I realize I'm completely behind on the news here, but I've got a
question about Rutor's hand. According to Monger, the superior version
reads:
[SUP] As above, but burn 3 blood to prevent the damage.
And the Old Skool DS Version reads:
[SUP] As above, but the aggravated damage may be prevented.
Now, I'm pretty sure the above wording is the right one, but I wanted
to make absolutely sure before I did the whole Thaumaturgy/Fortitude
thing. I'd also like some sort of explanation as to why this was
changed (I'm not *demanding* an explanation; I'm just interested,
that's all). So please, enlighten me.
Thanks,
Sam Hillier
sar...@powersurfr.com
[ quoted text not captured ]
The "burn 3" is correct. It was changed because, as printed, there is
no way ot prevent the damage (out-of-combat damage is unpreventable
in general, because all damage prevention effects are only usable in
combat).
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.white-wolf.com/vtes/
"Sam Hillier" <sar...@powersurfr.com> wrote in message
news:040920012142586837%sar...@powersurfr.com...
[ quoted text not captured ]
Ok. I think they changed the text because there is no way to prevent damage
other than with combat cards (blood tears is now errataed to say "gain two
blood or prevent two damage in combat). If the Hand action is not blocked
there is no combat, so the ag damage would apply and since there is no way
to prevent the damage, the superior version is worthless. After the text
change, the superior makes sense.
Remember, you can only use fortitude cards in combat. (Even Ablative Skin)
Matt
> The "burn 3" is correct. It was changed because, as printed, there is
> no way ot prevent the damage (out-of-combat damage is unpreventable
> in general, because all damage prevention effects are only usable in
> combat).
Is that true even with Blood Tears of Kephrim (sp)?
I always figured you could burn the Blood Tears at any point to gain 2
blood or prevent 2 damage (even outside of combat, because it doesn't
specifically say "in combat", nor is it a combat card). I always knew
you couldn't use fortitude cards to prevent damage outside of combat
(because they are combat cards), but figured that the Blood Tears
would be useful in this situation.
John
In message <d2247941.01090...@posting.google.com>, John Woods
<jo...@soehne.org> writes
>Is that true even with Blood Tears of Kephrim (sp)?
Yes. See current card text.
--
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Close your eyes so you don't feel them EBD690ECD7A1F
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John Woods wrote:
>
> > The "burn 3" is correct. It was changed because, as printed, there is
> > no way ot prevent the damage (out-of-combat damage is unpreventable
> > in general, because all damage prevention effects are only usable in
> > combat).
>
> Is that true even with Blood Tears of Kephrim (sp)?
Kephran. Yes.
> I always figured you could burn the Blood Tears at any point to gain 2
> blood or prevent 2 damage (even outside of combat, because it doesn't
> specifically say "in combat", nor is it a combat card). I always knew
It says "in combat" now, for the damage prevention.
> you couldn't use fortitude cards to prevent damage outside of combat
> (because they are combat cards), but figured that the Blood Tears
> would be useful in this situation.
Tom Wylie ruled that damage-preventing permanents are only usable in
combat unless an exception was given in card text. [TOM 09-DEC-1995]
That's currently still true, but now by the fact that card text always
says so (in both the fact that damage done outside of combat is always
listed as "unpreventable" and in that damage prevention effects always
say "in combat" - except for Rutor's Hand's self-prevention effect).
[ quoted text not captured ]
If you are looking for a way to avoid Rutor's Hand agg damage, place a Heart
of Darkness on the vampire first. It changes the agg damage to regular both
inside and out of combat (as there is no current errata on Heart of
Darkness). Also useful for Daring the Dawn and Force of Will.
Mike Ooi
"LSJ" <vte...@white-wolf.com> wrote in message
news:3B96497D...@white-wolf.com...
[ quoted text not captured ]
>If you are looking for a way to avoid Rutor's Hand agg damage, place a Heart
>of Darkness on the vampire first. It changes the agg damage to regular both
>inside and out of combat (as there is no current errata on Heart of
>Darkness). Also useful for Daring the Dawn and Force of Will.
And don't forget the Ex Nihilo, which will protect you from the (now)
non-aggravated damage. Now there's an idea! A for-nec-ser-tha deck!!! Heart of
Darkness + Ex Nihilo gets around Rutor's Hand and those Fortitude cards. With
Rutor's Hand untap, Freak Drive, and Force of Will, you'll get plenty of
actions. And to help deal with the cost of the cards (and also to help get
around Ex Nihilo a bit) you can use Masochisms. Sounds like fun!
Halcyan 2
"Halcyan 2" <halc...@aol.com> wrote in message
news:20010905171631...@mb-cg.aol.com...
[ quoted text not captured ]
Another one for Ian Forestal, there's no other vamp with for-nec-ser-tha.
Even without the nec (Magic of the Smith + Sargon fragment) there's noone
with the right disciplines.
Jeroen