Forger's Hammer
Action modifier,
Potence
Only usable when this vampire successfully equips with a non-unique
melee weapon from your hand
pot: Put this card on the weapon. This weapon inflicts +1 damage each
strike.
POT: As above, and the cost of this weapon is reduced by 1 blood or 1
pool
DRAFT/cel: as pot above.
[ quoted text not captured ]
Nice !!
Maybe we'll see again some forgotten weapons...
Should be possible even with Concealed, right ?
--
Orpheus
-------------------------
"You'll regret being so damn abusive when the electric UFO gods transphase
in from dimension ten to appoint me manager of the universe".
The Drummer, in Planetary.
Orpheus wrote:
> > Forger's Hammer
> > Action modifier,
> > Potence
> > Only usable when this vampire successfully equips with a non-unique
> > melee weapon from your hand
> > pot: Put this card on the weapon. This weapon inflicts +1 damage each
> > strike.
> > POT: As above, and the cost of this weapon is reduced by 1 blood or 1
> > pool
> > DRAFT/cel: as pot above.
>
> Nice !!
>
> Maybe we'll see again some forgotten weapons...
>
> Should be possible even with Concealed, right ?
I am no rulemonger, but during combat you can't play action modifiers?
[ quoted text not captured ]
Orpheus wrote:
> Nice !!
>
> Maybe we'll see again some forgotten weapons...
>
> Should be possible even with Concealed, right ?
I guess, and with WWS, and Black cat will probably get a forger's
workshop on Pier 13... :)
Orpheus wrote:
> > Forger's Hammer
> > Action modifier,
> > Potence
> > Only usable when this vampire successfully equips with a non-unique
> > melee weapon from your hand
> > pot: Put this card on the weapon. This weapon inflicts +1 damage each
> > strike.
> > POT: As above, and the cost of this weapon is reduced by 1 blood or 1
> > pool
> > DRAFT/cel: as pot above.
>
> Nice !!
>
> Maybe we'll see again some forgotten weapons...
>
> Should be possible even with Concealed, right ?
No, this is not a Combat card.
--
- Gregory Stuart Pettigrew
Alias wrote:
> Orpheus wrote:
> > > Forger's Hammer
> > > Action modifier,> > Should be possible even with Concealed, right ?
>
> I am no rulemonger, but during combat you can't play action modifiers?
Correct. Forger's Hammer cannot be played in combat.
"tobiasopdenbr...@notsocoldmail.com" <tobiasop...@hotmail.com> wrote in
message news:1155732118.0...@b28g2000cwb.googlegroups.com...
> I guess, and with WWS, and Black cat will probably get a forger's
> workshop on Pier 13... :)
Not sure what you mean. Using Forge when getting the
Pier 13 (non-weapon, unique -> not legal) or
using Forge when using Pier 13 (not played from hand,
not an action that can be modified -> no effect)
-JTP
[ quoted text not captured ]
Generally speaking, why would a vampire with potence waste an action
equipping a melee weapon?
Only thing I can think of, maybe, is using this with Kerrie...?
Jozxyqk wrote:
> tobiasopdenbr...@notsocoldmail.com <tobiasop...@hotmail.com> wrote:
> > Forger's Hammer
> > Action modifier,
> > Potence
> > Only usable when this vampire successfully equips with a non-unique
> > melee weapon from your hand
> > pot: Put this card on the weapon. This weapon inflicts +1 damage each
> > strike.
> > POT: As above, and the cost of this weapon is reduced by 1 blood or 1
> > pool
> > DRAFT/cel: as pot above.
>
> Generally speaking, why would a vampire with potence waste an action
> equipping a melee weapon?
Hm, Baldesar Rossellini could forge a free Bang Nakh that does strength
+3 damage once during your turn. Maybe they could then be Heidelberged
to Fortitude weenies?
Kerrie is a good one. Also, for example:
Meat cleavers(Bastard swords) become that much better with Pot/Cel. Now
Pursuit is even more worth it then Blur IMHO.
[ quoted text not captured ]
Jozxyqk wrote:
> Generally speaking, why would a vampire with potence waste an action
> equipping a melee weapon?
'Cause now they can use Forger's Hammer...
-Peter
Jozxyqk wrote:
> tobiasopdenbr...@notsocoldmail.com <tobiasop...@hotmail.com> wrote:
> > Forger's Hammer
> > Action modifier,
> > Potence
> > Only usable when this vampire successfully equips with a non-unique
> > melee weapon from your hand
> > pot: Put this card on the weapon. This weapon inflicts +1 damage each
> > strike.
> > POT: As above, and the cost of this weapon is reduced by 1 blood or 1
> > pool
> > DRAFT/cel: as pot above.
>
> Generally speaking, why would a vampire with potence waste an action
> equipping a melee weapon?
I hear Jaroslav Pascek likes 'em, not to mention Elihu and Antonio
Veradas.
[ quoted text not captured ]
Jaroslav Pascek, Elihu? +4 strength strikes from free Meat Cleavers?
Undodgeable in the case of Elihu. I hear permanents are strong.
Merlin
"tobiasopdenbr...@notsocoldmail.com" <tobiasop...@hotmail.com>
wrote in message news:1155731175....@m73g2000cwd.googlegroups.com...
> Forger's Hammer
...
> DRAFT/cel: as pot above.
Oh, cool! I notice from looking at the preview card that the drafterior
text is nicely offset with white text on a grey background. That seems
unlikely to be mistaken for constructed effects. Seems like the draft
effect idea should be mainly upside and only a very negligible downside.
Art department did an excellent job!
Fred
> > DRAFT/cel: as pot above.
>
> Oh, cool! I notice from looking at the preview card that the drafterior
> text is nicely offset with white text on a grey background. That seems
> unlikely to be mistaken for constructed effects. Seems like the draft
> effect idea should be mainly upside and only a very negligible downside.
>
> Art department did an excellent job!
>
> Fred
I'm totally with you on that one. :-)
Orpheus
"tobiasopdenbr...@notsocoldmail.com" <tobiasop...@hotmail.com>
wrote in news:1155731175....@m73g2000cwd.googlegroups.com:
[ quoted text not captured ]
Like it.
Deck Name : Jack Hammer go Bang Bang Nakh Nakh
Author : R. David Zopf
Description : Tiger Claws Fun with Forger's Hammer and Jack of Both
Sides
Crypt [12 vampires] Capacity min: 2 max: 3 average: 2.84
------------------------------------------------------------
2x Darva Felispa 3 ani pot Nosferatu:3
2x Raziya Samater 3 ani pot Brujah:2
2x Tommy 3 ani pot !Nosferatu:2
1x David Morgan, The 3 aus pot Malkavian:3
1x Erinyi 3 pot vis Gargoyle:2
1x Hester Reed 3 obt pot Lasombra:3
1x Mario Giovanni 3 nec pot Giovanni:2
1x Arnold Simpson 2 pot Brujah:3
1x Paul DiCarlo, The 2 pot Giovanni:2
Library [84 cards]
------------------------------------------------------------
Action [19]
1x Arson
7x Bum's Rush
5x Computer Hacking
6x Jack of Both Sides
Action Modifier [6]
6x FOrger's Hammer
Combat [32]
6x Carrion Crows
3x Disarm
6x Immortal Grapple
8x Taste of Vitae
9x Undead Strength
Equipment [6]
6x Bang Nakh -- Tiger's Claws
Master [10]
1x Barrens, The
3x Blood Doll
1x Channel 10
1x Fragment of the Book of Nod
3x Haven Uncovered
1x KRCG News Radio
Reaction [7]
7x Rat's Warning
Retainer [4]
1x Mr. Winthrop
3x Raven Spy
Crafted with : Anarch Revolt Deck Builder. [Wed Aug 16 13:55:59 2006]
Regards,
DaveZ
Atom Weaver
[ quoted text not captured ]> > 8x Taste of Vitae
> > 9x Undead Strength
>
> Am I missing something here? I thought this was a deck that used
> weapons.
>
Agreed. If you're going to grapple and punch, why bother with weapons?
I can see having a couple included as contingency, but this many
grapples and undead strengths makes it more the focus of the combat. I
would think maneuvers would be more paramount for a melee weapon deck.
> >
> > Equipment [6]
> > 6x Bang Nakh -- Tiger's Claws
> >
> > Master [10]
> > 1x Barrens, The
> > 3x Blood Doll
> > 1x Channel 10
> > 1x Fragment of the Book of Nod
> > 3x Haven Uncovered
> > 1x KRCG News Radio
> >
Why not add some Potence masters and get the full use out of Forger's
Hammer? You're running a near full deck as it is, so adding them
certainly won't dilute things much. Get better use out of your potence
combat, save pool on your Bang Nakhs ...
Chris, Thrall of Arika
[ quoted text not captured ]
Ah, yes. Today is the first time a lot of people actually saw what the
draftferiors looked like on the cards. Did I mention that I love
GenCon?
Later,
~Rehlow
"quickbeam" <dcqui...@yahoo.com> wrote in
news:1155751370.8...@h48g2000cwc.googlegroups.com:
[ quoted text not captured ]
Mostly, I was just goofin' on a theme, but... weapons still do jack-
diddly against S:CE. Even as a contingency, I thought 6 would be
prudent backup... End of turn discard (no Events), Barrens and/or
Fragment can clear them if they're found to be redundant in a given
game.
DZ
AW
"Thrall of Arika" <christoph...@amec.com> wrote in
news:1155752716.4...@75g2000cwc.googlegroups.com:
[ quoted text not captured ]>> > 6x Forger's Hammer>> >
>> > Combat [32]
>> > 6x Carrion Crows
>> > 3x Disarm
>> > 6x Immortal Grapple
>> > 8x Taste of Vitae
>> > 9x Undead Strength
>>
>> Am I missing something here? I thought this was a deck that used
>> weapons.
>>> Agreed. If you're going to grapple and punch, why bother with weapons?
> I can see having a couple included as contingency, but this many
> grapples and undead strengths makes it more the focus of the combat. I
> would think maneuvers would be more paramount for a melee weapon deck.
>
Naah. IG is the only contingency card (backup combat for S:CE/dodge).
Undead Strengths stack with Bang Nakh strikes, and thus serve a dual
purpose. I don't need an IG to play an Undead Strength...
You're right about needing maneuvers, though... What to use/where to get
'em?
>> >
>> > Equipment [6]
>> > 6x Bang Nakh -- Tiger's Claws
>> >
>> > Master [10]
>> > 1x Barrens, The
>> > 3x Blood Doll
>> > 1x Channel 10
>> > 1x Fragment of the Book of Nod
>> > 3x Haven Uncovered
>> > 1x KRCG News Radio
>> >> Why not add some Potence masters and get the full use out of Forger's
> Hammer? You're running a near full deck as it is, so adding them
> certainly won't dilute things much. Get better use out of your potence
> combat, save pool on your Bang Nakhs ...
>
True, that. Add 4 Potence, drop the Fragment (can't honestly protect it,
anyways) a Raven Spy and KRCG.
DZ
AW
atomweaver <atomw...@hotmail.com> wrote:
> >> > 2x Darva Felispa 3 ani pot Nosferatu:3
> >> > 2x Raziya Samater 3 ani pot Brujah:2
> >> > 2x Tommy 3 ani pot !Nosferatu:2> You're right about needing maneuvers, though... What to use/where to get
> 'em?
Half your crypt has ani. What about Drawing out the Beast?
> >> 6x Immortal Grapple
> >
> > Am I missing something here? I thought this was a deck that used
> > weapons.
> >
> Mostly, I was just goofin' on a theme, but... weapons still do jack-
> diddly against S:CE. Even as a contingency, I thought 6 would be
> prudent backup... End of turn discard (no Events), Barrens and/or
> Fragment can clear them if they're found to be redundant in a given
> game.
So maybe the way to go would with Psyche ? Or Telepathic Tracking ?
--
Orpheus
-----------------------
I'm dead serious ! Well, mostly dead...
> Mostly, I was just goofin' on a theme, but... weapons still do jack-
> diddly against S:CE. Even as a contingency, I thought 6 would be
> prudent backup... End of turn discard (no Events), Barrens and/or
> Fragment can clear them if they're found to be redundant in a given game.
I hear NSA Trio stops people ending combat.
only works if they block of course, so you'd probably want to reduce
the rushes and increase the computer hacks.
There are a bunch of other ways to beat S:CE as well; hidden lurker /
fast reaction, thoughts betrayed, jones, etc. You just have to think
outside the box.
Jozxyqk wrote:
> tobiasopdenbr...@notsocoldmail.com <tobiasop...@hotmail.com> wrote:
> > Forger's Hammer
> > Action modifier,
> > Potence
> > Only usable when this vampire successfully equips with a non-unique
> > melee weapon from your hand
> > pot: Put this card on the weapon. This weapon inflicts +1 damage each
> > strike.
> > POT: As above, and the cost of this weapon is reduced by 1 blood or 1
> > pool
> > DRAFT/cel: as pot above.
>
> Generally speaking, why would a vampire with potence waste an action
> equipping a melee weapon?
>
in addition to the vamps with specials revolving around melee weapons,
this card seems to suggest both wooden stake and especially garrotte.
garrotte becomes free and does an extra point, so you can burn it to
take out a vamp without committing diablerie...
depending on which combo of potence with fortitude (freak drive,)
celerity (blur/psyche,) or others, it could be effective.
-spore, mage
Orpheus wrote:
>
> So maybe the way to go would with Psyche ? Or Telepathic Tracking ?
> --
Which would be an entirely different concept to an ani pot weenie deck.
IG is more than adequate for the purpose.
[ quoted text not captured ]
NSA Trio
Type: Event
Government.
During the first combat between an acting vampire and a blocking
vampire each turn, neither combatant may end combat as a strike in the
first round. A Methuselah may use a discard phase action to burn this
card if his or her minions attempted no actions in the current turn.
It works if you blok.
It doesn't say who has to act or block.
Either combatant could end combat if they ended up in it by
(unblocked)rush/ambush/etc..
"Dasein" <dasei...@hotmail.com> wrote in
news:1155772228.8...@m79g2000cwm.googlegroups.com:
>> Mostly, I was just goofin' on a theme, but... weapons still do jack-
>> diddly against S:CE. Even as a contingency, I thought 6 would be
>> prudent backup... End of turn discard (no Events), Barrens and/or
>> Fragment can clear them if they're found to be redundant in a given
>> game.>
> I hear NSA Trio stops people ending combat.
>
Synergistic with ani-pot weapons combat, too. Added.
> only works if they block of course, so you'd probably want to reduce
> the rushes and increase the computer hacks.
> There are a bunch of other ways to beat S:CE as well; hidden lurker /
> fast reaction, thoughts betrayed, jones, etc. You just have to think
> outside the box.
>
Yeah... what with Potence on every minion, what's inside the box works
perfectly well.
DZ
AW
atomweaver wrote:
> "Dasein" <dasei...@hotmail.com> wrote in
> news:1155772228.8...@m79g2000cwm.googlegroups.com:
>
> >> Mostly, I was just goofin' on a theme, but... weapons still do jack-
> >> diddly against S:CE. Even as a contingency, I thought 6 would be
> >> prudent backup... End of turn discard (no Events), Barrens and/or
> >> Fragment can clear them if they're found to be redundant in a given
> >> game.
> >
> > I hear NSA Trio stops people ending combat.
> >
>
> Synergistic with ani-pot weapons combat, too. Added.
>
Might want to consider the new NRA PAC as well for free untap on all
those equips.
Witness1
-ItE
[ quoted text not captured ]
I was thinking about those two weapons, having a look at what other
melee weapons Forger's Hammer could be used for. While it makes staking
easier, you're also potentially giving a +1 strength weapon that will
send someone to torpor with a successful hit to your victim. A bit
dangerous that. Can also give you a pretty nasty chainsaw!
Also, unfortunately, I don't believe that Forger's Hammer will affect
Garrote. I had the same thought. But Garrote grants you a Strike: hand
strike. Most other weapons read Strength +X damage each strike. The
Garrote doesn't grant you any damage in itself, just an effect for your
base hand strike. Compare wording:
Garrote:
"Strike: strength damage"
Wooden Stake:
"Strength damage each strike."
I could be wrong, of course, but just the difference in wording
suggests that the Garrote just grants a strength-based hand strike with
a special effect. Even if the Garrote gained +1 damage, using the
Garrote grants you a strike with hands, not with the garotte itself,
which is confusing really. Though that could be because Garrote is from
Final Nights, the text just hasn't migrated to the form used by most
melee weapons. Perhaps we can get a more learned interpretation from
someone?
Chris, Thrall of Arika
Thrall of Arika wrote:
> Also, unfortunately, I don't believe that Forger's Hammer will affect
> Garrote. I had the same thought. But Garrote grants you a Strike: hand
> strike. Most other weapons read Strength +X damage each strike. The
> Garrote doesn't grant you any damage in itself, just an effect for your
> base hand strike. Compare wording:
>
> Garrote:
> "Strike: strength damage"
>
> Wooden Stake:
> "Strength damage each strike."
>
> I could be wrong, of course, but just the difference in wording
> suggests that the Garrote just grants a strength-based hand strike with
> a special effect.
No. It is a strength-based weapon strike.
> Even if the Garrote gained +1 damage, using the
> Garrote grants you a strike with hands, not with the garotte itself,
> which is confusing really.
Weapon strikes are not hand strikes.
atomweaver wrote:
> > Am I missing something here? I thought this was a deck that used
> > weapons.
> >
> Mostly, I was just goofin' on a theme, but... weapons still do jack-
> diddly against S:CE. Even as a contingency, I thought 6 would be
> prudent backup... End of turn discard (no Events), Barrens and/or
> Fragment can clear them if they're found to be redundant in a given
> game.
>
> DZ
> AW
Fair enough. 6 grapple isn't going to screw you. I can't think of a
better idea offhand for S:CE except maybe NSA trio (which I've never
seen put to good use.)
-Dave Clooney
> Fair enough. 6 grapple isn't going to screw you. I can't think of a
> better idea offhand for S:CE except maybe NSA trio (which I've never
> seen put to good use.)
>
> -Dave Clooney
Since NSA Trio only requires doing nothing (as opposed to doing
something) to get rid of it, it' s very hard to rely on it staying in
play. That and the one per game rule on events makes the card very
tough to cash in on, but it's certainly worth trying.