Peacemaker vs. Talbot's Chainsaw
Talbot's Chainsaw
Cost: 3 pool
Unique weapon.
Strike: 3 damage. If the bearer is ready during your unlock phase, this weapon inflicts 3 unpreventable damage on a ready minion you control. The bearer cannot hunt. The bearer can enter combat with a minion as a +1 stealth action. The bearer gets 1 press (mandatory), only usable to continue combat during the first round, and can prevent 1 damage each combat.
Peacemaker
Discipline: Obeah/Presence
Only usable by a vampire who successfully blocks a action directed at you (play before combat).
Cancel combat. The action continues as if unblocked. For the remainder of this action, all minions get -1 bleed and -1 strength.
As above, and unlock this blocking vampire at the end of the action.
As above, but all minions get -2 bleed and -2 strength and cannot use weapons.
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The action being able to continue is not dependent on the usage of the weapon as the action is already played/declared.
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if you enter combat with a nose of the hound at and the target plays a reaction to unlock, the action fizzle.
Name: Nose of the Hound
Cardtype: Action
Discipline: Spiritus/Auspex
+1 stealth action.
[aus] Enter combat with a ready locked minion controlled by another Methuselah. This acting minion gets an optional maneuver in that combat.
[spi] As [aus] above, with an additional optional maneuver during that combat.
[SPI] As [spi] above, but enter combat with any ready minion controlled by another Methuselah.
Artist: Mike Danza
I agree that the case is not the same because it is not the target which became illegal but the action itself.
Similarly, we could imagine a sabbat vampire who have a writ of acceptance and a praxis of any city and the writ is no longer on them before the resolution of a parity shift. (for example a block, a canine horde to burn the writ and a form of mist)
Name: Writ of Acceptance
Cardtype: Equipment
Equipment.
The vampire with this equipment is considered a Camarilla vampire.
Artist: Steve Casper
I would rule that the parity shift now fizzle.
But there could be some hidden interaction with the way action are done.
Ankha ?
EDITH :
I went here to check if it was answered and it was :
www.vekn.net/forum/rules-questions/79001-the-question-of-the-month-action-fizzles#104680
An action that fizzles is a successful action (= not blocked) whose effects cannot be applied because:
1/ the target (or ALL the targets) has become illegal during the course of the action
2/ things happened during the course of the action that prevent the action from happening*
3/ the cost of the action cannot be paid anymore
So, if the action is successful, one needs to check points 1 and 2. If the action fizzles because of 1/ or 2/, the action is not paid.
If the action fizzles because of 3/, the acting minion must pay as much as possible, and the action fizzles.
groups.google.com/g/rec.games.trading-cards.jyhad/c/V3uIITe1wug/m/P-WH48zhoc8J
*: for instance, the minion with a Bomb uses the Bomb action to burn a location, but doesn't have the Bomb anymore upon resolution.
the bomb parallel make it so IMO.
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I'm equating the inability to use the equipment to the equipment have been destroyed.
[LSJ 20050805]
[RTR 19960221]
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I'd still like to get Ankha's confirmation. Just to be sure.
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And assuming hypothetical situation when minion can use pacemaker, I don’t remember anything in the rules preventing minion use hand strikes in combat in that case.
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