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Prophet of Doom + Webs of Fear and Treachery

Posted: Fri Nov 06, 2009 11:48 am
by domse
I know this Combo is somewhat tricky and maybe powerful. But I feel myself unable to figure out how an influence attempt with the special ability of the prophet would be modified while Webs are in play. Can you help?

Posted: Fri Nov 06, 2009 2:15 pm
by Bandobras Took
Permanent-event
Pallando specific. Playable if you are Pallando and have at least 12 stage points and 5 factions in play. Pallando need not be at the appropriate site when making an influence attempt on an opponent's resource or character. Such an influence check is modified by half (rounded up) of Pallando's unused general influence (to a maximum of 10) instead of his unused direct influence. Subtract from the attempt the number of regions between Pallando's site and the site where the influence attempt would normally be made. Discard if you have fewer than 5 factions in play. Cannot be duplicated.
Except for unused general influence and unused normal direct influence (including influence modifications given in a character's card text), all modifications to each influence attempt are reduced to zero.
A literal interpretation would be that half of Pallando's unused General Influence is still General Influence, and therefore Webs will not affect it. However, Webs would remove the -1 per region modification.

Posted: Fri Nov 06, 2009 7:39 pm
by Alter Tuk
And iirc your opponent wont be able to roll against your influence attempt as that would be a modification.

Posted: Fri Nov 13, 2009 10:20 am
by Bruce
Alter Tuk wrote:And iirc your opponent wont be able to roll against your influence attempt as that would be a modification.
I don't think so. IIRC the influence attempt is not a roll by a player against a certain value: it is rather two opposed rolls, one for each player, and who rolls higher wins (in case of a tie, the player resisting to the attempt wins).

Posted: Fri Nov 13, 2009 2:07 pm
by Bandobras Took
· Add the influencing character's unused direct influence.
· Subtract your opponent's unused general influence points.
· Subtract the result of a roll (2D6) made by your opponent.
· Add any other modifications (from cards and special abilities). All modification cards must be played before either player makes a roll.
The opponent's roll is clearly considered as a modification to the influence roll.

Posted: Fri Nov 13, 2009 2:51 pm
by Bruce
Wow :shock: :shock: :shock: , I'm going to dramatically re-evaluate WoF&T, looks like that card has potentially great practical uses...

Well, I've been lacking inspiration for some new funny deck lately, now I have something to work on... :P

Posted: Fri Nov 13, 2009 7:25 pm
by Bandobras Took
It's worth noting that the NetRep team has the question under consideration -- but until they rule otherwise, the rules will be taken as they stand. ;)