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Author Topic: Siren call and elusive/flying  (Read 3873 times)

Super Sorcerer

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Siren call and elusive/flying
« on: December 05, 2016, 12:29:32 AM »
ב"ה
We have a Siren that used it's Siren call against Crevere while it was in her zone. Naiya is in an adjacent zone. Now Crevere activates. Since in the beginning of it's activation he cannot move closer to the siren, he don't have to do so. Let say he moved to Naiya's zone. He isn't hindered by anything (in this situation there were no shallow sea in either zone), so now he can move closer to the Siren.
Must Crevere now return to the Siren's zone because now he can, or could Crevere now attack Naiya since he couldn't move toward the siren at the start of the turn so he no longer required to do so?

[the same question could be asked about a flying creature as well, since they are not hindered in this case as well, but the answer should be the same.]

jacksmack

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Re: Siren call and elusive/flying
« Reply #1 on: December 05, 2016, 02:45:07 AM »
they would have to move to the siren in the scenarios you describe.

Zuberi

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Re: Siren call and elusive/flying
« Reply #2 on: December 05, 2016, 11:18:19 AM »
Jacksmack is correct. This is answered in the Rules Supplement, page 11, under Mandatory Actions.

Quote from: Rules Supplement
A creature must perform a mandatory action if it is possible to do so when it chooses what action to perform.

You check whether or not you can do the Mandatory Action each time you take an action. So when you first activate, you can't move closer, which frees you from the obligation. When you move away, you must again check to see if it's possible to perform the Mandatory Action before deciding what to do with your Quick Action. At this point it is possible to move closer, so you must.

baglio88

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Re: Siren call and elusive/flying
« Reply #3 on: December 07, 2016, 11:12:18 AM »
So a creature that's already in her zone can move away from her?

Puddnhead

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Re: Siren call and elusive/flying
« Reply #4 on: December 07, 2016, 11:36:15 AM »
Yes, it is unable to fulfill the mandatory action of moving closer so it has free reign of its action options.  This also means that you can Siren's Call a friendly creature that's in your zone and then send it out to wreak havoc.
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ClockWork

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Re: Siren call and elusive/flying
« Reply #5 on: December 19, 2016, 08:35:10 AM »
Yes, it is unable to fulfill the mandatory action of moving closer so it has free reign of its action options.  This also means that you can Siren's Call a friendly creature that's in your zone and then send it out to wreak havoc.

only if you send it somewhere it gets hindered, otherwise its coming right back
Siren is so cool

Puddnhead

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Re: Siren call and elusive/flying
« Reply #6 on: December 19, 2016, 08:45:50 AM »
Yes, it is unable to fulfill the mandatory action of moving closer so it has free reign of its action options.  This also means that you can Siren's Call a friendly creature that's in your zone and then send it out to wreak havoc.

only if you send it somewhere it gets hindered, otherwise its coming right back

Correct!
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DaveW

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Re: Siren call and elusive/flying
« Reply #7 on: December 21, 2016, 07:38:05 PM »
So... if you do move closer and were not / are still not hindered, must you move closer again on the second portion of the activation... or could you move closer and attack something, or even move closer and then move farther away, for example?
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Puddnhead

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Re: Siren call and elusive/flying
« Reply #8 on: December 21, 2016, 08:01:12 PM »
So... if you do move closer and were not / are still not hindered, must you move closer again on the second portion of the activation... or could you move closer and attack something, or even move closer and then move farther away, for example?

Each segment of Chant of Rage is a Mandatory Action which means that if you can do it you MUST do it.  So if you move once and you are 1) not able to hit the hate target AND 2) are able to move again then you MUST move again.

However, Siren's Call is slightly different the only Mandatory action is that you must move at least one zone closer on your turn.  As long as you've moved one zone you have fulfilled the requirement and are free to do anything EXCEPT attack the Siren as that is a Restriction on your possible actions.

I hope that clarifies things a little.
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