rec.games.trading-cards.jyhad

Nergal Might Live Here But It's a CRAZY TOWN!!

5 messages from 3 participants · 07 November 2005 – 10 November 2005
original thread on Google Groups

tobinator

So 9 players gathered at Penn State University for a Nergal Tourney. NO SPOILERS BUT I DO TALK ABOUT WHAT HAPPENED SO DON'T READ IF YOU REALLY WANT SURPRISES!! S P A C E The attendees were Tobin Lopes (yours truly), Tom, John, and Bill Mickle, Mark Warren, James Burns, Mitch Reiners, with Cory Seigel and Adam Hulse from NYC! 2 rounds were played. Bill was the top seed and chose NOT to play Nergal. Mark, at #2, took up the Devil's Mantle. The final table was: Tobin (Malk AT - Kindred Spirit stealth) Mitch (!Gangrel - Claws & Bloat) Bill (Malk Stealth Bleed) Tom (Ezmerelda Bloat w/ Agg) Mark (Nergal) Nergal got set up pretty quickly. Because I had played in Allentown's Nergal I knew I probably couldn't do anything to Nergal so I went for the VP and some pool to buy some time. I bled and bled and bled and managed to oust Mitch. Bill and Tom both tried to focus on Nergal so Nergal retaliated against them leaving me to keep going. Bill was ousted pretty quickly giving me a second vp. Then Mark made a mistake and I was able to send Nergal to torpor and diablerize him. This really set him back because of all the cards that he had on him. I hung on and the game went to time with tom, Mark and I still in. This gave me the win with 2.5 VP, Tom-.5 vp, and Nergal. A good time was had by all. So Malk ATs take Nergal down a notch. Next week: A LoB prerelease. -tpl

The Lasombra

On 6 Nov 2005 16:32:55 -0800, "tobinator" <tobin...@adelphia.net> wrote: >Then Mark made a mistake and I was able to send Nergal to torpor and diablerize him. >This really set him back because of all the cards that he had on him. All of the cards are still on him in the uncontrolled region. Nergal is never burned or completely removed. See Robert Goudie's post here: Oct 11, 2005 9:43 am http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/2ba78b95fef79215 > But if he gets burned (or leaves the controlled region > in some other way), then his cards stay on him like > Banishment. Correct. Robert Goudie V:EKN Storyline Director

tobinator

Awwww man....fu@K me....I didn't even think to check...I mean I diablerized him...I thought at the very least the cards would be burned. What about his blood? I don't know that it would have changed the final standings, but it might have, but it might have, F#*K!! Things like this are why I shouldn't be in charge. :-( -tpl

The Lasombra

On 6 Nov 2005 17:03:16 -0800, "tobinator" <tobin...@adelphia.net> wrote: >What about his blood? The blood goes. Diablerie cannot be interrupted, but goes a little something like this: http://www.white-wolf.com/vtes/rulebook/ Section 6.5.5 Diablerie is resolved as follows: 1. All blood on the victim is moved to the diablerist. Blood in excess of his capacity drains off as normal. 2. The diablerist may take any equipment on the victim. -------- 3. The victim is burned (sent to his owner's ash heap). Any cards and counters on him are also burned. -------- 4. If the victim was older (had a higher capacity) than the diablerist, the diablerist can be given a Discipline. His controller may go through her library, ash heap and hand to get a master Discipline card to put on the diablerist and then reshuffle her library or draw back up to her hand size as necessary. This increases the diablerist's capacity by 1, but does not automatically give the diablerist a blood to fill that new capacity. 5. If the victim was Red List, the diablerist may receive trophies (see section 11). The steps of diablerie are treated as a single unit. No effects can be used to interrupt the diablerie; effects may be played either before or after, as appropriate. After diablerie, a blood hunt may be called on the diablerist. ------------------------- 1, 2, 4 and 5 still happen when Nergal is diablerized.

LSJ

The Lasombra wrote: > On 6 Nov 2005 17:03:16 -0800, "tobinator" <tobin...@adelphia.net> > wrote: > > >What about his blood? > > The blood goes. It stays, actually. (Similar to being "saved" by other means, like Reform Body.) > Diablerie cannot be interrupted, but goes a little something like > this: > > http://www.white-wolf.com/vtes/rulebook/ > Section 6.5.5 [...] > 1, 2, 4 and 5 still happen when Nergal is diablerized. When he "would be" diablerized, he is banished instead. The diablerie is unsuccessful. None of the steps are applied. He keeps his blood and equipment. (And no blood hunt referendum is conducted.)