LSJ (VtES Rep)#
VtES Rulings:
-------------
Terminology
Rulings
* "A Set of ItemX" means one or more ItemX.
* "Controlled" is synonymous with "in the Active Region".
* "Uncontrolled" is synonymous with "in the Inactive
Region".
* "During phase X, do Y" limits Y to once per phase X.
:T03:
* "During a political action" means during the resolution
(the voting process)
Library/Hand/Ash Heap
* If your hand size is reduced, immediately discard down
to your new maximum hand size.
* At the end of a combat (and after an action), replace
any "do not replace until after combat" cards that have
been played.
* Cards that go into an ash heap, hand, or library always
go into their owner's ash heap, hand, or library.
Playing Cards
* All cards are shown when played, incl. equipment,
strikes, and political actions.
* You cannot pay part of a cost. If, between the time a
card is played and the time the cost is paid, you no
longer can pay the cost, then no cost is paid and the
card is burned without effect.
Controlled Cards
* A card with a clan symbol only requires a ready member
of that clan *when played*. You don't need a clan member
to gain control of the card (via Far Mastery, Disputed
Territory, etc.) once it's in play.
* You cannot move a card onto something that it can't
normally be played on.
Vampires/Crypt/Uncontrolled Region
* Caitiff are clanless.
* If a vampire changes Clans, it retains all other
Characteristics it had before the switch. This includes
any titles (Justicar, Prince, etc.). EXCEPTIONS: Sect
(Camarilla/Non-Camarilla) is changed to the new Clan's
sect. Clan-based capacity (e.g., from a Seized Praxis)
is removed (or added) based on the new clan.
Master Cards
* If you steal a location, treat it as if you had just
brought it into play. (you may retarget Tomb of Ramses,
for instance).
* The effect of the Master Card is completely defined when
the card is played (any targets must be named).
Actions
* The card used for an action is shown when the action is
announced (for equipping, recruiting, employing, calling
a vote, etc.)
* If a minion cannot pay the cost of an action when the
action resolves, the action continues with no effect.
* Any action which retrieves an equipment card and says to
'equip' the acting minion with that card is considered
an 'equip action'.
* If the methuselah loses control of the acting minion
before the action is successful, then the action ends.
* Cards and abilities that are usable only after a
successful action are used after the action is
completed, including any oustings.
Directed actions
* Only actions specified as directed in the rules or with
a (D) symbol are directed.
* Directed actions cannot be directed against yourself, or
cards under your control, unless apparent from card
text.
Terminology
* "Same Action" means: 1) The same inherent (cardless)
action taken against the same target. 2) The action
taken with the same card played from hand, regardless of
target. 3) The same action provided by the same copy of
a card in play. (Each action provided by a card in play
is a distinct action (and doesn't count as the "same
action"). :T02:
* "Same Type of Action" means: 1) One of the types of
actions defined in the rulebook (6.4, 7, and 19),
includined action card versions. 2) An action that is
not defined in the rulebook is a "type" based on the
card played to take the action, or a type unique to the
instance of the card in play that granted the ability to
take the action.
Blocking
* If the target of a directed action is reset, a new
"choose blockers" opportunity results. :B02:
* Combat occurs *after* the block - not as a part of it.
Retainers
* Retainers are never optional.
* If damage is dealt to a retainer outside of combat, this
permanently reduces the retainer's life.
* If a retainer which requires a discipline to be employed
is brought into play by a means other than "Employ
Minion", treat it as if it were brought into play with
the basic version of the Discipline. :R01:
* Any reference to the employing vampire should be a
reference to the employing minion, unless the retainer's
ability clearly only applies to a vampire.
Equipment
* Equipment is always optional.
* Equipment is always optional only as the equipment
affects the bearer. Other effects (such as Talbot's
Chainsaw's untap damage and Incriminating Videotape's
affect on the minion who can't block) are not optional.
* Equipment only applies while in possession. If needed
for an action, the action will fizzle if the acting
minion doesn't possess the equipment when the action
resolves. :E01:
Action Modifiers/Reactions
* Action modifiers cannot be played by a vampire in torpor
unless that vampire is the acting minion.
* Reaction cards cannot be played a vampire in torpor.
Combat
* Combat cannot occur in Torpor.
* Minions of the same controller cannot enter combat with
each other.
* A manuever or press gained by a combat card can only be
used during the current round of combat. A maneuver or
press gained by a non-combat card (e.g., action,
equipment) can be used in any round of the combat.
* If an effect "sets" the range of a round (and therefore
skips the maneuver phase), no other effect can be used
to reset the range.
* A vampire burned in combat does not pass through Torpor.
* Cards which are not usable by vampires going to Torpor
only check to see if the vampire is currently going to
torpor, not if the vampire will be going to Torpor
later. E.g., A vampire with Undead Persistence can still
play these types of cards.
* Hand Strike: any non-ranged, non-weapon strike that
deals damage based on the striking minion's hand damage,
or any minion's non-ranged damage-dealing innate strike.
* Allies without non-ranged damage-dealing innate strikes
have no hand strike (not even for zero damage).
* If the strike does something in addition to ending
combat, that something takes place just after the combat
ends. :C03:
* Dodges only neutralize the opposing strike's effects on
the dodging minion and any non-retainer cards on him.
:C01:
* If you steal blood that brings you over your capacity,
you still steal all of the blood. The part about the
excess going to the blood bank is just a reminder of
what to do when blood exceeds capacity.
* You can gain additional strikes even if you cannot
strike. You still cannot strike with the additional
strike, however.
Damage (Combat)
* Damage is only considered to have come from a minion if
the damage is from a strike or if an effect specifically
states that the damage is dealt by the minion. Damage
from other effects is considered "environmental," and
has no particular source. :C02:
* The damage modifier must be played before the end of the
Choose Strike phase in order to affect the current
strike.
* Ammo cards are played before any strikes take effect
regardless of whether those strikes deal damage or not.
Thus, if a vampire who plays Dragon's Breath Rounds is
targetted by Rotschreck, the combat will end before
either strike does anything.
* Adding damage to strikes which are not damage dealing
strikes will not deal damage (e.g., using Lucky Blow and
choosing your Rowan Ring melee weapon won't deal damage)
* Additional damage inherets all of the properties of the
base damage (So the +1 damage from lucky blow is
aggravated for Basilia).
* The base damage does not inheret the properties of the
additional damage (So a Saturday Night Special with
Dragon's Breath Rounds does 1 normal plus 2 aggravated
damage).
* Effects that increase the damage provided by strike
cards affect those cards rather than the striking minion
(so the added damage is the same type as the strike's
damage, not the base damage).
Voting
* The is no rigid order enforced for casting votes.
Methuselahs (and their minions) can cast their votes at
any time, in any order.
* A Methuselah can abstain for as long as she likes before
casting her votes, up to the 15-second (out-loud) time
limit after the last vote is cast.
* A vampire can only have one title. If it is given
another one, the old title is ignored, even if the new
title would be a demotion.
* Allies can vote, if they manage to get votes (from
Alamut, for example).
Contesting
* Contested Vampires are out of the game except wrt their
titles. A contested Vampire with a contested Title must
yield the Title.
* Unique cards on Contested cards are out of the game
except wrt being Contested. They are Contested as
normal, should the need arise.
Torpor and Diablerie
* Only vampires can commit diablerie. Effects that would
allow something other than a vampire to commit diablerie
are ignored.
* Only one Blood Hunt vote can be called for a given
diablerie.
* "Wild Hunt" [SAB] is another name for Blood Hunt.
* If an event (like successful Return to Innocence [AH]
with Day Operation) both burns and torporizes a vampire,
the controller decides whether the vampire will go into
torpor before being burned.
* Vampires in Torpor can still commit diablerie, if the
opportunity presents itself (in torpor after a Kiss of
Ra when blocking a leave torpor action, for example).
* A vampire blocking a leave torpor action can diablerize
that vampire even if the blocking vampire is burned or
goes to torpor.
3rd Tradition: Progeny, The - Action (Prince/Justicar) (1)
* The vampire created is of the same clan as the acting
vampire.
Anarch Troublemaker - Unique Master
* May be used to tap one or two vampires your prey
controls.
Archon - Political Action P/J
* If a vampire blocks an Archon, he or she burns 1 blood
regardless of which action the Archon was taking. (The
use of the semi-colon in the V:TES text implies that the
point of blood is burned only when the Archon is using
his or her rush ability.)
Astrid Thomas - Vampire (Tre) (7)
* Tremere who have not yet voted can choose to abstain.
* If her votes are canceled by an effect such as Pulled
Strings, the other Tremere votes remain as they were.
Betrayer - Master
* Each of their turns, the person subjected to Betrayer
can name a vampire. If the guess is correct, Betrayer is
burned.
* If the vampire chosen for Betrayer is burned, so is
Betrayer. If the vampire chosen for Betrayer becomes
contested, Betrayer is nullified until the contention is
resolved, at which time the Betrayer is reactivated. If
a player takes control of the vampire that is the target
of the betrayer, that player takes the pool loss.
Black Cat - Vampire (Bru) (5)
* The lower pool cost is used for the "cost" of equipment
on her.
* Does not reduce the cost of Equipment paid for with
blood instead of pool
Bomb - Equipment (1)
* When taking the action to burn a location, the action
will fail if the acting minion does not possess the bomb
when the action resolves (after being Masked, or if the
Bomb was transferred or destroyed somehow). :E01:
Bribes - Action Modifier
* :P01:
Brujah Frenzy - Master Out-of-Turn
* Must select a "ready, untapped minion" to send the
Brujah into combat with. If there are no such minions,
Brujah Frenzy cannot be played.
* While it may be played any time a valid target minion
exists, it will not cause combat if combat cannot occur
(e.g., the Brujah is attempting the 'leave torpor'
action). The target minion is still tapped.
Business Pressure - Action Modifier (ps)
* Can only be used during a political action.
* Each Methuselah must decide how much pool to burn for it
during the resolution of the effect. It does not give an
ability for the rest of the political action. However,
there can be some give and take during the resolution of
the effect. For example, each Methuselah can choose to
burn one pool at a time as pool is burned for votes.
Chantry - Master: Unique Location (Tre)
* Using the Chantry is optional. [RTR]
Charming Lobby - Action (ps)
* This card requires three vampires to be effective: one
to play Charming Lobby, another to call the first vote,
and the third to call the second vote. Only votes which
are successfully called apply.
* A bloodhunt vote does not qualify.
Charnas the Imp - Retainer (Tre) (1)
* Cannot be damaged by host, but does not stop host from
using effects which would normally damage it. For
example, the host can use Body of Sun, but would not
damage Charnas as a result.
Cryptic Rider - Action Modifier (1)
* May only be used after a referendum is successful, not
simply a successful political action (unblocked vote).
Dawn Operation - Action Modifier (fo)
* Should be read as "If the acting vampire is blocked..."
Delaying Tactics - Reaction
* Cancels the political action, but the acting minion is
still considered to have taken a political action (for
purposes of the "No Repeat Action" rule, if used).
Deflection - Reaction (do) (1)
* Cannot be used to direct a bleed to a Methuselah who
would be an invalid target for a bleed (after Minor
Boon, e.g.)
* Can be used to redirect the bleed to yourself, thereby
granting you another opportunity to block. :B02:
Disarming Presence - Action Modifier (ps)
* Vampires are tapped when they cast their votes.
Domain Challenge - Political Action
* Tapped minions are counted after the vote is completed.
Eagle's Sight - Reaction (au)
* Only affects the rule restricting who gets to block an
action. The vampire must still meet all other
requirements to block (intercept, etc.) In particular,
Blood Bond, Day Operation, and Seduction are not
circumvented.
* Must be played during the 'choose blockers' stage. It
may not be used after the action Methuselah asks for
"all other blocking attempts". It may be used after your
normal position on the choose blocker list (i.e., Prey -
Predator - Prey w/ Eagle's sight).
Effective Management - Master
* Pulls a vampire from the *top* of the Crypt - it in no
way allows you to look through your Crypt to select a
vampire to pull.
Elder Kindred Network - Reaction (Ven)
* Has no effect on a successful Referendum.
Elysium: Arboretum, The - Master: Unique Location
* May not be used if you have no minions in the combat.
Embrace, The - Action (2)
* The vampire created is of the same clan as the acting
vampire.
Enchant Kindred - Action (ps)
* Superior may ONLY be used in your own uncontrolled
region.
Flesh of Marble - Combat (pt)
* Prevents all damage *that was not prevented* in excess
of one point.
Form of Mist - Combat (pt)
* The superior version can be used by a blocking vampire,
but this will not cause the action to be continued.
* The superior version only continues the action if it is
played by the acting minion.
Ghoul Retainer - Retainer (2)
* Read as "Each round of combat, Ghoul uses hands for 1
damage or a weapon of the employing minion that the
minion is not presently using."
* More than one Ghoul Retainer employed by a Minion could
"use" the same weapon (that the Minion is not using) at
the same time.
* The Ghoul is never the "bearer" of the weapon that it
uses. Any side-effect of using the weapon (e.g. Zip Gun,
Grenade) is applied to the Employing minion, as normal.
Glaser Rounds - Combat
* Must wait until the second time a given gun is used in a
given combat.
Govern the Unaligned - Action (do) (1)
* Superior may ONLY be used in your own uncontrolled
region.
High Stakes - Political Action (Ven)
* The last two sentences are talking to each player, not
just the player playing High Stakes.
Hunting Grounds - Master. Unique Location (Clan) (2)
* All Hunting Grounds should be read as "received by a
given vampire", not "given to a vampire".
Immortal Grapple - Combat (po)
* The "only hand strikes" effect lasts for the entire
combat.
* If a minion is commited to using a strike other than a
hand strike (e.g., used a maneuver from a gun), then he
gets no strike.
Kindred Society Games - Master (Tor)
* The last sentence is vague. Replace it with "If the
vampire doesn't untap but instead moves the Society
Games on, but there is no tapped younger vampire to move
it to, Society Games is burned instead."
Life Boon - Master: Out-of-Turn
* If a player is saved more than once by Life Boon, the
various Boons reserve a series of victory points (and
ante), rather than competing with each other for a
single victory point and ante.
* If a player has gone to negative pool, the Life Boon
player must give her enough pool to compensate for that.
Madness Network - Unique Master (Mal)
* Reaction Cards can be played is response to another
Methuselah's action on your own turn. Action cards and
action modifiers can be played whenever you take an
action, even when it is not your turn.
* Malkavians may block *in addition* to the normally
eligible blockers.
Magic of the Smith - Action (th) (1)
* Costs are paid for with either pool or minion blood, as
appropriate (VtES card text makes this explicit).
Major Boon - Master Out-of-Turn
* May only be played on a successful bleed (bleed for 1 or
more pool). Only action modifiers and reaction cards
that modify the bleed amount may be played after the
Boon - general action modifiers and reaction cards
cannot be played (e.g., Telepathic Counter and Threats
may be played, but not Deflection)
* Cannot be played in succession. The loss from the play
of a Major Boon is due to a card effect, not a bleed. So
a second cannot be played to Boon the first.
Malkavian Prank - Master (Mal)
* The other Methuselahs hold between one and four
counters. This may be in excess of their current pool.
If you guess correctly, they lose that amount and you
gain that amount. If you guess incorrectly, they gain
that amount.
Mariel, Lady Thunder - vampire (Mal) (7)
* If she taps to end combat, the damage is applied just
after the combat ends. :C03:
Mask of 1000 Faces - Action Modifier (ob)
* Ignore any skill or "type of minion" requirement of
attempting the action.
* Masking a "leave Torpor" action results in neither
Vampire leaving Torpor and no blood cost being paid. If
the action is blocked, the blocking minion cannot commit
diablerie, and combat does not result.
* The Mask cannot be used to allow a vampire to take over
an action he is explicitly prohibited from taking.
* The Mask may not be used to take over an inherent action
- one that could only be performed by the acting minion
(e.g., Thadius Zho's special action, or the Muddled
Vampire Hunter's special action).
Masquerade Endangered - Master: Out-of-Turn
* Multiple copies may be played (by different Meth.s)
after a single action, but all would be burned during
the vampire's next untap phase.
Protected Resources - Master (2)
* Limits the blood lost to a bleed action to 2 (per
action). It does not reduce the bleed itself, nor does
it nullify a bleed of three or more completely. (So an
Archon Investigation could still be played on a bleed of
four, even though the Methuselah would have only burnt
two pool for the successful bleed).
Psyche - Combat (ce)
* The superior will cancel any "continue action" effect
produced during the preceding combat (e.g. Form of Mist)
* No new cost need be paid for the block (Archon, Aching
Beauty, Donal, etc.)
Pulled Fangs - Combat
* Is used when a round ends - after presses, or whenever
the round ends (if it is ended prematurely).
* More than one may be played on a Vampire in the same
round.
* A vampire not currently entering torpor may play Pulled
Fangs, regardless of whether it would go into torpor
later.
Pulse of the Canaille - Action (au) (3)
* Superior should begin with the words, "If this is the
first time Pulse of Canaille has been played on the
acting vampire..." It is not cumulative.
Rack, The - Master: Unique Location
* Chooses a vampire *card* - will not automatically target
a new copy of that vampire (if the original is burned or
yielded).
Rapid Healing - Action (fo)
* Read as "If this vampire is blocked..."
Rat's Warning - Reaction (an)
* Can be used during any bleed attempt made against you,
not just ones declared against you.
Scorn of Adonis - Action Modifier (Tor)
* May be played at any time during the voting process, and
will retroactively cause the loss of pool to Methuselahs
voting 'no' before Scorn is played, as well as to
Methuselahs voting 'no' after Scorn is played. :P01:
Soul Gem of Etrius - Unique Equipment
* A vampire of the same age is treated as if he were
older. That is, if a vampire of the same age is
retrieved from the crypt, it is simply placed into the
uncontrolled area and the Gem burned.
Spying Mission - Action Modifier (ob)
* Is only played if you know the bleed is successful,
i.e., after you would normally play action modifiers.
* Is only played after all Reaction cards (as well as
other Action Moifiers) have been played. In particular,
Telepathic Counter no longer 'beats' Spying Mission
unless it is played first (and the bleed is not boosted
back to positive).
* The bleed it is played on is considered unsuccessful.
Previous Spying Missions won't be cashed in during that
action.
Stake - Equipment: Melee Weapon
* The two points must come from the same stake in order to
Paralyze the victim. If more than one stake is used,
then all stakes dealing more than one damage
(individually) are given to the victim.
Sudden Reversal - Master: Out of Turn
* Can burn a Master card that have been played with
Bindusara's ability.
Taste of Vitae - combat
* May be played after any strike resolution step, but will
not count blood lost during future strikes in the same
round.
Telepathic Counter - reaction (au)
* Is played before the bleed is considered successful, so
would be played before cards like Spying Mission, which
are only played on a successful bleed.
Trap - combat
* Provides one press each round of combat until three
(consecutive) rounds pass with no Methuselah choosing to
play a card.
Vast Wealth - Master
* This action is considered an "equip" action. [RTR]
* Paying for the equipment found is not optional. If
paying the cost will oust the controlling Methuselah,
then she is ousted.
* If the equipment cannot be legally placed on the
vampire, it is burned without cost.
* Vast Wealth's ability is not usable if the Vampire does
not share the same controller as Vast Wealth.
* Costs are paid for with either pool or minion blood, as
appropriate (VtES card text makes this explicit).
Voter Captivation - Action Modifier (ps)
* Is played *after* the vote is resolved. If the effect of
the vote ousts the acting Methuselah, there is no time
to play Voter Captivation to prevent the ousting.
Wolf Companion - Retainer (an) (1)
* Only does damage at close range.
* Does not gain any additional strikes of its controller.
[RTR]
Wooden Stake - Equipment
* Tallies damage inflicted over the course of combat.
Zip Gun - Combat
* Ammo cards just modify the strike, not the damage done
to the bearer.
* Damage done to the bearer is applied during strike
resolution.
* Only deal damage to bearer if bearer uses it during
combat.
Non-Camarilla vampires
* Non-Camarilla vampires cannot become princes or primogen
members.
* If a non-Camarilla begins with votes and later gains a
title, he loses the votes he started with, just as if he
had lost a title.
* Non-Camarilla vampires cannot call Praxis Seizures,
Justicar Retribution, Command of the Harpies, Masquerade
Enforcement, nor a vote to burn Elysium: the Arboretum.
* Non-Camarilla vampires cannot call Camarilla Exemplary.
* Non-Camarilla vampires cannot call a vote to burn
Masquerade Enforcement.
* Non-Camarilla vampires cannot be chosen as an Archon or
Camarilla Exemplary.
Inner Circle members
* Inner Circle members are titled (and would lose their
title if they gain another). They derive their votes
from their titles (and would lose the votes with the
title), but the +2 bleed is independent of the title.
Equipments which are Locations (Loquipment)
* Loquipment may be put on any ready minion if moved in an
ambiguous fashion (by Disputed Territory, e.g.). If the
new controller has no minions, the locquipment is
burned. (Note: currently all moves are ambiguous - TOM).
* Transferring Locquipment via Disputed Territory to the
*same*
Allies/Retainers
* There is no limit to an Ally's life (if some effect
gives an Ally more life than it started with, the excess
does not drain off).
Titles
* Blood capacity gained by gaining a title will be lost if
the title is lost.
Banishment [DS] - Political Action
* Disciplines on the vampire will count towards his
capacity, since they are master cards.
* All minion cards on the vampire become uncontrolled as
well, and are immune to contesting or affects like Arson
or Cryptic Mission. These cards come back into play when
the vampire does.
* All master cards on the vampire are still controlled and
could be contested. Passive effects remain in effect
(Disciplines, e.g.) while active effects cannot be used
(Blood Doll, e.g.)
* A Banished vampire remembers only two things: how much
blood he has and what cards are played on him. Other
effects are ended. (e.g., acquired/lost titles,
Deevolution, etc.)
* Note that "for the rest of the game" effects pointing at
the Banished vampire (from some other source) will
resume if/when the vampire comes back into play (e.g.,
Blood Bond).
Blood to Water [AH] - Combat (th) (2)
* Blood to Water can't be used at long range.
Burning Wrath [DS] - Combat (po) (3)
* Only the added damage is aggravated, despite the comma.
* If the vampire striking with Burning Wrath has negative
hand damage, the negative amount reduces the damage done
by burning wrath.
Clan Loyalty [DS] - Action Modifier (1)
* Modifies only the acting minion, not the action, and
would not carry over through a Mask of a Thousand Faces
modifier.
Darius Styx [DS] - Vampire (Rav) (9)
* If Darius picks a retainer which requires a Discipline
to employ, treat it as if it were employed with the
basic version of the Discipline. :R01:
Depravity [AH] - Master (1)
* The +1 hand damage is always in effect, not just during
diablerie attempts.
Donal O'Connor [DS] - Vampire (Bru) (8)
* The blocking vampire burns 1 blood immediately upon
successfully blocking Donal, regardless of whether
combat begins.
Heidelburg Castle, Germany [DS] - Master: Unique Location (2)
* Heidelburg Castle may not be used to move equipment to
or from a vampire in combat.
Horrid Reality [DS] - Combat (ch) (2)
* If the weapon gained is not in play (burned by Destroy
Equipment, e.g.) by the end of combat, do not burn it
(or do not shuffle it into your library, if superior).
Illusions of Kindred [AH] - Combat (ch) (2)
* Illusions of Kindred can be played when your crypt is
empty. In this case, it simply ends combat. The rest of
the effect is lost, since no new opponent can be
retrived from the crypt.
* There is no room to play Psyche (superior) between the
time Illusions of Kindred ends combat and when the new
combat begins. So, unless your crypt is empty when you
play Illusions of Kindred, Psyche cannot be played.
Inverary, Scotland [DS] - Equipment (1)
* Increases the vampire's bleed at all times, and
therefore will count during Justicar Retribution, etc.
Justicar Retribution [DS] - Political Action
* Does not count a +bleed that isn't 'active' (Laptop,
e.g.)
Kherebutu [AH] - Ally (FoS) (5)
* Will be ignored completely if he is returned to an empty
library - he cannot be drawn out by any means.
Kiss of Ra [AH] - Action Modifier (fo) (3)
* The would-be blocker has the option to diablerize when
he goes to torpor, if the acting vampire was acting from
torpor).
Legacy of Power [DS] - Reaction P/J/IC (3)
* Legacy of Power may be used if one of your vampires is
in combat with an ally. In this case, your vampire goes
into torpor, and the ally is unaffected.
Memory's Fading Glimpse [AH] - Action (ob) (3)
* Any cards on the target vampire (e.g., Brainwash, or
cards on a Banished vampire) are burned.
Of Noble Blood - Action
* Of Noble Blood is undirected even if you do not control
the target.
Phobia [AH] - Action (se)
* Phobia gains counters during your master phases only.
Possession [DS] - Action (ne) (2)
* Superior Possession moves a vampire from your ash heap
to your ready region. :T01:
Powerbase: Berlin [DS] - Master: Unique Location (Ven) (2)
* Blood moved to Powerbase: Berlin by a Ventrue action
comes from the Ventrue.
Powerbase: Rome [DS] - Master: Unique Location (2)
* Blood moved to Powerbase: Rome by a Giovanni action
comes from the Giovanni.
Purity of the Beast [AH] - Action (1)
* Ignore the superior version text on Purity of the Beast.
Ravnos Cache [DS] - Master: Unique Location (Rav) (2)
* The blood on the Ravnos Cache may be used in place of
pool or blood, as appropriate to the cost of the
equipment.
Riposte [DS] - Combat (ce) (1)
* The damage from Riposte is dealt just after the combat
ends.
Sacrificial Lamb [DS] - Action (ob) (3)
* If the target of Sacrificial Lamb has a Soul Gem, the
Gem function wins out.
Secure Haven [DS] - Master: Unique Location (1)
* Only (D) actions targetting the minion are restricted.
The minion's retainers and equipment are not immune from
attack.
* If it is contested, it will not be burned when the
target (vampire) goes to torpor, nor will it be burned
if it becomes re-controlled while the target vampire is
still in torpor.
Seeds of Corruption [AH] - Action (th) (2)
* "Special ability" includes all non-sect, non-title text.
(note that this only means that the affected vampire
cannot do anything that he is allowed to do only by
special ability - not that he can now overcome some
special restriction. Assamites still cannot commit
diablerie, for example)
* They vampire burns blood for Seeds of Corruption when
the action is attempted.
Shackles of Enkindu [DS] - Equipment (Gan) (2)
* "The shackled minion" refers to the minion the card is
put upon (not the Gangrel the card is put upon with the
equip action).
Soul Stealing [DS] - Action Modifier{/Combat} (ne)
* Soul Stealing cannot be used if a vampire is burned as a
result of a political action, such as Tradition Upheld.
Spiridonas [AH] - Vampire (Tre) (9)
* Spiridonas's special ability is treated as an action
modifier.
Spiritual Protector [DS] - Retainer (Gio) (3)
* Spiritual Protector does not restrict the ability of
retainers to use equipment.
Stefano Giovanni [DS] - Vampire (Gio) (6)
* Stefano Giovanni can only burn 1 blood for 1 vote once
during a political action.
Strained Vitae Supply [DS] - Master
* The pool placed on Strained Vitae Supply comes from the
Methuselah's pool.
Summon the Serpent [AH] - Action (FoS) (2)
* Ignore the superior version text on Summon the Serpent.
Temptation [AH] - Action (se) (1)
* Temptation gains counters during your master phases
only.
Tomb of Ramses III - Master Unique Location (3)
* Tomb of Ramses only counts blood "you transfer" to
uncontrolled vampires: i.e., blood that you move from
your pool to an uncontrolled vampire by spending a
transfer.
Toreador Grand Ball [DS] - Master (Tor) (1)
* The first Toreador chosen for the Toreador Grand Ball is
unblockable on all actions except bleed actions. This
remains true even after the vampire attempts a bleed.
Triole's Revenge [DS] - Action (Bru) (2)
* The Ventrue is burned by Triole's Revenge only if the
hunt isn't blocked - even if the benefit of the hunt is
reduced to zero (a failed action).
* If the victim of Triole's Revenge is prevented from
hunting, he may take no action.
* The victim of Triole's Revenge cannot take any other
actions before hunting, but other minions' actions can
be taken before the hunt.
Veiled Sight [DS] - Reaction (ch) (2)
* The strike option (steal blood) given by the superior
version of Veiled Sight may be used once, on any round
of the combat.
* Veiled Sight may be used even if the acting minion is at
zero stealth.
Vial of Garou Blood [DS] - Equipment (1)
* Using Vial of Garou Blood counts as your one source of
additional strikes for each round, so it may not be used
if you've already acquired additional strikes this round
and prohibits you from playing any further additional
strike cards for the rest of the combat.
Wasserschloss Anif, Austria [DS] - Master: Unique Location
(Tre) (2)
* Wasserschloss Anif can only receive blood from one
Tremere on any given turn. :T03:
Priscus (Prisci vote)
* Prisci in general have zero votes (for effects that
operate based on the number of votes a vampire has).
* If a Priscus is forced to abstain or to change his
votes, then this includes his votes in the Prisci Vote
as well as his votes (if any) in the main vote.
* If the Prisci subvote is in favor of the main vote, then
every Priscus is considered to have voted in favor. If
the Prisci subvote is against the main vote, then every
Priscus is considered to have voted against. It doesn't
matter whether any given Priscus voted for or against
the subvote, or abstained. :P01:
Antonio Delgado [SAB] - vampire (Las) (9)
* Antonio Delgado does not untap if the vote isn't
successful (doesn't pass).
Beast, Leatherface of Detroit [SAB] - vampire (NosA)
* Beast can play a Zip Gun, since that is not an equip
action.
Blood Brother Ambush [SAB] - Action Modifier/Ally (BruA) (2)
* Blood Brother Ambush can be used by a BrujahAnti taking
an action while in torpor. If this happens, the blocker
still gets the oppotunity to commit diablerie.
* The blocker can commit diablerie even if he ends up in
torpor after the combat with the Blood Brothers (if
blocking the action can normally result in diablerie).
* The Blood Brother's life total is an effect of putting
the card into play normally. If the card comes into play
through some other means, then it has 0 life and is
burned as soon as it enters play.
Blood of Acid [SAB] - combat (Vic) (2)
* The effect of Blood of Acid lasts for the duration of
combat.
* Environmental Damage (Weather Control, etc.) isn't
counted by Blood of Acid. :C02:
Bloodbath [SAB] - action (1)
* If Bloodbath's target already has or subsequently gains
a title, then he doesn't get an extra vote from the
Bloodbath. If the target loses his title, then he again
gets his extra vote from the Bloodbath.
Camarilla Vitae Slave [SAB] - retainer (Las) (2)
* The vampire keeps his chosen discipline at superior
until his controller's next untap phase even if the
retainer is burned or stolen.
Lambach [SAB] - vampire (Tzi) (10)
* Lambach can only burn a blood for aggravated hand damage
once per combat. :T03:
Legacy of Caine [SAB] - master
* If there are no targets (vampires) at all, then the
vampire with Legacy of Cain cannot hunt.
* The amount gained (stolen) by the Legacy of Cain hunt
action is not affected by effects that affect the amount
gained by hunting (e.g., Aaron's Feeding Razor).
Machine Blitz [SAB] - combat (tha)
* Machine Blitz inflicts an amount of ranged damage equal
to (or 1 greater than) the amount the chosen weapon
would inflict if it were chosen as a strike. This amount
is set when Machine Blitz is announced.
Nephandus (Mage) [SAB] - ally (TreA) (2)
* Each strike or other damaging effect made against
Nephandus by the opposing minion is at -1 damage.
Reform Body [SAB] - combat+reaction (vis)
* Reform Body is both a reaction card and a combat card.
To play it, the vampire must be Ready, in combat, and
being burned.
* If the vampire playing Reform Body was being
diablerized, but saved himself with Reform Body, the
diablerie is considered unsuccessful. The diabolist gets
nothing from the victim, and no Blood/Wild Hunt can be
called.
* Reform Body cannot be played by vampires who aren't in
the active region (burned with Goodnight Sweet Prince or
Sabbat Inquisitor, e.g.)
Scrying of Secrets [SAB] - action modifier (aus) (1)
* Superior Scrying Secrets: you choose which of the bleed
action cards is discarded.
Shadow Court Satyr [SAB] - ally (GanA) (3)
* Shadow Court Satyr can use the ability on the combat
card only once per combat. :T03:
Shadow Step [SAB] - combat (obt)
* Superior Shadow Step has no cost. The two blood is the
cost of using the range-setting effect. It cannot be
ignored by Dragos, nor used by a vampire with less than
two blood.
Sword of Judgment [SAB] - equipment (BruA) (2)
* Treat Sword of Judgment as "Strike: hand damage +1. The
BruAnti with this equipment gets an optional additional
strike each round of combat."
--
L. Scott Johnson (vte...@wizards.com)
Official VtES Net.Rep for Wizards of the Coast.
(*) - Subject to review by Rules Team