"Take Control" Effects

By Amante, in CoC Rules Discussion

Something I've been thinking about a few days, and both the old and new FAQs have the same slightly vague wording:

"Any time a player gains control of a committed character during a story, that character is removed from the story."

Not sure what "during a story" means specifically - during the story phase, perhaps (as there are certain card effects that can cause a character to remain committed past the story phase). I guess it could mean in the middle of story resolution, but I can't think of anything in the LCG that would take control of a character during that time (i.e. forced response / disrupt only), so I'm assuming for now that "during a story" means "during the story phase".

Or to put it another way, here's a gameplay example:

Say I'm playing as a Hastur deck. It's my turn and I'm attacking during the story phase. I declare three attackers to one story and pass. The other player declares three defenders to the same story, in a way that equalizes things.

After defenders are declared, I play Blind Submission, to grab a 2 skill character over to my side to turn the tide. Does it stay at the story and go over to my side, or do I take control of it and it becomes uncommitted and sent "home" on my side?

Thanks to anyone who knows this.

Like you said, this is just a word that gotten off during redaction. You can read "Story PHASE".

From the new FAQ : If a triggered ability has no specified duration, then the effects of that
ability expire at the end of the current phase .

In your exemple, you'll just need to apply last FAQ text on Commission and Take of control :

If you're able to take control of a commited character from the opponent, it's removed from the story (look carefully at the FAQ for removed and exhausted characters).You'll have the control of a chracter that might not join a story, in your exemple. + this character will still be exhausted !

Agreed, taking control during story phase has generally seemed to be more useful either in the round of actions before committing (so that you deprive the other side of a character and get to use them yourself), or in the round of actions after committing in order to remove a key opposing character from a story (but then you don't get to use them unless you're the defender and have a means of readying the controlled character before you commit your troops).