MSOMSACK@aol.com Smogo volunteered the following card ideas. -The Calomnie (Unique Master cost 1 pool): Put this card on a ready vampire. This Vampire can be attacked by any minion as a D action,wich would be a +1 stealth. This Vampire can transfer this card to any other Vampire controlled by your prey. Burn this card if the Vampire with this card is burnt. -Dark Conspiracy (Political action): Name a clan in play. This clan become the clan of your choice until the end of your turn. -Limited Action (Political action): Each Methuselah burn one card from the top of his or her library. -Royal Wasp(Animalism, Action): +1 stealth. Put this card on a ready minion controlled by your prey. During your untap phase, this minion loses 1 blood. Any minion can burn this card with a D action. -Cursed Star (Auspex, action cost 2blood): +1 stealth. Put this card on a minion in play. The minion with this card has -1 stealth. -Deceptive Apparence (Chimestry, action modifier cost 2 blood): Inferior Chimestry: Only usable when the acting vampire's action is announced. The acting Vampire gets one Discipline until the end of turn. Superior Chimestry: As above, at the superior level. -Paranoia (Dominate, Action 2blood): Ignore this card if a Vampire must hunt. Inf : Name any vampire in play. This vampire can't act until a another minion acts before. Sup: This Vampire can act if only all other minion controlled by the Methuselah have acted. -Corrupted Yare (Retainer Fortitude cost 2blood): Inf: 1 Life. The minion contolled this card can prevent 1 non-aggravated damage. Sup: 2 Life. The minion contolled this card can prevent 2 non-aggravated damage. -Hidden in your shadow (Obfuscate action 2blood): The named Vampire can burn this card at +1 stealth D action. Inf: Name a minion controlled by your prey. If this minion acts successful during his or her controller's last turn, the acting Vampire gets +1 stealth for the next action he does. Sup: As above, but this action is at +1 stealth. -"Stop" Sign (Potence, combat card): Inf: strike-> +1 strength. Sup: strike-> 2R with an optional maneuver. -Ready For Tonight (Presence, Action modifier 1blood): Inf: +1 stealth for a non-bleed action. Sup: As above, but if there is combat the acting minion gets a optional maneuver. -Lure of the Prey (Protean, 1 blood reaction): Inf: If the acting Vampire hunts although it got blood, the hunt fails and the acting Vampire takes 1 Damage. Sup: As above, with 2 Damage. -Slipperry ground (Thaumaturgy, combat card, 1 blood): Only usable at close range before strikes are chosen. Inf: The minions can't play dodge. Sup: As above with optional maneuver. -Silver Stake (equipment, 2 pool): Only usable by Ally. +1 aggravated damage. Renegade Garou or Werewolf Pack can't play this equipment. -Simple Answer (1 blood combat): Press only usable to continue combat with an optional maneuver. -Painless strike (combat card): Do not replace until after combat. Prevent 1 non-aggravetad damage.