer, "New Math"
Wooden Stake interacts with hand damage modifiers in the same way
as Sengir Dagger.
Tom Wylie rec.games.trading-cards.* Network Representative for
aa...@cats.ucsc.edu Wizards of the Coast, Inc.
James Hamblin wrote:
> Well, remember, the _card_says_ that it just increases your hand damage.
I decided to go the the source, and am holding a Torn Signpost in my hand;
actually one from each set. The wording is as follows:
"Only usable before range is determined.
This vampire can inflict 2 hand damage
as a strike for the remainder of the combat.
[Superior version]
As above, but vampire can inflict
3 hand damage as a strike for the
remainder of the combat.
Card doesn't actually say it increases your hand damage, like, say, an Undead
Stretgth or Mighty Grapple, which specifically state "+X hand damage" on the
cards. I still think my interpretation is just as viable
> Think of it this way. A Gangrel plays Wolf Claws, what happens? His/her
> hands grow long, dangerous claws. A Brujah/Nosferatu plays Torn
> Signpost, what happens? His muscles grow really big and, as just a feat
> of unnatural strength, tears a signpost out of the ground. Then,
> proceeds to beat you up with his muscles, not the signpost, since "he's
> huge".
But, here we have the difference in disciplines. The Gangrel with Wolf Claws or
Claws of the Dead is using Protean, or shapeshifting, as required by the cards.
Therefore, it seems perfectly logical to me that they can partially shape-shift
into a semi-animalistic form with just their claws. Think of the clan, BTW, and
this matches with the Gangrel traditions; they are all able to shift into animals
because of their close ties to the wild and nature (vampires on Kindred: The
Embraced notwithstanding!).
On the other hand, Potence is a very simple discipline: strength, pure and
simple. I don't think the use of every discipline requires the vampire to make a
physical change to use that ability.
> Remember, the opposing vampire doesn't take damage from the Torn Signpost
> card. If it takes hand damage at all, it will be increased, not because
> it is afraid, but because "you're huge".
See my response, above.
> BTW, I think a card that _does_ work the way you suggest would be
> interesting, but Torn Signpost doesn't.
The one thing we do agree on is the mechanics of Torn Signpost. I do not play my
Brujah deck w/o them. It is a great card to whip out, especially if you have a
thrown sewer lid in your hand as well:
"What, you maneuver long to avoid my Torn Signpost (or big, Popeye-like muscles,
in your example)? Oh, well, have a sewer lid through the head...Press into round
two!"
Of course, it also works well with traps and Tastes of Vitae...:-)
Unde...@popmail2.vnet.net
Well, once again, crappy wordings on V:TESH cards have confused the
issue. The Jyhad Torn Signpost says:
I: Play before range is determined. Vampire does 2 hand damage for the
remainder of combat.
S: As bove, but ... 3 hand damage ...
[ quoted text not captured ]
>I decided to go the the source, and am holding a Torn Signpost in my hand;
>actually one from each set. The wording is as follows:
> "Only usable before range is determined.
> This vampire can inflict 2 hand damage
> as a strike for the remainder of the combat.
> [Superior version]
> As above, but vampire can inflict
> 3 hand damage as a strike for the
> remainder of the combat.
My stash is gone; can I have what you're smokin'? :-)
Jyhad Torn Signpost:
" Play before range is determined. Vampire does 2 hand damage for the
remainder of combat. [superior] As above, but vampire does 3 hand damage
for the remainder of combat".
I don't see the word "strike" anywhere on this card, which means the
following:
1. It works on all strikes in a round;
2. It works on all strikes in this combat;
3. You can add strikes that add +1, +3, even +3 aggravated hand damage
(one at a time, please);
4. You can add multiple Fists of Death if you wish;
5. You can change your mind and toss a car instead.
Why would you deliberately misquote this card?
TJH
He didn't misquote the card, he just quoted the very poorly worded VTES
version of Torn Signpost. The VTES wording could be misconstrued as being
a Strike: card, and some WoTC answer people were heard saying
(erroneously) that TS was a strike, but this is not the case.
TS is not a Strike: card. Tom Wiley himself stated this when this came up
a few months ago and I started a "What is the deal with the new Torn
Signpost?" crusade. Tom clearly stated that TS is NOT a strike card, and
thus Undead Strength, multiple Fists of Death, or any other hand strike
may be stacked on top of it.
Torn Signpost sets a vampires hand damage at 2 or 3, and that is it. The
vampire is not compelled to use hand strikes after playing TS, nor is he
prevented from using any other strike while TS is in effect. It is
perfectly legal for KoKo to play TS at the beginning of a combat, manuver
to long range, throw a Sewer Lid, press, stay at close range on the second
round, use a Strike:Dodge, press into the third round, play Fists of Death
at the beginning of the third round and then use Undead Strength to hit
for 4 (or 7 if KoKo has superior Potence) on this third round.
Again, Torn Signpost sets a vampires hand damage at 2 or 3. This is not
that vampires Strike, but if that vampire chooses to strike with his hand
(the default strike that all vampires get), he will hit for 2 or 3. If
that vampire plays any other card that adds to this hand damage (like
FoD), he has bigger hand damage. If that vampire then chooses to use a
Strike: card that is a hand strike, and adds to his hand damage (like
Undead Strength or Lucky Blow), this will add onto the hand damage base of
TS.
Just to clear up the various Potence cards, here they are:
Torn Signpost: Not a strike, just sets the vampires base hand damage at 2
or 3. Other cards may be use in addition, like Fists of Death and/or
Undead Strength.
Fists of Death: Not a strike, just adds 1 or 2 to the vampires basic hand
damage. This is different than TS, as it can be used with TS to do even
more hand damage, and as it is +1/+2, you can use more than one if you
really want to.
Undead Strength: This is a strike, so only one may be used during each
strike phase. As is is Strike:+1/+2 hand damage (or melee weapon damage),
it can be used in addition to TS and/or FoD. A vampite who is using TS
and FoD who strikes with US will hit for 7 assuming superior Potence.
Mighty Grapple (at superior): This is a strike just like US, but only +1
hand damage and providing a press. A vamp using TS and FoD can strike
with superior MG for 6, and then will have a press to do it again next
round.
Burning Wrath: This is a strike that adds +1/+2 aggro damage to the vamps
hand strike. A vamp using TS and FoD who strikes with BW will hit for 7
(assuming superior Pot, again), some or all of which will be aggrivated
(this will either be 2 points or all of it, depending on how you
interperite the card, and I don't know the ruling...).
Thus, I continue in my untiring crusade to insure that everyone
understands all the important Potence cards...
[ quoted text not captured ]