vermillian#
*** 100 Vampires are coming soon. Please give me some advice on if you
think these cards contain enough untap effects and whether you think
the rarity scheme seems adequate (I'm thinking 1R 3V 3U 4C... weird, I
know, but 2 vamps makes it too tough to draft). As always, comments on
power levels and your own thoughts of cards that would fill anyholes
I've missed in the stereotypical attributes of base sets are
appreciated (specifically the indy disciplines and non-clan/discipline
based stuff). I'm hoping to have this finished in time for an October
Tournament for playtesting. :) ***
Druidic Knowledge
Action
R
1 Blood
Tap any card in play that is not a vampire. Ani: As above, but put
this card on the acting minion, tapped. The minion with this card may
tap this card and take a D action that costs one blood to tap any card
in play that is not a minion. Burn this card if this vampire goes to
torpor. ANI: As ani above, but the cost of the action allowed by this
card is reduced by one blood.
Rats in the Walls
Action
R
+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
The Monster from the Woods
Ally
U
ghoul
3 pool
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 above, but
reduce the cost to play this card by one pool. ANI: As ani above, but
has an optional additional strike, once per combat.
The Beast in the Mind
AM
U
ani: For the remainder of this action, any minion must burn 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.
Cat's Pounce
Combat
C
Ani: Strike: Hand. Untap this striking minion if this strike was not
dodged. ANI: As above, but hand +1.
Swarming Vermin
Combat
C
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.
The Animal Within
Combat
U
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 that strike is unpreventable.
Antagonizing the Beast
reaction
C
Do not replace until end of action.
ani: Reduce the amount of a bleed against you by one. ANI: +1
intercept.
Feral Pack
Retainer
C
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
C
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.
Future Sight
Action
R
+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.
Pattern's of Eternity
Action
U
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.
Nuetral Form
AM
R
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.
Apocalyptic Vision
AM Reaction
C
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
c
aus: +1 intercept against a vampire with less blood than this reacting
vampire. AUS: as above but if combat ensues, the acting vampire may
not maneuver or press in the first round of combat.
Fast Track
Reaction
C
aus: +1 intercept AUS: As above but if the block is unsuccessful you
may return this card to your hand.
Prophet's Vision
Reaction
R
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
R
aus: +1 intercept AUS: As above, but the acting minion may not untap
for the remainder of the turn.
The Future Is Now
Reaction
C
1 blood. Do not replace until your untap phase.
+1 intercept against D action only. aus: +1 intercept. AUS: as aus
above but you may move up to two other cards played during this action
from your ashheap to your hand at the end of the action.
The Path of the Immortal
Reaction
u2
aus: +1 intercept AUS: Useable by a tapped vampire. Untap this
vampire.
Hit and Run
Action
C
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.
Everywhere at Once
AM
u
1 blood. Do not replace until your discard phase.
Requires a 5+ capacity vampire. Untap this vampire after a successful
non-bleed D action. cel: As above but reduce the cost to play this
card by one. CEL: As above, but even if unsuccessful.
Aggressive Speed
Combat
C
Requires a 5+ cap. Press only to continue. Cel: Press. CEL: Play only
when combat is about to end with both minions ready. This vampire
burns one blood to start a new combat between this vampire and the
opposing minion. In the next round of combat, you have an optional
press to continue.
Bullet Dodger
Combat
R
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.
Quick and Restless
Combat
C
1 Blood
If the opposing minion ends combat as a strike or dodges you may
recover the costs to play this card and return it 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.
Reckless Assault
Combat
U
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.
Rooftop Hot Shot
Combat
C
Prerange; cel: For the remainder of combat while range is long, this
vampire may strike: dodge each round. CEL: Play only after succesfully
blocking. Range in the resulting combat, if any, is automatically at
long for the first round of combat.
Silent Speed
Combat
U
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.
Too Fast
Combat
C
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.
Tough to Touch
Combat
U
Prerange. This vampire may strike: gain an optional additional strike,
once this round of combat. cel: The opposing minion must burn one
blood for each additional strike they use for the remainder of combat.
CEL: This vampire gets an optional additional strike this round of
combat.
Disturbing Change
Action
U
1 blood
chi: Choose a younger vampire or an ally controlled by another
methuselah. That minion may not act or untap until your next untap
phase. CHI: As above, but this action is at +1 stealth.
Tunnel Vision
Action
R
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.
Illusionary Delusion
AM
C
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
C
chi: The blocking minion may must burn one blood or you gain +1
stealth. CHI: Untap and end the current action. Tap any minion that
was attempting to block.
Frightening Ghosts
Combat
C
Requires a vampire cap greater than four. Strike: 1R. chi: Strike: The
opposing minion burns two blood. Ranged. Only useable at long. With an
optional manuever. CHI: as chi above and you may return this card to
your hand from your ashheap at the end of a combat in which this
strike was dodged or the opposing minion ends combat.
Illusion of Threat
Combat
u
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 it was dodged, or if the opposing minion
ends combat as a strike.
Concealed Interests
Reaction
C
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.
Lier Lier
Reaction
c
1 blood
Play this card as combat is about to end between this ready blocking
minion and an acting minion. Untap this minion. chi: As above, but it
isn't neccesary that this minion is blocking nor ready. CHI: As chi
above, and put this card on this minion. Any minion successfully
blocking this minion must burn one blood.
Augment Consciousness
Action
C
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
C
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.
Exhaustion
Action
R
1 blood
dem: Put this card, tapped, on a minion controlled by another
methuselah. The minion with this card, untapped, 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.
Mutterings of a Maniac
Action
C
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.
Reality of the Dead Brain
Action
U
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. DEM: As above, but you may choose a vampire controlled by any
methuselah.
Spreading the Disease
Action
U
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.
Seeding Sickness
AM
u2
1 blood
Requires a vampire of capacity 5+. +1 bleed. No more bleed mods after
playing this card. Dem: Put this card into play after this minion has
successfully bled. During your next untap phase you may burn this card
to have your prey burn one pool. DEM: As above, but the cost to play
this card is reduced by one.
Troubling Thoughts
AM/Reaction
C
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 do not control
+1 bleed.
Subconscious Panic
Combat
U
1 blood.
Requires a vampire of capacity 5+. Only play before range is
determined on the first round of combat. The opposing vampire must
burn one blood or the next combat card played this round of combat is
canceled. 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.
Crafting the System
Action
U
dom: d action, add or remove a counter from a card that is not a
minion, controlled by another methuselah. DOM: As above, but it may be
a card you control.
Death Wish
Action
U
dom: D action. Choose a younger vampire to tap 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 a 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.
Impressionable Fledglings
Action
u2
Useable by a 5+ capacity vampire. Bleed at +1 bleed. 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.
Theft of Freedom
Action
C
+1 stealth. Vampires not tap after blocking this. need 5+ vampire. D
action. Gain control of location controlled by prey unless prey burns
two pool. Dom: Take control of ally controlled by Meth. DOM: Choose a
min. Move retainers and equip. to acting min
Controlled Kine
Ally
C
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
C
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
C
1 blood
If this bleed fails, or if the target of this bleed changes, you may
recover the cost to play this card, and return it 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.
Lies and Liers
AM
R
Dom: Play during a bleed action as it is announced. If this action is
blocked, untap this acting minion. DOM: As dom above, and cancel the
resulting combat, if any.
Impressive Stance
Reaction
U
Dom: Play after you've declined to block. 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
U
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.
Chisled Vigor
Action
R
1 blood
Requires a vampire 5+. Put this card on the acting vampire. A vampire
may have only one Chiseled Vigor. You may tap this card to prevent one
damage from an opposing minion's strike. For: As above, but you may
discard a card from your hand, not replacing until the end of the
combat, to untap this card at the beginning of the first round of
combat. FOR: As for above, but you may do this each round of combat.
Dirt Nap
Action
C
1 blood
+1 stealth. Useable by a vampire 5+ in torpor. This vampire burns one
blood and leaves torpor. Untap this vampire if successful. For: as
above, but useable by a tapped vampire. FOR: As for above, but reduce
cost by one.
Provisional Stanima
AM
U
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.
Earthen Sheild
Combat
r2
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 strike. Pro For: As pro
and for above, but this vampire may turn one unpreventable damage
during combat into preventable damage.
Image of Enduring Health
Combat
U
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. For
Chi: as for and chi above.
Inner Focus
Combat
C
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
C
for: Prerange: Prevent one damage later this round or reduce the cost
in blood to play a combat card this round. FOR: As above, but you may
do both.
Shrug off
Combat
C
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.
Still Upright
Combat
U
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.
Walking Tall
Combat
C
Do not replace until after combat.
Requires a 5+ vampire. Prerange: If this vampire is ready at the end
of combat, untap it. For: As above, but you may prevent up to one
damage. FOR: As for above, but with an optional press.
Knowledge from the Sleepers
Action
c
+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.
Lost Secrets
Action
C
requires a vampire of capacity 5+. D action. Burn a location in play.
nec: Name a card in your ashheap. This acting vampire gains blood
equal to the number of cards of the named card that are in your
ashheap. Take the named card and remove it from the game. nec: As
above, but this action is at +1 stealth.
Near Death Degradation
Action
u
Vampire cap 5+. +1 stealth. D; Steal one blood from a vampire in
torpor. nec: As above, but put this card on the choosen vampire. The
vampire with this card has its capacity reduced by one. NEC: As nec
above, but untap this vampire after successfully performing this
action.
Ambassador with the Dead
Ally
R
Wraith
1 pool
1 life, 0 strength, 0 bleed. Immune to non-aggravated damage. May not
strike in any combat. May not block. You may tap this minion to draw a
card whenever a minion is burned or sent to torpor. nec: As above, but
at +1 bleed. NEC: As nec and this minion may take a +1 stealth action
to take a card from your discard pile to your hand. Untap after if
successful.
What is Dead cannot Die
Combat
c
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
c
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 Beasties
Retainer
u
Ghoul
1 blood
1 life. You may tap dead beasties after this minion successfully
blocks an action to do one damage to the acting minion. nec: As above,
and this minion may maneuver once per combat. NEC: As nec above and
you may increase your hand size by one in a combat resulting from a
successful block.
Tormentor from the Tempest
Retainer
c
Wraith
1 blood
1 life. nec: Deal one point of damage during strike resoltuion to the
opposing minion if range is long. NEC: As above, but the damage is
unpreventable.
One with the Night
Action
C
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.
Silent Rite
Action
R
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 Assailant
Action
U
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 minion
controlled by another methuselah. Once that combat you may cancel a
manuever.
Unseen Distortion
Action
R
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.
Encoded Behavior
AM
U
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.
Harmless Nothing
AM
c
1 blood
Useable by a 5+ vampire. Only useable on a D action. Choose a minion
controlled by the Methuselah at which your action is directed. That
minion can not untap for the remainder of this action. Obf: As above,
but this vampire gets +1 stealth. OBF: As obf above, but reduce the
cost to play this card by one blood.
Hidden Dance
AM
c
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
c
1 blood
Requires a vampire of capacity 5+. +1 stealth on a non-political,
non-bleed action. obf: +2 stealth on a non-political, non-bleed
action. OBF: As above but if this action is unsuccessful you may
return this card from you ashheap to your hand at the end of the
action, recovering the costs of this card, if any.
New Face
AM
c
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.
A Gun in my Pocket
Combat
u
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 any 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 your ashheap or hand at the
end of combat.
Curse of Darkness
Action
u
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 action is successful.
One with the Endless Void
AM
r
2 blood
Only play as your action is announced. obt: If this action is blocked,
cancel the resulting combat, if any. 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.
Penumbra' Comfort
AM
c
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.
Shade Touched
AM
c
Only useable by a 5+ vampire. A vampire with less blood or life than
this acting minion gets -1 intercept. obt: As above, but choose any
minion. OBT: +1 stealth.
Shadows Veil
Combat
c
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.
Tendrils of Nothing
Combat
c
1 blood
Requires a 5+ cap. vampire. If the opposing minion strikes: dodge or
if any damage from this strike is prevented you may return this card
from your ashheap to your hand at the end of the combat. Strike: 1R.
obt: Strike: 2R. OBT: Strike: 2R with an optional additional strike.
Infamous Shadow
Reaction
c
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 action.
Null Vision
Reaction
u
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.
Intimidating Rush
Action
c
Requires a 5+ vampire. D; Enter combat with a minion with less blood
or life than this acting minion. Pot: as above but any minion that
successfully blocks burns one blood or life before combat begins. POT:
As pot above, but in every combat during this action, before range is
determined on the first round of combat, the opposing minion takes one
damage.
Rage of Hell
Action
R
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.
The Hit
Action
u
D; Do one point of damage to a minion with less blood or life than
this acting minion. Pot: As above, but you may choose any minion. 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
U
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.
Blatant Discouragement
AM Reaction
r
Only useable by an untapped titled vampire you control. Pot: Subtract
this vampires voting contribution, if any, and tap this vampire to
deal one damage to a vampire that is voting in a referendum. Any
vampire that is no longer ready as a result of this card has its votes
removed from the referendum's total. This reacting vampire may not
recontribute its votes to this referendum. POT: As above, but do two
damage to that vampire.
Asphalt Crush
Combat
c
1 blood
Prerange: pot: This minion gets +1 strength in this round of combat.
POT: as above and the opposing minion gets -1 strength on this round
of combat.
Brutish Blow
Combat
u2
If this strike is dodged you may replace this card in your hand during
the press step. Pot: Burn one blood to Strike: Hand +1 with an
optional press. POT: As above but stike: hand +2.
Fearful Might
Combat
u
1 blood
Do not replace this card until the end of the action. You may play
only one copy of this card per combat. Prerange: pot: The opposing
minion may not strike with a card in play for this round of combat.
POT: The opposing minion may not strike with any card from their hand.
Pole Shot
Combat
c
Only useable by a vampire of capacity 5+. 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: 1R. Pot: As
above, but you may burn this card to strike: strength +1 ranged. POT:
As above, but you may burn this card to strike: strength +2 ranged.
Too Furious
Combat
c
Prerange: Pot: For the remainder of combat, minions without POT take
one damage at the end of each round, if combat during that round was
close. POT: As above, but the opposing minion takes damage even if it
has POT.
Crafting the Cult
Action
U
pre: Bleed at +1. If the action is succesful you may discard a
presence card from your hand to give this vampire one blood. Ser: Put
this card on the acting vampire and choose a minion controlled by
another methuselah. During any minion phase other than the chosen
minion's controller's minion phase, this vampire may tap this card and
burn three blood to take control of the chosen minion and untap it
until the end of the turn, given that it has less blood or life than
the vampire with this card.
Deathly Beautiful
Action
u2
+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.
Serving the Purpose
Action
c
1 blood
Useable by a vampire capacity 5+. D action. Tap a vampire controlled
by your prey. pre: Bleed. Tap a vampire controlled by your prey if the
action is successful. PRE: As above, but bleed +1.
Supernatural Influence
Action
r
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.
In with the right society
AM
c
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.
This Meeting Will Adjourn
AM
u
Do not replace until after the referendum.
Useable only by a titled vampire. Useable by a vampire other than the
acting minion. Gain one vote in a referendum. Pre: As above, and
tapped vampires that have yet to vote must burn one blood to do so.
PRE: As pre above, but also for untapped vampires.
Absentee Beauty
AM/Reaction
c
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.
Your Attedence is Most Welcome
AM/Reaction
r
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.
Grace of Helena
Combat
c
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.
Concert Groupies
Retainer
u
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.
Earthen Cacoon
Action
R
+1 stealth. 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.
Metamorphosis
Action
c
+1 stealth. pro: Put this card on the acting minion. Once each combat
this minion may burn one blood or life for a maneuver or a press. PRO:
As above and untap this vampire if this action is successful.
Body of Wyrms
AM
C
Play as action is announced. pro: Vampires with less blood or life
than this acting minion get -1 intercept when attempting to block this
action. PRO: As above, but any minions that attempt to block and fail,
burn a blood.
Dirt Tricks
Combat
c
Requires a 5+ cap. Prerange. This vampire gains one blood during the
press step this round of combat. Pro: This vampire may maneuver or
press once this round of combat. PRO: As pro above and this vampire
may prevent one damage in this round of combat.
Etherial Grace
Combat
c
pro: Strike: Dodge PRO: +1 stealth. If this action is blocked, this
minion may dodge as a strike in the first round of the resulting
combat.
Layer of Terra
Combat
U
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
u
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.
Sun Skin
Combat
r
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.
Vague Shift
Combat
c
DNR until your untap phase.
Requires a vampire of cap 5+. Strike: Untap this vampire. pro: Strike:
Combat ends. PRO: Strike: Combat Ends and untap this vampire.
Blood Rush
Action
c
Requires a vampire 5+. Enter combat with a tapped minion controlled by
another methuselah. qui: As above, and if this action is successful
this vampire may burn one blood to strike: 1R agg only useable at long
range, once in the first round of the resulting combat. QUI: As qui
above and this action is at +1 stealth.
The Strength Weakens
Action
u
1 blood
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 this vampire gains blood. QUI: As
above, but untap this card whenever this vampire loses blood.
Cursing the Blood
Combat
c
Requires a vampire of capacity 5+. Strike: strength +1. qui: Strike:
Hand. Place this card, tapped, on the opposing minion if this strike
resolves. You may tap this card at any time to do one point of
non-preventable damage to the minion with this card. The minion with
this card may burn it as a +1 stealth D action. QUI: As qui above but
the action to burn this card is not at stealth.
Instilling the Desire to Feast
Combat
u
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.
Quit the Hit
Combat
r
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.
Slowing the Flow
Combat
c
Requires a vampire of capacity 5+. Cancel a Manuever in this combat.
qui: Maneuver or press. This card may be canceled if the opposing
minion burns one blood. QUI: Additional strike. This card may be
canceled if the opposing minion burns two blood.
The Vitae is Mine
Combat
r
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.
Tugging the Vein
Combat
c
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.
Feeding Troubles
Reaction
c
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 gains blood.
A Convincing Arguement
Action
u
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.
Coy Deployment
Action
c
ser: Bleed +1. If your prey controlled 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 Blooded will Gather
Action
c
+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 Burrows Deeper
Action
c
Useable by a 5+ cap. D action: Burn one blood of life from a minion
with less blood or life than this acting minion. ser: As above and
place a corruption counter on the choosen minion f it was controlled
by your prey. 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: Burn
three blood or life from a minin with a corruption counter.
Scale's Protection
Combat
c
Useble by a 5+ cap. Prevent one non-strike damage being dealt to this
minion. ser: Cancel a Press, or prevent one damage from a minions
strike with the ability to cancel a press this round. SER: As ser
above, but its a press, not the canceling there of. If there was any
unpreventable damage successsfully inflicted on this minion, you may
return this card from your ashheap to your hand at the end of the
round.
Serpent's Chilling Touch
Combat
u
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.
Toungue Twister
Combat
R
ser: Strike: Strength +1. If the opposing minion has a corruption
counter on it, strength +2. SER: As above, but with an optional
maneuver (and an optional press if the opposing minion has a
corruption counter).
An Apple to the Victor
Reaction
c
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
c
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.
Reverse Sheild
Action
r
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 but the minion with this
card must pay one blood to strike.
Spirit Security
AM
u
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.
A Curse on your Essence
Combat
c
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.
Bits and Bolts
Combat
u2
Do not replace until end of combat.
Only useable by a vampire of capacity 5+. Maneuver. Tha: Strike: 1R
with an optional press. THA: as tha above, but if another round of
combat begins the opposing minion takes one unpreventable damage
before range is determined in that round.
Conjured from Nothing
Combat
c
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.
Fierce Winds
Combat
u
1 Blood
Useable by a vampire of capacity 5+. Prerange; the opposing minion
burns one blood or life. You may not maneuver this round of combat.
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 end combat at any time during
that round of combat.
Mana in the Blood
Combat
c
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.
Unnatural Sun
Combat
r
1 blood
Prerange not on first round. tha: Send all vampires involved in combat
to torpor. THA: As above, but this vampire untaps.
Demonic Wings
Action
c
1 blood
+1 stealth: vis: Put this card on the acting minion. You may tap this
card 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
c
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 Pose
Combat
c
Requires a 5+ cap vampire. Strike: Dodge. Vis: Strike: Dodge. If
another round of combat starts, this vampire gains one blood before
range is determined in that round. VIS: As above, but if another round
of combat does not begin you may return this card to your hand from
your ashheap at the end of combat.
Me in You
Combat
c
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.
Poisoning of the Flesh
Combat
r
1 blood
Only one Poisoning of the 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
R
1 blood
vis: Prerange; Prevent up to one damage from a hand strike each round
of this combat. VIS: As above and one point of damage from this
minion's hand strikes are aggravated for the remainder of combat.
Stance of a New Form
Combat
C
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).
The Thing and Me
Retainer
u
Ghoul
1 blood
3 life. Once per round of combat, you may burn one life from The Thing
and Me for a manuever. vis: You may burn one life from the thing to
strike: 1R aggravated damage. If this damage is prevented, this
vampire takes one unpreventable damage. VIS: As vis above, but when an
opposing vampire is sent to torpor or burned in combat, you may place
a life on The Thing and Me.
Cornered and Covered
Action
U
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.
Exotic Prey
Action
C
This vampire hunts and it gains an additional blood if this action is
successful. If this vampire is independent, you gain one pool instead
of the additional blood.
Liscence to Kill
Action
U
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. If the acting assamite is capacity 5+, untap this
vampire at the end of this action.
Metro Pass
Action
C
+1 stealth. Put card on minion. Next turn +, the minion with card may
burn card after successful action to untap. At the end of your turn
you may return this card from your ashheap to your hand, the turn it
was played.
Rite of Honor
Action
U
Requires a titled vampire. Place this card on the acting vampire.
During another methuselah'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.
The Prince Disapproves
Action
R
Requires a titled vampire. D; Choose a vampire of the same sect as the
acting vampire. Place this card on the vampire and X counters on this
card, where X is the number of votes this vampire has (+1 if the
acting vampire is a prince). When the acting vampire hunts or bleeds,
you may tap this card and remove a counter as the action is announced
to burn an amount of blood from the vampire equal to the number of
counters that were on this card, prior to tapping.
Apprentice Mage
Ally
r
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
r
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
R
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.
Highway Patrol Unit
Ally
u
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.
Hroun, The Darkling
Ally
R
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
R
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
r2
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
R
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.
Hunting Spree
AM
U
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
U
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
U
Weapon, Melee
Strike: Strength +1 damage each strike. Vampire may heal two points of
this damage by burning one blood.
Armoured Plating
Equipment
U
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
U
Weapon, Melee
1 Pool
In one round of combat may Strike: Strength +1 damage each strike. May
cancel a manuever once per combat.
Blades of That Scary Ancient Guy
Equipment
R
Unique, Weapon, Melee
1 Pool
May burn one blood to Strike: strength aggravated once per combat.
Herse
Equipment
U
Vehicle
1 Pool
You may tap this card 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.
Personal Limo
Equipment
r
Vehicle
1 pool
+1 stealth when equipping, recruiting, or employing. Cost to recruit
or employ is one less. Tap for a maneuver.
Personal Relic
Equipment
C
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. When a non-vampire you control gets this card
you must pay one pool or burn this card.
Sattelite Video Phone
Equipment
C
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.
Staff of Ravnos
Equipment
R
Unique, Weapon, Melee
While untapped may Strike: Strength Ranged. Only if the opposing
minion has less blood or life. Tap this card if strike is used at
long. If the bearer is Ravnos may strike regardless and if the strike
was at long and was not dodged, the bearer gains one blood from the
blood bank.
Steel Whip
Equipment
U
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.
Switch Blade
Equipment
U
Weapon, Melee
1 Blood
Once per round this minion may strike: Hand +1 damage.
Syringe
Equipment
R
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
R
Weapon, Gun
4 Pool
Strike: 2R with an optional additional strike (which must be with this
gun) and optional maneuver.
The Defender
Equipment
u2
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
U
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
u
Weapon, Gun
2 Pool
Strike: 2R with an optional maneuver to close. Cannot be dodged if at
close.
The Stryker
Equipment
U
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 action.
Wireless Internet Link
Equipment
U
+1 intercept when attempting to block non-D actions.
Depreciation of Memories
Event
R
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
R
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. This
vampire must hunt this turn.
The Demons Arise
Event
R
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
r2
During every Methuselah's untap phase, vampires may trade equipment,
retainers and locations they have on them amongst any vampire whose
controller is consenting.
Vampires Anonymous
Event
R
While this card is in play any vampire may take a +1 stealth action
and receive a support counter. Any 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
other vampires with support counters. A vampire with a support counter
may burn this card by taking a D action that costs two blood. Burn all
support counters if this card is burned.
Abandonned Hunting Grounds
Master
U
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
u
Trifle
Put this card on a vampire. It gains +1 capacity.
Amnesia
Master
R
Choose a vampire. That vampire loses its title and all cards and
counters on it are burned. If the vampire is Malkavian or !Malk, you
may choose which cards and/or counters are burned.
Ancient Temple
Master
R
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
R
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. Once per turn you may remove a counter from this card 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
R
Put this card on a vampire. The vampire with this card may no comit
diablerie.
Cache of Weapons
Master
R
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 library face down with the VTES icon oriented to the
right or the left on an untapped ready minion you control. Treat one
of these cards with the icon to the left as a melee weapon with which
the bearer may strike: strength +1. Treat one of these cards with the
icon to the right as a gun weapon with which the bearer may strike:
1R.
Called to Duty
Master
c2
Out of Turn
Not useable during your turn. Untap a minion you control.
Chosen of Caine
Master
R
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.
Complications of Slumber
Master
U
Choose a vampire in torpor. Tap that vampire, or burn two blood from
that vampire.
Conflicts in Vows
Master
U
Out of Turn
Useable during your 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.
Consolidated Persuasion
Master
u2
Put this card on a vampire you control. You may use transfers to move
blood to this vampire as if it were uncontrolled.
Enabled Minions
Master
R
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
R
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
U
Put this card into play. Tap this card and spend a transfer to gain 3
additional transfers, useable only to move pool to uncontrolled
vampires.
Fallen Angel
Master
R
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
R
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 at the end of the action. Any
Methuselah may burn this card as a D action that costs one pool if
succesful.
Focused Discipline
Master
C
Discipline
Put this card, tapped, on a vampire you control. While this card is
untapped, the choosen vampire gains one level of a discipline that it
already has at least one level of.
Friend of Caine
Master
R
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.
Ghetto Hang Out
Master
u2
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
u
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.
Icconu Influences
Master
r
Put this card into play. While this card is in play master cards cost
one additional pool. During your minion phase next turn, if none of
your minions acted the turn this card came into play and you used no
master phase actions or discard phase actions since playing this card,
burn this card and gain two pool. At the end of your turn, if this
card was in play during your untap phase, burn it.
l33t skillz
Master
C
Put this card on a vampire with capacity 5+ you control, tapped. This
vampire may tap and burn this card to return a card it used to perform
an action that failed to your hand, at the end of the action.
Laboratory Test Zone
Master
U
Unique Location, Hunting Ground
1 Pool
Tap this card, discard a card requiring a discipline, and burn one
blood from a vampire you control to give that vampire one level of a
discipline that the card discarded requires 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.
Ley Lines Nexus
Master
r
Location
Put this card into play. When a vampire comes into 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
R
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.
Marishka's Dance Hall
Master
U
1 Pool
Put this card into play. You may tap this card when a minion attempted
to block, after the action. That minion may untap. You may tap this
card during your discard phase to give one blood to a ready untapped
assamite you control.
Meddling in the Mire
Master
R2
Out of Turn
1 pool
Play at anytime. Discard your hand to tap or untap a card in play.
Modern Security Devices
Master
R
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
R
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.
Past Life
Master
U
1 pool
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.
Pit Stop
Master
c
Trifle
Choose a vampire you control. The vampre must hunt, but if successful
gains an additional blood from the blood bank and untaps at the end of
the action.
Plays Harder
Master
C
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.
Powerbase: Some Goth City
Master
u
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 choosen 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.
Predictable Strategy
Master
r
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
r2
Location, Hunting Ground
Put this card on a vampire. Tap this card to untap 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
R
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
R
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
R
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
R
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
R
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
R
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
R
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
R
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 Leech
Master
U
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 capacity 4 or less.
Supernatural Lobbyists
Master
R
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.
Tatoo Parlor
Master
u2
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
U
Unique Location, Hunting Ground
1 Pool
Tap this card and burn one blood or life from a minion you control to
give a minion +1 intercept. Tap this card to give one blood to an
untapped ready Tor, or !Tor you control.
The Head Huntee
Master
u2
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 Pawn Shop
Master
R
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
R
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
r
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.
Trash Compacting Zone
Master
u2
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.
Underground Library
Master
C
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
c
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.
War of Attrition
Master
R
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
R
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.
Works Hard
Master
C
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.
A test of the reserves
PA
U
+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.
Aggressive Lobbying
PA
c2
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.
Ancient Threats
PA
U
+1 stealth. Name a Methuselah and give this card to them. You may tap
this card at the end of that methuselah's turn if none of its vampires
acted this turn.
Arbitrary Banning
PA
U
+1 stealth. Name a type of library card. All Methuselah burn one pool
for each card of the chosen type named that they control.
Art Gala
PA
R
Not worth a vote during this PA. +1 stealth. You may choose two
methuselah. All methuselah name a clan. Each choosen methuselah loses
pool equal to the number of vampires they control of that clan. If
this acing minion is Toreador, every other Methuselah gain pool equal
to the number of vampires they control from their chosen clan.
Burn the City
PA
r
+1 stealth. Requires a Sabbat vampire. Name a city or a vampire with a
title based off or a city. Successful referendum means the acting
vampire becomes Archbishop of that city or the vampire named burns two
blood.
Councel Bias
PA
C
+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.
Dividing the Feeding Grounds
PA
r2
+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.
Emergency Plan
PA
r2
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
C
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.
Fiscal Debate
PA
U
1 Pool
Not worth a vote during this PA unles called by a 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.
Hostile Edicts
PA
R
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
R
+1 stealth. Requires an independent vampire. Titled 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
R
+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
r2
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.
Reallocation of Resources
PA
C
+1 stealth. Choose two other Methuselah. If this referendum is
successful move up to two pool from one to the other.
Recruiting Season
PA
c
+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.
Revamped Protocol
PA
U
+1 stealth. Put card into play. May discard card during PA to cancel
action. acting minion may not call another PA, minion's of meth. no
call same PA. Untap if this referendum is success.
Selective Councel
PA
R
+1 stealth. Put this card into play. While this card is in play, only
titled vampires may call referendum or take Political Actions. This
card may be burned by any anarch vampire as a D action.
Upwards Mobility
PA
R
Burn Option
+1 stealth. Useable by a bishop or primogin. Name a city. If there is
an archbishop or prince of that city iwith more than zero blood, that
vampire burns two blood. Otherwise this acting vampire becomes
archbishop, or prince, of that city, respectively.
Defense Plan
Reaction
u
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.
Evidence to the Contrary
Reaction
R
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.
Unexpected Reaction
Reaction
c2
Do not replace until end of action
Useable by a tapped minion you control. This tapped minion may attempt
to block the acting minion as though it were untapped.
Ghoul Slave
Retainer
r
Ghoul
1 blood
2 Life. Bearer may burn one blood from ghoul slave and tap it to get
+1 bleed or +1 intercept. Bearer may take a +1 stealth action that
costs a blood to give ghoul slave one life (no more above its starting
life total).
~SV