FanSet by Vermillian vermillian69@yahoo.com Please critique it as if it were its own set, just released by whitewolf, and as if it were a noob making up his own cards (compliments and complaints on any of the following most appreciated: rarity, power levels, filling the niches of base sets, draftability, NO templating though). My idea for it was to have a completely draftable base set with all new cards including every major clan and discipline with in it. If you wish to playtest this yourself, the cards are to be seeded into boosters of size 11. One rare, two vampires, three uncommons and five commons. I recommend six boosters, and drafting the vampires seperately helps. Duplicates in the list indicate cards that should be printed twice for every 100 common uncommon or whatever of its kind. (so gullible servents is a U2 card, for example). There are two new keywords, or whatever you call them, introduced in this set. These help make the base set (slightly) more playable in a draft or sealed environment. Pillar: Certain library cards that require disciplines will have the word Pillar on them. Any vampire of capacity 6+ can play any inferior effect of any Pillar card as if they had that discipline at the first level. Any vampire of capacity 9+ can play the Superior effect of any Pillar card if they already possess one level of the required discipline. Influence: Certain crypt cards will have the phrase Influence: X on it. During your influence phase you may pay four transfers, a pool and tap a vampire with Influence: X to search your crypt for a vampire with the characteristic X, reveal it to all players and place that vampire in your uncontrolled region. Shuffle your crypt after wards. You will also be seeing new Dual Cards, cards that only have two effects from the inferior level of two different disciplines, and also many cards that can be returned to your hand when the cards effect is ignored (dodged, prevented, failed action, and so on). Another side theme are cards that are only usable against minions with less blood or life than a minion trying to play the card. I plan on bringing packs of these cards to tournaments and games in the future to test them out. Thank you for your time. COMMONs Cat's Pounce Combat Ani: Strike: Hand. Untap this striking minion if this strike was not dodged. ANI: As above, but hand +1. Swarming Vermin Combat pillar Only before range is determined. Only one [cn] may be played per combat. Ani: For the remainder of combat, the opposing minion takes one damage during strike resolution, if the range is close. ANI: As above, but once this combat, this vampire may burn one blood for a press or a maneuver (deide on use) Antagonizing the Beast reaction Do not replace until end of action. ani: Reduce the amount of a bleed against you by one. ANI: +1 intercept. Feral Pack Retainer animal 1 Life. A minion may only have one Feral Pack. Ani: +1 intercept against D actions. ANI: As above, but this minion may press once per combat. Flock of Predators Retainer animal 1 Life. ani: After successfully blocking an action, inflict one damage to the opposing minion in that combat's strike resolution if range in that combat was long. ani: As above, and the vampire with this card may maneuver once during any combat. Apocalyptic Vision Reaction pillar Only useable after an action has been successfully blocked. Aus: Once during combat, if any, you may either look at the top three cards of the opposing minion's controller's deck, or their hand. AUS: As above, but untap this vampire at the end of the combat if both minions are still ready. Aura Track Reaction Pillar aus: +1 intercept against a minion with less blood or life than this reacting minion. AUS: as above but if combat ensues, the acting minion may not maneuver or press (choose which on playing) in the first round of combat. Fast Track Reaction aus: +1 intercept AUS: As above but if the block is unsuccessful you may return this card to your hand. Present Danger Reaction Pillar 1 Blood aus: +1 intercept AUS: AS above and at the end of this action you may move up to two other cards this reacting minion played this action from your discard pile to your hand. Hit and Run Action cel: D action. Enter combat with a minion controlled by another methuselah. The acting minion gets an optional maneuver in the resulting combat. CEL: As above, if successful, you may untap this vampire if this action is successful. Offensive Maneuvers Combat Pillar Cel: Press. CEL: Play only when combat is about to end prior to the press step. This vampire burns one blood to start a new combat between this vampire and the opposing minion. In the first round of that new combat, you have an optional press to continue. Quick and Restless Combat 1 Blood If the opposing minion ends combat as a strike or dodges you may return this card to your hand from the ashheap, at the end of combat. Cel: Maneuver with an optional press this round to continue. CEL: Prerange. This minion gets an optional maneuver and optional press to continue and an optional additional strike this round. Rooftop Hot Shot Combat cel: Strike: Dodge. You may return this card to your hand before range is determined in the next round of combat if range was at long the round this card was played. CEL: Play only after succesfully blocking. Range in the resulting combat, if any, is automatically at long for the first round of combat. Too Fast Combat You may return this card to your hand from your ashheap at the end of the combat if your opponent's strike was combat ends. cel: Maneuver. CEL: Strike: Dodge, with an optional maneuver. Illusionary Delusion AM 1 blood chi: Tap a minion controlled by a methuselah attempting to block this action. CHI: Put on a minion attempting to block this action. It gets -1 stealth. In the Corner of Your Eye AM Pillar chi: The blocking minion may must burn one blood or you gain +1 stealth. CHI: Untap and end the current action. You may burn on blood to tap any one minion that had attempted to block. Intimidating Forms Combat Pillar chi: Strike: Burn two blood from the opposing vampire. Ranged. Only useable at long. You may burn one blood for an optional Maneuver this round. CHI: As above and you may return this card from your ashheap to your hand at the end of the combat if this strike is dodged. Concealed Interests Reaction Do not replace until your untap phase. chi: A minion with less blood or life than this reacting minion gets -1 stealth. CHI: As above, but replace as normal. No Lies Reaction Pillar 1 blood chi: Useable by a tapped minion. Play this card as combat is about to end between this ready minion and an acting minion. Untap this reacting minion. CHI: As above, and put this card on this minion. Any minion successfully blocking this minion must burn one blood during the first strike resolution, if any. Augment Consciousness Action 1 blood dem: Choose a minion with less blood or life than this acting minion. Tap or untap the choosen minion and that minion gains or burns a blood, respectively. DEM: As above, but this action is at +1 stealth. Draining the Mind Action dem: Bleed and choose a minion controlled by your prey. If the bleed is successful that minion burns one blood or life. DEM: As above, but bleed +1. Mutterings of a Maniac Action Do not replace until the end of the turn. Dem: This minion gets +1 stealth until the end of the turn. Untap this minion after action. DEM: As above, and if this action was successful and this minion does not act again this turn may return this card from your ashheap to your hand during your discard phase. Troubling Thoughts AM/Reaction 1 blood Useable by an untapped minion other than the acting minion. Each methuselah may only play one Troubling Thoughts per action. Dem: An acting minion you control gets +1 bleed. No more bleed modifiers may be played this action. DEM: Give an acting minion you nor your predator do not control +1 bleed. Freedom in Servitude Action Pillar +1 stealth D action. dom: Gain control of a location controlled by you prey, unless they burn two pool. DOM: Choose a minion controlled by another meth. Move any equipment and retainers from that minion to this acting minion. Controlled Kine Ally mortal 1 pool dom: 1 life 1 strength 1 bleed DOM: As above but you may use a master phase action give this minion +1 stealth until the end of your turn. Beurocratic Trap AM dom: +1 bleed. No more bleed mods. DOM: Only useable during a bleed action. Younger vampires get -1 intercept when attempting to block this action. Imprint Design AM 1 blood If this bleed fails, or if the target of this bleed changes, you may return this card from your ashheap to your hand at the end of the action. Dom: +1 bleed. You may not play any additional bleed modifiers for the remainder of this action. DOM: as above, but +2 bleed. Inner Rejuvination Action pillar 1 blood 1 stealth action. for: Only useable by a tapped vampire in torpor. This vampire leaves torpor, untaps and burns one blood. FOR: As above and reduce the cost to play this card by one blood. Inner Focus Combat For: Strike: Untap this vampire with first strike. FOR: As for above, and you may prevent one damage in this round of combat. Reserve Endurance Combat for: Prerange: Prevent one damage later this round or reduce the cost in blood by one to play a combat card this round. FOR: As above, but you may do both. Shrug off Combat for: prevent one non-agg damage, with an optional press, useable only to continue. FOR: Cancel a manuever and prevent up to 2 non agg damage later this round or prevent up to two non-agg damage with an optional press, only to continue. Standing Firm Combat Pillar 1 blood. Do not replace until the end of the action. for: Prerange. If this minion is ready at the end of this round of combat, untap this minion. FOR: As above, but you may replace this card as usual. Dead Arcana Action pillar nec: Name a card in your ashheap. This vampire gains blood equal to the number of copies of that card in your ashheap. Remove a copy of that card in your ashheap from the game. NEC: As above, but this action is at +1 stealth. Knowledge from the Sleepers Action +1 stealth. nec: Choose any number of vampires in torpor. They each gain one blood. NEC: This vampire gains an amount of blood equal to the amount of blood on all vampires in torpor. What is Dead cannot Die Combat 1 blood Prerange: Nec: Prevent up to three non-aggravated damage dealt to this minion this round of combat. NEC: As above, and deal one unpreventable damage to the opposing minion if its strike was its hands. Whispers from Torpor Combat Do not replace until the end of the action. If combat continues for a round beyond the one in which this card was played, you may return this card to your hand at the end of the combat. nec: Strike: Dodge. NEC: Strike: Dodge and deal one point of damage to the opposin minion. Dead Things Retainer pillar, ghoul 1 blood 1 life. nec: You may tap dead beasties after this minion successfully blocks an action to do one damage to the acting minion. NEC: As above and you may increase your hand size by one in a combat resulting from a successful block. One with the Night Action pillar 1 blood obf: This minion gets +1 stealth until the end of the turn or the end of its next action (whichever is first). Untap this minion if this action is successful. OBF: As above, but you may untap this vampire even if this action is not successful. Endless Nothing am pillar 1 blood Obf: Choose a minion controlled by your predator or prey. That minion can not untap for the remainder of this action. If this action is successful, you may recover the costs to play this card. OBF: As above, but this minion gets +1 stealth. Hidden Dance AM obf: +1 stealth. OBF: As above but if this action is blocked you may return this card from your ashheap to your hand, recovering the cost to play this card, if any, at the end of the action. Mundane Guise am pillar obf: +1 stealth on a non-cardless action. OBF: As above, but at +2 stealth. You may discard this card at the end of any succesful cardless action. New Face AM You may return this card to your hand during your discard phase if this action blocked. Obf: Give a minion attempting to block -1 intercept. OBF: As above but -2. In the Shade am pillar obt: Choose a minion to get -1 intercept for the remainder of this action. OBT: +1 stealth. Penumbra' Comfort AM 1 blood obt: +1 stealth. OBT: As above, but if this acton is blocked this minion regains the cost of this card at the end of the action. Shadows Veil Combat 1 blood. Do not replace until the end of combat. obt: Strike: Combat ends, or Strike: Dodge. OBT: As above, but you may replace this card as normal. Unseen Tentacles Combat pillar 1 blood obt: If the opposing minion strikes: dodge or if all the damage from this strike is prevented you may recover the costs for playing this card at the end of the combat. Strike: 2R. OBT: Strike: 2R with an optional additional strike. Infamous Shadow Reaction 1 blood obt: A minion with less blood or life than this reacting vampire gets -1 stealth. OBT: As above and if this action is blocked you may place this card into your hand from your ashheap at the end of the turn. Terrifyng Rush Action pillar pot: D; Enter combat with a minion with less blood or life than this acting minion. POT: as above but any minion that successfully blocks this action takes one unpreventable damage. Asphalt Crush Combat 1 blood pot: Strike: Strength +1. If this damage is successfully inflicted, this minions next strike this round inflicts +1 damage. POT: As pot above, and this strike is at first strike, and if any damage is successfully inflicted, the opposing minion has its strength decreased by one. Speared Combat pillar Do not replace until end of combat. pot: Prereange. Place this card on the acting minion and treat it as a melee weapon. Burn this card at the end of combat. You may burn this card to strike: strength +1. Ranged. POT: As above, but strike: strength +2 ranged. Too Furious Combat Pot: Strike: 1R. If this damage is successfully inflicted, the opposing minion takes one damage, if it does not have POT. POT: as above, but 2R and the damage is inflicted isunpreventable. Live to serve Action pillar pre: Bleed. If this bleed is successful you may tap a vampire controlled by the methuselah you bled. PRE: As above, but this action is at +1 bleed if the bleed is successful against your prey. In with the right society AM 1 blood pre: +1 bleed. Reduce the cost to play this card if your prey does not control an independent vampire or mortal ally or retainer. No more bleed mods. PRE: As above but at +2 bleed. Absentee Beauty AM/Reaction Useable by a tapped or untapped vampire not voting in a referendum. Play only after a referendum was succesful. Pre: this vampire gains one blood. PRE: As above, and you gain one pool. Grace of Helena Combat Do not replace until the next discard phase. Prerange. Pre: Once this combat, this minion may burn one blood to strike: end combat. Untap this vampire after strike resolution, if this is done. PRE: As above but you may replace this card immediately. Metamorphosis Action 1 blood +1 stealth. pro: Put this card on the acting minion. Once each combat this minion may burn one blood or life to make its hand strikes aggravated. PRO: As above and untap this vampire if this action is successful. Body of Wyrms AM pillar Play as action is announced. pro: A minion with less blood or life than this acting minion get -1 intercept when attempting to block this action. PRO: As above but all minions with less blood or life get -1 intercept. Toil in the Mud Combat pillar Play before range is determined in a round of combat. pro: If this vampire takes more than two damage this round of combat, prevent one of them. PRO: As above, and this vampire may either manuever or press once this round of combat. Uniform Shift Combat pillar pro: Strike: If the opposing minion is not choosing dodge, or combat ends as its strike, combat ends. PRO: As above, and untap this striking minion. Etherial Grace Combat/AM pro: Strike: Dodge. PRO: Burn one blood to get +1 stealth. If this action is blocked, this minion may dodge as a strike in the first round of the resulting combat. Blood Force Action pillar qui: D action. Enter combat with a minion controlled by your predator or prey. QUI: As above, and if this action is successful, this acting vampire may burn one blood to Strike: 1R agg, only if the range is long. Slow the Flow Combat pillar Do not replace until after the end of the combat. qui: Maneuver or press. This card may be canceled if the opposing minion burns one blood. If so, you may return this card from your ashheap to your hand at the end of the combat. QUI: As above, or as an additional strike and this card requires two blood to be canceled. The poxing of power Combat qui: Strike: Hand. Place this card, tapped, on the opposing minion when this strike is declared. You may tap this card at anytime to do one point of unpreventable damage to the minion with this card. The minion with this card may take a +1 stealth D acton to burn this card. QUI: As above, and the minion with this card takes one damage each time it is successfully blocked. Tugging the Vein Combat 1 blood Prerange; qui: Once in the resulting combat this minion strike: 2R unpreventable. QUI: As above but if combat ends before the press step with both minions still ready you may return this card to your hand from your ashheap at the end of combat, and recover the costs. Feeding Troubles Reaction pillar Do not replace until the end of the action. qui: Reduce the amount of a vampire's hunt by one. Consider the action a failure if the hunt resolves for zero or less. QUI: As above and place this card, tapped, on the acting vampire. You may tap this card to do one point of unpreventable damage to that vampire, while its not in torpor. The vampire with this card may burn it after it successfully hunts. Coy Deployment Action ser: Bleed +1. If your prey controls a minion wth a corruption counter, you may burn the edge to untap this vampire at the end of the action. SER: As above, but your prey need not control a minion with a corrupution counter. The Cold Blooded will Gather Action pillar +1 stealth. ser: Burn the edge to move two blood from the blood bank to a ready younger uncontrolled vampire in your uncontrolled region. SER: As above, but you don't need to burn the edge, just control it. The Taint Goes Deep Action ser: D action; Put a corruption counter on a minion controlled by your prey with less blood or life than this acting minion. When a minion has as many corruptions counters on it equal or exceeding its life or capacity you may burn all of the corruption counters on it to take control of that minion. SER: D action; Burn up to three blood or life from a minion with a corruption counter. Snake's Sheild Combat pillar ser: Play only if this vampire has taken damage or has prevented damage this round. Press. SER: Prevent one damage. An Apple to the Victor Reaction 1 blood ser: Play when a methuselah is about to gain control of the edge. Control of the edge does not change. SER: As above, but that methuselah burns one pool. Arcane Ward Action pillar 1 blood tha: D; put this card on a minion. Any master card played on this minion costs an additional pool, or any D; action choosing this minion, or any card or counters on that minion, costs an additional blood. THA: As above, but this action is at +1 stealth. A Curse on your Essence Combat Do not replace until end of combat. prerange; tha: This vampire may strike: Steal one blood or life, ranged, in this round of combat. THA: as above, but if the opposing vampire has no blood prior to the press step after strike resolution, skip this rounds press step and either end combat after doing so, or begin a new round of combat. Conjured from Nothing Combat tha: You may return this card from your ashheap to your hand at the end of the round if this strike is dodged or if the opposing minion strikes: Combat ends, during the round this strike was declared. Only not first round of combat. Stike: 2R with an optional maneuver. THA: As above, but this damage is unpreventable. Mana in the Blood Combat tha: Strike: Hand. If this damage was successfully inflicted, the opposing minion burns one blood or life. THA: As above, and move the blood burned to this striking vampire. Demonic Wings Action pillar +1 stealth: vis: Put this card on the acting minion. While this card is untapped you may burn one blood for a maneuver in combat. VIS: As above and you may tap this card and burn one blood for +1 stealth until the end of the action. Borrowed Flesh Combat vis: Strike: Hand. Put this card on the acting minion and put any blood lost from damage dealt by this strike on this card. This minion may burn one blood from this card for a maneuver or press. Burn one counter during your discard phase, and burn this card when there are no counters on it. VIS: As above but put an additional counter on this card. Fluid Moves Combat pillar vis: Strike: Dodge. If another round of combat starts, you may return this card from your ashheap to your hand at the end of the combat. VIS: As above, and if another round of combat starts, this vampire gains one blood from the blood bank. Me in You Combat 1 blood Vis: strike: Hand. If this damage was successfully inflicted and this striking minion is ready send the opposing minion to torpor during the press step. VIS: As above, but the opposing vampire goes to torpor even if this striking vampire isn't ready. Stance of a New Form Combat vis: Strike: Hand. Untap both minion's during strike resolution. VIS: As above, but untap this vampire while declaring this strike (do not untap the opposing minion). Cornered and Covered Action Do not replace until the end of the combat. D; Enter combat with a vampire or minion with less blood or life than the acting minion. In any combat during this action the controller of the opposing vampire may not replace cards played in the combat until the end of each round of combat. Metro Pass Action 1 stealth D action. Put this card on a minion. Starting with the next turn, the minion with this card may burn this card after a successful action to untap. At the end of the turn this card was burned you may return this card from your ashheap to your hand. Personal Relic Equipment Untap this vampire after succesfully equipping. When this card comes into play choose a Vampire. While the minion with this equipment is acting you may tap this card to make the chosen vampire burn one blood if it attempts to block. Sattelite Video Phone Equipment This minion may bleed as an action at +1 bleed. During this action you may not replace cards played until the end of the action. Called to Duty Master Out of Turn Not useable during your turn. Untap a minion you control. Called to Duty Master Out of Turn Not useable during your turn. Untap a minion you control. Focused Discipline Master Discipline Put this card, tapped, on a vampire you control and choose a discipline the vampire has one level of. While this card is untapped, the choosen vampire gains one level of the chosen discipline. l33t skillz Master Put this card on a vampire with capacity 6+ you control, tapped. This vampire may tap this card and burn it to return a card it used to perform an action that failed to your hand, at the end of the action. Pit Stop Master Trifle Choose a vampire you control. The vampire's first action must be to hunt, but that first hunt will gain it one additional blood from the blood bank, and it will untap after hunting. Plays Harder Master Put this card on a vampire you control. You may use a discard phase action and tap this card to untap this minion. When this vampire taps, you may tap this card and move a blood from your pool to it. Underground Library Master Trifle You may play this card and increase you hand size by three for the remainder of the turn, or you may play this card and choose a vampire you control. Until your next untap phase that minion may not be the target of a D action. Valuable Resource Master Place this card on any minion. When the minion with this card is in torpor the controller of the minion loses one pool during their untap phase. Works Hard Master Put this card on a minion you control. You may tap this card and pay one pool to untap this minion. You may tap this card and the minion to move one blood or life from the minion to your pool. Aggressive Lobbying PA Not worth a vote during this PA. +1 stealth. Allocate three points amongst any number of Methuselah. Successful referendum means each Methuselah loses one pool for each point allocated. Aggressive Lobbying PA Not worth a vote during this PA. +1 stealth. Allocate three points amongst any number of Methuselah. Successful referendum means each Methuselah loses one pool for each point allocated. Art Gala PA Not worth a vote during this PA. +1 stealth. You may choose two methuselah. All methuselah name a clan. Each chosen methuselah loses pool equal to the number of vampires they control of the named clans. If this acting minion is Toreador, every other Methuselah gains pool equal to the number of vampires they control from their chosen clan. Councel Bias PA 1 steath. Name any number of methuselah. Each named Methuselah burns X pool, each other methuselah gains X pool. X is the number of titled vampires each individual methuselah control. Reallocation of Resources PA 1 stealth. Choose two other Methuselah. If this referendum is successful move up to two pool from one to the other (from who to who is not a part of the terms). Recruiting Season PA 1 stealth. Choose a titled vampire controlled by each Methuselah, if able. If the referendum passes, each chosen vampire loses one blood. The controller of each chosen vampire may move up to two blood from the blood bank to an uncontrolled vampire younger than their chosen vampire. Unexpected Reaction Reaction Do not replace until end of the turn. Useable by a tapped minion you control. This tapped minion may attempt to block the acting minion as though it were untapped. Unexpected Reaction Reaction Do not replace until end of the turn. Useable by a tapped minion you control. This tapped minion may attempt to block the acting minion as though it were untapped. RARES Druidic Wisdom Action Pillar 1 blood ani: Tap any card in play that is not a minion card. ANI: As above, and put this card on this vampire if succesful. The vampire with this card may tap any card that is not a minion card as a D action that costs one blood. Rats in the Walls Action +1 stealth D action. ani: Put this card on a location controlled by a methuselah. Each time that location becomes tapped, the controller of that location chooses a minion they control to burn one blood. ANI: As above, but controller burns one pool instead Future Sight Action +1 stealth action. A minion may have only one Future Sight. Aus: put this card on the acting minion. This minion gets +1 intercept and -1 stealth on D actions. AUS: As above, but no stealth penalty. Nuetral Form AM Play as the action is anounced. Vis: For the remainder of this action, at the beginning of a round of combat, this acting vampire may burn one blood to make its strikes for that round undodgeable. Aus: Choose a minion. For the remainder of this action, the choosen minion may only play one card that gives it intercept or that reduces your stealth. Prophet's Vision Reaction Do not replace until end of the action. aus: +1 intercept. +2 if there is an Event card in play. AUS: As above but you may look at the top 2 cards of your library when played and put them back on top of your deck in any order. Sense Intent Reaction aus: +1 intercept AUS: As above, but the acting minion may not untap for the remainder of the turn. Bullet Dodger Combat Once per combat, if combat goes for another round beyond when this card was played, you may return it from your ashheap to your hand before range on that next round. Cel: Only at long. Strike: Dodge with an additional strike: dodge. This strike does not count against your additional strikes allocated for this round. CEL: As above, but useable at close. Tunnel Vision Action 3 blood chi: Put this card into play. Tapped non-acting allies may not play any cards, though allies in combat may. Discard this card at the beginning of your next untap phase. CHI: As above, but with vampires too. Exhaustion Action 1 blood dem: +1 stealth action. Put this card on a minion controlled by another methuselah. The minion with this card must burn one blood for each card they play beyond the first in a given turn. During your untap phase, if the minion with this card has taken no action nor played any cards, burn this card. DEM: As above, but reduce the cost to play this card by one blood. Lies and Liers AM Dom: Play during a bleed action as it is announced. If this action is blocked by your prey, untap this acting minion. DOM: As dom above, and cancel the resulting combat, if any. Vigor Wrought in Stone Action Pillar 1 pool for: +1 stealth action. Put this card on the acting min. A min. may have only one Vigor wrought in stone. You may tap this card to ignore one damage from opposing minion's strike. FOR: As above and during a methuselah's turn you may discard a master card from your hand to untap this card. Earthen Sheild Combat Prerange. You may only play one copy of this card per combat. Pro: You may convernt up to one non-ag damage being dealt to this vampire to normal damage. Ths vampire gets an optional press to end. For: You may prevent one damage from an opposing minion's hand strike. Pro For: As pro and for above, but this vampire may turn one unpreventable damage during combat into preventable damage. Emissary of the Underworld Ally pillar, wraith 1 pool nec: 1 life, 0 strength, 1 bleed. Immune to non-aggravated damage. May not strike in any combat. May not block. You may draw a card whenever a minion is burned or sent to torpor. NEC: As above and this minion may take an action to take a card from your discard pile to your hand. Silent Rite Action obf: d; Place this card on a minion. You may burn this card the next time that minion announces its action to give it +1 stealth until the end of the action. Burn this card durng your next untap phase. OBF: As above and untap this minion after successfully performing this action. Unseen Distortion Action 1 blood ser: Burn a Corruption counter you control on a minion in play to place two corrpution counters on a minion controlled by your predator or prey. obf: D; Choose a non-event card with up to two non-life, non-blood counters on it move those counters and put this card into play with those counters on it. Burn this card at any time to replace the counters. One with the Endless Void AM 2 blood Only play as your action is announced. obt: If this action is blocked, cancel any resulting combat. OBT: as obt above but return the card used for the action, if any, to your hand. This vampire may attempt that action again this turn. Rage of Hell Action 1 pool A vampire may only have one Rage of Hell. Place this card on the acting vampire. pot: You may tap this card before range is determined in a round of a combat to give this vampire +1 strength for that round. Obt: You may tap this card and burn a blood from this vampire before range is determined in a round of a combat to give this vampire one optional additional strike for that round. Pot obt: as pot and obt above. Buddha's Fist Combat 1 blood pot: Strike: Hand. If this minion succesfully inflicts damage from this strike and from another strike this round, send the opposing minion to torpor. POT: As above, and send the opposing minion to torpor when combat ends, if this strike inflicted any damage. Special Councel Adjorns AM pre: Useable by a vampire other than the acting minion only as the action is announced. Any other titled vampires that cast votes become tapped at the end of this referendum. PRE: As above, and tapped vampires that voted burn one blood. Your Attedence is Most Welcome AM/Reaction Useable after a referedum ends, in which this vampire voted in agreement with the way it passed. Pre: This vampire gains one blood and you may draw a card. PRE: Burn one blood and put this card on this vampire if it does not have [card name] on it already. The vampire with this card can tap this card to gain one vote in a referendum. Earthen Cacoon Action +1 stlth. Pro: Place this vampire in the uncontrolled region with this card with two counters on it. remove a counter from this card using two transfers. vampire with card no counters +1 strength. PRO and may prevent one per combat. Sun Skin Combat 2 blood If this strike is dodged or if the damage is prevented you may return this card to your hand at the end of the round of combat it was played and recover up to one blood of the cost. pro: strik: 1R agg. PRO: As pro, and after declaring this strike this vampire treats aggravated damage as normal until the end of the round. The Strength Weakens Action qui: Place this card on a vampire controlled by another methuselah. While this card is untapped the vampire with this card has -1 strength. Tap this card whenever that vampire gains blood. QUI: As above, but untap this card whenever that vampire loses blood. Quit the Hit Combat Do not replace until end of the action. qui: Strike: Deal damage equal to the strength of this minion (not a hand strike). Unpreventable. If the opposing minion is in a contract with this striking minion, this strike may not be dodged. QUI: As above, but damage is +1. Toungue Twister Combat pillar ser: Strike: Strength +1. If the opposing minion has a corruption counter on it, strength +2. SER: As above, but with an optional maneuver. Reverse Sheild Action 1 blood tha: D; Choose a minion and place this card on it. Any Minion's controller may burn this card by discarding a master card and taking a D action. Minion's opposing a minion with this card get an optional press and maneuver in combat. THA: As above and the minion with this card must pay one blood to strike. Unnatural Sun Combat 1 blood Prerange not on first round. tha: Send all vampires that played a card or were involved in this combat to torpor. THA: As above, but this vampire untaps. Poisoned Flesh Combat 1 blood Only one Poisoned Flesh may be played by this minon per combat. vis: Prerange; Place this card on the opposing minion. The minion with this card may choose not to strike with its hand this round. If it does it must burn one blood or life for each strength its hand strike is at. Burn this card when the minion with this card gains any blood or life. VIS: As vis above, but it takes damage instead or burning blood or life. Spine Graft Combat vis: Prerange; This vampire may prevent one damage from the opposing minion's hand strike. VIS: As above and one point of damage from each of this minion's hand strikes this round is aggravated. Rite of Honor Action 1 blood Requires a titled vampire. Place this card on the acting vampire. During another meth's minion's action a vampire with this card may tap this card and burn one blood to untap, or tap this card to gain +1 intercept. If the acting vampire is an archbishop this vampire may burn one blood to untap this card. Apprentice Mage Ally Mage 1 Pool 2 Life, 1 Strength, 0 Bleed. Once per combat may either maneuver or Strike: Dodge. If recruited by a Tremere or !Tremere has +1 bleed. Grotto Thugs Ally Mortal 2 Pool 2 Life, 2 Strength, 0 Bleed. If recruited by Brujah or !Brujah may enter combat with a minion controlled by another Methuselah as a D action. Gtynoln, Old Sage Ally Unique, Mummy 3 Pool 3 Life, 2 Strength, 1 bleed. May prevent one damage once per combat, if range is close. If recruited by a FoS or Giovanni, may maneuver once per combat. If Gtynoln is burned you may place him in your hand or library. Hroun, The Darkling Ally Unique, Wraith 2 Pool 1 Life, 1 Strength, 1 Bleed. Damage from Hroun's strikes can not be prevented. Is immune to non-aggravated damage during combat. If recruited by a Lasombra has +1 strength. Jason McClintoff, Supernatural Investigator Ally Unique Mortal 1 Pool 2 Life, 1 Strength, 1 Bleed. Comes into play tapped. Once during your minion phase, a minion you control may enter combat with a vampire controlled by your prey, while Jason McClintoff is ready and untapped. Any vampire may take a D action to enter combat with McClintoff while he is untapped. Mutant Spawn Ally Ghoul 1 Pool 3 Life 2 strength 0 bleed. May rush as a +1 stealth D action with a manuever and press if succesful. Does not untap as normal. Use a master phase action to untap it. If a Nos, !Nos recruited this ally, it untaps as normal. A Game of Status and Rank AM DNR until end of action. Requires a titled vampire. Only useable when a vampire with fewer votes than this acting vampire attempts to block. The blocking minion gets -1 intercept. If this vampire is a Primogin you may replace this card immediately. Blades of That Scary Ancient Guy Equipment Unique, Weapon, Melee 1 Pool May burn one blood to Strike: strength aggravated once per combat. Personal Limo Equipment Vehicle 1 pool +1 stealth when equipping, recruiting, or employing. Cost to recruit or employ is one less. Tap for a maneuver. Staff of Ravnos Equipment Unique, Weapon, Melee While untapped and only if the opposing minion has less blood or life, bearer may Strike: Strength Ranged. Tap this card if strike is used at long. If the bearer is Ravnos may strike regardless of blood or life differences and if the strike was at long and was not dodged, the bearer gains one blood from the blood bank. Syringe Equipment Once per combat, before range is determined on not the first round of combat the bearer may pay one pool to Strike: Wound the opposing vampire, or burn an opposing ally. If this strike is dodged or this minion generates any additional strikes, burn this equipment. The Aggressor Equipment Weapon, Gun 4 Pool Strike: 2R with an optional additional strike (which must be with this gun) and optional maneuver. Depreciation of Memories Event If a vampire did not act during its controller's turn, it burns one blood at the end of its controllers minion phase. Inconvenience of the Third Tradition Event Any vampire capacity 5+ may take a +1 stealth action that costs one pool and two blood to take the top card of their deck and put it into play as a two capacity vampire. The controller may attach a card from their hand that requires a discipline to that vampire. That vampire has one level of one discipline that the card attached requires (choose on creation). This vampire must hunt this turn. The Demons Arise Event During your untap phase you may discard your hand and burn one pool to give all vampires you control and all vampires your predator control 1 stealth on all of their actions that were normally at zero stealth, until your next untap phase. United against the Kuljin Event During every Methuselah's untap phase, vampires may trade equipment, retainers and locations they have on them amongst any vampire whose controller is consenting (including oneself). Vampires Anonymous Event While this card is in play any vampire may take a +1 stealth action and receive a support counter. A vampire with a support counter may gain a blood from the blood bank during its controller's untap phase. Vampires with support counters must burn one blood when attempting to hunt. Vampires with support counters get +1 intercept when blocking vampires with support counters. A vampire with a support counter may burn this card as a D action that costs two blood. Burn all support counters if this card is burned. Amnesia Master Choose a vampire. That vampire loses its title until your untap phase. If the vampire is Malkavian or !Malk, they keep their title and instead gain one blood and their controller gains one pool. Ancient Temple Master Unique Location, Hunting Ground 1 Pool Put this card into play. Tap this card to choose a Methuselah contesting a card with you. The choosen Methuselah burns one pool. You may tap this card during your discard phase to give a blood to a ready untapped Lasombra you control. Biobank Master 1 Pool Put this card into play with five counters. Once per action you may remove a counter from this card to reduce the cost to play a Vis card by one blood. During your discard phase you may remove a counter from this card and tap it to give any vampire you control one blood from the blood bank. You may use a master phase action to place a counter on this card. Blood Cursed Master Put this card on a vampire. The vampire with this card may not comit diablerie. Cache of Weapons Master Location 1 Pool Put this card into play. During your discard phase you may tap this card using a discard phase action and pay one pool to put a card from the top of your crypt or library face down on an untapped ready minion you control. Treat the face down crypt card as a melee weapon with which the bearer may strike: strength +1. Treat the face down library card as a gun weapon with which the bearer may strike: 1R. Chosen of Caine Master Unique 1 Pool Put this card on a vampire you control. The vampire with this card gets +1 strength and +1 stealth. You must use a discard action and discard your hand during your discard phase or the vampire with this card is placed in your uncontrolled region. Enabled Minions Master Put this card into play. A vampire you control of capacity 5+ may take a +1 stealth action that costs a blood to place a counter on this card. During your master phase you may tap this card and burn a counter off of it to gain an additional master phase action. Burn this card during you untap phase if it has no counters. Escalation War Master Choose a card that is not a minion in play. Each Methuselah bids pool for its destruction or its salvation. If Methuselah bid more pool for its destruction than the number of pool bid for its salvation, the card is burned. Other wise, each Methuselah bidding for its salvation may draw up to one card for each pool bid. Extended Persuasions Master During your influence phase this turn, gain two additional transfers, only useable to move blood from your pool to uncontrolled vampires. If you played this card this turn, during your discard phase you may use a discard phase action and discard your hand to return this card to your hand (as one of the cards you'll be drawing to replace). Fallen Angel Master Unique Master 1 Pool Put this card on a vampire. The vampire with this card may take an action to bleed at +1 bleed. Burn this card if this vampire goes to torpor. Fionna's Psychic Caravan Master Unique Put this card into play. You may tap this card to give a Minion +1 intercept when attempting to block a D action. Give control of this card to the acting minion's controller after the action. Any Methuselah may burn this card as a D action that costs one pool if succesful. Friend of Caine Master Choose a vampire you control. Until the end of the turn, any vampire opposing the choosen vampire burns one blood before range is determined on the first round of combat, but gets an optional press. Icconu Influences Master Put this card into play. While this card is in play master cards cost one additional pool. During your discard phase next turn, if none of your minions acted since this card came into play and you used no master phase actions since playing this card, burn this card and draw up to seven cards. At the end of your turn, if this card was in play during your untap phase, burn it. Ley Lines Nexus Master Location Put this card into play. When a vampire comes into play or leaves play you may tap this card to gain one pool. While this card is tapped Methuselah may only use one master phase action per turn. Making Do Master 1 Pool Put this card on a vampire you control and a card from your hand on this card. The vampire with these cards gains one level of each discipline that the card requires that this vampire does not already have. You may pay one additional pool when you play this card to allow this card to gain that vampire levels of discipline they already have. Modern Security Devices Master Out of Turn 1 Pool When you are being bled by more than two, fail the bleed. If the bleed was for more than four, or you were being bled by a minion controlled by a Methuselah other than your predator you may return this card to your hand at the end of the turn, or untap the bleeding minion, respectively. Natural Health Food Store Master Location, Hunting Ground 1 Pool Tap this card and spend one transfer to put a blood on this card. You may tap this card to move the blood from this card to a ready vampire you control during your untap phase. You may tap this card and use a discard phase action to untap a Gangrel or !Gangrel you control. Any Ventrue or !Ventrue may take a D action to move any blood on this card to their controller's pool. Predictable Strategy Master Out of Turn 1 Pool Play this card after at the end of an action of another Methuselah's minion. Put this card into play with the card used to perform the action on this card, if any. When any of that Methuselah's minion's performs the same action you may burn this card to allow one of you minions, tapped or untapped, to attempt to block that action with +1 intercept. Private Club Master Location, Hunting Ground Put this card on a vampire. Tap this card to untap this vampire after succesffully hunting. A Ventrue or !Ventrue with this card gain one blood from the blood bank during your discard phase. Reconstructing the Masquerade Master Unique Master Put this card into play. Tap this card to shuffle your crypt. Tap this card to look at the top card of your crypt and if it is a Camerilla vampire of capacity 5+ you may untap this card. You may tap this card and spend four transfers to move the top vampire of your crypt to your uncontrolled region. Renfest Caravan Master Unique Location 1 Pool Put this card into play. During your discard phase you may tap this card to move a piece of non-unique equipment in your ashheap to a ready untapped minion you control, paying half the cost, round up. You may tap this card during your discard phase to give one blood to an untapped ready Ravnos you control. Senator's Estate Master Unique Location 2 Pool Put this card into play. Tap this card to gain 2 votes in a referendum. You may tap this card to give a ready untapped titled vampire you control one blood from the blood bank at the end of a referendum in which that vampire abstained. Sensei Master Put this card on a vampire you control. This vampire may tap this card and take a +1 stealth D action to give a vampire one level of a discipline that this vampire has at superior. That vampire loses the given level when this card untaps or is not in play. Burn this card when this vampire goes to torpor. Sins of the Pack Master Do not replace until the end of your turn. Choose a vampire. Until the end of the turn, blood hunts may not be called against this vampire. If the choosen vampire was sabbat, you may use a discard phase action to return this card to your hand the turn it was played. Special Interest Group Master Out of Turn Play this card during the beginning of a referendum. You may only cast votes all in favour, or all against in this referendum. If the referendum passes the way you and your minions voted, put this card into play. Burn this card the next time you call a referendum to automatically pass it. Speed of the Blessed Master Unique Master 1 Pool Put this card on a vampire you control. The vampire with this card gains First Strike. Reduce the cost to play this card by one if the vampire with this card is Assamite. STN Realtor's Master Unique Location 1 Pool Tap this card to give a minion of capacity 5+ +1 intercept against a D action. May not be tapped if the cotroller of the choosen minion controls a tapped location. Supernatural Lobbyists Master Unique Master Put this card into play. During a political action any vampire may choose to allocate its votes for this card instead of for or against the referendum. If this card has more votes allocated to it than the number of vampires voting for and against the PA cancel the PA (returning the card used to play it to the controller of the acting minion's hand) and tap this card. Any vampires allocating votes to this card gain one blood. The Pawn Shop Master Location Put this card into play. You may tap this card and burn a counter you control or a pool to give a minion you control one blood from the blood bank. If you control a read FoS you may pay four transfers a pool and tap this card to turn any counter on a card in play into a counter of another type. The Yes Man Master Put this card on a vampire you control. It gains one vote and becomes titled, if it were not already titled. This vampire must vote in each referendum called. If it votes for or against a referendum that failed or passed, respectively, burn this card and the vampire burns one blood. Thorn in their Side Master Place this card on a minion controlled by another Methuselah. When the minion with this card is burned or sent to torpor you gain one pool and the controller of the minion loses one pool. War of Attrition Master Out of Turn 1 Pool Play this card as a vampire you control announces a D action. Put this card into play if the action is successful (recover the cost to play this card otherwise). You may use a discard phase action to cause your prey to discard the top three cards of their deck, or burn one pool if unable. Any Methuselah may take control of this card by discard a master card from their hand as a master phase action. WMCC AvantRock'N Radio Master Unique Location, Hunting Ground 1 Pool Tap this card and reveal your hand to give a vampire you control +1 intercept. You may tap this card during your discard phase to give one blood to a ready untapped Malk or !Malk you control. Ancient Threats PA 1 stealth action. Put this card into play. At the end of any turn in which all of the acting methuselah's minion's did not take a D action or hunt you may tap this card to burn one of that methuselah's pool. Burn the City PA 1 stealth. Requires a Sabbat vampire. Name a city or a vampire with a title based off of a city. Successful referendum means the acting vampire becomes Archbishop of that city or the vampire named burns two blood. Discriminatory Councle PA 1 stealth. Name a younger vampire. Put this card into play, tapped, if the referendum is successful. While this card is untapped each time the named vampire announces an action that requires a card from it's controller's hand, it burns one blood and this card taps. If this action is performed by an Anarch vampire you can choose any vampire, regardless of age. Emergency Plan PA Boon Not worth vote in this referendum. +1 stealth. Put card into play if you do not nor have not controlled [cn]. As a meth. is about to be ousted due to pool loss as a result of an action, or when 2+ meth. are switching seats as a result of an action, you may burn card to end current minion phase (ending the action as a result, ending any pool loss or seat switching as a result of that). Filling Positions PA Not worth a vote during this PA. +1 stealth. Chose a titled vampire controlled by another Methuselah and place this card on the acting vampire. While the chosen vampire is not ready, the vampire with this card has that vampire's title. Hostile Edicts PA 1 Pool 1 stealth. Put this card into play. While card untapped, during a Meth's discard you may discard a PA from hand cause that Meth to burn one pool. Vampire take +1 stealth action call refendum to burn card, in which anarch vampires get additional vote. New Order PA 1 stealth. Requires an independent vampire. Non-independent vampires may not vote in this action. All non-independent vampires the same age or older than this acting vampire burn one blood if this referendum passes. Paint the Town Red PA 1 stealth. Requires a Camerilla vampire. Name a city or a vampire with a title based off of a city. Successful referendum means the acting vampire becomes Prince of that city or the vampire named burns two blood. Property Tithe PA Not worth a vote during this PA. +1 stealth. Name two Methuselah, at least one of which is consenting (if not, you must consent). Exchange control of a location, ally, equipment or retainer controlled by one of those Methuselah to the other. Upwards Mobility PA Burn Option 1 stealth. Useable by a bishop or primogin. Name a city. If there is an archbishop or prince of that city with more than zero blood, that vampire burns two blood. Otherwise this acting vampire becomes archbishop, or prince, of that city, respectively. Evidence to the Contrary Reaction Choose a titled voting vampire during a Referendum to allow that vampire to change its vote. If it does not, the chosen vampire must burn two blood. Ghoul Servent Retainer Ghoul 1 blood 2 Life. Bearer may burn one blood from ghoul servent and tap it to get +1 bleed or +1 intercept. Bearer may take a +1 stealth action that costs a blood to give ghoul servent one life (no more above its starting life total). UNCOMMON Beasties from the Woods Ally Pillar 2 Pool ani: 2 life 2 strength 0 bleed. As a D action may enter combat with a minion. Has an optional maneuver OR press once per combat (decide before range is determined in a round of combat). ANI: As ani above, but has an optional additional strike, once per combat. Beasties from the Woods Ally Pillar 2 Pool ani: 2 life 2 strength 0 bleed. As a D action may enter combat with a minion. Has an optional maneuver OR press once per combat (decide before range is determined in a round of combat). ANI: As ani above, but has an optional additional strike, once per combat. The Beast in the Mind AM Play as action is announced. ani: For the remainder of this action, any minion burns one blood or life after they play their next card. Chi: For the remainder of this action this vampire may burn two blood when a minion card is played to cancel its effects, unless the minion playing the card burns two blood or life. The Animal Within Combat Play before range. This minion may burn one blood to return this card from your discard pile to your hand at the end of combat, if the opposing minion ends combat as a strike. Ani: This round of combat this vampire may strike: Hand. This strike may not be dodged. vis: This round of combat this vampire may strike: Hand. The damage done from this strike is unpreventable. Pattern's of Eternity Action 1 blood +1 stealth action. Put this card into play if you control no other Pattern's of Eternity. Tha: You may burn this card to cancel a combat card as played. Aus: You may burn this card to cancel an AM card as played. Tha Aus: As tha and aus above. The Path of the Immortal Reaction aus: +1 intercept AUS: Useable by a tapped vampire. Untap this vampire. Anywhere, anytime AM Pillar 1 blood cel: Untap this minion after a succesful non bleed non political action. CEL: As above, but even if not successful. Anywhere, anytime AM Pillar 1 blood cel: Untap this minion after a succesful non bleed non political action. CEL: As above, but even if not successful. No Touch Backs Combat Pillar If the opposing minion strikes dodge or ends combat with a strike when this card is played you may return it from your ashheap to your hand at the end of the combat. cel: Strike: Gain an additional strike. This strike does not count against your maximum number of additional strikes for this round. CEL: Additional Strike. Reckless Assault Combat Prerange. Cel: This vampire gets an optional additional strike this round of combat. This minion takes one unpreventable damage during the press step, if range was close. CEL: As above, but with an optional maneuver and the damage is preventable. Silent Speed Combat Do not replace until end of combat. cel: Manuever or press. Qui: Prerange. This minion burns one blood to get first strike for the remainder of combat. Cel Qui: as qui above, but this vampire may burn one blood to make its strikes undodgeable. Disturbing Change Action 1 blood chi: Choose a vampire or an ally controlled by another methuselah with less blood or life than this acting minion. That minion may not act or untap until your next untap phase. CHI: As above, but this action is at +1 stealth. Illusion of Threat Combat 1 blood chi: Prerange. Search your hand or ashheap for a weapon and put it on this minion. Burn the weapon at the end of the round of combat. CHI: Prerange; Optional maneuver or press this round of combat and damage from this minion's weapon strikes inflict an additional point of damage. Return this card to your hand at the end of the round if your strike was with a weapon and this strike was dodged or if the opposing minion ends combat as a strike. Reality of the Dead Brain Action Pillar 1 blood dem: Put this card on a vampire controlled by your prey. While the vampire with this card is not acting, it has its capacity decreased by one. A vampire may only have one copy of reality of the dead brain, at any time. DEM: As above, but you may choose a vampire controlled by any methuselah. Spreading the Disease Action dem: Place this card on a vampire with less blood or life than this acting vampire. A vampire with this card gains one level of dem, and when it announces an action, its controller must discard a card from their hand. DEM: As dem above, but this action is at +1 stealth. Seeds in the Mind AM Pillar dem: Burn one blood for +1 bleed. No more bleed mods. DEM: Put this card, tapped, on acting minion after succesfully bleeding. While this minion is ready and this card untapped you may burn this card to burn one pool from your prey. Seeds in the Mind AM Pillar dem: Burn one blood for +1 bleed. No more bleed mods. DEM: Put this card, tapped, on acting minion after succesfully bleeding. While this minion is ready and this card untapped you may burn this card to burn one pool from your prey. Silent Panic Combat Pillar 1 blood Before range on first round. Dem: The opposing minion must burn one blood or life when it plays its next combat card this round or it is canceled (recover the costs, if any). DEM: As above, but the opposing minion must burn two blood or life. Death Wish Action dom: D action. Choose and tap an untapped younger vampire and place this card on them. The vampire with this card must burn one blood in order to block older vampires with dom. Nec: Choose and tap an untapped vampire with less blood than this acting vampire. Place this card on them. A vampire with this card gets -1 intercept against vampires with necromancy that have more blood than them. Gullible Servents Action Pillar dom: D action. Bleed +1. DOM: As above and move a blood from the blood bank to a younger uncontrolled minion in your uncontrolled region if this action is succesful. Gullible Servents Action Pillar dom: D action. Bleed +1. DOM: As above and move a blood from the blood bank to a younger uncontrolled minion in your uncontrolled region if this action is succesful. Crafting the World Reaction Pillar 1 blood Dom: Only useable while being bled by more than two. Decrease the amount of the bleed by one and redirect the target of the bleed to another methuselah of your choice. DOM: As above and reduce the cost to play this card by one blood. Impressive Stance Reaction Dom: Play after you've declined to block an action performed by one of your predator or prey's minions. The acting minion may not play any action modifiers. Not useable while being bled. DOM: As above, but useable while being bled. Dark Servant Retainer mage 1 blood 1 life. dom: Minions must burn one blood or life to attempt to block the minion with Dark Servant. Obt: Before range is determined on the first round of combat, the opposing minion burns one blood or life. Dom obt: as dom and obt above. Provisional Stanima AM If you play no additional cards this action, you may return this card from your ashheap to your hand at the end of the action. For: For the duration of this action, you may reduce the cost of a combat card played by one blood. FOR: For the remainder of the action you may reduce the cost of a combat or AM card this vampire plays. Image of Enduring Health Combat Do not replace until after combat. Prerange: You may play only one copy of this card per round. Chi: For this round of combat, each combat card, beyond the opposing minion's first, costs the opposing minion an additional blood or life to play. For: Opposing minion gets -1 strength for this round of combat. Still Upright Combat Only playable if you are being dealt damage that would send you to torpor. For: Prevent up to two of that damage. FOR: Prevent up to four of that damage. Nightmares in Torpor Action pillar +1 stealth D action. Nec: Choose a vampire in torpor. Put this card on that vampire and steal one blood from it. Vamp with this card has cap. decreased by one. NEC: As above, and untap if this action is succesful. My Shadow Retainer wraith 1 pool 1 life. Immune to non-ag damage. nec: When this vampire is burned, you may remove this card from the game to search your crypt for this vampire and put it into your uncontrolled region with one blood. NEC: As above, and during this turns transfer phase you may move this vampire into your controlled region. Unseen Assailant Action qui: +1 stealth D action. Enter combat with a vampire with less blood than this acting vampire. Obf: +1 stealth action. Place this card on the acting minion. This minion may burn this card during a combat to cancel a maneuver. Untap this minion after successfully performing this action. Qui Obf: +1 stealth D action. Enter combat with a vampire with less blood than this acting vampire. During that combat you may cancel a manuever. Encoded Behavior AM 1 blood obf: Play this card as the action is announced. This action is at +1 stealth. dem: Play this card as your bleed action is announced. +1 bleed. A Gun in my Pocket Combat Prerange. Obf: Equip this vampire with a gun from your ashheap or hand onto this minion, paying half the costs, round down. Return this gun to your ashheap, or hand, at the end of this round of combat. If you strike with the gun this combat and it is dodged or if all of the damage is prevented you may recover the costs to get that gun, if any. OBF: As above, but you return the gun to whence it came at the end of combat. Curse of Darkness Action obt: D action; Put this card on a vampire without Curse of Darkness, controlled by another meth. This vampire must burn one blood when it plays its next card, or the card has no effect. Burn this card either way. OBT: As above, but deal one damage to the choosen vampire after this card burns. Null Vision Reaction pillar 1 blood obt: Play as an action is announced. If it is blocked this vampire gets an additional strike in the first round of the resulting combat. OBT: As above but this minion gets +1 intercept. Hard Hit Action pillar 1 blood pot: D; Do x points of damage to a minion with less blood or life than this acting minion, where X is this acting minions strength. POT: as pot above, but you may return this card from your ashheap to your hand at the end of the action if the action is blocked. Strength from the Dead Action Combat Pot: Prerange: This vampire gets +1 strength for its first strike in this round of combat. Nec: D; move a blood from a vampire with less blood than this acting vampire to this acting vampire. Pot Nec: As nec above, and put this card on the acting vampire. You may burn this card before range is determined in a round of combat to give this vampire +1 strength for the remainder of the combat. A vampire may only have one Strength from the Dead. Brutish Blow Combat 1 blood If this strike is dodged you may replace this card in your hand during the press step. Pot: Strike: Hand +1 with an optional press. POT: As above but stike: hand +2. Fearsome Display Combat pot: Strike: Hand. If this strike inflicts damage put this card on the opposing minion. This striking minion may burn this card before range is determined in any round of combat involving the opposing minion to get +1 strength for the remainder of the combat. POT: As above, but the strength bonus is 2. Crafting the Cult Action pre: Bleed at +1. If your prey loses pool during this action, you may move one of your pool to this acting vampire. Ser: Put this card on the acting vampire and choose a minion controlled by another when this card comes into play. During your minion phase this vampire may tap this card and burn three blood to take control of the chosen minion and untap it until the beginning of the owners turn, given that it has less blood or life than the vampire with this card. Deathly Beautiful Action pillar +1 stealth action. Put this card on the acting minion if it hasn't this card already. Pre: may burn this card before range during combat to be abe to end combat as a strike. PRE: As above, but untap this minion after this action is success. Deathly Beautiful Action pillar +1 stealth action. Put this card on the acting minion if it hasn't this card already. Pre: may burn this card before range during combat to be abe to end combat as a strike. PRE: As above, but untap this minion after this action is success. Supernatural Influence Action pillar 1 blood +1 stealth D action. Pre: Choose a non master card and place this card on it. The card with this card does not untap as normal. Burn this card during your next untap phase. PRE: As above but you may choose any card. Concert Groupies Retainer mortal 1 pool 1 life. Pre: During a non-D action this vampire is doing, you may tap this card to give all minions with less blood or life than this acting minion -1 intercept. PRE: As pre above, but you do not need to tap this card. Layer of Terra Combat Prerange, first round; pro: This vampire may prevent one non-agg damage in this round of combat. This vampire may prevent a non-ag in later rounds in which a card other than Layer of Terra was played. PRO: As above, and the damage may be ag. Primal Form Combat 1 blood Prerange; pro: This vamire's hand strikes are aggravated for the remainder of this round. PRO: As above, but the cost to play this card is reduced by one. Instilling the Desire to Feast Combat qui: Strike: Place this card on the opposing vampire. The vampire with this card must hunt. Burn this card when the opposing minion gains any blood. QUI: As above, but only burn this card when the vampire with this card successfully hunts. The Vitae is Mine Combat qui: Only play if the opposing minion has less blood or life than this striking minion. Strike: Steal one blood or life. Ranged. QUI: Strike: Send a vampire with zero blood to torpor. This strike may not be dodged. A Convincing Arguement Action ser: Burn the edge to place a corruption counter on a minion controlled by your prey. SER: As above at +1 stealth and when a minion has as many corruption counters on it equal or exceeding its life or capacity you may burn all of the corruption counters on it to take control of that minion. Serpent's Chilling Touch Combat 1 blood ser: Strike: Place one corruption counter on the opposing minion. When a minion has as many corruptions counters on it equal or exceeding its life or capacity you may burn all of the corruption counters on it to take control of that minion. SER: Strike: Dodge. Place a corruption counter on the opposing minion when this strike is declared. Spirit Security AM Play only as this action is announced. Tha: If this action is blocked, during combat, if any, skip the strike resolution of the first round of combat. THA: As above, but you'll have an optional press in the resulting combat. Bolts of Bits Combat pillar Do not replace until end of combat, tha: Press. THA: As above, and if another round of combat begins, the opposing minion takes one damage before range is determined in the next round. Bolts of Bits Combat pillar Do not replace until end of combat, tha: Press. THA: As above, and if another round of combat begins, the opposing minion takes one damage before range is determined in the next round. Dark Wind Combat pillar Tha: Useable by an untapped vampire other than the acting minion. Play this card before range is determined, not on the first round of combat. Tap this vampire to do one point of damage to both minions. THA: As tha above, and you may choose to burn on pool to end combat at any time during that round of combat. The Beast of Me Retainer pillar 3 life. vis: Once per round, you may burn one life from The Beast from Me for a maneuver. VIS: As above, and you may burn one blood from The Beast from Me to be able to strike: 1R aggravated damage, only at long. If this damage is prevented, this striking vampire takes one unpreventable damage. Exotic Prey Action This vampire hunts and it gains an additional blood if this action is successful. If this vampire is independent, you may gain one pool instead of the additional blood. Liscence to Kill Action Contract 1 pool D; put this card on a minion controlled by another methuselah. This acting minion may enter combat with the minion with this card as a +1 stealth d; action. If the acting minion is assamite, this card costs one less pool. Highway Patrol Unit Ally Mortal 1 Pool 2 Life, 1 strength, 0 bleed, may strike for 1R once per combat with an optional maneuver. +1 intercept. May not block vampires unless there is a Gehenna card in play. You may discard a master card from your hand as a master phase action to allow Highway patrol unit to block vampires until your next untap phase. Hunting Spree AM Play as this vampire announces a hunt. It hunts at +1 and untaps if successful. If there is a prince in play, the prince may burn one blood after this action, and place this card on the acting vampire. Any Camerilla vampire may enter combat with the minion with this card as a D; action. The controller of the vampire with this card may burn it by burning the edge. Clothes Line Combat 1 blood. Do not replace until the end of the combat. Prerange on first round. Burn one blood from the opposing minion. If this combat is a result of the opposing minion succesfully blocking, deal one point of damage, instead. Aluminum Slugger Equipment Weapon, Melee Strike: Strength +1 damage each strike. Vampires may heal two points of this damage by burning one blood. Armoured Plating Equipment The minion with this equipment may prevent one damage once per combat if it has not maneuvered, and may not maneuver in a combat if it has prevented with this card. A minion may only have one armoured plating. Big Ass Knife Equipment Weapon, Melee 1 Pool In one round of combat may Strike: Strength +1 damage each strike. May cancel a manuever once per combat. Heavy Switch Blade Equipment Weapon, Melee 1 Blood Once per round this minion may strike: Hand +1 damage. Herse Equipment Vehicle 1 Pool You may tap this card duing another methuselah's transfer phase to give one blood to the vampire with this card. If the bearer is Gio, you may tap this card to let the gio take an action to gain you one pool and untap. Steel Whip Equipment Weapon, Melee Once per round, while untapped may Strike: 1R damage, may not be dodged. Tap this card if this strike was at long range. The Defender Equipment Weapon, Gun 1 Pool During one round of combat, may strike: 1R each strike with an optional maneuver to long and press to end. The Defender Equipment Weapon, Gun 1 Pool During one round of combat, may strike: 1R each strike with an optional maneuver to long and press to end. The Mangler Equipment Weapon, Gun 3 Pool Strike: 3R each strike with a manuever to long, and once per combat if damage was successfully inflicted, a press to continue. The Menacer Equipment Weapon, Gun 2 Pool Strike: 2R with an optional maneuver to close. Cannot be dodged if at close. The Stryker Equipment Weapon, Gun 2 Pool Strike: 2R with two maneuvers. Pay one pool if the action to equip this weapon is blocked, or if equipped or placed on this minion without an equip action. Wireless Internet Link Equipment +1 intercept when attempting to block non-D actions. Abandonned Hunting Grounds Master Hunting Ground, Location 1 pool Play only if a vampire has left the ready region since your last master phase. Put this card into play. During your untap phase you may choose a vampire you control to gain one blood from the blood bank. You may tap this card after an anarch you control successfully hunts to give it one blood from the blood bank. Age Beyond Years Master Trifle Put this card on a vampire. It gains +1 capacity. Conflicts in Vows Master Out of Turn Useable during any turn. Play as a vampire announces an action. The acting vampire must burn one blood or the action fails. Untap the vampire if it is independent. Ghetto Hang Out Master Location, Hunting Ground 1 Pool Put this card into play. Tap this card to give a minion you control in combat a press. During your discard phase you may tap this card to move a blood from the blood bank to a ready untapped Brujah, !Brujah you control. Howl to the Heavens Master Trifle Tap a vampire you control to burn up to two blood from a tapped vampire controlled by your predator or prey with less blood than the tapped vampire. Hunting Complications Master Out of Turn Play this card as a vampire with no blood is attempting to hunt. The controller of the vampire chooses to burn one pool, or the action is canceled and the vampire goes to torpor, tapped. Laboratory Test Zone Master Unique Location, Hunting Ground 1 Pool Tap this card, discard a card requiring a discipline, choose a discipline that the discarded card requires, and burn one blood from a vampire you control to give that vampire one level of the chosen discipline until the end of the turn. You may tap this card to give a blood from the blood bank to a ready untapped Tremere or !Tremere you control. Marishka's Dance Hall Master 1 Pool Put this card into play. You may tap this card to untap a minion you control that attempted to block an action performed by a minion controlled by your predator or prey, after the action is complete. You may tap this card during your discard phase to give one blood to a ready untapped assamite you control. Meddling in the Unknown Master Out of Turn 1 pool Play at anytime. As an additional cost to play this card, remove your hand from play. Tap or untap any card in play. Past Life Master 1 pool Put this card, tapped, on a vampire you control. You may tap this card to put one blood on that vampire from the blood bank or you may tap this card to move one blood from that vampire to your pool. Persisting Persuasion Master Put this card on a vampire you control. You may use transfers to move blood to this vampire as if it were uncontrolled. Persisting Persuasion Master Put this card on a vampire you control. You may use transfers to move blood to this vampire as if it were uncontrolled. Powerbase: Gotham City Master Unique Location 2 Pool Put this card into play. When you play this card, choose a sect. You may place X counters on this card, when played, where X is the number of vampires of the chosen sect you control, ready. During your untap phase you may move a counter from this card to your pool or a vampire of that sect, or from a vampire of that sect to this card. Supernatural Leech Master Put this card on a vampire you control. Tap this card to move up to four blood from this vampire to your pool. Burn this card during your untap phase if this vampire has four or less blood. Tatoo Parlor Master Location, Hunting Ground Put this card on a vampire you control. During your untap phase you may tap this card to give the vampire with this card one blood from the blood bank. This card does not untap as normal. You may discard a master card from your hand as a master phase action to untap this card and move it to any vampire you control. If you control a Tzimisce, doing this does not require the discarding of a master card. Tatoo Parlor Master Location, Hunting Ground Put this card on a vampire you control. During your untap phase you may tap this card to give the vampire with this card one blood from the blood bank. This card does not untap as normal. You may discard a master card from your hand as a master phase action to untap this card and move it to any vampire you control. If you control a Tzimisce, doing this does not require the discarding of a master card. The Farlands Master Unique Location, Hunting Ground 1 Pool Tap this card and burn one blood or life from a minion you control to give a minion you control +1 intercept. Not during an action, tap this card to give one blood to an untapped ready Tor, or !Tor you control. The Head Huntee Master Contract Place this card tapped on a minion controlled by another Methuselah. Choose a minion you control. The choosen minion may enter combat with the minion with this untapped card as a D action. Burn this card when the opposing minion is burned or goes to torpor and burn one pool from the controller of the minion with this card. The Head Huntee Master Contract Place this card tapped on a minion controlled by another Methuselah. Choose a minion you control. The choosen minion may enter combat with the minion with this untapped card as a D action. Burn this card when the opposing minion is burned or goes to torpor and burn one pool from the controller of the minion with this card. Trash Compacting Zone Master Location, Hunting Ground 1 Pool Put this card into play. Tap this card to look at the top card of any library. You may burn that card. Tap this card during your discard phase to give a blood to untapped ready Nos or !Nos you control. A test of the reserves PA 1 stealth. Cards played may not be replaced during this action (other than this card). All Methuselah lose five pool. Each Methuselah may discard up to five cards from their hand to reduce this pool loss by one for each card discarded. A test of the reserves PA 1 stealth. Cards played may not be replaced during this action (other than this card). All Methuselah lose five pool. Each Methuselah may discard up to five cards from their hand to reduce this pool loss by one for each card discarded. Arbitrary Banning PA Not worth a vote during a PA. +1 stealth action. Name a type of library card. All Methuselah reveal their hands and burn one pool for each card of the chosen type named that they have in their hand. Arbitrary Banning PA Not worth a vote during a PA. +1 stealth action. Name a type of library card. All Methuselah reveal their hands and burn one pool for each card of the chosen type named that they have in their hand. Dividing the Feeding Grounds PA 1 stealth. Put this card into play. When a ready non-anarch vampire gains blood from the blood bank, you may tap this card to burn one pool from the vampire's controller. Any vampire may take a +1 stealth action to call a referendum to burn this card, in which, anarchs get one extra vote. Dividing the Feeding Grounds PA 1 stealth. Put this card into play. When a ready non-anarch vampire gains blood from the blood bank, you may tap this card to burn one pool from the vampire's controller. Any vampire may take a +1 stealth action to call a referendum to burn this card, in which, anarchs get one extra vote. Fiscal Debate PA 1 Pool Not worth a vote during this PA unles called by an !Ven. +1 stealth. Name a Methuselah. The named Methuselah burns four pool and all other methuselah gain one pool. This effect may be canceled by each Methuselah other than you burning one pool. This card may not be canceled if Ven or Las called this vote. Revamped Protocol PA 1 stealth action. Put this card into play. You may discard this card during a PA to cancel the action. The acting minion may not call another PA, minion's controlled by that methuselah cannot call the same PA. Untap if this referendum is success. Defense Plan Reaction Only use after this minion has successfully blocked a D action. This reacting minion may dodge as a strike, once each round of the resulting combat. VAMPIRES Al !Bru 2 pot Ben !Bru 4 cel obt pot Cary !Bru 6 CEL PRE pot Bishop Influence: !Bru Drew !Bru 9 CEL PRE POT obt tha Cardinal May enter combat with a minion controlled by any methuselah as a D action. Ellen !Gan 3 ani cel Frank !Gan 5 ANI PRO cel obt Has -1 intercept when attempting to block vampires with obfuscate. George !Gan 6 CEL PRO for obf May maneuver one per combat. Henry !Gan 7 OBF PRO cel chi for Bishop Ilse !Gan 10 AUS CEL OBF PRO dem vis Archbishop You may burn one blood from Ilse to cancel a Blood Hunt called against a sabbat vampire you control. Jacky !Mal 4 OBF aus Lars !Mal 7 AUS DEM ani obf Bishop At the end of every other methuselah's minion phase, you get a minion phase in which Lars may act. Mona !Mal 8 AUS DEM OBF dom pot +1 bleed Nikki !Mal 10 AUS DEM OBF PRE vis obt Archbishop Before range is determined first round you may discard your hand to give Nikki one blood. Opus !Nos 2 obf Plog !Nos 6 ANI OBF pro pot Influence: !Nos The Queen !Nos 8 POT ANI OBF for vis May enter combat as a +1 stealth D action. If success may maneuver. Reek !Nos 10 ANI POT OBT obf pro aus Bishop +1 strength Smith !Tor 3 aus cel Burn a blood to maneuver to long once per combat Tracy !Tor 6 AUS CEL pre pot Mortals may not block Tracy. UV !Tor 8 AUS PRE cel ser obf Influence: Presence. Wendy !Tor 9 AUS CEL PRE obt for pot Archbishop May cancel a press once per combat. X-Treme !Tre 3 aus tha Young One !Tre 6 AUS THA dom nec Zed !Tre 7 AUS THA DOM pot Priscus If Zed votes in a referendum and it fails, Zed burns one blood. Archie !Tre 9 THA DOM CEL aus dem obt Bishop Influence: Tha. Brian !Ven 3 dom for Christian !Ven 5 DOM aus for obt May burn one blood for a vote. If the referendum closes contrary to Christian vote, Christian burns one blood. Dude !Ven 7 AUS DOM FOR Archbishop May use a discard phase action to untap Dude. Erin !Ven 9 AUS DOM FOR PRE vis While you control the edge and more pool than any other Methuselah, only one minion per Methuselah may vote in PA. +1 Intercept. Faid Ass 3 cel qui G'Mama Ass 4 QUI obf His Bad Assness Ass 6 QUI cel obf pre Influence: Assamite. May maneuver once per combat. I Ninja Ass 7 CEL OBF QUI ani May enter combat with a minion controlled by any methuselah as a D action. Justice Ass 8 CEL OBF POT qui pre one vote May burn one blood for an additional strike, once per combat. Kaatin Ass 9 CEL OBF QUI aus dem for two votes Minions with less blood or life than Kaatin get -1 intercept when attempting to block. Lieger Bru 3 PRE Mike Bru 5 CEL POT dem Niles Bru 7 POT PRE cel pro Primogin Minions that attempt to block Niles' PA take one damage. Ollof Bru 10 CEL POT PRE FOR ani dom Prince Influence: Titled vampires. You may replace D actions Ollof performs with an additional card. Pride FoS 2 ser The Quiet One FoS 4 OBF ser Richard FoS 5 SER obf pre Influence: Serpentis Simmons FoS 6 PRE SER OBF dem -1 hand damage against minions with more blood or life than Simmons. The Third Terrence FoS 7 OBF PRE ser for aus one vote While you control the edge, The Third Terrenc has +1 vote. UniBow FoS 8 OBF PRE SER tha cel As a D action may burn one blood to place a corruption counter on a vampire controlled by your prey. If the number of your corruption counters on that vampire is equal to or exceeding its capacity you may burn all the corruption counters on that vampire and take control of it. Vesticle FoS 10 OBF PRE SER POT pro two votes +1 strength Wes Gan 4 pro ani Influence: Animalism XXX Gan 6 PRO FOR ani pre May press once per combat. Yawn of the Dawn Gan 8 ANI FOR PRO obf Hand strikes from Yawn of the Dawn are ag. Zephan Gan 9 ANI FOR PRO CEL dom chi one vote +1 bleed. Alice Gio 2 nec Bret Gio 3 dom pot Crispy Gio 5 NEC dom pot May take a +1 stealth action to search your library for a card and put it in your ashheap. Untap after if successful. Drained Gio 6 NEC POT dom Influence: Giovanni. +1 stealth in recuiting allies or employing retainers Elegance Gio 7 DOM NEC obt pot pre two votes Fond Gio 9 DOM NEC POT aus for tha During a referendum may burn one blood for a vote. May prevent one damage once per combat. Gesanni Gio 10 DOM NEC POT CEL dem qui May burn two blood to strike: send the opposing vampire to torpor. Hank Las 3 OBT Injury Las 4 POT obt Jammer Las 5 DOM pot obt for Cardless actions for Jammer are at -1 stealth, but Jammer gains one blood from BB after each sucesful cardless action. Kool Dark Las 6 DOM OBT POT Loose Las 7 DOM OBT cel pot Priscus Priscus wishing to vote against Loose must burn one blood. Mok Las 8 DOM OBT PRO pot pre Archbishop Influence: Titled vampires. Nigel Las 9 AUS DOM OBT POT dem Cardinal Ostlander Mal 3 aus dom Poopy Dooky Mal 5 AUS obf obt dem Quest (a man named) Mal 6 AUS obf dem dom for Primogin Rickart Mal 7 AUS DEM obf dom Prince Gain one pool after Rickart calls a referendum that passes. Simmian Mal 9 OBF DOM DEM NEC aus Minions with less blood or life than Simmian get -1 intercept when attempting to block. Tramp Nos 4 ani obf pot Underling Nos 5 ANI obt pot cel You may pay one transfer to look at the top card of any crypt or library, while CN is ready. Vexed Nos 7 ANI OBF POT for Prince Water Bug Nos 9 ANI OBF POT PRO chi Justicar XVamp Rav 2 for Yanni, the Last Folk Singer Rav 4 CHI ani Zooman Rav 5 CHI ani cel for +1 intercept against equipping. Arthur Rav 6 ANI CHI for dem Influence: Ravnos Betty Rav 8 ANI CHI FOR pre cel one vote May burn one blood to get +1 strength first round. Cindy Rav 9 ANI CHI FOR pro Pays one less blood for actions. May burn one blood after successful chi action to untap. Dan Rav 10 ANI CHI FOR nec pro vis Before range is determined first round, may burn one blood to untap. May maneuver once during a combat resulting from Dan blocking. Elitherid Tor 2 aus pre -1 hand. Fancy Tor 5 CEL PRE aus Glorious Tor 7 AUS CEL PRE Prince Once per action Glorious burn one blood when taking a non-D action for +1 stealth. Hart Tor 10 AUS CEL PRE for pro vis Justicar Ilfth Tre 4 THA dom Jones Tre 5 AUS dom tha cel While Jonesis ready, you may look at the top card of your deck. Krys Tre 8 AUS DOM THA ani Primogin Cards requiring tha cost her one less blood to play. Lee Tre 10 AUS THA DOM ser nec +1 bleed. May burn one blood during your untap phase to gain one level of a discipline of your choice, until your next untap phase. Monkey man Tzi 3 ani vis No Eyes Tzi 4 VIS aus Orafice Tzi 6 ANI VIS aus Influence: Tzimisce Ped Tzi 7 ANI AUS pre dom vis During a referendum, Ped may burn one blood for a vote. Qu Tzi 9 ANI AUS VIS pot cel Archbishop May enter combat with a minion controlled by another methuselah as a D action. Raphael Tzi 8 AUS VIS pro ani tha +1 strength. While acting, if a minion is burned or sent to torpor, untap Raphael. Sys Tzi 10 ANI AUS VIS SER dem pre +1 stealth. Tom Thomason Ven 4 FOR pre Ursella Ven 6 DOM PRE for pro May burn the edge for an additional vote. Ventritus Ven 8 DOM FOR PRE ser Prince Influence: Titled vampires. Weston Ven 10 DOM FOR PRE ani dem Justicar Gains one blood from blood bank each time a referendum is called. Influence: CamerillaPlease critique it as if it were its own set, just released by whitewolf, and as if it were a noob making up his own cards (compliments and complaints on any of the following most appreciated: rarity, power levels, filling the niches of base sets, draftability, NO templating though). My idea for it was to have a completely draftable base set with all new cards including every major clan and discipline with in it. If you wish to playtest this yourself, the cards are to be seeded into boosters of size 11. One rare, two vampires, three uncommons and five commons. I recommend six boosters, and drafting the vampires seperately helps. Duplicates in the list indicate cards that should be printed twice for every 100 common uncommon or whatever of its kind. (so gullible servents is a U2 card, for example). There are two new keywords, or whatever you call them, introduced in this set. These help make the base set (slightly) more playable in a draft or sealed environment. Pillar: Certain library cards that require disciplines will have the word Pillar on them. Any vampire of capacity 6+ can play any inferior effect of any Pillar card as if they had that discipline at the first level. Any vampire of capacity 9+ can play the Superior effect of any Pillar card if they already possess one level of the required discipline. Influence: Certain crypt cards will have the phrase Influence: X on it. During your influence phase you may pay four transfers, a pool and tap a vampire with Influence: X to search your crypt for a vampire with the characteristic X, reveal it to all players and place that vampire in your uncontrolled region. Shuffle your crypt after wards. You will also be seeing new Dual Cards, cards that only have two effects from the inferior level of two different disciplines, and also many cards that can be returned to your hand when the cards effect is ignored (dodged, prevented, failed action, and so on). Another side theme are cards that are only usable against minions with less blood or life than a minion trying to play the card. I plan on bringing packs of these cards to tournaments and games in the future to test them out. Thank you for your time. COMMONs Cat's Pounce Combat Ani: Strike: Hand. Untap this striking minion if this strike was not dodged. ANI: As above, but hand +1. Swarming Vermin Combat pillar Only before range is determined. Only one [cn] may be played per combat. Ani: For the remainder of combat, the opposing minion takes one damage during strike resolution, if the range is close. ANI: As above, but once this combat, this vampire may burn one blood for a press or a maneuver (deide on use) Antagonizing the Beast reaction Do not replace until end of action. ani: Reduce the amount of a bleed against you by one. ANI: +1 intercept. Feral Pack Retainer animal 1 Life. A minion may only have one Feral Pack. Ani: +1 intercept against D actions. ANI: As above, but this minion may press once per combat. Flock of Predators Retainer animal 1 Life. ani: After successfully blocking an action, inflict one damage to the opposing minion in that combat's strike resolution if range in that combat was long. ani: As above, and the vampire with this card may maneuver once during any combat. Apocalyptic Vision Reaction pillar Only useable after an action has been successfully blocked. Aus: Once during combat, if any, you may either look at the top three cards of the opposing minion's controller's deck, or their hand. AUS: As above, but untap this vampire at the end of the combat if both minions are still ready. Aura Track Reaction Pillar aus: +1 intercept against a minion with less blood or life than this reacting minion. AUS: as above but if combat ensues, the acting minion may not maneuver or press (choose which on playing) in the first round of combat. Fast Track Reaction aus: +1 intercept AUS: As above but if the block is unsuccessful you may return this card to your hand. Present Danger Reaction Pillar 1 Blood aus: +1 intercept AUS: AS above and at the end of this action you may move up to two other cards this reacting minion played this action from your discard pile to your hand. Hit and Run Action cel: D action. Enter combat with a minion controlled by another methuselah. The acting minion gets an optional maneuver in the resulting combat. CEL: As above, if successful, you may untap this vampire if this action is successful. Offensive Maneuvers Combat Pillar Cel: Press. CEL: Play only when combat is about to end prior to the press step. This vampire burns one blood to start a new combat between this vampire and the opposing minion. In the first round of that new combat, you have an optional press to continue. Quick and Restless Combat 1 Blood If the opposing minion ends combat as a strike or dodges you may return this card to your hand from the ashheap, at the end of combat. Cel: Maneuver with an optional press this round to continue. CEL: Prerange. This minion gets an optional maneuver and optional press to continue and an optional additional strike this round. Rooftop Hot Shot Combat cel: Strike: Dodge. You may return this card to your hand before range is determined in the next round of combat if range was at long the round this card was played. CEL: Play only after succesfully blocking. Range in the resulting combat, if any, is automatically at long for the first round of combat. Too Fast Combat You may return this card to your hand from your ashheap at the end of the combat if your opponent's strike was combat ends. cel: Maneuver. CEL: Strike: Dodge, with an optional maneuver. Illusionary Delusion AM 1 blood chi: Tap a minion controlled by a methuselah attempting to block this action. CHI: Put on a minion attempting to block this action. It gets -1 stealth. In the Corner of Your Eye AM Pillar chi: The blocking minion may must burn one blood or you gain +1 stealth. CHI: Untap and end the current action. You may burn on blood to tap any one minion that had attempted to block. Intimidating Forms Combat Pillar chi: Strike: Burn two blood from the opposing vampire. Ranged. Only useable at long. You may burn one blood for an optional Maneuver this round. CHI: As above and you may return this card from your ashheap to your hand at the end of the combat if this strike is dodged. Concealed Interests Reaction Do not replace until your untap phase. chi: A minion with less blood or life than this reacting minion gets -1 stealth. CHI: As above, but replace as normal. No Lies Reaction Pillar 1 blood chi: Useable by a tapped minion. Play this card as combat is about to end between this ready minion and an acting minion. Untap this reacting minion. CHI: As above, and put this card on this minion. Any minion successfully blocking this minion must burn one blood during the first strike resolution, if any. Augment Consciousness Action 1 blood dem: Choose a minion with less blood or life than this acting minion. Tap or untap the choosen minion and that minion gains or burns a blood, respectively. DEM: As above, but this action is at +1 stealth. Draining the Mind Action dem: Bleed and choose a minion controlled by your prey. If the bleed is successful that minion burns one blood or life. DEM: As above, but bleed +1. Mutterings of a Maniac Action Do not replace until the end of the turn. Dem: This minion gets +1 stealth until the end of the turn. Untap this minion after action. DEM: As above, and if this action was successful and this minion does not act again this turn may return this card from your ashheap to your hand during your discard phase. Troubling Thoughts AM/Reaction 1 blood Useable by an untapped minion other than the acting minion. Each methuselah may only play one Troubling Thoughts per action. Dem: An acting minion you control gets +1 bleed. No more bleed modifiers may be played this action. DEM: Give an acting minion you nor your predator do not control +1 bleed. Freedom in Servitude Action Pillar +1 stealth D action. dom: Gain control of a location controlled by you prey, unless they burn two pool. DOM: Choose a minion controlled by another meth. Move any equipment and retainers from that minion to this acting minion. Controlled Kine Ally mortal 1 pool dom: 1 life 1 strength 1 bleed DOM: As above but you may use a master phase action give this minion +1 stealth until the end of your turn. Beurocratic Trap AM dom: +1 bleed. No more bleed mods. DOM: Only useable during a bleed action. Younger vampires get -1 intercept when attempting to block this action. Imprint Design AM 1 blood If this bleed fails, or if the target of this bleed changes, you may return this card from your ashheap to your hand at the end of the action. Dom: +1 bleed. You may not play any additional bleed modifiers for the remainder of this action. DOM: as above, but +2 bleed. Inner Rejuvination Action pillar 1 blood 1 stealth action. for: Only useable by a tapped vampire in torpor. This vampire leaves torpor, untaps and burns one blood. FOR: As above and reduce the cost to play this card by one blood. Inner Focus Combat For: Strike: Untap this vampire with first strike. FOR: As for above, and you may prevent one damage in this round of combat. Reserve Endurance Combat for: Prerange: Prevent one damage later this round or reduce the cost in blood by one to play a combat card this round. FOR: As above, but you may do both. Shrug off Combat for: prevent one non-agg damage, with an optional press, useable only to continue. FOR: Cancel a manuever and prevent up to 2 non agg damage later this round or prevent up to two non-agg damage with an optional press, only to continue. Standing Firm Combat Pillar 1 blood. Do not replace until the end of the action. for: Prerange. If this minion is ready at the end of this round of combat, untap this minion. FOR: As above, but you may replace this card as usual. Dead Arcana Action pillar nec: Name a card in your ashheap. This vampire gains blood equal to the number of copies of that card in your ashheap. Remove a copy of that card in your ashheap from the game. NEC: As above, but this action is at +1 stealth. Knowledge from the Sleepers Action +1 stealth. nec: Choose any number of vampires in torpor. They each gain one blood. NEC: This vampire gains an amount of blood equal to the amount of blood on all vampires in torpor. What is Dead cannot Die Combat 1 blood Prerange: Nec: Prevent up to three non-aggravated damage dealt to this minion this round of combat. NEC: As above, and deal one unpreventable damage to the opposing minion if its strike was its hands. Whispers from Torpor Combat Do not replace until the end of the action. If combat continues for a round beyond the one in which this card was played, you may return this card to your hand at the end of the combat. nec: Strike: Dodge. NEC: Strike: Dodge and deal one point of damage to the opposin minion. Dead Things Retainer pillar, ghoul 1 blood 1 life. nec: You may tap dead beasties after this minion successfully blocks an action to do one damage to the acting minion. NEC: As above and you may increase your hand size by one in a combat resulting from a successful block. One with the Night Action pillar 1 blood obf: This minion gets +1 stealth until the end of the turn or the end of its next action (whichever is first). Untap this minion if this action is successful. OBF: As above, but you may untap this vampire even if this action is not successful. Endless Nothing am pillar 1 blood Obf: Choose a minion controlled by your predator or prey. That minion can not untap for the remainder of this action. If this action is successful, you may recover the costs to play this card. OBF: As above, but this minion gets +1 stealth. Hidden Dance AM obf: +1 stealth. OBF: As above but if this action is blocked you may return this card from your ashheap to your hand, recovering the cost to play this card, if any, at the end of the action. Mundane Guise am pillar obf: +1 stealth on a non-cardless action. OBF: As above, but at +2 stealth. You may discard this card at the end of any succesful cardless action. New Face AM You may return this card to your hand during your discard phase if this action blocked. Obf: Give a minion attempting to block -1 intercept. OBF: As above but -2. In the Shade am pillar obt: Choose a minion to get -1 intercept for the remainder of this action. OBT: +1 stealth. Penumbra' Comfort AM 1 blood obt: +1 stealth. OBT: As above, but if this acton is blocked this minion regains the cost of this card at the end of the action. Shadows Veil Combat 1 blood. Do not replace until the end of combat. obt: Strike: Combat ends, or Strike: Dodge. OBT: As above, but you may replace this card as normal. Unseen Tentacles Combat pillar 1 blood obt: If the opposing minion strikes: dodge or if all the damage from this strike is prevented you may recover the costs for playing this card at the end of the combat. Strike: 2R. OBT: Strike: 2R with an optional additional strike. Infamous Shadow Reaction 1 blood obt: A minion with less blood or life than this reacting vampire gets -1 stealth. OBT: As above and if this action is blocked you may place this card into your hand from your ashheap at the end of the turn. Terrifyng Rush Action pillar pot: D; Enter combat with a minion with less blood or life than this acting minion. POT: as above but any minion that successfully blocks this action takes one unpreventable damage. Asphalt Crush Combat 1 blood pot: Strike: Strength +1. If this damage is successfully inflicted, this minions next strike this round inflicts +1 damage. POT: As pot above, and this strike is at first strike, and if any damage is successfully inflicted, the opposing minion has its strength decreased by one. Speared Combat pillar Do not replace until end of combat. pot: Prereange. Place this card on the acting minion and treat it as a melee weapon. Burn this card at the end of combat. You may burn this card to strike: strength +1. Ranged. POT: As above, but strike: strength +2 ranged. Too Furious Combat Pot: Strike: 1R. If this damage is successfully inflicted, the opposing minion takes one damage, if it does not have POT. POT: as above, but 2R and the damage is inflicted isunpreventable. Live to serve Action pillar pre: Bleed. If this bleed is successful you may tap a vampire controlled by the methuselah you bled. PRE: As above, but this action is at +1 bleed if the bleed is successful against your prey. In with the right society AM 1 blood pre: +1 bleed. Reduce the cost to play this card if your prey does not control an independent vampire or mortal ally or retainer. No more bleed mods. PRE: As above but at +2 bleed. Absentee Beauty AM/Reaction Useable by a tapped or untapped vampire not voting in a referendum. Play only after a referendum was succesful. Pre: this vampire gains one blood. PRE: As above, and you gain one pool. Grace of Helena Combat Do not replace until the next discard phase. Prerange. Pre: Once this combat, this minion may burn one blood to strike: end combat. Untap this vampire after strike resolution, if this is done. PRE: As above but you may replace this card immediately. Metamorphosis Action 1 blood +1 stealth. pro: Put this card on the acting minion. Once each combat this minion may burn one blood or life to make its hand strikes aggravated. PRO: As above and untap this vampire if this action is successful. Body of Wyrms AM pillar Play as action is announced. pro: A minion with less blood or life than this acting minion get -1 intercept when attempting to block this action. PRO: As above but all minions with less blood or life get -1 intercept. Toil in the Mud Combat pillar Play before range is determined in a round of combat. pro: If this vampire takes more than two damage this round of combat, prevent one of them. PRO: As above, and this vampire may either manuever or press once this round of combat. Uniform Shift Combat pillar pro: Strike: If the opposing minion is not choosing dodge, or combat ends as its strike, combat ends. PRO: As above, and untap this striking minion. Etherial Grace Combat/AM pro: Strike: Dodge. PRO: Burn one blood to get +1 stealth. If this action is blocked, this minion may dodge as a strike in the first round of the resulting combat. Blood Force Action pillar qui: D action. Enter combat with a minion controlled by your predator or prey. QUI: As above, and if this action is successful, this acting vampire may burn one blood to Strike: 1R agg, only if the range is long. Slow the Flow Combat pillar Do not replace until after the end of the combat. qui: Maneuver or press. This card may be canceled if the opposing minion burns one blood. If so, you may return this card from your ashheap to your hand at the end of the combat. QUI: As above, or as an additional strike and this card requires two blood to be canceled. The poxing of power Combat qui: Strike: Hand. Place this card, tapped, on the opposing minion when this strike is declared. You may tap this card at anytime to do one point of unpreventable damage to the minion with this card. The minion with this card may take a +1 stealth D acton to burn this card. QUI: As above, and the minion with this card takes one damage each time it is successfully blocked. Tugging the Vein Combat 1 blood Prerange; qui: Once in the resulting combat this minion strike: 2R unpreventable. QUI: As above but if combat ends before the press step with both minions still ready you may return this card to your hand from your ashheap at the end of combat, and recover the costs. Feeding Troubles Reaction pillar Do not replace until the end of the action. qui: Reduce the amount of a vampire's hunt by one. Consider the action a failure if the hunt resolves for zero or less. QUI: As above and place this card, tapped, on the acting vampire. You may tap this card to do one point of unpreventable damage to that vampire, while its not in torpor. The vampire with this card may burn it after it successfully hunts. Coy Deployment Action ser: Bleed +1. If your prey controls a minion wth a corruption counter, you may burn the edge to untap this vampire at the end of the action. SER: As above, but your prey need not control a minion with a corrupution counter. The Cold Blooded will Gather Action pillar +1 stealth. ser: Burn the edge to move two blood from the blood bank to a ready younger uncontrolled vampire in your uncontrolled region. SER: As above, but you don't need to burn the edge, just control it. The Taint Goes Deep Action ser: D action; Put a corruption counter on a minion controlled by your prey with less blood or life than this acting minion. When a minion has as many corruptions counters on it equal or exceeding its life or capacity you may burn all of the corruption counters on it to take control of that minion. SER: D action; Burn up to three blood or life from a minion with a corruption counter. Snake's Sheild Combat pillar ser: Play only if this vampire has taken damage or has prevented damage this round. Press. SER: Prevent one damage. An Apple to the Victor Reaction 1 blood ser: Play when a methuselah is about to gain control of the edge. Control of the edge does not change. SER: As above, but that methuselah burns one pool. Arcane Ward Action pillar 1 blood tha: D; put this card on a minion. Any master card played on this minion costs an additional pool, or any D; action choosing this minion, or any card or counters on that minion, costs an additional blood. THA: As above, but this action is at +1 stealth. A Curse on your Essence Combat Do not replace until end of combat. prerange; tha: This vampire may strike: Steal one blood or life, ranged, in this round of combat. THA: as above, but if the opposing vampire has no blood prior to the press step after strike resolution, skip this rounds press step and either end combat after doing so, or begin a new round of combat. Conjured from Nothing Combat tha: You may return this card from your ashheap to your hand at the end of the round if this strike is dodged or if the opposing minion strikes: Combat ends, during the round this strike was declared. Only not first round of combat. Stike: 2R with an optional maneuver. THA: As above, but this damage is unpreventable. Mana in the Blood Combat tha: Strike: Hand. If this damage was successfully inflicted, the opposing minion burns one blood or life. THA: As above, and move the blood burned to this striking vampire. Demonic Wings Action pillar +1 stealth: vis: Put this card on the acting minion. While this card is untapped you may burn one blood for a maneuver in combat. VIS: As above and you may tap this card and burn one blood for +1 stealth until the end of the action. Borrowed Flesh Combat vis: Strike: Hand. Put this card on the acting minion and put any blood lost from damage dealt by this strike on this card. This minion may burn one blood from this card for a maneuver or press. Burn one counter during your discard phase, and burn this card when there are no counters on it. VIS: As above but put an additional counter on this card. Fluid Moves Combat pillar vis: Strike: Dodge. If another round of combat starts, you may return this card from your ashheap to your hand at the end of the combat. VIS: As above, and if another round of combat starts, this vampire gains one blood from the blood bank. Me in You Combat 1 blood Vis: strike: Hand. If this damage was successfully inflicted and this striking minion is ready send the opposing minion to torpor during the press step. VIS: As above, but the opposing vampire goes to torpor even if this striking vampire isn't ready. Stance of a New Form Combat vis: Strike: Hand. Untap both minion's during strike resolution. VIS: As above, but untap this vampire while declaring this strike (do not untap the opposing minion). Cornered and Covered Action Do not replace until the end of the combat. D; Enter combat with a vampire or minion with less blood or life than the acting minion. In any combat during this action the controller of the opposing vampire may not replace cards played in the combat until the end of each round of combat. Metro Pass Action 1 stealth D action. Put this card on a minion. Starting with the next turn, the minion with this card may burn this card after a successful action to untap. At the end of the turn this card was burned you may return this card from your ashheap to your hand. Personal Relic Equipment Untap this vampire after succesfully equipping. When this card comes into play choose a Vampire. While the minion with this equipment is acting you may tap this card to make the chosen vampire burn one blood if it attempts to block. Sattelite Video Phone Equipment This minion may bleed as an action at +1 bleed. During this action you may not replace cards played until the end of the action. Called to Duty Master Out of Turn Not useable during your turn. Untap a minion you control. Called to Duty Master Out of Turn Not useable during your turn. Untap a minion you control. Focused Discipline Master Discipline Put this card, tapped, on a vampire you control and choose a discipline the vampire has one level of. While this card is untapped, the choosen vampire gains one level of the chosen discipline. l33t skillz Master Put this card on a vampire with capacity 6+ you control, tapped. This vampire may tap this card and burn it to return a card it used to perform an action that failed to your hand, at the end of the action. Pit Stop Master Trifle Choose a vampire you control. The vampire's first action must be to hunt, but that first hunt will gain it one additional blood from the blood bank, and it will untap after hunting. Plays Harder Master Put this card on a vampire you control. You may use a discard phase action and tap this card to untap this minion. When this vampire taps, you may tap this card and move a blood from your pool to it. Underground Library Master Trifle You may play this card and increase you hand size by three for the remainder of the turn, or you may play this card and choose a vampire you control. Until your next untap phase that minion may not be the target of a D action. Valuable Resource Master Place this card on any minion. When the minion with this card is in torpor the controller of the minion loses one pool during their untap phase. Works Hard Master Put this card on a minion you control. You may tap this card and pay one pool to untap this minion. You may tap this card and the minion to move one blood or life from the minion to your pool. Aggressive Lobbying PA Not worth a vote during this PA. +1 stealth. Allocate three points amongst any number of Methuselah. Successful referendum means each Methuselah loses one pool for each point allocated. Aggressive Lobbying PA Not worth a vote during this PA. +1 stealth. Allocate three points amongst any number of Methuselah. Successful referendum means each Methuselah loses one pool for each point allocated. Art Gala PA Not worth a vote during this PA. +1 stealth. You may choose two methuselah. All methuselah name a clan. Each chosen methuselah loses pool equal to the number of vampires they control of the named clans. If this acting minion is Toreador, every other Methuselah gains pool equal to the number of vampires they control from their chosen clan. Councel Bias PA 1 steath. Name any number of methuselah. Each named Methuselah burns X pool, each other methuselah gains X pool. X is the number of titled vampires each individual methuselah control. Reallocation of Resources PA 1 stealth. Choose two other Methuselah. If this referendum is successful move up to two pool from one to the other (from who to who is not a part of the terms). Recruiting Season PA 1 stealth. Choose a titled vampire controlled by each Methuselah, if able. If the referendum passes, each chosen vampire loses one blood. The controller of each chosen vampire may move up to two blood from the blood bank to an uncontrolled vampire younger than their chosen vampire. Unexpected Reaction Reaction Do not replace until end of the turn. Useable by a tapped minion you control. This tapped minion may attempt to block the acting minion as though it were untapped. Unexpected Reaction Reaction Do not replace until end of the turn. Useable by a tapped minion you control. This tapped minion may attempt to block the acting minion as though it were untapped. RARES Druidic Wisdom Action Pillar 1 blood ani: Tap any card in play that is not a minion card. ANI: As above, and put this card on this vampire if succesful. The vampire with this card may tap any card that is not a minion card as a D action that costs one blood. Rats in the Walls Action +1 stealth D action. ani: Put this card on a location controlled by a methuselah. Each time that location becomes tapped, the controller of that location chooses a minion they control to burn one blood. ANI: As above, but controller burns one pool instead Future Sight Action +1 stealth action. A minion may have only one Future Sight. Aus: put this card on the acting minion. This minion gets +1 intercept and -1 stealth on D actions. AUS: As above, but no stealth penalty. Nuetral Form AM Play as the action is anounced. Vis: For the remainder of this action, at the beginning of a round of combat, this acting vampire may burn one blood to make its strikes for that round undodgeable. Aus: Choose a minion. For the remainder of this action, the choosen minion may only play one card that gives it intercept or that reduces your stealth. Prophet's Vision Reaction Do not replace until end of the action. aus: +1 intercept. +2 if there is an Event card in play. AUS: As above but you may look at the top 2 cards of your library when played and put them back on top of your deck in any order. Sense Intent Reaction aus: +1 intercept AUS: As above, but the acting minion may not untap for the remainder of the turn. Bullet Dodger Combat Once per combat, if combat goes for another round beyond when this card was played, you may return it from your ashheap to your hand before range on that next round. Cel: Only at long. Strike: Dodge with an additional strike: dodge. This strike does not count against your additional strikes allocated for this round. CEL: As above, but useable at close. Tunnel Vision Action 3 blood chi: Put this card into play. Tapped non-acting allies may not play any cards, though allies in combat may. Discard this card at the beginning of your next untap phase. CHI: As above, but with vampires too. Exhaustion Action 1 blood dem: +1 stealth action. Put this card on a minion controlled by another methuselah. The minion with this card must burn one blood for each card they play beyond the first in a given turn. During your untap phase, if the minion with this card has taken no action nor played any cards, burn this card. DEM: As above, but reduce the cost to play this card by one blood. Lies and Liers AM Dom: Play during a bleed action as it is announced. If this action is blocked by your prey, untap this acting minion. DOM: As dom above, and cancel the resulting combat, if any. Vigor Wrought in Stone Action Pillar 1 pool for: +1 stealth action. Put this card on the acting min. A min. may have only one Vigor wrought in stone. You may tap this card to ignore one damage from opposing minion's strike. FOR: As above and during a methuselah's turn you may discard a master card from your hand to untap this card. Earthen Sheild Combat Prerange. You may only play one copy of this card per combat. Pro: You may convernt up to one non-ag damage being dealt to this vampire to normal damage. Ths vampire gets an optional press to end. For: You may prevent one damage from an opposing minion's hand strike. Pro For: As pro and for above, but this vampire may turn one unpreventable damage during combat into preventable damage. Emissary of the Underworld Ally pillar, wraith 1 pool nec: 1 life, 0 strength, 1 bleed. Immune to non-aggravated damage. May not strike in any combat. May not block. You may draw a card whenever a minion is burned or sent to torpor. NEC: As above and this minion may take an action to take a card from your discard pile to your hand. Silent Rite Action obf: d; Place this card on a minion. You may burn this card the next time that minion announces its action to give it +1 stealth until the end of the action. Burn this card durng your next untap phase. OBF: As above and untap this minion after successfully performing this action. Unseen Distortion Action 1 blood ser: Burn a Corruption counter you control on a minion in play to place two corrpution counters on a minion controlled by your predator or prey. obf: D; Choose a non-event card with up to two non-life, non-blood counters on it move those counters and put this card into play with those counters on it. Burn this card at any time to replace the counters. One with the Endless Void AM 2 blood Only play as your action is announced. obt: If this action is blocked, cancel any resulting combat. OBT: as obt above but return the card used for the action, if any, to your hand. This vampire may attempt that action again this turn. Rage of Hell Action 1 pool A vampire may only have one Rage of Hell. Place this card on the acting vampire. pot: You may tap this card before range is determined in a round of a combat to give this vampire +1 strength for that round. Obt: You may tap this card and burn a blood from this vampire before range is determined in a round of a combat to give this vampire one optional additional strike for that round. Pot obt: as pot and obt above. Buddha's Fist Combat 1 blood pot: Strike: Hand. If this minion succesfully inflicts damage from this strike and from another strike this round, send the opposing minion to torpor. POT: As above, and send the opposing minion to torpor when combat ends, if this strike inflicted any damage. Special Councel Adjorns AM pre: Useable by a vampire other than the acting minion only as the action is announced. Any other titled vampires that cast votes become tapped at the end of this referendum. PRE: As above, and tapped vampires that voted burn one blood. Your Attedence is Most Welcome AM/Reaction Useable after a referedum ends, in which this vampire voted in agreement with the way it passed. Pre: This vampire gains one blood and you may draw a card. PRE: Burn one blood and put this card on this vampire if it does not have [card name] on it already. The vampire with this card can tap this card to gain one vote in a referendum. Earthen Cacoon Action +1 stlth. Pro: Place this vampire in the uncontrolled region with this card with two counters on it. remove a counter from this card using two transfers. vampire with card no counters +1 strength. PRO and may prevent one per combat. Sun Skin Combat 2 blood If this strike is dodged or if the damage is prevented you may return this card to your hand at the end of the round of combat it was played and recover up to one blood of the cost. pro: strik: 1R agg. PRO: As pro, and after declaring this strike this vampire treats aggravated damage as normal until the end of the round. The Strength Weakens Action qui: Place this card on a vampire controlled by another methuselah. While this card is untapped the vampire with this card has -1 strength. Tap this card whenever that vampire gains blood. QUI: As above, but untap this card whenever that vampire loses blood. Quit the Hit Combat Do not replace until end of the action. qui: Strike: Deal damage equal to the strength of this minion (not a hand strike). Unpreventable. If the opposing minion is in a contract with this striking minion, this strike may not be dodged. QUI: As above, but damage is +1. Toungue Twister Combat pillar ser: Strike: Strength +1. If the opposing minion has a corruption counter on it, strength +2. SER: As above, but with an optional maneuver. Reverse Sheild Action 1 blood tha: D; Choose a minion and place this card on it. Any Minion's controller may burn this card by discarding a master card and taking a D action. Minion's opposing a minion with this card get an optional press and maneuver in combat. THA: As above and the minion with this card must pay one blood to strike. Unnatural Sun Combat 1 blood Prerange not on first round. tha: Send all vampires that played a card or were involved in this combat to torpor. THA: As above, but this vampire untaps. Poisoned Flesh Combat 1 blood Only one Poisoned Flesh may be played by this minon per combat. vis: Prerange; Place this card on the opposing minion. The minion with this card may choose not to strike with its hand this round. If it does it must burn one blood or life for each strength its hand strike is at. Burn this card when the minion with this card gains any blood or life. VIS: As vis above, but it takes damage instead or burning blood or life. Spine Graft Combat vis: Prerange; This vampire may prevent one damage from the opposing minion's hand strike. VIS: As above and one point of damage from each of this minion's hand strikes this round is aggravated. Rite of Honor Action 1 blood Requires a titled vampire. Place this card on the acting vampire. During another meth's minion's action a vampire with this card may tap this card and burn one blood to untap, or tap this card to gain +1 intercept. If the acting vampire is an archbishop this vampire may burn one blood to untap this card. Apprentice Mage Ally Mage 1 Pool 2 Life, 1 Strength, 0 Bleed. Once per combat may either maneuver or Strike: Dodge. If recruited by a Tremere or !Tremere has +1 bleed. Grotto