vermillian#
Just kidding. But 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.
As such I've created two new keywords, or whatever you call them.
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).
I plan on bringing packs of these cards to tournaments and games in
the future to test them out. Thank you for your time.
The below are sorted in some weird way... commons first, then rares,
then uncommons then vampires.
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. Ani: +1 intercept against D actions choosing this minion, or
any counters or cards on the minion. 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
AM Reaction
pillar
Only useable after an action has been successfully blocked. Aus: At
anytime while in combat, if any, you may 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 combat. 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 you do not need to burn the edge, merely
control it.
The Cold Blooding 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: Cancel a press. If you control the edge you may prevent one
damage from a minion's strike and have the ability to cancel a press
later this round. SER: As above, but its an actual press, not a
cancel. You may burn the edge at the end of combat, or at the
beginning of the next round to return this card from your ashheap to
your hand, if you played it this combat.
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
During your influence phase tap this card and pay two transfers to
burn a counter from a card that is not a minion or an event. If this
is done, you may spend an additional transfer to move a blood to a
ready FoS you control.
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. Choose a mortal ally or younger vampire to get
-1 intercept when attempting to block this action. 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. Choose a mortal ally or younger vampire to get
-1 intercept when attempting to block this action. 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. During your master
phase 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 a Master Phase
Action.
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. During your master
phase 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 a Master Phase
Action.
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 CN 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 CN 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 CN 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 CN.
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 CN votes in a referendum and it fails, CN 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
CN's vote, CN burns one blood.
Dude
!Ven
7
AUS DOM FOR
Archbishop
May use a discard phase action to untap CN.
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 CN 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 CN's PA take one damage.
Ollof
Bru
10
CEL POT PRE FOR ani dom
Prince
Influence: Titled vampires. You may replace D actions CN 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 CN.
The Third Terrence
FoS
7
OBF PRE ser for aus
one vote
While you control the edge, CN 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 CN 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
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 CN are at -1 stealth, but CN 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 CN 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 CN calls a referendum that passes.
Simmian
Mal
9
OBF DOM DEM NEC aus
Minions with less blood or life than CN get -1 intercept when
attempting to block.
Tramp
Nos
4
ani obf pot
Underling
Nos
5
ANI obf 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 a Dan blocking.
Elitherid
Tor
2
aus pre
-1 hand.
Fancy
Tor
5
CEL PRE aus
Glorious
Tor
7
AUS CEL PRE
Prince
May 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 CN is 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
May burn one blood for a vote.
Qu
Tzi
9
ANI AUS VIS pot cel
Archbishop
May enter combat 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 CN.
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: Camerilla
~SV