LSJ#
Current as of: 03 March 1998
Action Modifiers/Reactions
Rulings
* Action modifiers cannot be played by a vampire in
torpor unless that vampire is the acting minion.
[RTR 970306]
* Reaction cards cannot be played a vampire in
torpor. [RTR]
Actions
* The card used for an action is shown when the
action is announced (for equipping, recruiting,
employing, calling a vote, etc.) [RTR]
* If a minion cannot pay the cost of an action when
the action resolves, the action continues with no
effect. [RTR 961113]
* Since bleeds of zero are unsuccessful actions
[RTR], the cost of the action (if any) is not paid.
[LSJ 971217]
* Any action which retrieves an equipment card and
says to 'equip' the acting minion with that card is
considered an 'equip action'. [TOM 960130]
* If the methuselah loses control of the acting
minion before the action is successful, then the
action ends. [RTR 970630]
* Cards and abilities that are usable only after a
successful action are used after the action is
completed, including any oustings. [RTR 970630]
Allies/Retainers
* There is no limit to an Ally's life (if some effect
gives an Ally more life than it started with, the
excess does not drain off). [TOM 960604]
Blocking
* If the target of a directed action is reset, a new
"choose blockers" opportunity results. :B02:
[RTR 970630]
* Combat occurs *after* the block - not as a part of
it. [RTR 950530]
Combat
* Combat cannot occur in Torpor. [FAQ 950925]
* Minions of the same controller cannot enter combat
with each other. [RTR 970630]
* A manuever or press gained by a combat card can
only be used during the current round of combat. A
maneuver or press gained by a non-combat card
(e.g., action, equipment) can be used in any round
of the combat. [TOM 960521]
* If an effect "sets" the range of a round (and
therefore skips the maneuver phase), no other
effect can be used to reset the range. [RTR 970630]
* A vampire burned in combat does not pass through
Torpor. [RTR 941109]
* Cards which are not usable by vampires going to
Torpor only check to see if the vampire is
currently going to torpor, not if the vampire will
be going to Torpor later. E.g., A vampire with
Undead Persistence can still play these types of
cards. [LSJ 970304]
* Hand Strike: any non-ranged, non-weapon strike that
deals damage based on the striking minion's hand
damage, or any minion's non-ranged damage-dealing
innate strike. [LSJ 970224]
* Allies without non-ranged damage-dealing innate
strikes have no hand strike (not even for zero
damage). [RTR 950209 LSJ 970917]
* If the strike does something in addition to ending
combat, that something takes place just after the
combat ends. :C03: [RTR 970630]
* Dodges only neutralize the opposing strike's
effects on the dodging minion and any non-retainer
cards on him. :C01: [TOM 960403]
* If you steal blood that brings you over your
capacity, you still steal all of the blood. The
part about the excess going to the blood bank is
just a reminder of what to do when blood exceeds
capacity. [LSJ 970707]
* You can gain additional strikes even if you cannot
strike. You still cannot strike with the additional
strike, however. [LSJ 970821]
Contesting
* Contested Vampires are out of the game except wrt
their titles. A contested Vampire with a contested
Title must yield the Title. [RTR 960221]
* Unique cards on Contested cards are out of the game
except wrt being Contested. They are Contested as
normal, should the need arise. [RTR 960221]
Controlled Cards
* A card with a clan symbol only requires a ready
member of that clan *when played*. You don't need a
clan member to gain control of the card (via Far
Mastery, Disputed Territory, etc.) once it's in
play. [TOM 960226]
* You cannot move a card onto something that it can't
normally be played on. [RTR 970630]
Damage (Combat)
* Damage is only considered to have come from a
minion if the damage is from a strike or if an
effect specifically states that the damage is dealt
by the minion. Damage from other effects is
considered "environmental," and has no particular
source. :C02: [RTR 970630]
* The damage modifier must be played before the end
of the Choose Strike phase in order to affect the
current strike. [RTR 960112]
* Ammo cards are played before any strikes take
effect regardless of whether those strikes deal
damage or not. Thus, if a vampire who plays
Dragon's Breath Rounds is targetted by Rotschreck,
the combat will end before either strike does
anything. [RTR 960221]
* Adding damage to strikes which are not damage
dealing strikes will not deal damage (e.g., using
Lucky Blow and choosing your Rowan Ring melee
weapon won't deal damage) [RTR 960221]
* Additional damage inherets all of the properties of
the base damage (So the +1 damage from lucky blow
is aggravated for Basilia). [RTR]
* The base damage does not inheret the properties of
the additional damage (So a Saturday Night Special
with Dragon's Breath Rounds does 1 normal plus 2
aggravated damage). [RTR]
* Effects that increase the damage provided by strike
cards affect those cards rather than the striking
minion (so the added damage is the same type as the
strike's damage, not the base damage). [RTR 970630]
* "Damage from a strike" only includes damage done to
the opposing target. Side effect damage is not
counted as "damage from a strike". Therefore,
self-inflicted damage from Zip Gun, Grenade, Burst
of Sunlight, Body of Sun, etc. is side effect
damage and is not preventable by "prevent damage
from a strike" effects like Skin of Steel, Leather
Jacket, etc. [LSJ 970108]
Directed actions
* Only actions specified as directed in the rules or
with a (D) symbol are directed. [RTR]
* Directed actions cannot be directed against
yourself, or cards under your control, unless
apparent from card text. [TOM 951215]
Equipment
* Equipment is always optional. [RTR 950509]
* Equipment is always optional only as the equipment
affects the bearer. Other effects (such as Talbot's
Chainsaw's untap damage and Incriminating
Videotape's affect on the minion who can't block)
are not optional. [LSJ 971022]
* Equipment only applies while in possession. If
needed for an action, the action will fizzle if the
acting minion doesn't possess the equipment when
the action resolves. :E01: [RTR 960221]
Equipments which are Locations (Loquipment)
* Loquipment may be put on any ready minion if moved
in an ambiguous fashion (by Disputed Territory,
e.g.). If the new controller has no minions, the
locquipment is burned. (Note: currently all moves
are ambiguous - TOM). [RTR 960112]
* Transferring Locquipment via Disputed Territory to
the *same* [LSJ 971002]
Inner Circle members
* Inner Circle members are titled (and would lose
their title if they gain another). They derive
their votes from their titles (and would lose the
votes with the title), but the +2 bleed is
independent of the title. [TOM 951217]
Library/Hand/Ash Heap
* If your hand size is reduced, immediately discard
down to your new maximum hand size. [TOM 951212]
* At the end of a combat (and after an action),
replace any "do not replace until after combat"
cards that have been played. [TOM 960413]
* Cards that go into an ash heap, hand, or library
always go into their owner's ash heap, hand, or
library. [RTR 970425]
Master Cards
* If you steal a location, treat it as if you had
just brought it into play. (you may retarget Tomb
of Ramses, for instance). [RTR 961113]
* The effect of the Master Card is completely defined
when the card is played (any targets must be
named). [LSJ 970630]
Non-Camarilla vampires
* Non-Camarilla vampires cannot become princes or
primogen members. [RTR 951110]
* If a non-Camarilla begins with votes and later
gains a title, he loses the votes he started with,
just as if he had lost a title. [RTR 951110]
* Non-Camarilla vampires cannot call Praxis Seizures,
Justicar Retribution, Command of the Harpies,
Masquerade Enforcement, nor a vote to burn Elysium:
the Arboretum. [RTR 951110]
* Non-Camarilla vampires cannot call Camarilla
Exemplary. [TOM 951227]
* Non-Camarilla vampires cannot call a vote to burn
Masquerade Enforcement. [TOM 960206]
* Non-Camarilla vampires cannot be chosen as an
Archon or Camarilla Exemplary. [RTR 951110]
Playing Cards
* All cards are shown when played, incl. equipment,
strikes, and political actions. [RTR]
* You cannot pay part of a cost. If, between the time
a card is played and the time the cost is paid, you
no longer can pay the cost, then no cost is paid
and the card is burned without effect. [TOM 960514]
Priscus (Prisci vote)
* Prisci in general have zero votes (for effects that
operate based on the number of votes a vampire
has). [RTR 970630]
* If a Priscus is forced to abstain or to change his
votes, then this includes his votes in the Prisci
Vote as well as his votes (if any) in the main
vote. [LSJ 970224]
* If the Prisci subvote is in favor of the main vote,
then every Priscus is considered to have voted in
favor. If the Prisci subvote is against the main
vote, then every Priscus is considered to have
voted against. It doesn't matter whether any given
Priscus voted for or against the subvote, or
abstained. :P01: [RTR 970630]
Retainers
* Retainers are never optional. [RTR 950509]
* If damage is dealt to a retainer outside of combat,
this permanently reduces the retainer's life.
[TOM 951209]
* If a retainer which requires a discipline to be
employed is brought into play by a means other than
"Employ Minion", treat it as if it were brought
into play with the basic version of the Discipline.
:R01: [RTR 960221]
* Any reference to the employing vampire should be a
reference to the employing minion, unless the
retainer's ability clearly only applies to a
vampire. [RTR 960530]
Terminology
* "A Set of ItemX" means one or more ItemX.
[RTR 960112]
* "Controlled" is synonymous with "in the Active
Region". [RTR 960124]
* "Uncontrolled" is synonymous with "in the Inactive
Region". [RTR 960124]
* "During phase X, do Y" limits Y to once per phase
X. :T03: [LSJ 970625]
* "During a political action" means during the
resolution (the voting process) [LSJ 970630]
* "Same Action" means: 1) The same inherent
(cardless) action taken against the same target. 2)
The action taken with the same card played from
hand, regardless of target. 3) The same action
provided by the same copy of a card in play. (Each
action provided by a card in play is a distinct
action (and doesn't count as the "same action").
:T02: [RTR 950905]
* "Same Type of Action" means: 1) One of the types of
actions defined in the rulebook (6.4, 7, and 19),
includined action card versions. 2) An action that
is not defined in the rulebook is a "type" based on
the card played to take the action, or a type
unique to the instance of the card in play that
granted the ability to take the action. [RTR]
Titles
* Blood capacity gained by gaining a title will be
lost if the title is lost. [TOM 960210]
Torpor and Diablerie
* Only vampires can commit diablerie. Effects that
would allow something other than a vampire to
commit diablerie are ignored. [RTR 970630]
* Only one Blood Hunt vote can be called for a given
diablerie. [RTR 960114]
* "Wild Hunt" [SAB] is another name for Blood Hunt.
[RTR]
* If an event (like successful Return to Innocence
[AH] with Day Operation) both burns and torporizes
a vampire, the controller decides whether the
vampire will go into torpor before being burned.
[RTR 960708]
* Vampires in Torpor can still commit diablerie, if
the opportunity presents itself (in torpor after a
Kiss of Ra when blocking a leave torpor action, for
example). [RTR 970425]
* A vampire blocking a leave torpor action can
diablerize that vampire even if the blocking
vampire is burned or goes to torpor. [RTR 970630]
Vampires/Crypt/Uncontrolled Region
* Caitiff are clanless. [RTR 941109]
* If a vampire changes Clans and/or Sects, it retains
all other Characteristics it had before the switch.
This includes any titles (Justicar, Prince, etc.).
EXCEPTIONS: Sect (Camarilla/Non-Camarilla) is
changed to the new Clan's sect. Clan-based capacity
(e.g., from a Seized Praxis) is removed (or added)
based on the new clan. [RTR 960708]
Voting
* The is no rigid order enforced for casting votes.
Methuselahs (and their minions) can cast their
votes at any time, in any order. [LSJ 970714]
* A Methuselah can abstain for as long as she likes
before casting her votes, up to the 15-second
(out-loud) time limit after the last vote is cast.
[LSJ 970714]
* A vampire can only have one title. If it is given
another one, the old title is ignored, even if the
new title would be a demotion. [RTR 941109]
* Allies can vote, if they manage to get votes (from
Alamut, for example). [TOM 960205]
* An effect that cancels a vote (Telepathic Vote
Counting, Gangrel Conspiracy, etc.) may be played
at any time during the voting process - before,
during, or after votes have been cast. [LSJ 980130]
3rd Tradition: Progeny, The - Action (Prince/Justicar)
(1)
* The vampire created is of the same clan as the
acting vampire. [RTR 941109]
Anarch Troublemaker - Unique Master
* May be used to tap one or two vampires your prey
controls. [RTR 950413]
Antonio Delgado [SAB] - vampire (Las) (9)
* Antonio Delgado does not untap if the vote isn't
successful (doesn't pass). [LSJ 970224]
Archon - Political Action P/J
* If a vampire blocks an Archon, he or she burns 1
blood regardless of which action the Archon was
taking. (The use of the semi-colon in the V:TES
text implies that the point of blood is burned only
when the Archon is using his or her rush ability.)
[RTR 960221]
Astrid Thomas - Vampire (Tre) (7)
* Tremere who have not yet voted can choose to
abstain. [RTR 941006]
* If her votes are canceled by an effect such as
Pulled Strings, the other Tremere votes remain as
they were. [RTR 960530]
Banishment [DS] - Political Action
* Disciplines on the vampire will count towards his
capacity, since they are master cards. [TOM 951209]
* All minion cards on the vampire become uncontrolled
as well, and are immune to contesting or affects
like Arson or Cryptic Mission. These cards come
back into play when the vampire does. [RTR 960112]
* All master cards on the vampire are still
controlled and could be contested. Passive effects
remain in effect (Disciplines, e.g.) while active
effects cannot be used (Blood Doll, e.g.)
[RTR 960112]
* A Banished vampire remembers only two things: how
much blood he has and what cards are played on him.
Other effects are ended. (e.g., acquired/lost
titles, Deevolution, etc.) [RTR 960112]
* Note that "for the rest of the game" effects
pointing at the Banished vampire (from some other
source) will resume if/when the vampire comes back
into play (e.g., Blood Bond). [TOM 960210]
Beast, Leatherface of Detroit [SAB] - vampire (NosA)
* Beast can play a Zip Gun, since that is not an
equip action. [LSJ 970519]
* Most Equipment and Retainers cannot be moved to
beast (via Diablerie, Heidelburg Castle, etc.)
because he couldn't get these items generally (due
to the restriction on his card text). Exceptions to
this are the equipment and retainers he can get
through normal means: Zip Gun and Charnas the Imp.
[LSJ 980115]
Betrayer - Master
* Each of their turns, the person subjected to
Betrayer can name a vampire. If the guess is
correct, Betrayer is burned. [RTR 941109]
* If the vampire chosen for Betrayer is burned, so is
Betrayer. If the vampire chosen for Betrayer
becomes contested, Betrayer is nullified until the
contention is resolved, at which time the Betrayer
is reactivated. If a player takes control of the
vampire that is the target of the betrayer, that
player takes the pool loss. [RTR 941109]
Black Cat - Vampire (Bru) (5)
* The lower pool cost is used for the "cost" of
equipment on her. [RTR 941109]
* Does not reduce the cost of Equipment paid for with
blood instead of pool [RTR 960112]
Blood Brother Ambush [SAB] - Action Modifier/Ally (BruA)
(2)
* Blood Brother Ambush can be used by a BrujahAnti
taking an action while in torpor. If this happens,
the blocker still gets the oppotunity to commit
diablerie. [RTR 970306]
* The blocker can commit diablerie even if he ends up
in torpor after the combat with the Blood Brothers
(if blocking the action can normally result in
diablerie). [RTR 970425]
* The Blood Brother's life total is an effect of
putting the card into play normally. If the card
comes into play through some other means, then it
has 0 life and is burned as soon as it enters play.
[RTR 970630]
Blood Fury - combat (tha) (1)
* Blood Fury doesn't protect the target from taking
damage from a weapon strike, since "inflict" has
been ruled to mean "inflict on the opposing
minion/retainer". So side-effect damage from a
Bomb, Zip Gun, etc. is unaffected by Blood Fury.
[LSJ 980216]
Blood Rage - combat (tha)
* Blood Rage doesn't protect the target from taking
damage from a weapon strike, since "inflict" has
been ruled to mean "inflict on the opposing
minion/retainer". So side-effect damage from a
Bomb, Zip Gun, etc. is unaffected by Blood Rage.
[LSJ 980216]
Blood of Acid [SAB] - combat (Vic) (2)
* The effect of Blood of Acid lasts for the duration
of combat. [RTR 970630]
* Environmental Damage (Weather Control, etc.) isn't
counted by Blood of Acid. :C02: [RTR 970630]
Blood to Water [AH] - Combat (tha) (2)
* Blood to Water can't be used at long range.
[RTR 960708]
Bloodbath [SAB] - action (1)
* If Bloodbath's target already has or subsequently
gains a title, then he doesn't get an extra vote
from the Bloodbath. If the target loses his title,
then he again gets his extra vote from the
Bloodbath. [LSJ 970224]
Bomb - Equipment (1)
* When taking the action to burn a location, the
action will fail if the acting minion does not
possess the bomb when the action resolves (after
being Masked, or if the Bomb was transferred or
destroyed somehow). :E01: [RTR 960221]
Brujah Debate [DS] - Master (Bru) (1)
* If more than 1 Brujah shares the highest capacity
amount, the controller chooses which of them to tap
during her master phase. [LSJ 980224]
Brujah Frenzy - Master Out-of-Turn
* Must select a "ready, untapped minion" to send the
Brujah into combat with. If there are no such
minions, Brujah Frenzy cannot be played.
[RTR 951110]
* While it may be played any time a valid target
minion exists, it will not cause combat if combat
cannot occur (e.g., the Brujah is attempting the
'leave torpor' action). The target minion is still
tapped. [RTR 951110]
Burning Wrath [DS] - Combat (pot) (3)
* Only the added damage is aggravated, despite the
comma. [TOM 960214]
* If the vampire striking with Burning Wrath has
negative hand damage, the negative amount reduces
the damage done by burning wrath. [LSJ 970930]
Business Pressure - Action Modifier (pre)
* Can only be used during a political action.
[RTR 941109]
* Each Methuselah must decide how much pool to burn
for it during the resolution of the effect. It does
not give an ability for the rest of the political
action. However, there can be some give and take
during the resolution of the effect. For example,
each Methuselah can choose to burn one pool at a
time as pool is burned for votes. [RTR 960530]
Camarilla Vitae Slave [SAB] - retainer (Las) (2)
* The vampire keeps his chosen discipline at superior
until his controller's next untap phase even if the
retainer is burned or stolen. [LSJ 970224]
Carrion Crows [SAB] - combat (ani)
* Carrion Crows does "1R each round" to the opposing
minion (card text). The "during strike resolution"
just tells you when that 1R per round is resolved.
(2R for superior). This is akin to how
retainer-based damage is handled. [LSJ 971211]
Change of Target - Action Modifier
* Change of Target cannot be used if the action is
blocked by some means other than blocking the
acting minion (e.g., Brujah Frenzy, Kiss of Ra).
[LSJ 980224]
Chantry - Master: Unique Location (Tre)
* Using the Chantry is optional. [RTR 941222]
Charming Lobby - Action (pre)
* This card requires three vampires to be effective:
one to play Charming Lobby, another to call the
first vote, and the third to call the second vote.
Only votes which are successfully called apply.
[RTR 950413]
* A bloodhunt vote does not qualify. [TOM 950921]
Charnas the Imp - Retainer (Tre) (1)
* Cannot be damaged by host, but does not stop host
from using effects which would normally damage it.
For example, the host can use Body of Sun, but
would not damage Charnas as a result. [RTR 941109]
Clan Loyalty [DS] - Action Modifier (1)
* Modifies only the acting minion, not the action,
and would not carry over through a Mask of a
Thousand Faces modifier. [TOM 951214]
Cryptic Rider - Action Modifier (1)
* May only be used after a referendum is successful,
not simply a successful political action (unblocked
vote). [RTR 950209]
* No voting occurs during the automatic vote, and no
"during a political action" effects can be used.
Any effects that operate on the number of votes
that the vote passed by have no effect.
[LSJ 980107]
Darius Styx [DS] - Vampire (Rav) (9)
* If Darius picks a retainer which requires a
Discipline to employ, treat it as if it were
employed with the basic version of the Discipline.
:R01: [RTR]
Dawn Operation - Action Modifier (for)
* Should be read as "If the acting vampire is
blocked..." [RTR 941109]
Deflection - Reaction (dom) (1)
* Cannot be used to direct a bleed to a Methuselah
who would be an invalid target for a bleed (after
Minor Boon, e.g.) [RTR 950622]
* Can be used to redirect the bleed to yourself,
thereby granting you another opportunity to block.
:B02: [RTR 970630]
Depravity [AH] - Master (1)
* The +1 hand damage is always in effect, not just
during diablerie attempts. [RTR 961113]
Disarming Presence - Action Modifier (pre)
* Vampires are tapped when they cast their votes.
[RTR 970425]
Domain Challenge - Political Action
* Tapped minions are counted after the vote is
completed. [RTR 941109]
Donal O'Connor [DS] - Vampire (Bru) (8)
* The blocking vampire burns 1 blood immediately upon
successfully blocking Donal, regardless of whether
combat begins. [RTR 960530]
Eagle's Sight - Reaction (aus)
* Only affects the rule restricting who gets to block
an action. The vampire must still meet all other
requirements to block (intercept, etc.) In
particular, Blood Bond, Day Operation, and
Seduction are not circumvented. [RTR 950413]
* Must be played during the 'choose blockers' stage.
It may not be used after the action Methuselah asks
for "all other blocking attempts". It may be used
after your normal position on the choose blocker
list (i.e., Prey - Predator - Prey w/ Eagle's
sight). [TOM 960106]
Effective Management - Master
* Pulls a vampire from the *top* of the Crypt - it in
no way allows you to look through your Crypt to
select a vampire to pull. [TOM 950421]
Elder Kindred Network - Reaction (Ven)
* Has no effect on a successful Referendum.
[TOM 951006]
Elysium: Arboretum, The - Master: Unique Location
* May not be used if you have no minions in the
combat. [VtES]
Embrace, The - Action (2)
* The vampire created is of the same clan as the
acting vampire. [RTR 941109]
Enchant Kindred - Action (pre)
* Superior may ONLY be used in your own uncontrolled
region. [RTR 960530]
Erosion [AH] - Action (qui) (1)
* Erosion resets a minion's base hand damage. Any
modifiers (including inherent modifiers) are
applied to the new base. If another effect (like
Torn Signpost) later resets the base damage again,
then the new amount wins out. [LSJ 971211]
Flesh of Marble - Combat (pro)
* Prevents all damage *that was not prevented* in
excess of one point. [RTR 950209]
Form of Mist - Combat (pro)
* The superior version can be used by a blocking
vampire, but this will not cause the action to be
continued. [RTR 941109]
* The superior version only continues the action if
it is played by the acting minion. [LSJ 970224]
* Any effect that starts a new combat after the
combat that was ended by superior Form of Mist will
nullify the "continue action" effect. This includes
Psyche (superior), Fast Reaction, and Hidden
Lurker. [LSJ 980109]
Ghoul Retainer - Retainer (2)
* Read as "Each round of combat, Ghoul uses hands for
1 damage or a weapon of the employing minion that
the minion is not presently using." [RTR 941109]
* More than one Ghoul Retainer employed by a Minion
could "use" the same weapon (that the Minion is not
using) at the same time. [TOM 950921]
* The Ghoul is never the "bearer" of the weapon that
it uses. Any side-effect of using the weapon (e.g.
Zip Gun, Grenade) is applied to the Employing
minion, as normal. [TOM 951114]
Glaser Rounds - Combat
* Must wait until the second time a given gun is used
in a given combat. [RTR 941109]
Govern the Unaligned - Action (dom) (1)
* Superior may ONLY be used in your own uncontrolled
region. [RTR 960530]
Heidelburg Castle, Germany [DS] - Master: Unique
Location (2)
* Heidelburg Castle may not be used to move equipment
to or from a vampire in combat. [RTR 960124]
High Stakes - Political Action (Ven)
* The last two sentences are talking to each player,
not just the player playing High Stakes.
[RTR 941109]
Horrid Reality [DS] - Combat (chi) (2)
* If the weapon gained is not in play (burned by
Destroy Equipment, e.g.) by the end of combat, do
not burn it (or do not shuffle it into your
library, if superior). [TOM 951212]
Hunting Grounds - Master. Unique Location (Clan) (2)
* All Hunting Grounds should be read as "received by
a given vampire", not "given to a vampire".
[RTR 941109]
Illusions of Kindred [AH] - Combat (chi) (2)
* Illusions of Kindred can be played when your crypt
is empty. In this case, it simply ends combat. The
rest of the effect is lost, since no new opponent
can be retrived from the crypt. [LSJ 971002]
* There is no room to play Psyche (superior) between
the time Illusions of Kindred ends combat and when
the new combat begins. So, unless your crypt is
empty when you play Illusions of Kindred, Psyche
cannot be played. [LSJ 971002]
Immortal Grapple - Combat (pot)
* The "only hand strikes" effect lasts for the entire
combat. [TOM 951113]
* If a minion is commited to using a strike other
than a hand strike (e.g., used a maneuver from a
gun), then he gets no strike. [TOM 951217]
Inverary, Scotland [DS] - Equipment (1)
* Increases the vampire's bleed at all times, and
therefore will count during Justicar Retribution,
etc. [TOM 960423]
Justicar Retribution [DS] - Political Action
* Does not count a +bleed that isn't 'active'
(Laptop, e.g.) [TOM 960109]
Kherebutu [AH] - Ally (FoS) (5)
* Will be ignored completely if he is returned to an
empty library - he cannot be drawn out by any
means. [SFC 960917]
Kindred Society Games - Master (Tor)
* The last sentence is vague. Replace it with "If the
vampire doesn't untap but instead moves the Society
Games on, but there is no tapped younger vampire to
move it to, Society Games is burned instead."
[RTR 941109]
Kiss of Ra [AH] - Action Modifier (for) (3)
* The would-be blocker has the option to diablerize
when he goes to torpor, if the acting vampire was
acting from torpor). [RTR 970425]
Lambach [SAB] - vampire (Tzi) (10)
* Lambach can only burn a blood for aggravated hand
damage once per combat. :T03: [RTR]
Legacy of Caine [SAB] - master
* If there are no targets (vampires) at all, then the
vampire with Legacy of Cain cannot hunt.
[LSJ 970224]
* The amount gained (stolen) by the Legacy of Cain
hunt action is not affected by effects that affect
the amount gained by hunting (e.g., Aaron's Feeding
Razor). [RTR 970630]
Legacy of Power [DS] - Reaction P/J/IC (3)
* Legacy of Power may be used if one of your vampires
is in combat with an ally. In this case, your
vampire goes into torpor, and the ally is
unaffected. [RTR 960112]
* Legacy of Power is used "as combat is entered",
like Thought's Betrayed is. So Legacy may be played
after a Thoughts Betrayed. [LSJ 980126]
Life Boon - Master: Out-of-Turn
* If a player is saved more than once by Life Boon,
the various Boons reserve a series of victory
points (and ante), rather than competing with each
other for a single victory point and ante.
[RTR 951017]
* If a player has gone to negative pool, the Life
Boon player must give her enough pool to compensate
for that. [RTR 970630]
Lucian - Vampire (Mal) (10)
* Lucian cannot attempt to steal a peice of equipment
that he is prohibited from having (a second
vehicle, Laptop, or Leather Jacket, for example).
[LSJ 980206]
Machine Blitz [SAB] - combat (tha)
* Machine Blitz inflicts an amount of ranged damage
equal to (or 1 greater than) the amount the chosen
weapon would inflict if it were chosen as a strike.
This amount is set when Machine Blitz is announced.
[LSJ 970224]
Madness Network - Unique Master (Mal)
* Reaction Cards can be played is response to another
Methuselah's action on your own turn. Action cards
and action modifiers can be played whenever you
take an action, even when it is not your turn.
[RTR 970630]
* Malkavians may block *in addition* to the normally
eligible blockers. [RTR 950530]
Magic of the Smith - Action (tha) (1)
* Costs are paid for with either pool or minion
blood, as appropriate (VtES card text makes this
explicit). [TOM 951212]
Major Boon - Master Out-of-Turn
* May only be played on a successful bleed (bleed for
1 or more pool). Only action modifiers and reaction
cards that modify the bleed amount may be played
after the Boon - general action modifiers and
reaction cards cannot be played (e.g., Telepathic
Counter and Threats may be played, but not
Deflection) [RTR 951110]
* Cannot be played in succession. The loss from the
play of a Major Boon is due to a card effect, not a
bleed. So a second cannot be played to Boon the
first. [RTR 960530]
Malkavian Prank - Master (Mal)
* The other Methuselahs hold between one and four
counters. This may be in excess of their current
pool. If you guess correctly, they lose that amount
and you gain that amount. If you guess incorrectly,
they gain that amount. [LSJ 971010]
Mariel, Lady Thunder - vampire (Mal) (7)
* If she taps to end combat, the damage is applied
just after the combat ends. :C03: [RTR 970630]
Mask of 1000 Faces - Action Modifier (obf)
* Ignore any skill or "type of minion" requirement of
attempting the action. [RTR 970630]
* Masking a "leave Torpor" action results in neither
Vampire leaving Torpor and no blood cost being
paid. If the action is blocked, the blocking minion
cannot commit diablerie, and combat does not
result. [RTR 950906]
* The Mask cannot be used to allow a vampire to take
over an action he is explicitly prohibited from
taking. [RTR 950906]
* The Mask may not be used to take over an inherent
action - one that could only be performed by the
acting minion (e.g., Thadius Zho's special action,
or the Muddled Vampire Hunter's special action).
[RTR 951110]
* The action remains the same - the level
(superior/inferior) doesn't change, the target
cannot be changed, any other parameters of the
action do not change, etc. If the action is invalid
when it resolves, then it simply fizzles with no
effect (like if a vampire Masking a superior Govern
the Unaligned is not older than the chosen target).
[LSJ 971201]
Masquerade Endangered - Master: Out-of-Turn
* Multiple copies may be played (by different Meth.s)
after a single action, but all would be burned
during the vampire's next untap phase. [TOM 950921]
Memory's Fading Glimpse [AH] - Action (obf) (3)
* Any cards on the target vampire (e.g., Brainwash,
or cards on a Banished vampire) are burned.
[SFC 960919]
Nephandus (Mage) [SAB] - ally (TreA) (2)
* Each strike or other damaging effect made against
Nephandus by the opposing minion is at -1 damage.
[LSJ 970224]
Of Noble Blood - Action
* Of Noble Blood is undirected even if you do not
control the target. [RTR 960124]
Phobia [AH] - Action (ser)
* Phobia gains counters during your master phases
only. [RTR 960708]
Possession [DS] - Action (nec) (2)
* Superior Possession moves a vampire from your ash
heap to your ready region. :T01: [RTR 960124]
Powerbase: Berlin [DS] - Master: Unique Location (Ven)
(2)
* Blood moved to Powerbase: Berlin by a Ventrue
action comes from the Ventrue. [LSJ 970414]
Powerbase: Rome [DS] - Master: Unique Location (2)
* Blood moved to Powerbase: Rome by a Giovanni action
comes from the Giovanni. [LSJ 970414]
Protected Resources - Master (2)
* Limits the blood lost to a bleed action to 2 (per
action). It does not reduce the bleed itself, nor
does it nullify a bleed of three or more
completely. (So an Archon Investigation could still
be played on a bleed of four, even though the
Methuselah would have only burnt two pool for the
successful bleed). [TOM 960315]
Psyche - Combat (cel)
* The superior will cancel any "continue action"
effect produced during the preceding combat (e.g.
Form of Mist) [RTR 950509]
* No new cost need be paid for the block (Archon,
Aching Beauty, Donal, etc.) [TOM 960303]
Pulled Fangs - Combat
* Is used when a round ends - after presses, or
whenever the round ends (if it is ended
prematurely). [RTR 961113]
* More than one may be played on a Vampire in the
same round. [RTR 950906]
* A vampire not currently entering torpor may play
Pulled Fangs, regardless of whether it would go
into torpor later. [TOM 960531]
Pulse of the Canaille - Action (aus) (3)
* Superior should begin with the words, "If this is
the first time Pulse of Canaille has been played on
the acting vampire..." It is not cumulative.
[RTR 960530]
Purity of the Beast [AH] - Action (1)
* Ignore the superior version text on Purity of the
Beast. [TOM 960604]
Rack, The - Master: Unique Location
* Chooses a vampire *card* - will not automatically
target a new copy of that vampire (if the original
is burned or yielded). [TOM 960122]
Rapid Healing - Action (for)
* Read as "If this vampire is blocked..."
[RTR 941109]
Rat's Warning - Reaction (ani)
* Can be used during any bleed attempt made against
you, not just ones declared against you.
[RTR 960530]
Ravnos Cache [DS] - Master: Unique Location (Rav) (2)
* The blood on the Ravnos Cache may be used in place
of pool or blood, as appropriate to the cost of the
equipment. [RTR 960112]
* Can be used to pay part of the cost (with the rest
of the cost paid for as normal). [LSJ 971222]
Reform Body [SAB] - combat+reaction (vis)
* Reform Body is both a reaction card and a combat
card. To play it, the vampire must be Ready, in
combat, and being burned. [RTR 970428]
* If the vampire playing Reform Body was being
diablerized, but saved himself with Reform Body,
the diablerie is considered unsuccessful. The
diabolist gets nothing from the victim, and no
Blood/Wild Hunt can be called. [LSJ 970224]
* Reform Body cannot be played by vampires who aren't
in the active region (burned with Goodnight Sweet
Prince or Sabbat Inquisitor, e.g.) [LSJ 970224]
Return to Innocence [AH] - action (4)
* If the bleed is reduced to zero, then the action is
unsuccessful and the acting vampire is not burned.
(Precedent set by Freak Drive). [LSJ 971217]
Revelation of the Sire [AH] - action (1)
* If taken over by a Caitiff (via Mask of a Thousand
Faces), the target vampire will remain (become) a
Caitiff. His capacity still increases by one,
however. [LSJ 980119]
Riposte [DS] - Combat (cel) (1)
* The damage from Riposte is dealt just after the
combat ends. [RTR 970630]
Sacrificial Lamb [DS] - Action (obf) (3)
* If the target of Sacrificial Lamb has a Soul Gem,
the Gem function wins out. [LSJ 970516]
Scorn of Adonis - Action Modifier (Tor)
* May be played at any time during the voting
process, and will retroactively cause the loss of
pool to Methuselahs voting 'no' before Scorn is
played, as well as to Methuselahs voting 'no' after
Scorn is played. :P01: [RTR 951110]
Scrying of Secrets [SAB] - action modifier (aus) (1)
* Superior Scrying Secrets: you choose which of the
bleed action cards is discarded. [LSJ 970225]
Secure Haven [DS] - Master: Unique Location (1)
* Only (D) actions targetting the minion are
restricted. The minion's retainers and equipment
are not immune from attack. [TOM 951208]
* Only (D) actions targetting the minion are
restricted. Actions that target retainers,
equipment, or other cards on the minion (like
Atonement) are allowable, as are actions that
target card not on the minion, even if such cards
have "named" or "chosen" that minion (like the
Rack). [LSJ 980302]
* If it is contested, it will not be burned when the
target (vampire) goes to torpor, nor will it be
burned if it becomes re-controlled while the target
vampire is still in torpor. [RTR 960124]
Seeds of Corruption [AH] - Action (tha) (2)
* "Special ability" includes all non-sect, non-title
text. (note that this only means that the affected
vampire cannot do anything that he is allowed to do
only by special ability - not that he can now
overcome some special restriction. Assamites still
cannot commit diablerie, for example) [LSJ 970801]
* They vampire burns blood for Seeds of Corruption
when the action is attempted. [LSJ 971013]
Shackles of Enkindu [DS] - Equipment (Gan) (2)
* "The shackled minion" refers to the minion the card
is put upon (not the Gangrel the card is put upon
with the equip action). [TOM 951212]
Shadow Court Satyr [SAB] - ally (GanA) (3)
* Shadow Court Satyr can use the ability on the
combat card only once per combat. :T03: [RTR]
Shadow Step [SAB] - combat (obt)
* Superior Shadow Step has no cost. The two blood is
the cost of using the range-setting effect. It
cannot be ignored by Dragos, nor used by a vampire
with less than two blood. [LSJ 970224]
Smiling Jack the Anarch - Unique Master
* Each other player must burn a pool or a vampire
blood for each counter on Jack. Failing to burn a
blood from an empty vampire will not lessen the
obligation. [LSJ 971212]
Soul Burn [SAB] - combat (tha) (1)
* Soul Burn doesn't protect the target from taking
damage from a weapon strike, since "inflict" has
been ruled to mean "inflict on the opposing
minion/retainer". So side-effect damage from a
Bomb, Zip Gun, etc. is unaffected by Soul Burn.
[LSJ 980216]
Soul Gem of Etrius - Unique Equipment
* A vampire of the same age is treated as if he were
older. That is, if a vampire of the same age is
retrieved from the crypt, it is simply placed into
the uncontrolled area and the Gem burned.
[TOM 951030]
Soul Stealing [DS] - Action Modifier{/Combat} (nec)
* Soul Stealing cannot be used if a vampire is burned
as a result of a political action, such as
Tradition Upheld. [RTR 960124]
Spiridonas [AH] - Vampire (Tre) (9)
* Spiridonas's special ability is treated as an
action modifier. [SFC 960819]
Spiritual Protector [DS] - Retainer (Gio) (3)
* Spiritual Protector does not restrict the ability
of retainers to use equipment. [RTR 960112]
Spying Mission - Action Modifier (obf)
* Is only played if you know the bleed is successful,
i.e., after you would normally play action
modifiers. [TOM 960226]
* Is only played after all Reaction cards (as well as
other Action Moifiers) have been played. In
particular, Telepathic Counter no longer 'beats'
Spying Mission unless it is played first (and the
bleed is not boosted back to positive).
[TOM 960303]
* The bleed it is played on is considered
unsuccessful. Previous Spying Missions won't be
cashed in during that action. [RTR 960530]
* Archon Investigation cannot be played after a
Spying Mission is burned (for +2 bleed), since the
bleed is already resolved at that point.
[LSJ 980105]
* You cannot play Mask of a Thousand Faces after
playing a superior Spying Mission becuase Spying
Mission is played "instead of removing pool", which
means "when the action resolves" - further
modifiers cannot be played, unless they are played
after the action in general. [LSJ 980105]
Stake - Equipment: Melee Weapon
* The two points must come from the same stake in
order to Paralyze the victim. If more than one
stake is used, then all stakes dealing more than
one damage (individually) are given to the victim.
[TOM 950921]
Stefano Giovanni [DS] - Vampire (Gio) (6)
* Stefano Giovanni can only burn 1 blood for 1 vote
once during a political action. [RTR 960112]
Strained Vitae Supply [DS] - Master
* The pool placed on Strained Vitae Supply comes from
the Methuselah's pool. [TOM 951209]
Succubus Club - Master
* Non-equipment, non-retainer, minion cards (like
Ablative skin) can be traded, but will remain on
the original minion. Control of the card changes.
Mostly this results in: "no effect" (until the
controller is ousted, of course). [LSJ 980128]
Sudden Reversal - Master: Out of Turn
* Can burn a Master card that have been played with
Bindusara's ability. [RTR 960708]
Summon the Serpent [AH] - Action (FoS) (2)
* Ignore the superior version text on Summon the
Serpent. [TOM 960604]
Sword of Judgment [SAB] - equipment (BruA) (2)
* Treat Sword of Judgment as "Strike: hand damage +1.
The BruAnti with this equipment gets an optional
additional strike each round of combat."
[LSJ 970821]
Taste of Vitae - combat
* May be played after any strike resolution step, but
will not count blood lost during future strikes in
the same round. [TOM 951217]
Telepathic Counter - reaction (aus)
* Is played before the bleed is considered
successful, so would be played before cards like
Spying Mission, which are only played on a
successful bleed. [FAQ]
Temptation [AH] - Action (ser) (1)
* Temptation gains counters during your master phases
only. [RTR 960708]
Tomb of Ramses III - Master Unique Location (3)
* Tomb of Ramses only counts blood "you transfer" to
uncontrolled vampires: i.e., blood that you move
from your pool to an uncontrolled vampire by
spending a transfer. [LSJ 970814]
Toreador Grand Ball [DS] - Master (Tor) (1)
* The first Toreador chosen for the Toreador Grand
Ball is unblockable on all actions except bleed
actions. This remains true even after the vampire
attempts a bleed. [LSJ 970814]
Trap - combat
* Provides one press each round of combat until three
(consecutive) rounds pass with no Methuselah
choosing to play a card. [LSJ 970407]
Triole's Revenge [DS] - Action (Bru) (2)
* The Ventrue is burned by Triole's Revenge only if
the hunt isn't blocked - even if the benefit of the
hunt is reduced to zero (a failed action).
[TOM 951212]
* If the victim of Triole's Revenge is prevented from
hunting, he may take no action. [RTR]
* The victim of Triole's Revenge cannot take any
other actions before hunting, but other minions'
actions can be taken before the hunt. [TOM 951214]
Uncontrollable Rage [AH] - Action Modifier (pro) (2)
* Uncontrollable Rage modifies the damage that the
vampire inflicts with a hand strike. It doesn't
modify the vampire's base hand damage. So, if the
vampire strikes with Scorpion Sting, he inflicts 1
(base) + 2 agg (Rage) + 1 (Scorpion) damage, for a
total of 2 + 2 agg damage. If the vampire strikes
with a Batard Sword, he inflicts only 1 (base) +1
(Sword) damage, for a total of 2 damage (the Rage
doesn't modify the damage, since it is not a hand
strike). [LSJ 980102]
Vast Wealth - Master
* Paying for the equipment found is not optional. If
paying the cost will oust the controlling
Methuselah, then she is ousted. [RTR 941109]
* If the equipment cannot be legally placed on the
vampire, it is burned without cost. [RTR]
* Vast Wealth's ability is not usable if the Vampire
does not share the same controller as Vast Wealth.
[RTR 951017]
* Costs are paid for with either pool or minion
blood, as appropriate (VtES card text makes this
explicit). [TOM 951212]
Veiled Sight [DS] - Reaction (chi) (2)
* The strike option (steal blood) given by the
superior version of Veiled Sight may be used once,
on any round of the combat. [RTR 960112]
* Veiled Sight may be used even if the acting minion
is at zero stealth. [TOM 960115]
Vial of Garou Blood [DS] - Equipment (1)
* Using Vial of Garou Blood counts as your one source
of additional strikes for each round, so it may not
be used if you've already acquired additional
strikes this round and prohibits you from playing
any further additional strike cards for the rest of
the combat. [RTR 960112]
Voter Captivation - Action Modifier (pre)
* Is played *after* the vote is resolved. If the
effect of the vote ousts the acting Methuselah,
there is no time to play Voter Captivation to
prevent the ousting. [RTR 951110]
Wasserschloss Anif, Austria [DS] - Master: Unique
Location (Tre) (2)
* Wasserschloss Anif can only receive blood from one
Tremere on any given turn. :T03: [RTR 960221]
Wolf Companion - Retainer (ani) (1)
* Only does damage at close range. [RTR 941109]
* Does not gain any additional strikes of its
controller. [RTR] [RTR 941109]
Wooden Stake - Equipment
* Tallies damage inflicted over the course of combat.
[RTR 970630]
Zip Gun - Combat
* Ammo cards just modify the strike, not the damage
done to the bearer. [RTR 941109]
* Damage done to the bearer is applied during strike
resolution. [TOM 950919]
* Only deal damage to bearer if bearer uses it during
combat. [LSJ 971215]
--
L. Scott Johnson (vte...@wizards.com)
Official VtES Net.Rep for Wizards of the Coast.
(*) - Subject to review by Rules Team