I have a few questions which don't seem entirely clear. Please enlighten me.
1) Hunting Grounds - Can I give blood to ANY of my ready vamipres, or just
the ones with the correct clan (zoo hunting grounds only supply gangrel?)
2) Casting costs - When a card has a clan in the playing cost, I assume
that you treat this as you do skills, ie: you can't play the card unless
you have a vamp of that clan, right? So, can I play "Warzone Hunting
Grounds" only if I have Brujah out? If all my brujah leave play (burned),
does that card leave. (This ties into the first question as "if no brujah
left, can my toreador use Warzone"?)
3) Torpor - If I have a vamp in torpor, can I play cards on him. Say,
during master phase, put a skill card on him? How about equipment?
4) Damage - Just how does damage work when it get down to the brass tacks.
If some pitiful 2 blood vampire gets hit for 5 normal damage, I assume he
just goes into torpor?
5) Agg. Damage - Now assume that I have a 3 blood vampire out. he ends
up getting hit by a deer rifle. He should only take 1 damage. But
Dragon's Breath Rounds is played and now he takes +2 aggravated damage.
How is that divided up. Is it 2 damage, and one aggravated sends it to
torpor, leaving one on him? It is all so confusing.
6) Burning a Vamp - I believe it said that you can only burn a vampire in
combat with agg. dam. If so, in order to burn a 4 blood vampire in
combat, I would basically have to hit him for 6 agg. damage? (assume one
round only.) I think it is because 4 blood, the first agg. damage does no
damage, just sends vamp. to torpor, and then you have to knock him down
PAST ZERO, right? So that would be 5 more agg. damage? 4 blood in
torpor, 4 more agg. damage drop him to 0, but he is still alive, so you
need one more?
Whew! Well, I got to go, but I think that is ALL the sticky points for
me.
-Chris
In article <1995Jun7.1...@freenet.victoria.bc.ca>,
Chris Mascotto <uj...@freenet.Victoria.BC.CA> wrote:
>
>1) Hunting Grounds - Can I give blood to ANY of my ready vamipres, or just
>the ones with the correct clan (zoo hunting grounds only supply gangrel?)
Card text - any ready vampire. You only need a vampire of the approp. clan
to gain control of the card [7.2]: "You can only *play* that master card
if you have a *ready* member of that clan."
>
>2) Casting costs - When a card has a clan in the playing cost, I assume
>that you treat this as you do skills, ie: you can't play the card unless
>you have a vamp of that clan, right? So, can I play "Warzone Hunting
>Grounds" only if I have Brujah out? If all my brujah leave play (burned),
>does that card leave. (This ties into the first question as "if no brujah
>left, can my toreador use Warzone"?)
Yes, minion cards with clan symols may only be played by vampires of that
clan. ([7.2] again). If all members of that clan leave play - big deal,
you only needed them to gain control of the location - not to keep control.
>3) Torpor - If I have a vamp in torpor, can I play cards on him. Say,
>during master phase, put a skill card on him? How about equipment?
You can put cards on him that does specifically say "Ready Vampire".
But he cannot take any action excpet "Leave Torpor" and thus would not
be eligible to take an equip action.
>4) Damage - Just how does damage work when it get down to the brass tacks.
> If some pitiful 2 blood vampire gets hit for 5 normal damage, I assume he
>just goes into torpor?
Yes. If a vamp doesn't spend one pool to heal each point of damage received,
he goes to torpor. [15.1 p32]
>5) Agg. Damage - Now assume that I have a 3 blood vampire out. he ends
>up getting hit by a deer rifle. He should only take 1 damage. But
>Dragon's Breath Rounds is played and now he takes +2 aggravated damage.
>How is that divided up. Is it 2 damage, and one aggravated sends it to
>torpor, leaving one on him? It is all so confusing.
The normal damage is applied first.
1 damage = spend 1 blood to heal.
Now he has two blood left.
2 agg = sent to torpor (1st point agg) and spend one to prevent destruction
(2nd point agg).
Now he goes to torpor with one blood left.
>6) Burning a Vamp - I believe it said that you can only burn a vampire in
>combat with agg. dam. If so, in order to burn a 4 blood vampire in
>combat, I would basically have to hit him for 6 agg. damage? (assume one
>round only.) I think it is because 4 blood, the first agg. damage does no
>damage, just sends vamp. to torpor, and then you have to knock him down
>PAST ZERO, right? So that would be 5 more agg. damage? 4 blood in
>torpor, 4 more agg. damage drop him to 0, but he is still alive, so you
>need one more?
Yes. It takes X+2 agg damage to burn a vampire, where X is the blood on that
vampire.
1 - to send him to topor
X - to use up the blood supply of the vampire as he attempts to prevent
destruction
1 - to destroy the vampire outright.
--
-----
L. Scott Johnson (lsc...@crl.com) | The opinions expressed are mine
Graphics Specialist and Jyhad Rulemonger | and subject to card text
uj...@freenet.Victoria.BC.CA (Chris Mascotto) wrote:
>
>I have a few questions which don't seem entirely clear. Please enlighten me.
>>1) Hunting Grounds - Can I give blood to ANY of my ready vamipres, or just
>the ones with the correct clan (zoo hunting grounds only supply gangrel?)
>
Any of the ready vampires you control. The clan symbol means you have to
have a ready vampire of that clan to play the location.
>2) Casting costs - When a card has a clan in the playing cost, I assume
>that you treat this as you do skills, ie: you can't play the card unless
>you have a vamp of that clan, right? So, can I play "Warzone Hunting
>Grounds" only if I have Brujah out? If all my brujah leave play (burned),
>does that card leave. (This ties into the first question as "if no brujah
>left, can my toreador use Warzone"?)
>
Nope. It stays until it's destroyed or stolen,... or you lose.
>3) Torpor - If I have a vamp in torpor, can I play cards on him. Say,
>during master phase, put a skill card on him? How about equipment?
>
Nope. You only play cards on vampires in torpor if the card explicitly
says so, like Movement of the Slow Body, or Rapid Healing.
>4) Damage - Just how does damage work when it get down to the brass tacks.
> If some pitiful 2 blood vampire gets hit for 5 normal damage, I assume he
>just goes into torpor?
>
Yep. If you take more damage then you have blood, you go to torpor.
>5) Agg. Damage - Now assume that I have a 3 blood vampire out. he ends
>up getting hit by a deer rifle. He should only take 1 damage. But
>Dragon's Breath Rounds is played and now he takes +2 aggravated damage.
>How is that divided up. Is it 2 damage, and one aggravated sends it to
>torpor, leaving one on him? It is all so confusing.
>
Exactly. The first point of agg. damage merely sends the vampire to torpor.
Any additional agg. dam that the vamp can't heal will burn him. So to burn
a 3-blood vamp, you need to do atleast 3 damage (agg or other), plus 2 aggs.
>6) Burning a Vamp - I believe it said that you can only burn a vampire in
>combat with agg. dam. If so, in order to burn a 4 blood vampire in
>combat, I would basically have to hit him for 6 agg. damage? (assume one
>round only.) I think it is because 4 blood, the first agg. damage does no
>damage, just sends vamp. to torpor, and then you have to knock him down
>PAST ZERO, right? So that would be 5 more agg. damage? 4 blood in
>torpor, 4 more agg. damage drop him to 0, but he is still alive, so you
>need one more?
>
6 aggs would do it, but so would 4 regular and 2 aggs.
Example. Vampire has 4 blood, get's hit with a thrown sewer lid for 3.
He/She has one blood left, then gets hit with a zip gun w/ DragonBreath rounds.
1 more damage takes him/her to zero.
1st agg sends to torpor.
2nd agg burns.
Hope this helps.
Scott.
______________________________________________________________________________
uj...@freenet.Victoria.BC.CA (Chris Mascotto) wrote:
>1) Hunting Grounds - Can I give blood to ANY of my ready vamipres, or just
>the ones with the correct clan (zoo hunting grounds only supply gangrel?)
Peace Chris,
Yes, once in play a HG can 'supply' any of your ready vamps.
>2) Casting costs - When a card has a clan in the playing cost, I assume
>that you treat this as you do skills, ie: you can't play the card unless
>you have a vamp of that clan, right? So, can I play "Warzone Hunting
>Grounds" only if I have Brujah out? If all my brujah leave play (burned),
>does that card leave. (This ties into the first question as "if no brujah
>left, can my toreador use Warzone"?)
A clan symbol means that to play that card you must have a ready minion of that
clan in play before you may play that card or that a minion of that clan must
perform the action (if it is an action card/ally). Yes, you must have a ready
Brujah to play WHG. No, once a 'permanent' is in play it does not require any
sort of 'upkeep', that is, your WHG does not go away if all of your Brujah
become unready nor does your Muddled Vamp Hunter leave if all your Malks go on
vacation.
>3) Torpor - If I have a vamp in torpor, can I play cards on him. Say,
>during master phase, put a skill card on him? How about equipment?
Yes, you may play most Master cards that are played on ready vamps on vamps in
torpor (this include Minion Tap and Gird Minion). Yes, you may invest a torp'd
minion with a skill card. No, you may not equip a torp'd minion as Gain Equipment
is an action and the only action that a torp'd minion can take is Leave Torpor
(with or without the play of some card [Rapid Healing for example]).
>4) Damage - Just how does damage work when it get down to the brass tacks.
> If some pitiful 2 blood vampire gets hit for 5 normal damage, I assume he
>just goes into torpor?
Yes, it would. The first point of damage would remove one blood, as would the
second. The third point of damage sends the vamp to torpor as it does not have
any more blood to pay for the damage. The fourth & fifth points of damage are
ignored (in this case).
>5) Agg. Damage - Now assume that I have a 3 blood vampire out. he ends
>up getting hit by a deer rifle. He should only take 1 damage. But
>Dragon's Breath Rounds is played and now he takes +2 aggravated damage.
>How is that divided up. Is it 2 damage, and one aggravated sends it to
>torpor, leaving one on him? It is all so confusing.
I'm not sure about DBR, I thought they converted the whole weapon damage to
aggr and added two more aggr damage. If this is correct a full 3 blood vamp
hit by a DBR Deer Rifle would go to torpor (first aggr point) and lose two
blood (second and third additional aggr points from same strike).
>6) Burning a Vamp - I believe it said that you can only burn a vampire in
>combat with agg. dam. If so, in order to burn a 4 blood vampire in
>combat, I would basically have to hit him for 6 agg. damage? (assume one
>round only.) I think it is because 4 blood, the first agg. damage does no
>damage, just sends vamp. to torpor, and then you have to knock him down
>PAST ZERO, right? So that would be 5 more agg. damage? 4 blood in
>torpor, 4 more agg. damage drop him to 0, but he is still alive, so you
>need one more?
Yes, the formula for burning a vamp in combat is: Do aggr dam greater than or
equal to X+2 where X is the target vamp's current blood total. So yes, if a
full four capacity vampire were hit by a SIX point aggr strike (must come as
one strike), then that vamp would be burned, as would a ten capacity vampire
which only had four blood left.
Nil carborundum illigitimi,
James R. McClure Jr.
The OS/2 Apostle
<insert disclaimer here>