[lnkForumImage]
TotalShareware - Download Free Software
Usa Forum
 Home | Login | Register | Search 


 

The Lasombra

10/5/2010 12:12:00 AM

http://www.thelasombra.com/ne...
and
http://www.thelasombra.com/...

A collection of card ideas posted to the newsgroup.
Each player's list is separated from the next by a line.

-----------------------------------------------------

Hypermobility
Action
Cost: 1 blood
[cel] Bleed at +2 bleed. This bleed is at -3 stealth.
[CEL] As above, but action modifiers and reactions that require
disciplines or virtues cannot be played during this action.


John Eno
Kushiel
invisiblekingdom{at}gmail{dot}com


-----------------------------------------------------


Not so empty threats
Combat
Potence
pot: Put this card on the opposing minion. You still control this
card. Burn this card to cause an action by the opposing minion
targeting you or a card you control to fail.
POT: As above but cause 1 damage


Do you remember me?
Combat
Obfuscate
1 blood
obf: +1 stealth action. Enter combat with a vampire controlled by your
predator or prey. Untap this acting minion.
OBF: As above. If you cause any damage to the opposing vampire in the
resulting combat put this card into play. You may burn this card to
reduce a bleed by the opposing vampire by 4.


Blood boils
Combat
Quiteus
qui: ranged strike: put this card on the opposing minion. The opposing
minion has -3 votes. Burn this card in the opposing minions
controllers next discard phase.
QUI: as above, but -3 bleed.


Nikolaj "Lord of the Betrayers" Wendt
nikolajwendt{at}gmail{dot}com


-----------------------------------------------------


Gajrup, Driven Cabbie
Action Retainer Nagaraja Burn Option
Unique Mortal Wraith with 2 life.
During your untap phase, Gajrup burns 1 life if he didn't lost 1 life
last untap phase. Gajdrup does not untap as normal. During your untap
phase any Nagaraja may burn 1 blood to untap Gajdrup. You may tap
Gajrup to untap a Nagaraja.


Superior Willpower
Master: discipline. Trifle.
Put this card on a vampire with capacity above 4 you control and
choose discipline this vampire has. This vampire gains one level of
the chosen discipline. Burn this card when the vampire lose any level
of this discipline (to prevent combining it with agent of power. A
vampire may have only one superior willpower.


Dead Insight
Action Modifier Reaction Auspex Necromancy
[aus][nec] Look at and reorder the top 4 cards of your library.
[AUS][NEC] As above, and this vampire may burn 1 blood to replace this
card with minion card from your ash heap.


Bound Wraith
Action Retainer Necromancy
Wraith with 2 life
[nec] When this retainer enters play, put 2 pathos counters on it.
During your untap phase, remove 1 pathos counter from this card or
burn this retainer. Minion with this retainer may tap it to get +1
intercept or +1 bleed for the current action.
[NEC] As above, but put 4 pathos counters instead.


Raziel
angelofcain{at}gmail{dot}com


-----------------------------------------------------


Favor for Mercy
Cardtype: Combat
Only usable when the acting vampire does enough unprevented damage to
wound the opposing vampire.
Reduce the damage to 0 and put this card on the opposing vampire, you
still control this card.
You may burn this card when this minion attempts an action that would
make you lose pool, or a calls referendum that would make you lose
pool, to have your prey take the pool loss instead. A minion cannot
have more that one Favor for Mercy.


City Plans
Type: Master
Requires: None
Cost: 1 pool
Put this card in play. This card costs 1 less pool (but never less
than 0) if you control a Nosferatu or !Nosferatu.
While you control the Edge, a minion you control may enter combat with
a minion controlled by another Methuselah as a (D) action that costs 1
blood.
Discard the Edge during the discard phase this turn.


YY
the1andonlime{at}yahoo{dot}com.sg


-----------------------------------------------------


Under the Mercy of my Blade
Combat card.
Only usable when the oposing vampire goes to torpor and the vampire
you control doesn't.
[qui] : Instead of going into torpor, opposing vampire stays into play
tapped. If it has no blood, he gains 1 blood from the blood bank. You
cannot perform D actions on this minion for the remainder of the turn.
The controller of the opposing vampire loses 2 pool.
[QUI] As above, but for 3 pool.


Khabar : Retaliation
Reaction
2 blood
Only usable when you are being bled.
[qui]If the bleed is successful, the Methuselah who controls the
acting minion burns 1 pool.
[QUI] As above, but the card costs only one blood.


Quiet until the Final Death
Action. +3 stealth.
Cost : 1 pool
[Qui] Enter combat with a minion. Set the range for the first round of
combat. If you have a contract naming this minion with this assamite,
this action may cost 3 blood instead of 1 pool.
[QUI] As above, and the opposing minion has no initial strike on the
first round of combat.


Expire
Combat card
2 blood
nec : Strike : burn opposing mortal. If this mortal is Imbued, he may
burn 1 conviction and 2 life to cancel the effect of this strike. (do
not choose another strike.)
NEC : Strike : Combat ends. If the opposing minion is a vampire, his
controller may discard 2 combat cards to cancel the effect of this
strike. (do not choose another strile)


Expire II
Combat card
2 blood
nec : Strike : burn opposing mortal. If this mortal is Imbued, he may
burn 1 conviction and 2 life to cancel the effect of this strike. (do
not choose another strike.)
NEC : Strike. Put this card on the opposing vampire. Unique. Outside
of your turn, you may burn Expire to tap that vampire.


From the Ashes
Action
+1 stealth
nec : remove from the game a minion in your ash heap. Gain 1 pool.
NEC : as above, and the acting minion gains 1 blood or life from the
blood bank.


From the Ashes II
Action
nec : remove from the game a minion in your ash heap. Gain 2 pool.
NEC : as above, and the acting minion gains 2 blood or life from the
blood bank.


Dis Pater's Judgement
Reaction
Only usable by a wraith.
+2 intercept and you may cancel an action modifier played by the
acting vampire during this action.


Psychopomp
Master. Trifle. Archetype.
Put this card on a vampire. At the end of your turn, if this vampire
has burned a blood to play a card that requires Necromancy, he or she
can untap, or can burn a blood to untap a zombie or a wraith. A
vampire may have only one archetype.


Strenghten the Bind
Action Modifier
[for][nec] The acting vampire gains 1 life and gains +1 strength for
the remainder of the action.
[FOR][NEC] As above, but the gained strength is permanent.


Strenghten the Bind II
Action Modifier
[for][nec] Give the acting ally 1 life (it may exceed its original
amount) and this acting ally gains +1 strength for
the remainder of the action.
[FOR][NEC] As above, and if the action is successful, untap the acting
ally.


EIZ
Unique Ally, 3 blood
1 bleed, 1 life, 1 strength
Requires nec.
NEC : as above, but with 2 bleed and 2 life.


Intelligence Agent Cell
Retainer
Requires an Assamite
Cost : 2 blood
Each time the minion with this card plays a reaction card, the
opposing minion's bleed is reduced by 1 until end of action.


Harbinger of One's Own Fall
(some clan requirement)
Master : Out-of-turn.
Play after a bleed against you is successful. The acting minion's
controller burns X pool, where X is the amount of pool you burn due to
the bleed. This Methuselah can burn one pool to cancel that effect and
the bleed (untap the acting minion). Only one Harbinger of One's Own
Fall can be played per game.


Shatter the resolve
Reaction
Cost : X blood.
dem : reduce the bleed by X.
DEM : put this card on the acting vampire with X counters. The vampire
with this card gets -1 bleed per counter. Remove 1 counter during the
acting minion controller's untap phase. Burn this cards if it has no
counters. The acting vampire can attempt a +1 stealth action to burn 1
counter. A vampire can only have 1 Shatter the resolve.


Mathieu Rivero
riveromathieu{at}googlemail{dot}com


-----------------------------------------------------


Ghouled Protectors
Reaction, usable by a tapped vampire.
Reduce a bleed against you by 2 unless the controller of the acting
minion discards a master card.


Sabbat Counterattack
Reaction, usable by a Sabbat vampire, even if tapped. Only usable when
you are being bled.
This reacting vampire enters combat with the acting vampire. If the
opposing minion is still ready at the end of the combat, the action is
resumed.


Demnogonis Saastuttaja
vihakosto{at}hotmail{dot}com


-----------------------------------------------------


Purple Haze
reaction
requires; Demintation
dem- Only usable when a minion is bleeding you. Tap this reacting
vampire. The minion is now bleeding an eligible Methuselah determine
randomly.
DEM- as above, and the acting minions controller is an eligible target
for this action.


When a Man Loves a Woman
reaction
requires; Serpentis
1 blood
ser- Only usable when a minion has bleed you. Tap this reacting
vampire. burn a corruption
counter that minions control burns one half the bleed (round up)
instead of you.
SER- as above, the corrupted minions controller burns for the bleed.


Martyr
action/ reaction
requires Obeah
obe- action; put this card on the acting minion. this minion may burn
X blood to reduce a bleed by X. Blood burned are placed on this card.
During you untap phase you may burn a counter to take a pool from your
prey and place it on this minion.
OBE- reaction, as above


wedge
mattzpl{at}gmail{dot}com


-----------------------------------------------------


Misleading Paper Trail
Master: Out of Turn
Cost: 1 Pool
Play when a minion controlled by your predator is bleeding you. That
minion is now bleeding your predator's predator. Your minions may not
play cards that change the target of a bleed for the rest of the
current turn.


Drain
dra1n{at}hotmail{dot}com


-----------------------------------------------------


Black Friday
Type: Event
All equip actions cost one less pool or blood (but never less than
zero blood or pool). All equip actions receive -1 stealth.
"There was already a line when Anastasia got to the store at 3:30 AM
for their special "Beat the Dawn" sale on laptops. This was going to
get nasty."


Aaron Clark
aamaclark{at}gmail{dot}com


-----------------------------------------------------


Thwack you!
Combat Card
Requires: Blood Brothers
Cost: 1 pool
Only usable at the end of a round of combat when the opposing minion
is not ready, no usable by a vampire going to torpor or being burned.
The controller of the opposing minion burns 3 pool or the controller
of the opposing minion taps a minion of your choosing. Only one
Thwack you! may be played per turn.


Wilsoros
davewilson13{at}gmail{dot}com


-----------------------------------------------------


Name: Tracker
Cardtype: Ally
Mortal with 1 life. 1 strength, 0 bleed.
Tracker may put a mark counter on any minion as a +1 stealth (D)
action. Any ready minion may enter combat with a minion with a mark
counter as a +1 stealth (D) action.
Burn all mark counters during your discard.


Name: Emergency Rush
Cardtype: Master
Master: out-of-turn. Trifle.
Put this card into play with a number of counters equal to the amount
of pool you've lost this turn. During your influence phase, you may
burn X counters to gain X transfers. Burn this card when it has no
counters.


Name: Emergency Rush 2
Cardtype: Master
Master: out-of-turn. Trifle.
Put this card into play with a number of counters equal to the amount
of pool you've lost this turn. During your influence phase, you may
burn all counters to gain that many transfers. You may use four
transfers to burn this card and gain 1 pool.


Name: Slight mistake (or any name fitting the discipline)
Cost: 1 blood
Reaction
[xxx] Only usable when an ally or younger vampire is bleeding you for
2 or less, after blocks are declined. Choose another Methuselah other
than the acting minion's controller. The acting minion is now bleeding
the chosen Methuselah.
[XXX] Only usable when you are being bled for 3 or more. Reduce the
bleed amount by 2.


Name: The Flood
Cardtype: Master
Master. Transient.
During your master phase, move 1 counter from your pool to this card
and move the top card from your crypt to your uncontrolled region.
Burn this card when it has 3 or more counters on it.


Name: Rush of Memories
Cardtype: Master
Master. Transient.
During your master phase, move 1 counter from your pool to this card
and you have +X hand size until your next discard phase, where X is
the number of counters on this card. Burn this card when it has 3 or
more counters on it.


Vincent
v.ripoll{at}gmail{dot}com


-----------------------------------------------------


Speed Bump III
Type: Ally
Requires: Dominate
Cost: 2 blood
Mortal with 1 life. 0 strength. 0 bleed.
Speed Bump has +1 intercept when blocking an "enter combat" action.


Smiling Jack XXX
Smiling-Jack{at}lycos{dot}com


-----------------------------------------------------


Feeding the youth
Cost 3 blood
Action
Requires an Archbishop, Priscus, Cardinal, Regent or Seraph
Enter combat with a vampire controlled by your prey
If the opposing minion is sent to torpor in that combat,
He is burned instead. Move X blood to a younger vampire
of the same clan in your uncontrolled region, where X is half
of the capacity of the burnt minion, round down.


Feeding the youth II
Cost 3 blood
Action
Requires a titled Sabbat vampire or Seraph
Enter combat with a vampire controlled by your prey
If the opposing minion is sent to torpor in that combat,
He is burned instead. Move X blood to a younger vampire
of the same clan in your uncontrolled region, where X is half
of the capacity of the burnt minion, round down.


Maegnar
maegnar{at}gmail{dot}com


-----------------------------------------------------


Name: Endless Fermata
Type: Unique Master
Requires: Daughters of Cacophony
Cost: 2 Pool
Burn Option: Yes
Text: Tap this card during your influence phase to keep up to 3 Choir
cards in game. If you do so, that card nor untap as normal on your
next untap phase.


Sydnelson
sydnelson1{at}yahoo{dot}com.br


-----------------------------------------------------


Voter Bewilderment
Action Modifier/ Reaction
Only usable during a political action.
[dem] Reaction: Play with a different title political action card from
your hand and declare the terms if any. If the current vote fails,
immediately pass this vote.
[DEM] Modifier: As above.


Playing Dead
Reaction
[dem] Play before a vampire would rescue this vampire from torpor.
This vampire diablerizes the rescuing vampire instead.
[DEM] Play after a vampire rescues this vampire from torpor. You gain
control of the rescuing vampire. The Methuselah who controlled the
rescuing vampire gains control of this vampire.


Insuing Halarity
Combat
Cannot be used during combat involving your minions.
[dem] As 2 minions are entering combat, each Methuselah involved shows
you their hand. You may discard a non combat card from each hand and
replace the card with a combat card from that Methuselah's ash heap.
[DEM] As above, but you may discard and replace any number of non
combat cards from each hand.


Self Delusion
Action
+1 Stealth.
[dem] Put this card in play. It acts as an additional edge. Whenever a
player would get the edge they may choose which edge to gain.
[DEM] As above, but when this card is burned it returns to play and
you gain it as an edge.


Change the Rules
Action
+1 Stealth.
Put this card in play.
[dem] Players don't gain a pool during their upkeep if they have the
edge. Instead they may burn the edge to gain 1 pool.
[DEM] As above, and players can't burn the edge to gain a vote during
referendums. Instead the player who controls the edge gains 1 vote
during all referendums.


Less Confusion
Action
+1 Stealth.
Put this card in play.
[dem] Players read the word "younger" as older and "older" as younger.
[DEM] Players read the word "more" as less and "less" as more.


Malks Can't Do Anything
Action
+1 Stealth.
Put this card in play.
[dem] Players read the word "can" as can not, "can not" as can, "may"
as may not and "may not" as may.
[DEM] Players read positive numbers on card text as negative numbers
and negative numbers as positive numbers.


iazhouhuaqiao
iazhouhuaqiao{at}gmail{dot}com


-----------------------------------------------------


Seed of Insanity
Action
[dem] Bleed at +1 bleed.
[DEM] As above, and if these bleed is successful give this card to the
bled methuselah. A methuselah with this card has 1 fewer master phase
action per master phase. Burn this card during that methuselah's next
discard phase.


Strength from Madness
Action
2 blood
[dem] Bleed at +1 bleed.
[DEM] As above, and if this bleed is successful put this card on the
acting minion and move an amount of blood from the blood bank to this
card equal to the amount of the bleed. A minion with this card may
burn it during its controller's untap phase to gain the blood on this
card. A minion may only have 1 Strength from Madness.


Phantom Voices
Combat
[dem] Maneuver
[DEM] As above, and the minion playing this card may burn 1 blood to
prevent the opposing minion from striking with a weapon this round.


Hallucination
Reaction
Only useable by a vampire about to enter combat with an acting minion
[dem] This minion may cancel an opposing minion's maneuver or press
during the resulting combat.
[DEM] Damage inflicted by the opposing minion during the initial
strike phase of the first round of the resulting combat is reduced to
zero.


Imaginary Friend
Action Modifier / Combat
[dem] Only usable when a minion is attempting to block this acting
vampire. The blocking minion gets -1 intercept.
[DEM] Play before range is determined on the first round of combat.
This card represents a retainer with 1 life and 0 strength that may
use a weapon not used by the employing minion (or another retainer)
that round (either before or after). This is not a strike, although it
does count as using the weapon. Burn the Imaginary Friend at the end
of combat.


Xexyz
xexyz{at}hotmail{dot}com


-----------------------------------------------------


Can I Speak to Your Manager?
Action.
(D) Enter combat with a ready minion controlled by another Methuselah.
If blocked, and the opposing [younger?] minion is not ready at the end
of the resulting combat, the acting vampire may continue this action.


Outta My Way
Combat.
Only usable at the end of a combat [involving an acting older
vampire]. Only usable by a vampire that was blocked while attempting
to enter combat with a minion other than the opposing minion.
This action continues as if unblocked.


stujaques
stujaques{at}hotmail{dot}com


-----------------------------------------------------


Powering Through
Action Modifier: [pot & cel] Only usable when the action is announced.
If this vampire is blocked and in the resulting combat burns and/or
sends the blocking minion to torpor before the first round of combat
has ended, the acting minion can burn a blood to end combat
immediately and if this minion is still ready, the action continues as
if unblocked. [POT & CEL] As above and this minion has +1 strength for
the remainder of this action.


cJay
crobert{at}gmail{dot}com


-----------------------------------------------------


double punishment
Action Modifier
Cost: 1 blood
cel: Only useable when blocked during a bleed action and combat
occurs. Useable only after combat if this acting vampire is ready. If
the blocking minion was burned or sent to torpor the action continues
as if unblocked.
CEL: Only useable after successfull bleeding your prey. Choose a
vampire your prey controlls. This vampire enters combat with the
chosen vampire.


Martin
location{at}hotmail.de


-----------------------------------------------------


Practical Application
Cost: 1 blood
Usable at the end of a (successful) action in which two or more cards
requiring the same discipline have been played. This vampire gains 1
level in this discipline. Cannot be played by a vampire with this
discipline at superior.


Tutorial
Cost: 1 blood
Usable by a younger vampire other than the acting vampire after a
successful action requiring a superior discipline. This vampire gains
1 level in this discipline. Cannot be played by a vampire with this
discipline at superior. (Tap this vampire.)


Chris, Thrall of Arika, Champion of Tyler
christopher.ackney{at}amec{dot}com


-----------------------------------------------------


Glimpse of Mortality
Master- out of turn
Play this card when you are being bled to reduce the bleed to zero.
Untap the acting minion(they may bleed again this turn). You may play
this card when any methuselah is being bleed to reduce the bleed to
half(round down). Only one Glimpse or Mortality may be played per
game.


Feral Speech
Reaction
ani: Reduce a bleed against you by 2
ANI: +1 intercept


Subsume the Spirit
Reaction
ani: Reduce a bleed against you by 2
ANI: Burn an animal retainer this vampire controls to reduce a bleed
against you to zero


Resolve
Reaction
cost: 1 blood
for: Reduce a bleed against you by 2
FOR: Cause a bleed action against you to fail. During your next untap
phase, this vampire goes to torpor.


Shrug
Out-Turn-Master
Unique
Cost: 1 pool
Usable on your own turn. Only usable when a minion is ready at the end
of combat and the opposing minion is not. Place this card on the ready
minion. Once per turn after a combat resulting from a successful
block, this minion's controller may tap this card to continue the
action as if unblocked.


Popular
Master
Unique. Place this card on a vampire with the title of Primogen to
give them the privileges of a Prince or place this card on a Bishop to
give them the privileges of an Archbishop. If the vampire with this
card is burned or sent to torpor, burn one pool.


brandonsantacruz
brandonsantacruz{at}yahoo{dot}com


-----------------------------------------------------


Powerbase: Frankfurt
Master. Unique Location
During your untap phase choose one: Put 1 blood counter on this card,
move up to 2 blood counters from an Investment to this card or move
all the blood on this card to your pool. Any vampire may steal this
location for his or her controller as a (D) action. The Prince of
Frankfurt may block this action even if tapped.


Wings
Action. Infernal Investment
+2 stealth action. Requires an infernal minion
Put this card on the acting minion. The minion with this card has
flight and an optional maneuver each combat


Two-Dimensional
1 Blood
Action. Infernal Investment
+2 stealth action. Requires an infernal minion.
Put this card on the acting minion. Vampires without Auspex get -1
intercept against this minion. This Vampire may burn 1 blood to get +1
stealth during an action.


Body Armor
Action. Infernal Investment
+2 stealth action. Requires an infernal minion
Put this card on the acting minion. The minion with this card can
prevent 1 damage each combat.


Teleportation
2 Blood
Action. Infernal Investment
+2 stealth action. Requires an infernal minion
Put this card on the acting minion. Once each turn this minion may End
Combat as a strike.


xcver
bernd.schwabe{at}firstdata.de


-----------------------------------------------------


Vampiric Evolution: Awareness
Action
+1 stealth
1 pool
Advancement
Put this card on the acting vampire. This vampire gains a level of
any discipline they currently have at inferior. This vampire gains +1
capacity and is older. Once each action this vampire may burn 1 blood
to gain +1 bleed or +1 intercept. A vampire cannot have more than one
Advancement.


Vampiric Evolution: Endurance
Action
+1 stealth
1 pool
Advancement.
Put this card on the acting vampire. This vampire gains a level of
any discpline they currently have at inferior. This vampire gains +1
capacity and is older. Once each combat this vampire may burn 1 blood
to treat 1 aggravated damage as normal or prevent 2 normal damage. A
vampire cannot have more than one Advancement.


Vampiric Evolution: Predator
Action
+1 stealth
1 pool
Advancement.
Put this card on the acting vampire. This vampire gains a level of
any discipline theyr currently have at inferior. This vampire gains
+1 capacity and is older. Once each combat before range is chosen
this vampire may burn 1 blood to gain +1 strength or a press or 1
additional strike. A vampire cannot have more than one Advancement.


Action
Hunt Action.
Choose a ready vampire with 2 or more blood. Enter combat with that
vampire as a (D) action. If this action is successful and the acting
vampire is ready at the end of combat, the acting vampire gains 1
blood.


Trophy: Reliability (3)
Master. Trophy.
Once during your turn, you may tap this card at the end of a
successful action to give this vampire 1 blood.


Trophy: Destroyer
Master. Trophy.
Once during your turn, you may tap this card at the end of a
successful (D) action to make the Methuselah targeted by that (D)
action burn 1 pool. [You may not tap this card during a bleed
action.]


I know your tricks
Action Modifier
1 blood
Only usable after a reaction card changes the target of a bleed or
reduces a bleed.
Put this card in play and put the reaction card played onto this
card. Cancel the effects of the reaction card on this card. Vampires
of the Methuselah playing the reaction on this card cannot play copies
of that reaction. Move this card to your ashheap after this action is
resolved, after combat if any.


Stubborn Destruction
Action
2 blood
Bleed at +1 bleed. Cards may not be played that change the target of
this bleed.


Stubborn Destruction (v2)
Action
1 blood
Bleed at +1 bleed. If the target of this bleed is changed, this
acting vampire may cancel this action (as an unsuccessful action) and
enter combat with the reacting vampire.


Determination
Action Modifier
1 blood
Only usable by during a bleed action.
Cards that would change the target of this bleed or would reduce this
bleed cost an additional blood.


Stubborn Fury
Action Modifier
Only usable during a bleed action.
If the target of this bleed is changed, this vampire may burn 1 blood
to enter combat with any vampire that played a reaction which changed
the target of this bleed action.


Call to Arms
Master: OoT
Put this master in play. If you lose pool during or through the
resolution of an action taken by another Methuselah's minion, put 1
counter on this card for each pool lost. During your transfer phase
you may burn a counter from this card to gain a transfer. At the end
of your turn burn all counters on this card. You may not have more
than one of these in play.


Hawk Lobby
Action
+1 stealth
Requires a titled vampire.
Put this card into play and untap the acting vampire. Any titled
vampire may call a +1 stealth political action to make a minion Red
List. If that referendum passes, this acting vampire may burn 1 blood
to untap after the resolution of the action.
Any vampire may take a +1 stealth action to burn this card.


Accidental Mishap
[artwork involving someone like Smiling Jack holding a shifting
spanner in front of a flaming vehicular wreck]
Action
+1 stealth (maybe +2 stealth?)
Burn an ally or retainer controlled by another Methuselah. This
acting minion burns 1 blood or life for the cost in blood or pool of
the target ally.
Or instead you may choose a ready vampire. This acting minion burns 1
blood or life and taps the chosen vampire; the damaged vampire must
burn 1 blood to untap during their controller's untap phase.


Enemy of the State
Action
1 blood
+1 stealth
(d) Action.
Choose a non-Red List minion. The target minion becomes Red List. If
this action was taken by a Prince, Archbishop, Baron, Justicar or
Imperator then this acting minion untaps at the resolution of this
action regardless if it is successful.


Powerbase: Sydney
Master
Put this card in play with 1 counter for each ready minion you
control. You may use this cards counters to pay the cost for mortal
retainers and mortal allies. Any minion may take a (D) action to burn
a counter from this card and give their controller 1 pool. A vampire
with a City Title for Sydney may tap to add a counter to this card as
a +1 stealth action.


Symbiotic Vitae
Action
Obeah
1 blood
+1 stealth
[qui] This vampire and a vampire controlled by your predator or prey
gain 1 blood.
[obe] Put this card on a vampire controlled by your predator or prey.
If the vampire with this card hunts, the vampire that played this card
gains 1 blood.
[OBE] As [obe] but if the vampire with card gains any blood, this
vampire gains 1 blood.


Twisted Flesh
Combat
Vicissitude
1 blood
[vic] The opposing vampire burns 1 blood for each card they play which
provides a maneuver or press.
[VIC] As [vic] but move 1 blood from the opposing vampire to this
vampire.


Sarcophagus of Set
Equipment
Serpentis
1 pool
If this minion has [ser], they may take an action to burn an ally or
vampire and move its blood or life to an uncontrolled minion. If this
minion has [SER] they may burn a vampire or ally controlled by their
prey as a -2 stealth (D) action and move its blood or life to an
uncontrolled minion.


Jet of Blood
Combat
Potence
[pot] Strike: strength + 1 damage. If this vampire deals more damage
than the opposing minion in this round, this vampire gains 1 blood at
the end of combat.
[POT] Strike: strength +2 damage. If this vampire deals more damage to
the opposing minion in this round move 1 blood from the blood bank to
a younger uncontrolled minion.


Clean up
Combat
Celerity
1 blood
[cel] Additional strike or Press
[CEL] If this minion dealt more damage than the opposing minion, move
up to 2 blood lost by the opposing minion to healing damage to a
younger vampire in your uncontrolled region.


Fear of Reprisal
Action Modifier
Only playable after a successful action to enter combat.
Put this card on the targeted minion. The minion with this card must
burn 1 blood to attempt a (D) action that targets the Methuselah that
played this card or any card they control. A minion may burn this
card by rescuing a vampire controlled by the Methuselah that played
this card.


Harvesting Dead Knowledge
Action
2 blood
Requires Nag or HoS
+1 stealth
[nec] Remove from the game an ally or retainer from any ash heap.
This vampire gains enough blood to reach capacity.
[NEC] Remove from the game a vampire in any ash heap. Put this card
on the acting vampire. This vampire gains any discipline on the
removed vampire at basic. +1 capacity.


Reainmated Mage
Retainer
2 pool
Wraith.
[nec] 1 life.
[NEC] 2 life.
This retainer is immune to all damage from other Methuselah's minions,
except aggravated strikes. The minion with this retainer may play
cards
from your prey's ash heap as as if they had the required discipline at
basic if they were in your hand. The minion with this retainer must
burn
a blood to choose a card from your prey's ash heap.


Ghostly Protectors
Action
2 blood
+1 stealth.
[nec] Put this card on the acting vampire. This card has 2 counters.
During a (D) targeting this vampire you may burn 1 counter to reduce
the stealth on the action by 1. You may burn this card during a (D)
action targeting this vampire to make it fail.
[NEC] As above, but burn X additional blood to put X additional
counters on this card.


Zombie Bodyguards
Ally
Nagaraja
2 blood
Non-Unique Zombie Ally. 2 life. 2 strength. 0 bleed.
When a Nagaraja you control is blocked, this minion may enter combat
with the blocking minion instead of the acting Nagaraja. This ally
may remove from the game an ally or retainer from any ash heap gain
additional life as a +1 stealth (D) action.


Undead Protector
Action
Nag + nec
2 blood
+1 stealth
[nec] As a (D) recruit an ally from any Methuselahs Ashheap or from
your hand. Put this card on the ally. This ally may use cards as if
they had [aus], paying blood costs with life.
[NEC] Reduce the cost of this card by 1 blood.


From the Beyond
Action
HoS + nec
2 blood
+1 stealth
[nec] As a (D) action recruit an ally from any Methuselah's ashheap or
from your hand. Put this card on the ally. This ally may use cards
as if they had [for], paying blood costs with life.
[NEC] The ally recruited with this card has an additional life.


Finnian the Gravedigger
Nagaraja G6
5cap
aus dom NEC
Finnian may take a +1 stealth (D) action to recruit an ally from any
ashheap into play.


Path of the Raging Salmon
Master
1 pool
Unique Master.
Vampires you control may burn 1 blood to gain +1 stealth on actions to
enter combat with your predator. If your predator is ousted during
your turn, you may tap this card to gain 2 pool. You cannot use this
card if your predator was ousted as a result of a political action.


Dragon's Talon Dojo
Master
2 pool
Unique Master.
Put this card into play. During the press step of a combat if a ready
vampire you control has dealt more damage (including prevented damage)
to an opposing minion than the opposing minion dealt to your minion,
you may tap this card to add 2 blood to a younger uncontrolled minion.
"And I'm floating away on a barrel of pain,
It looks like nothing but the sea and sky remain" - "Shark Fin Blues"
The Drones


Recruiter for the Cause
Master: Archetype. Trifle.
1 pool
Put this card on a ready vampire you control. If this ready vampire
sent an opposing vampire to torpor, after that combat ends you may tap
this card to transfer 1 blood from this vampire to a vampire in your
uncontrolled region.


The Ususal Channels II
Master
1 pool
A methuselah may control one copy of this card. Put this card in
play.
Tap this card during an action targeting your pool or during a
political referendum where you will lose pool if the referendum
passes, to cancel that action. This cannot be tapped if your Predator
or Prey controls the acting vampire.


Headhunter
Master: Out of turn. Archetype
1 pool
A minion may have one archetype. Only playable when a minion you
control burns a minion or sends a vampire to torpor. Playable during
your own turn.
Put this card on a vampire you control. This vampire may enter combat
with a minion controlled by your predator or prey. You may tap this
card to give -1 stealth to a minion controlled by your predator or
prey on an undirected action or a (D) action you may block.


Pre-emptive Strike Doctrine
Master
1 Pool
A Methuselah may only have one copy of this card in play.
Put this card in play. While this card is in play, any minion you
control may reduce the cost of a card by 1 blood during an action
targeting your Predator or any of your predator's cards.


Political Powerhouse
Master
1 pool
Unique Archetype.
Only playable on a titled vampire without a city-based title.
This vampire may play a second political action each turn and increase
the cost of that action by 2 blood. They cannot use Voter Captivation
more than once per turn.


Extended Sitting
Action Modifier
3 blood.
Only playable during a political action before the start of the
referendum. Replace this card after this action is resolved.
Place a political action from your hand face up on this card on the
table. If the current political action passes, begin a referendum on
the political action placed on this card. The acting vampire cannot
play action modifiers between the first referendum and the referendum
provided by this card.


We Are Not Prey
Reaction
Animalism
The reacting minion taps and burns 1 blood or life.
[ani] Reduce this bleed by 3. If this bleed resolves for 0, the
acting minion or a retainer on the acting minion, suffers 1
unpreventable damage.
[ANI] This bleed is redirected to your prey, unless they cannot be
bled by the acting minion.


Glorious Presence
Reaction
Presence
Only usable by a vampire with capacity 6 or greater.
[pre] Burn 2 blood. Cancel a (D) action targeting this vampire as it
is played. The acting minion untaps and may attempt a new action.
[PRE] Burn 1 blood. Reduce a bleed against you by 3. If this bleed
resolves for 0, place this card on the acting minion. They have -1
bleed against you until they successfully bleed you.


The Best Form of Defence
Reaction
Potence
Only usable by a vampire with capacity 6 or greater during a (D)
action against you.
[pot] Burn 1 blood and tap this minion. The acting minion takes 1
damage and if this action is a bleed reduce it by 2.
[POT] Burn 1 blood and tap this minion. The current action is
considered blocked by this reacting minion. Not usable on an
unblockable action. You can only play this card at [POT] once per
turn.


Visions from the Dead
Action
[nec] Remove a crypt card from the game from your prey or predator's
ash heap and put this card into play. You may spend an MPA to look at
the chosen Methuselah's hand.
[NEC] As above, but you may target a crypt card, ally or retainer.


Chased into the Open
Action
Requires: Animalism
[ani] Enter combat with a minion controlled by your prey. If the
target minion is not ready, transfer 1 blood from this vamp to your
pool.
[ANI] Only usable by a vampire with capacity 7 or greater. Choose two
minions. You enter combat with each of them, in turn, if this vampire
is ready. At the end of each combat if the opposing minion is not
ready, gain 1 pool.


Trusted Spy
Retainer
1 blood
Ghoul. 1 life. Immune to non-aggravated damage.
Requires a Sabbat vampire.
When your predator calls a vote which successfully deals you pool
damage, this retainer burns 1 blood from the acting minion and puts 1
blood on the minion with this retainer after the action resolves.


Vocal Minority
Ally
1 blood
Requires an Archbishop, Priscus, Cardinal or Regent.
Ghoul. 2 life. 1 strength. 0 bleed
Immune to non-aggravated damage.
When your predator calls a political action, you may tap this ally to
cause a vampire, other than the acting vampire, to abstain. This may
be done during the referendum, after terms are declared. This can
change a vampire's votes.


Violent Protest
Reaction
1 blood
Requires Sabbat Vampire capacity 6 or greater.
Only usable when a vampire attempts a political action, before it
resolves.
This reacting vampire enters combat with the acting minion. If this
minion deals more damage to the acting minion, this minion gains 2
votes in the referendum.


Throwing Dagger
Equipment
1 pool
Melee Weapon.
Strike: strength damage. This weapon may be used in any situation
where minions may only choose hand strikes.
Strike: strength ranged damage and move this card out of play. If
this weapon is out of play, this minion may use a strike at close
range to bring this weapon back into play and deal no damage to the
opposing minion with this strike.


Incite
Combat
1 blood
Only playable before range is chosen. Frenzy.
[dom] The opposing minion cannot maneuver to long range. (maybe
another discipline?)
[val] As above and the opposing minion cannot set range to long.
Cancel any effect that would set range to long.
[VAL] As [val] above and this vampire prevents 1 damage each round of
combat.


Fire in the Blood
Combat
1 blood
Frenzy.
[qui] Only playable before range is chosen. The opposing minion takes
one damage after combat.
[val] Strike: put this card on the opposing minion. The minion with
this card burns 1 blood to perform non-hunt actions or actions to
enter combat. This card may be removed with an undirected action by
another vampire.
[VAL] As [val] but the vampire with this card must enter combat with a
ready minion controlled by their predator or prey as a (D) action.


Scalp Gallery
Master
1 pool
Requires !Salubri
Put this card in play. Each time a minion you control sends an
opposing minion to torpor, place a scalp counter on this card. You
may spend scalp counters to pay for the pool costs of cards or to
reduce a successful bleed against you by 1 for each counter.


Political Militia
Action Mod
Requires Archbishop, Priscus, Cardinal or Regent
Only usable before votes are cast on a political action.
May be played before the referendum.
After the resolution of this political action, this vampire may enter
combat with a minion that cast 1 or more votes against this
referendum. Or, this vampire may burn 1 blood to allow another
younger Sabbat vampire you control to enter combat with a minion that
cast 1 or more votes against this referendum. If this political
action failed, the minion entering combat gains an optional press
during the first round of combat.


With Us or Against Us
Action Mod/Reaction
2 blood
Requires Archbishop, Priscus, Cardinal or Regent
Only usable on a political action before votes are cast.
This card does not affect vampires that are older than this vampire.
Any Sabbat vampire that does not cast their votes in the same way as
this vampire in this referendum suffers 1 unpreventable damage after
the referendum.


Dog Whistle Politics
Action Modifier/Reaction
1 blood
Requires a titled Sabbat vampire.
Only usable during a referendum, including blood-hunts.
You may tap X ready Sabbat vampires you control to give this vampire
2X additional votes.


Storm the Senate
Action
1 pool
Requires an Archbishop, Priscus, Cardinal or Regent
Put this card in play. While in play, titled sabbat vampires you
control may enter combat with any titled vampire controlled by another
Methuselah. When a titled vampire you do not control goes to torpor,
put a counter on this card. The Methuselah with this card gains 1
vote for each counter on this card. Any titled vampire may burn this
card as a +1 stealth political action costing 1 blood.


Speed Bump (v)
Ally
2 blood
Mortal 1 life 1 strength 0 bleed
This ally has +1 intercept.
When recruited, you may choose one effect below using the disciplines
of the acting vampire.
[aus] This ally has an additional +1 intercept
[cel] This ally has an optional maneuver.
[dom] or [pre] Reduce the cost of this ally by 1 blood
[for] This ally has +1 life
[nec] This ally is a Wraith
[pot] This ally has +1 strength.


Speed Bump II
Action Modifier
1 blood
Only usable on a (D) action.
[cel] Cancel the current action. Untap the acting and blocking
vampires. Move any action card played for this action to your hand
and discard down to your hand size.
[CEL] Only usable if this minion is ready after combat. Continue the
action as if unblocked.


Discredited Leader
Political Action
Playable by any vampire.
Choose a controlled titled vampire. If this referendum is successful
place this card on the chosen titled vampire. The vampire with this
card cannot vote and cannot use cards requiring their title. The
minion with this card may remove it by taking an undirected action to
burn this card.


Blood of Retribution
Reaction
1 blood
Only usable after an action by your predator or prey which causes you
to lose pool.
[qui] Tap this reacting minion. The acting minion takes 1
unpreventable damage.
[QUI] Tap this reacting minion. The acting minion enters combat with
this reacting minion.


Illusory Candidates
Action Modifier
Only usable during a referendum before votes are cast.
[chi] This vampire gains 2 votes
[CHI] Vampires voting against this referendum must burn 1 blood or
tap.


Bad Curry
Action Mod
Presence
1 blood
[pre] All blocking minions have -1 intercept.
[PRE] As above, and must burn 1 blood before combat.


Zombie Lobby Group
Action Modifier
1 blood
Only usable during a political action.
[nec] Force a younger vampire to abstain. This may change that
vampire's votes.
[NEC] Before casting votes for or against this referendum, that
vampire must burn 1 blood.
"We want brains... Brains... BRAINS!"


Ghosts of Referendums Past
Action Modifier
1 blood
Only usable at the end of a successful political action.
[nec] Move 1 card used during this action to your hand. Discard as
normal.
[NEC] Move any 1 card from your ashheap to your hand other than the
card used to call this referendum. Discard as normal.


Non-Idle Threats
Action Modifier
1 blood
Only usable during a political action.
[pot] Tap X ready vampires with [pot]. This vampire gains X+1 votes.
[POT] Vampires voting against this referendum suffer 1 unpreventable
damage when votes are tallied. Vampire's may change their votes after
this card is played.
"Mr Knuckles has an opinion on the matter at hand..." - Crusher


Political Thuggery
Action Modifier
1 blood
Only usable after a successful referendum.
[pot] Put 2 blood onto a younger vampire in your uncontrolled region.
[POT] For every 2 votes this referendum passed by, deal 1 damage to a
vampire controlled by your predator or prey or a vampire that cast at
least 1 vote against this referendum.
"I'm recruiting for the cause..." - Menele


Swift Strike II
Combat
1 blood
Play before range is chosen. Choose a melee weapon on this vampire.
All strikes made by this vampire for this round must be with this
weapon.
[cel] This minion has First Strike.
[val] S:D & S:CE cost an additional blood.
[VAL] The opposing minion cannot S:D or S:CE.


Weakened Flesh
Combat
1 blood
[qui] The opposing minion burns 1 blood at the end of this round of
combat.
[thn] The opposing minion must burn 2 blood to be able to play S:D or
S:CE.
[THN] As [val] but burn 3 blood.


Competing Priorities
Master
1 pool
You may not have more than one Competing Priorities in play. Put this
card in play.
You may tap this card to move 6 blood from a contested vampire, or
from a vampire in your uncontrolled region that could be contested, to
your pool and remove the vampire from play.
When a vampire controlled by your predator or prey untaps during their
minion phase, you may tap this card to untap a ready vampire you
control.


Lust for Violence
Action Mod
1 blood
[pot] Only usable on an action as it is declared. This vampire is
immune to Frenzy and gains +1 strength during combat if any.
[thn] or [val] Only usable on an action to enter combat as it is
declared. For the remainder of the action S:CE and S:D cost the
opposing minion 1 additional blood. This vampire is immune to Frenzy.
[THN] or [VAL] Only usable during a bleed action. Cancel a card that
would change the target of this bleed. That card cannot be played
again during this action. This action gains +1 bleed and no cards can
be used to increase the bleed for this action.


Overdub MK 3
Action Mod
1 blood
[cel] If this action is not a bleed action, this vampire untaps after
the action is successful.
[mel] If this action is successful, this acting vampire untaps after
the action.
[MEL] Only usable on an action requiring [mel] or DoC. Put the action
card for this current action in play. DoC you control may use the
action card as if it was in your hand. Burn this action card during
your discard phase.


Overdub Mk 2
Action Mod
1 blood
[cel] If this action is not a bleed action, this vampire untaps after
the action is successful.
[mel] If this action is successful, this acting vampire untaps after
the action.
[MEL] Put the action card for this current action in play. DoC you
control may use the action card as if it was in your hand. Burn this
action card during your discard phase.


Impenetrable Din Mk2
Action Mod
1 blood
[chi] Only usable during an action requiring [chi] or [mel]. +1
stealth
[mel] Usable by a vampire other than the acting vampire. The acting
vampire gains +1 stealth.
[MEL] as per [mel] but you may choose X additional untapped DoC, each
DoC burns 1 blood to give the acting vampire +X stealth.


Functional Sacrifice
Master
Trifle.
You may play this card during your untap phase. Choose a card you are
currently contesting. Remove the chosen card from the game and move
any pool counters on that card or the pool cost of that card to a card
in your uncontrolled region.


Superfluous Resource
Master
Trifle.
Choose a card in your uncontrolled region that is controlled or
currently contested. Remove that card from the game and move all pool
counters on that card to another card in your uncontrolled region.


Affiliated Resource
Political Action
Choose a Methuselah that is currently contesting a card in play. If
this referendum is successful, put this card in play in that
Methuselah's ready region. That Methuselah must spend an additional
pool to continue the contest. Burn this card when the contest ends.


Cannibalize
Action
+1 stealth
Requires a ready vampire. Choose a ready retainer, a ready ally or a
card you are currently contesting. Burn that card and place the pool
cost, blood cost, or any blood or life counters on that card, on this
vampire instead. Any excess blood is moved to the blood bank. Untap
this vampire if this action is successful.


Issak the Lobbyist
[Clan Fun]
6 cap [Fun disciplines]
{Sect}: You may spend Isaak's blood to pay for any contested cards you
control. Isaak has -1 stealth if you are contesting a card.


Kindred Ambassadors
Political Action
+1 stealth. Requires a titled vampire.
Choose two Methuselahs or more. Place this card in play. While this
card is in play, the chosen Methuselahs gain an additional transfer
point if the referendum is successful. Any vampire may take a 0
stealth (D) action costing 1 blood to burn this card.


Recruitment Drive
Action
1 blood
Put this card on the acting vampire. This vampire cannot gain blood,
any blood that would be gained is instead put in the blood bank.
During the untap phase you may choose to burn 1 blood and not untap
this vampire. While this vampire is ready and tapped you gain 1
transfer point if this vampire is 6-capacity or less and 2 transfer
points otherwise. Burn this card if this vampire untaps.


Converting the Heathens
Master
1 pool
Requires: Salubri
While you have a ready Salubri with [OBE], non-Salubri vampires you
control may use cards as if they had [obe]


Corporeal Awareness
Reaction
You may use this card with any combination of disciplines, their
effects combine.
[aus] +1 intercept
[for] If this vampire enters combat, they may prevent 1 damage during
that combat
[nec] If this vampire enters combat they may cancel a maneuver

Time is Transient
Action Modifier
1 blood
You may use this card with any combination of disciplines, their
effects combine.
[aus] You may cancel one reaction card that provides a blocking minion
intercept
[cel] +1 stealth
[tem] Vampires without [aus] or [cel] cannot block this action


Shades and Shadows
Master
1 pool
Vampires may only use the effects of this card during a (D) action
targeting you. You may only control one Shades and Shadows.
Vampires you control with [myt] may tap and burn 1 blood to cancel the
action.
Vampires you control with [nec] may give an ally you control +1
intercept.
Vampires you control with [obt] may burn 1 blood to reduce the acting
minion's stealth by 1.


Deeper Blackness of Night
Action Mod
aus/obf/obt
This card may be used with multiple disciplines, their benefits stack.
If this card is used with obf, the blocking minion has -1 intercept
If this card is used with obt, the acting minion has +1 stealth
If this card is used with aus, blocking minions must burn 1 blood
after they successfully block and before combat.


Overwhelming Madness
Reaction
1 blood
dem/dom
Only usable when a minion is bleeding you.
This card may be used with multiple disciplines, their benefits stack.
If this card is used at dem, the acting minion must burn 1 blood to
continue the action.
If this card is used at dom, the acting minion is now bleeding their
prey.


Vital Anger
Combat
1 blood
pot/qui/tha/val
This card may be used with multiple disciplines, their effects stack.
Strike: hand strike.
pot: +1 damage
qui: this strike is cannot be dodged
tha: you steal 1 blood from the opposing minion during strike
resolution
val: you may use a melee weapon as if it was a hand strike


Fluid Flesh
Combat
1 blood
pro/qui/tha/vic
Only usable before range is chosen on the first round of combat.
Usable with multiple disciplines, their benefits stack.
pro: if this vampire is ready they may burn 1 blood to untap
qui: the opposing minion burns 1 blood after strike resolution
tha: optional maneuver
vic: cancel 1 grapple card as it is played.


Unstoppable
Action Modifier
1 blood
cel/for/pot/pro
Not usable on a bleed action. Usable with multiple disciplines, their
benefits stack.
cel: +1 stealth
for: blocking minions burn 1 blood before combat
pot: you may burn 1 blood to deal 1 damage to a blocking minion
before combat
pro: if this action is blocked it ends before combat begins


Maddening Illusions
Action
1 blood
chi/dem/obt
Usable with multiple disciplines, their benefits stack. Choose a
vampire controlled by your predator or prey. This card burns during
your next untap phase.
chi: tap that minion.
dem: the minion with this card cannot act other than to hunt.
obt: the minion with this card cannot strike during combat.


Pandemic Confusion
Action
1 blood
[dem] Choose two vampires of capacity 4 or less. If this action is
successful tap those vampires and put this card on the acting
vampire. This vampire may choose to burn a blood instead of untapping
and if so the vampires chosen by this card also remain tapped unless
they burn 1 blood. If this vampire untaps, burn this card.
[DEM] As above but you may burn X blood to choose an additional 2X
vampires of capacity 4 or less.


Aura of Command
Action
1 pool
[pre] Choose 2 younger vampires or minions controlled by the same
Methuselah and put this card on the acting vampire. While this
vampire is untapped and ready, those minions must burn 1 blood or life
when declaring a (D) action targeting this Methuselah.
[PRE] As above but instead of chosing 2 younger vampires or minions,
choose a Methuselah. All of their minions are affected by this card.


Moving Target
Action
2 blood
[cel] Put this card on the acting vampire and untap them when this
action is successful. Minions without [cel] must burn 1 blood or life
when declaring a (D) action targeting this vampire.
[CEL] As above, but minions without [CEL] must burn 1 blood or life
instead.


Endless Illusions
Action
1 pool
[chi] or [myt] Put this card in play. Any minion with [chi] or [myt]
may burn X blood to reduce the stealth on a (D) action targeting this
Methuselah by X.
[CHI] or [MYT] Put this card in play. Any minion with [CHI] or [MYT]
may burn X+1 blood to reduce a bleed targeting you by X.


Playing Dead (v2)
Reaction/Action Modifier
1 blood
Only usable during an action to rescue a vampire from torpor. Only
usable if this vampire is acting, or is the target of the rescue
action.
[dem] If this rescue is successful, the acting minion must burn 1
blood to untap during their next untap phase.
[DEM] If this rescue is unblocked, the acting vampire spends no blood
and goes to torpor and the target vampire is placed in the ready
region.


Clown Masks for Everybody!
Master out-of-turn Trifle.
Requires: Malk/!Malk
Only usable before combat between two minions you do not control. Tap
a Malkavian or Malkavian-antitribbu you control. For each minion
about to enter combat, choose another minion controlled by the same
Methuselah. These chosen minions are now considered to be the acting
and blocking minions, are tapped and now enter combat instead. Untap
the original acting and blocking minions.


Deranged Exposition
Action Modifier/Reaction
1 blood
Only useable during a political action.
[dem][Reaction] Tap this vampire to cause the acting vampire to
abstain from casting votes in this referendum.
[DEM] Usable after votes have been counted. You may re-state the
terms of this referendum. If the vote was passing before playing this
card, it still passes and vice versa.


Inspired Madness
Action/Reaction
[dem][Reaction] This minion gains +1 intercept.
[DEM][Action] +1 stealth. Untap a vampire with [dem] controlled by
any Methuselah.
(Shame Malks come with Aus already... most Malks probably won't like
this card)


Aura of Delusion
Action Mod
Only usable when declaring an action. Not usable on a bleed action.
[dem][pre] Allies cannot block this action
[DEM][PRE] Younger vampires must burn 1 blood before combat when
blocking this action.
"Then we snuck in all quiet-like..."
"Yeah, quiet, like a fish."
- Chicken Run


Zombie Mausoleum
Unique Master. Location.
2 pool
Any vampire with [nec] may take a +1 stealth action, costing 1 blood,
to remove from the game an ally or retainer any ash heap. Use that
removed card to represent a non-unique Zombie ally with 1 strength 2
life 0 bleed and may take a (D) action to enter combat with a minion
controlled by your predator or prey. These zombie allies may not take
actions other than to enter combat with a minion controlled by your
predator or prey.


Self Development Project
+1 stealth action
If this action is successful, search your crypt and ashheap for an
Advanced or Base version of the acting vampire. Merge these cards and
place them out of play. Put this card into play with 2 Self
Development Counters on it. During your discard phase, burn a counter
from this card. When this card has no counters, burn this card and
put the merged version of this acting vampire back into the ready
region.


Temporary Delay
Action Modifier
1 blood
Only usable after combat and the acting minion was blocked by a
younger vampire.
If both minion's strikes during combat were Strike:Dodge, Strike:
Combat Ends or were ineffective strikes for the range and no
environmental damage was dealt to either minion the acting minion
continues this action as if unblocked.
"Somebody STOP me!" - Jim Carrey, The Mask


Begone from my sight!
Combat
2 blood
Only usable when an acting vampire with capacity 8 or greater is
blocked by a vampire with capacity of less than 5 or an ally. Only
usable before range.
End combat immediately. The blocking minion remains tapped and this
action continues with -1 stealth as if unblocked. The blocking minion
may not attempt to block again.
"Get thee to a nunnery..." - Romeo & Juliet, W.Shakespeare


Ghouled Chauffer
Retainer
2 blood
Ghoul. 1 life.
Only usable by a vampire with capacity 8 or greater.
Once per action, if that action is blocked by an ally or a vampire of
capacity 4 or less, the vampire with this retainer may burn 1 blood,
before combat, to continue this action as if unblocked. The blocking
minion may not attempt to block this action again.


Juggernaut
Action Modifier
1 blood
Only usable after combat when this acting vampire is ready and the
opposing minion is not ready.
[pot] This action continues at -1 stealth as if unblocked.
[POT] This action continues as if unblocked.


Unstoppable Object
Combat
Only usable when this combat is ending, this minion is ready and the
opposing minion is not ready.
[for] Burn 2 blood to continue this action as if unblocked.
[FOR] Burn 1 blood to continue this action as if unblocked.


Trophy: Headhunt II
Unique Master. Trifle.
When you gain control of this Trophy or during your master phase as a
master phase action, you may burn this card to make a minion of your
choice Red List.


Trophy: Imposing
Unique Master. Trifle.
Vampires that block the minion with this Trophy must burn a blood
before combat begins. Burn this card if this vampire enters torpor.


Trophy: Killer's Demand
Master. Trifle. Trophy.
When a minion you control gains this trophy you may burn this Trophy,
choose a Trophy in any ash heap and place it on this vampire. You may
burn this card, choose a trophy in any ash heap and place it on this
vampire as a master phase action.


Double Punishment (aka Loose Cannon for CEL)
Action Modifier
1 blood
Only playable by a ready vampire after combat if any.
[cel] This vampire deals 1 damage to a minion controlled by the same
methuselah that did not block this action.
[CEL] This vampire may burn X blood to deal 1 damage to X+1 minions
controlled by the same Methuselah as the minion that blocked this
action.


Double Punishment (aka Form of Mist for CEL)
Action Modifier
2 blood
Only usable by a ready vampire after combat and when the blocking
minion is in torpor.
[cel] Untap this minion.
[CEL] Continue this action as if unblocked.


double punishment II
[cel] Only usable during a bleed action. If this action is blocked,
combat occurs and this acting minion is still ready at the end of that
combat, continue the action as if unblocked.
[CEL] As above, but usable during any (D) action.


Voice of the Primogen Council
Action Modifier
2 blood. Requires a primogen.
This vampire gains 1 additional vote for each other ready primogen you
control.


Primogen Council Member
Political Action. +1 stealth. Requires a titled Camarilla vampire.
Choose a Camarilla Vampire. If this referendum is successful, put
this card on that vampire to represent the title of Primogen.


Council Approved Action
Action Modifier.
1 blood. Requires a Primogen
Choose X ready primogen other than this acting primogen. Each of
those vampires must burn 1 blood. This acting Primogen gains +X bleed
for the current action only.


Primogen Retaliation
Reaction.
1 blood. Requires a Primogen. Only usable after you have been
successfully bled by a non-Camarilla vampire.
Choose X ready primogen other than this reacting vamprie. Tap this
vampire. Each of the chosen Primogen must burn 1 blood. The minion
who has just successfully bled you burns X blood or life.


Primogen Disapproval
Reaction
Requires a Primogen. Only usable during a referendum before votes
have been cast.
Choose X primogen you control and this reacting vampire. Each of
these chosen vampires burns 1 blood. The referendum is cancelled and
the acting vampire burns X blood.


Old Dog New Tricks
Action Modifier
1 pool
Only usable when this vampire has successfully completed an action
requiring a discipline they possess at inferior.
Put this card on the acting vampire. When in play this card is a
Master: Discipline and provides one level of the discipline required
by the successful action. You may put a blood on this vampire from
the blood bank.


Council Law
Political Action. Requires a Primogen.
Nominate a Prince and a Primogen. The Prince loses their title, it is
given to the nominated Primogen and this card is put on the vampire to
represent that title. If this title could be contested the vampire
with this card is given the title of Primogen and this card is
burned. Primogen and vampires of the same clan as the acting vampire
gain an additonal Vote. The nominated Prince may not cast votes in
this referendum.


Party Shift II
Political action. Requires a Ready Vampire with a Location card upon
them.
Nominate X vampires where X is half the capacity of this acting
vampire. If this referendum is successful, those vampires gain half
their capacity in Party Counters and put this card in play. Vampires
with Party Counters cannot act or block. During your untap and the
untap phase of the Methuselah who controls a vampire with a Party
Counter, burn 1 party counter from each vampire with at least one
party counter.
"Party on Garth, Party on Wayne" - Wayne's World


Trophy:Renewal II
When a vampire gains this card, that vampire's controller may search
their crypt and ash heap for a vampire with the same name and merge
those two vampires. You may burn this Trophy while no vampire is
acting, untap this vampire and they gain a blood from the blood bank.


Imperial Decree: War
Action
1 pool
+1 stealth. Requires a Justicar, Imperator or Inner Circle Member.
When a Camarilla vampire you control takes an action to enter combat
with a non-Camarilla vampire and the opposing vampire is not ready at
the end of the combat, the acting vampire gains 1 blood.
[Intended to be a broad-based Sociopath for Camarilla vamps]


Imperial Decree: Scorched Earth
Action
1 pool
+1 stealth. Requires a Justicar, Imperator or Inner Circle Member.
Any Camarilla vampire you control may take an action to burn a
location that requires a non-Camarilla vampire. The acting vampire
gains 1 blood and you gain 1 pool.


Imperial Decree: Unworthy
Action
1 blood
Requires a Justicar, Imperator or Inner Circle Member.
Choose a titled Camarilla vampire or a vampire contesting a title that
is controlled by another Methuselah. That vampire loses their title
and burns 1 blood.
[You disgree with the Imperator, and you will learn the results]


Imperial Decree: Worker for the Cause
Reaction
1 pool
Requires a Justicar, Imperator or Inner Circle Member.
Play this card after a vampire has committed diablerie and before the
bloodhunt referendum commences.
Put this card on that vampire. This vampire cannot be the target of
bloodhunt referendums.


Creative Accounting
+1 stealth action
(Discipline??)(Clan??)
Equip with an item of equipment from your hand. The cost of this
equipment, if any, must be paid from Investments you control.


Tax Accountant
Master (1 pool? 2pool?) or Ally (1 life, 0 Str, 1 bleed, 2 pool)
When a minion you control successfully equips with a piece of
equipment, you may (tap this minion and) pay the pool cost of that
equipment from any Investment or Investments you control.


Capital Investment
X pool
Master. Investment.
Put 2X+1 counters on this card from the blood bank. You may use these
counters to pay for part or all of the cost of an equipment a minion
equips from your hand. A Methuselah may only control one Capital
Investment.


Political Thuggery
(react)(actmod)
Usable during a blood-hunt.
pre+pot: This vampire gains 2 votes during this referendum.
PRE+POT: Choose a vampire other than the acting vampire. Tap the
target vampire. The target vampire cannot cast votes during this
referendum.


(Some dude)'s Sword
Equipment. Weapon. 2 pool
The vampire with this equipment may take X unpreventable damage to
cause this weapon to deal (+ damage or +agg) (for the next strike or
next X strikes with this weapon). Strikes with this weapon deal
Strength +1 damage.
If this vampire has (Some Dude)'s Shield, this vampire may once per
round Strike: melee weapon strike to deal 1 damage and prevent all
damage from opposing minion's strike. When making this strike, a
vampire cannot use any additional strikes from any source.


(Some Dude)'s Shield
Equipment. 2 pool
The vampire with this equipment may burn 1 blood to dodge as a
strike. The vampire with this equipment may burn 1 blood to prevent
one aggravated damage.
If this vampire has (Some Dude)'s Sword, they do not need to burn a
blood to use this equipment.


Juggernaut1981
brasscomposer{at}gmail{dot}com


-----------------------------------------------------


Public Inquiry
Reaction
Cost: 1 blood
Only usable when you are being bled for more than 3. Tap this reacting
vampire. The bleed fails.


Limited Liability
Reaction
Cost: 1 blood
Only usable if you are successfully bled for more than 2. Ignore the
excess. This bleed cannot be further reduced.


cnislev
c.nislev{at}gmail{dot}com


-----------------------------------------------------


Jerking your chain III
Action
Cost: 1 blood
Requires a vampire with capacity above 4. -3 stealth action. Bleed at
+2 bleed. Action modifiers or reactions that require disciplines or
virtues cannot be played during this action.


Mangle Everything (tm)
Combat
Requires a ready Sabbat vampire. Only usable when the opposing minion
would be burned or sent to torpor. Put this card on that minion with 3
counters instead. The minion with this card has -X bleed, votes and
stealth during non-hunt actions, where X is the number of counters on
this card. During this minion's controller's untap phase, this minion
may burn one blood to burn a counter on this card. Burn this card if
it has no counters.


Can't Touch This
Cost: 1 blood
cel: Maneuver with an optional press.
CEL: Only usable during a bleed against you. Tap this reacting
vampire. The bleed fails.


You Shouldn't Do That
Cost: 1 blood
pre: Strike: dodge.
PRE: Only usable during a bleed against you. Tap this reacting
vampire. The bleed fails.


suolirusetti
suolirusetti{at}gmail{dot}com


-----------------------------------------------------


"What do you think I am? A Dominate card??"
Action Modifier/Reaction
c =3D 1
<cel>: Only usable at the end of a successful action (after resolving
the action). Untap this vampire.
<CEL>: Only usable when you are being bled. Tap this reacting
vampire. Choose another Methuselah other than the controller of the
acting minion. The acting minion is bleeding that Methuselah.


suleci2
suleci2{at}aol{dot}com


-----------------------------------------------------


Trophy: On the List.
The first time this card is placed on a minion, the controller of that
minion may move the card to any other ready minion. That minion gains
the trait "Red List".


Darby Keeney
darby.keeney{at}gmail{dot}com


-----------------------------------------------------


Surge of Pure Blood
Master: trifle.
Move up to 4 blood from your pool to a vampire that you control. For
every 2 pool moved, you may burn a card on that vampire that requires
Chimerstry, Quietus, Thaumaturgy or Vicissitude played by other
Methuselah.


Shrug It Off
Type: Action
Requires: capacity 8 or more
Cost: 2 Blood
Put this card on the acting vampire. During combat with a ally or
vampire with capacity below 6 this vampire may burn this card to
cancel a strike card as it is played and gain a press this round.
Alternatively, burn this card and tap during your Untap phase to burn
a non-master card played by another Methuselah o this vampire.


Seat of Power
Type: Master
Cost: 2 pool
Unique master.
Put this card on a vampire with capacity above 5 that you control,
when ever a vote passes this vampire gains a blood from the blood
bank, if no Methuselah lost or gained any pool during that action,
then you gain a pool. If this vampire send a titled vampire to torpor,
he or she may burn this card to gain that title. Burn this card if
this vampire goes to torpor.


Autocracy
Type: Action Modifier
Cost: 1 blood
Only usable on after a successful referendum. Only usable if no
Methuselah gained or lost any pool this action. Only playable by a
vampire with a capacity above 6.
Untap this vampire, this vampire may perform another Political Action
this turn, that referendum called this turn passes automatically. Only
one Autocracy may be played a game.


Challenging Roar
Type: Reaction/Combat
Requires: Animalism
Cost: 1 blood
Frenzy
[ani](Combat)Play before range is determined.The opposing vampire gets
+1 strength this round and can't use presses to end combat. This
vampire has a optional maneuver this round, only usable to maneuver to
close.
[ANI](Reaction)Only usable when you are being bled for more then 1.
Only usable if the acting vampire is younger then this reacting
vampire, untap the acting vampire and end the action, tap this
reacting vampire, the acting vampire enters combat with this reacting
vampire.


On the Run
Type: Reaction/Combat
Requires: Celerity
[cel] (Reaction/Combat) Cancel a card that would destroy or steal an
Equipment card you control.
[CEL](Reaction)Set the current bleed action to 1. Tap this reacting
vampire.


I WILL SEE YOU IN COURT!
Type: Reaction
Requires:Titled Vampire
Cost: 1 blood
Only usable during a bleed against you for more then 1
Tap this reacting vampire and end the current action, a new political
action is now started by the acting minion and blocks should be
determined as normal. If the action goes to referendum, then the
acting minion my allocate points among two or more Methuselahs.
Successful referendum means each Methuselah burns 1 pool for each
point assigned.


Bear Market my Ass!
Type: Master
Master. Trifle.
Put this card into play. Burn this card the next time a source would
cause you to lose pool, you gain 2X pool were X was the amount of pool
you lost. Not usable during your predators turn. Only one Bear Market
my Ass! can be played in a game.


Seeing Red Again
Type: Reaction
Requires: Animalism
Cost: 1 blood
Frenzy.
[ani]Cancel an action modifier as it played that would prevent this
vampire from blocking. If combat occurs this vampire cannot maneuver
to long or end combat as a strike, in that combat their is a press to
continue on the first round. This vampire can no longer gain intercept
on this action.
[ANI]As above, and this vampire get's +1 strength on the first round
of combat.


Down the Food Chain
Type: Combat
Requires: Animalism
Only usable at the end of a round of combat in which this vampire
successfully inflicted more damage than the opposing minion. Not
usable by a vampire being burned or going into torpor.
[ani]This vampire gains 3 blood from the blood bank
[ANI]This acting vampire can burn a blood to enter combat with an ally
or vampire with capacity under 6 controlled by the same Methuselah.
If this acting vampire is not ready at the end of the action, you burn
1 pool.Only one Down the Food Chain may be played at superior each
turn.


Wraith of the True Believers
Type: Action
Requires: cardinal,regent
Put this card on a vampire controlled by your predator or prey and
gain a blood. When a vote called by the acting minions controller
passes you may burn this card to deal 2 damage to this Vampire. A
vampire can only have one Wraith of the true Believers.


Favored Pet
Type: Retainer
Requires: titled
Cost: 1 blood
Ghoul with 1 life
When this Favored Pet enters play, move a master: Discipline card to
it from your hand or burn this Favored Pet. The vampire with this card
can reduce the cost of a card that require this discipline once each
turn. This vampire may move put this card into play as a 1 capacity
vampire that must hunt this turn as a 1 stealth action.


Good Boy
Type: Reaction
Requires: Dominate
Only usable when this reacting vampire is about to enter combat with
an acting younger vampire or ally.
[dom] This reacting vampire can end combat as a strike on the first
round of combat.
[DOM] Untap the acting minion, do not tap this reacting vampire, and
end the current action (and combat). The acting vampire cannot attempt
the same action this turn.


Dismember
Type: Combat
Requires: Potence
[pot]Only usable at the end of a round of combat in which this vampire
successfully inflicted 4 or more damage at close range than the
opposing minion. Not usable by a vampire being burned or going into
torpor. Put this card on the opposing vampire and send that vampire
into torpor or burn the opposing ally.
[pot] as above, but this vampire may only need to inflict 3 or more
damage.


Police Detective
Ghoul allie requires Auspex
Cost 2 pool
2 Life- 1 Strength- 0 Bleed
Police Detective may play cards that requier infiorer auspex as a
vampire with a capacity of 2 or less. Police Detective gets 1
optional manuver each combat. Police Detective may look at 1 card at
random from your preys hand as a D action.


Stand Up Comedian
Ghoul allie requiers Dementation
Cost 2 pool
1 Life- 0 Strength- 0 Bleed
Stand Up Comedian may play cards that requier infior Dementation as a
vampire with a capacity of 1. Stand Up Comedian may tap a vampire as
an D action, vampires with a capacity above 7 and vampires with
Dementation can not be the targets of this action.


City Hall File Clerk
Ghoul Allie requiers PRE
1 life- 0 bleed- 0 Strength
Cost 1 pool
City Hall File Clerk may play cards that requier pre as a vampire of 1
capacity. The City Hall File Clerk may exchange a politcal action in
your ash heap with a card in your hand as an action.


Pullen
mattp3137{at}yahoo{dot}com


-----------------------------------------------------


So my grand idea would be - to make Unique City Locations. In terms of
game mechanics, they would be locations as normal, but some rule
enhancements (or an event card to convey such) would encourage players
to use the locations or even use a specific city. Maybe have a rule
where, if you control the related Prince, Archbishop, Baron, or even
Powerbase, you could play them as Trifles. Or such title-holding
vampires could take a +1 stealth action to search for them in the
library and let you play them as an out-of-turn trifle. Or maybe
something more drastic such as requiring such titled vampire or
Powerbase to play them, and have their use nullified while such title
or location is contested.


Packard Plant
1 Pool
Master: Unique Detroit Location.
Vampires you control get an additional +1 stealth on Leave Torpor
actions.


IRS Headquarters
2 Pool
Master: Unique Washington, DC Location.
Tap this location and choose any Imbued or mortal ally. The chosen
minion taps and cannot play any reaction cards until your discard
phase.


dog$
011380{at}gmail{dot}com


-----------------------------------------------------


Soul Trap
Action Modifier
Requires: FOR/SER/THA
[FOR] and/or [SER] and/or [THA]: Only usable after a successful D
action.
If using [FOR], this vampire may burn 1 blood to untap. If using
[THA],
this vampire may steal 1 blood off any vampire controlled by the
target
Methuselah. If using [SER], you may take control of an ally controlled
by target Methuselah until the end of your minion phase.


Little Tailor of Prague (Advanced)
Clan: Tzimisce (group 2)
Capacity: 8
Disciplines: ANI AUS VIC dem
Sabbat Archbishop of Prague.
Merged: If there are any Hungarian players at the table, they each
loose
1 pool during your untap phase.


Hoal
4-cap Guruhi
Group X
ani pot pre
Independent Anarch. Any older vampire can take a D action to make Hoal
Laibon and loose the Anarch trait for the rest of the game.


I. M. Bur
buralien{at}gmail{dot}com


-----------------------------------------------------


Taze Me, Bro:
Reaction, requires Anarch, cost, 1 blood:
pre: untap and enter combat with the acting minion, the acting minion
has -2 strength (cannot use weapons?)
for: untap, and decline to block. No other reactin cards may be
played. The acting minion takes an equal amount of unpreventable
damage per point of successful bleed against you
tha: untap, this reacting minion becomes Anarch


Election Hack:
Government, Unique
During your untap phase, burn x cards from your hand. For each card
discarded, place an Anarch counter on each of your ready vampires.
During your discard phase, burn __ pool or burn this card.


Pon Raul capacity 7
Group 3 independent caitiff ANI DOM chi cel
Pon Raul may burn 1 blood as a 1+ stealth action (D action if
directed at another methuselah) to put up to 2 Anarch counters on
other ready vampires. each counter may be burned as a D action by a
non-independent titled vampire with capacity of 10 or more. + 1
intercept.


3rdshiftr
pacificamerica{at}gmail{dot}com


-----------------------------------------------------


Anarchy in the USA
Political Action
Cost: 1 blood
Called by any non-titled vampire at +1 stealth.
Choose any number of non-titled vampires you control and give them the
anarch trait OR
Every metuselah loses X pool, where X is the number of non-anarch
vampires that metuselah controls.


Fizeront
brigada.brutal{at}gmail{dot}com


-----------------------------------------------------


Thanksgiving
political action
Choose a methuselah who is Native American. Succesful referendum means
you take control of all of that methuselah's locations and steal half
of their pool (rounded up). The chosen methuselah's minions cannot
vote in this referendum. For the rest of the game, one of that
methuselah's pool goes to your pool during your each of your untap
phases unless that methuselah controls the Creepshow Casino.


Teeka
teeka_dragon{at}hotmail{dot}com


-----------------------------------------------------


Drop Dead
Combat card
cost 1 blood
nec Discard an ally from your hand to cancel a combat card as it is
played by the opposing minion
NEC As above with an optional press.


Eldritch Host
Ally
cost 1 pool
Zombie with 2 life 0 strength 0 bleed
nec The host is immune to non-aggravated damage
NEC As above and it has +1 intecept


Army of Ghosts
(d) Action
cost x blood
nec Put this card on an ally or younger vampire, and put x counters on
it, where x is the capacity of the acting vampire, less the capacity
or starting life of the target minion. The target minion does not
untap as normal during the untap phase, instead burn a counter from
this card.
NEC as above but x+1 counters.


Wraithform
Action Modifier
cost 1 blood
nec +1 stealth, not usable on a bleed action
NEC +1 stealth


Unholy clamouring
reaction
nec This minion may attempt to block and play reaction cards as if
untapped
NEC +1 intercept


Guilt by Association
Gehenna
Do not replace until a vampire is awarded a trophy. Requires at least
one ready Red List minion in play.
Any vampire can take a (d) action to make an ally or younger vampire
Red List. That minion may not attempt to block this action. Burn this
card if there are no ready Red List minions in play.


Thanksgiving dinner
Cardtype: Action
+1 stealth action. Requires a ready titled vampire.
move 1 blood from the blood bank to each vampire you control. Next
turn, these vampires do not untap as normal.


tbz_beast
tbz_beast{at}hotmail{dot}com


-----------------------------------------------------


Flagrant Disregard for the Law.
Action modifier.
Only usable as the action is announced. Requires an ally. Vampires
cannot block this action. After resolving this action put this card on
the acting ally, this ally cannot block or take actions. Any minion
may burn this card as an action that costs 1 pool.


Friends in High Places.
Action modifier.
Only usable as the action is announced. Requires an ally. If this
action is blocked all damage in the resulting combat is aggravated.
Cost: 1 pool


Seamus.OTuathail
Seamus.OTuathail{at}gmail{dot}com


-----------------------------------------------------


Caffeine Operation
Action Modifier
Only usable at the end of a successful action. Untap the acting minion
and put this card on them. If the action was Computer Hacking the
minion may bleed again with Computer Hacking this turn. The minion
with this card does not untap as normal and cannot block or play
reaction cards. Burn this card at the end of your next untap phase. A
minion may play only one Caffeine Operation each turn.


Early Riser
Action
Put this card on a mortal ally. This ally has 0 bleed and cannot be
blocked by vampires. Vampires cannot play action modifiers while this
ally is acting. This ally cannot take the action Computer Hacking.


Simon
Hodgestar
hodgestar{at}gmail{dot}com


-----------------------------------------------------


Change of Address
Reaction, 1 pool
Requires a ready, untapped vampire.
Only usable when a younger minion is acting during a (D) action
against a card you control. Tap this reacting vampire. Choose
another card in play that is a valid target for that action. The
current action is now targeting that card. The acting Methusaleh or
the controller of the new target may cancel this card by burning 2
blood from a ready vampire that Methusaleh controls.


crispyfloss
crispyfloss{at}gmail{dot}com


-----------------------------------------------------


The Wrong Man II
Reaction, 1 Blood
Only usable by an older Vampire:
Tap this minion to change he Target of a (D) Action against a
card you control to a card you or your pray control of your choice.
The new Target card must be
a viable target for the action.


bcorbin74
bcorbin74{at}gmail{dot}com


-----------------------------------------------------


Zidane's Honor
Combat card
0 blood
Strike: strength+4 damage. After the resolution of this strike,
remove this striking minion from the game.
"I prefer the whore that is your sister" -Marco Materazzi


Janne Hägglund
hg{at}iki.fi.remove.these.invalid


-----------------------------------------------------


Bikini Models
Action Modifier
pre: Only usable as an ally is trying to block. The block fails and
that ally cannot block this action again this turn. That ally does no
untap as normal during his next untap phase.
PRE: As above, but that ally does not untap as normal during his next
two untap phases.
Flavor text: "Wow, check out those melons! I gotta get her phone
number..."


Petri Wessman
orava{at}orava.org


-----------------------------------------------------


Hot Temper
Action/Combat
[pot]: (Action) (D) Enter Combat with a minion controlled by your
predator or prey
[POT]: Strike: Make a hand or melee strike at +2 strength (maybe at
just +1)


Minor Criminal
Master Trifle
Put this card on a non-titled minion. That minion is considered red
listed. Burn this card during your discard phase.


Ritual of Baal
Action
req: Baali
Cost: 1 blood
+1 stealth if the action is undirected
Rescue a non-baali from topor. This vampire gains one blood, becomes
baali, gains one level of dai and becomes infernal.
If this was done as a (d) action take control of that vampire


Ritual of Baal 4
Action
req: Baali
Cost: 1 blood
+1 stealth if the action is undirected
Rescue a non-baali vampire with atleast one corruption counter from
topor.
That vampire untaps and gains one blood. While this card is on this
minion, this minion becomes baali, gains one level of dai and becomes
infernal.
If this was done as a (d) action take control of that vampire.


Paralyse
Combat
1 blood
quietus: Strike: Combat Ends
QUIETUS: only usable at long range before strikes are dealt. Opposing
minion can not play any strike cards this round.


Baaliprimogen
VegardKivle{at}gmail{dot}com


-----------------------------------------------------


Planned Assault
Action card
Target Methuselah may cancel this card, this Methuselah gain 2 pool
from the blood bank if so.
qui: +2 Stealth. Enter combat with another minion.
QUI: As above. For the duration of action this minion pay 1 blood less
for Quietus cards.


the.papasmurf{at}gmail{dot}com


-----------------------------------------------------


Clan Revolution
Master
**Specific Clan**
Each member of **Specific Clan** you control is considered Anarch (and
independent). If any of the vampires of **Specific Clan** you control
changes sect, burn this card.


Djuhah, The Missed Chance
Group: 4
Capacity: 5
Disciplines: obf pot qui CEL
Sabbat. Black Hand. The Blood Curse does not affect Djuhah.


Dark Alley
Master: Location
Req.: Assamite
Cost: 1 pool
"A strike done with first strike by an Assamite will resolve before a
combat ends effect and before a dodge."


Chlorix64
herman.jacobs{at}xs4all.nl


-----------------------------------------------------


Death Time
combat
1 blood cost
Play as this minion is entering combat.
[qui][cel] The opposing minion cannot play non-strike combat cards
during the first round of combat.
[QUI][CEL] The opposing minion cannot play more than one combat card
during the first round of combat.


Death Manifest
combat
[qui][cel] Gain 1 additional strike.
[QUI][CEL] As above, and before your additional strike, you may change
the range of combat from long to short, or from short to long.


Payment Up Front
Master
Req. Assamite
Contract.
Gain 1 Pool.
Choose a ready Assamite for this contract and put this card on a
minion controlled by another Methuselah.
When the minion is no longer ready, burn this contract and gain 2
pool.


Infamy
Master
3 pool cost
Contract.
Other Methuselahs may choose to pay some or all of the cost of this
card.
Put this card on a minion controlled by another Methuselah. Move an
Assamite vampire from your uncontrolled region to your ready region
and move 5 blood to him from the blood bank.
When the minion is no longer ready, or when the Assamite has no blood,
burn this contract, remove all blood from the Assamite and move him
back to your uncontrolled region.


Silent Footsteps
Modifier
[obf][qui] +2 stealth, only usable during a (D) action.
[OBF][QUI] +3 stealth, only usable during a (D) action.


Bad Dates
Reaction
[qui] Only usable after a successful, non directed action. The acting
minion burns 1 blood. You may put a quietus card from your hand on the
acting minion, waiving its blood or pool cost.
[QUI] As above, and you may also put a quietus card from your ash heap
on the acting minion, waiving its blood or pool cost.


Tainted Herd
Action
1 blood cost
[qui] (D) Put a quietus card from your ash heap on each minion
controlled by your predator or your prey, waiving all blood or pool
costs.
[QUI] (D) As above, and each of his minions burn 1 blood.


Poison Strike
Combat
1 blood cost
[qui] Strike: hand damage. The opposing vampire burns 2 blood.
[QUI] Strike: hand damage, and put this card on the opposing vampire.
The next time the vampire with this card untaps, burn this card and
burn up to 5 blood from him.


Alamut Training
Combat
Req. Assamite
Before determining range, choose up to three combat cards from your
ash heap and add them to your hand, then discard down to your hand
size. Remove this card from the game. You may only play 1 Alamut
Training each combat.


Terrorist Connections
Reaction
Req. Assamite
+2 intercept, only usable if the acting minion is not an independent
vampire, or if this Assamite is chosen for a contract on the acting
minion.
If this Assamite successfully blocks, before combat, he may equip a
weapon from your hand or ash heap.


Rigged Bomb
Action
Req. Assamite
(D) Burn a location, and a minion controlled by the same Methuselah
takes 3 unpreventable damage.


Dai
kakitadairu{at}hotmail{dot}com


-----------------------------------------------------


Priority Contract
Assamite
Action card
Contract. Unique.
Requires an Assamite with capacity above 4
+1 stealth action
(D) Enter combat with a ready vampire controlled by another
Methuselah and put this card on that minion. This Assamite is chosen
for this contract. This Assamite may enter combat with the vampire
with this card as a +1 stealth action. If the vampire with this card
leaves the ready region after combat with this Assamite or after a
successful (D) action by this Assamite, this card is burned and the
controller of this Assamite gains X-2 pool, where X is the capacity of
the vampire with this card.


Ben Peal
benpeal{at}gmail{dot}com


-----------------------------------------------------


Marijava Hemotologist 2 Pool
Requires Assamite
Unique Ally 3 life 0 str 0 bleed
While this ally is untapped bleeds targeting this minions' controler
are reduced by two.


Ripples of the Heart
reaction Quietus 1 blood
qui: reduce a bleed by 3
QUI: as above, and if the bleed is still successful the acting
methuselah loses pool equal to what the bleed is.


Blood Tithing
Action Mod\Reaction
This card can be played as an action modifier or a reaction card.
Usable by a tapped vampire. Only usable after a combat involving this
Assamite and an opposing minion with a contract naming this Assamite.
Only usable if the opposing minion is not ready and this Assamite is
ready. The Methuselah of the minion that is no longer ready gives two
pool to the opposing Methuselah.


Jyhad
jyhad{at}storageannex{dot}com


-----------------------------------------------------


Natural Born Leader (III)
Unique Master
Put this card on a ready minion. If this minion leaves the ready
region, its controller burns 2 pool, and each younger vampire or ally
that methuselah controls burns 1 blood or life.


<Name>
7 cap
CEL OBF QUI
Independent: <Name> pays one less for cards that require Quietus.
<Name> gets an optional manuever each combat. (Blood Cursed)


KlaitalSG
KlaitalSG{at}gmail{dot}com


-----------------------------------------------------


hate DT
Combat
only 1 hate dt can be played each round of combat.
qui:cancel combat card that require discipline played by younger
vampire or ally.
QUI:as above, but you can cancel any combat card that require
discipline.


Blood Weakness (I)
0 blood
Combat Card
qui: cancel card that requires discipline. if it is strike card
opposing minion can choose another strike. opposing minion can cancel
this card by burning 2 blood
QUI: as above, but must burn 4 blood to cancel this card.


Blood Weakness (II)
Combat
Only useable against a younger vampire or ally. Only 1 Blood Weakness
may be
played in a round.
qui: Cancel a combat card that requires a discipline as it is played
by the opposing minion.The cost of the canceled card is not paid. The
opposing minion gets a new opportunity to declare a strike if strike
card was canceled.
QUI: As above but the opposing vampire may be the same age or older.


Blood Weakness (III)
Combat
Only 1 Blood Weakness at superior may be
played in a round.
qui: Opposing minion burn 1 blood after he succesfuly play card thet
requires discipline.
QUI: Cancel a combat card that requires a discipline as it is played
by the opposing minion.The cost of the canceled card is not paid. The
opposing minion gets a new opportunity to declare a strike if strike
card was canceled.


Leech
Action
+1 stealth hunt action.If this hunt is successful, the acting vampire
untaps.
qui:move 1 blood to this vampire from the blood bank.
QUI:as above, and put the card on the vampire. The vampire may burn
this card to untap. A vampire can have only 1 Leech.


Perfect Assamite
Djuhah
7 cap 4 group
CEL OBF QUI
Sabbat.Black Hand Seraph:+1 intercept.Blood Curse Doesn't affect
Djuhah.


AcheronNightStalker
AcheronNightStalker{at}gmail{dot}com


-----------------------------------------------------


Quit V:TES
Cardtype: Action
Cost: 10 blood
Discipline: Fortitude
+1 Stealth Action
Requires a minion who has played no other V:TES cards this year.
[for] Put this card, and every other V:TES card you own, into a large
box
and place that box in a trash can. Do what you wish with the remainder
of
your day.
[FOR] As above, but give the box to a neighbor and fill to capacity
with
blood from the blood bank.

Block Exit
Cardtype: Reaction
Discipline: Dementation
Only usable by a minion who the acting minion considers a friend.
Usable
by a tapped vampire.
[dem] The current action is canceled, and the acting minion may not
take
actions with the same title until after the NAC.
[DEM] As above, and put this card on the acting minion. The acting
minion
now has dementation. The acting minion may not attempt actions of the
same
title for as long as the dementation persists.


Stephen Fazio
yoritomo48{at}hotmail{dot}com


-----------------------------------------------------


I dont like your kind of protection
reaction
Requires a non-camarilla vampire with capacity above 8
Only usable against an acting older vampire.
The action fails and the acting vampire enters combat with this
vampire instead.


Mr_Wyrm (AKA Pentex)
shaitan.baali{at}gmail{dot}com


-----------------------------------------------------


Over the Hill
1 Blood
[pot] Strike for 1R
[POT] Strike for 2R. If the striking vampire's capacity is greater
than 8, then the strike is for 3R and costs one less blood.


Peteo
peter.oh{at}gmail{dot}com


-----------------------------------------------------


Chicago By Night
Event
Unique Locale
Place ten Chicago By Night tokens on this card. The methuselah
controlling this card can take a master phase action to place a
Chicago By Night token on any minion in play. Minions with Chicago By
Night tokens on them can attack any other minion with the same token
on them as a (D) action. Minions may burn 1 Chicago By Night token on
them as an action, which for non-vampires is at +1 stealth.
This card's controller can tap it to give any minion they control +2
intercept to block any any action directed at Powerbase: Chicago.


Chicago By Night
Master - Trifle
Place this card on any minion in play. The minion with this card may
burn it as an action, which for non-vampires is at +1 stealth.


War For Chicago
Event
While this card is in play, minions with Chicago By Night may enter
combat with any other minion who also has Chicago By Night, as a (D)
action. Any methuselah may put a Burn counter on this card as a
discard action. When this card has ten Burn counters on it, burn this
card.


Gangs of Chicago
Event
While this card is in play, any minion with Chicago By Night may
attempt to block any action taken by any other minion with Chicago By
Night. Any minion with Chicago By Night may take an action to put a
Burn counter on this card. When this card has five Burn counters on
it, burn this card.


Chicago Foundation
Event
While this card is in play, its controller may tap it to give any
minion with Chicago By Night +1 intercept against bleed or (D) actions
directed against them by minions who also have Chicago By Night.


Jason
paladin_brand
jason.vandenberghe{at}gmail{dot}com


-----------------------------------------------------


Conserved Resources
Cost: 2 blood
Play before range is determined. Only 1 conserved Resources can be
played each combat.
Do not replace combat cards during this combat
[qui] At the end of combat retrieve one combat card you played (other
than this card) to your hand.
[QUI] At the end of combat you may retrieve any/all combat cards you
played (other than this card) to your hand.


Finger of guilt.
Action. +1 Stealth
Cost: 1 Pool
Requires ready Red List minion
Choose a vampire controlled by another methuselah. That vampire cannot
block this action. The chosen vampire becomes Red List. The acting
vampire cannot lose their red list status for the duration of the
game.


Trophy: Bounce
Master Trophy.
Once during each turn, while this vampire is ready you may redirect
a bleed targeting you to your prey.


Trophy:Fear
Master: Trophy
Attempting to block this vampire cost 1 blood/life.


John P.
vergaiden{at}hotmail{dot}com
jtpattie{at}mts.net


-----------------------------------------------------


Trophy: Hunter
Master Trophy
The vampire with this card may enter combat with another ready minion
as a Directed action (at +1 stealth?).


Dave Clooney
"quickbeam"
dcquickbeam{at}yahoo{dot}com


-----------------------------------------------------


Master
Cost: 1 pool
Burn Option.
Requires a vampire with capacity above 4.
Put this card in play. Pool you lose by bleeds is put on this card
instead of into the blood bank. During your next untap phase burn this
card and move all counters on it to your pool. If there are no
counters on this card when you burn it, discard a card at random from
your hand (draw back to your handsize afterwards).


[insert cool name]
Reaction
Cost: 1 blood.
Requires a vampire with capacity above 4.
"Only usable if you are being bled by a younger vampire or an ally for
more than 2 pool. Usable by a tapped vampire. Enter combat with the
acting minion. If the acting minion is still ready at the end of this
combat or any consecutive combat, the action continues and this
reacting vampire burns 1 blood."


preacher99
preacher99{at}gmx.at


-----------------------------------------------------


Guardian of the Keep
Master: out of turn
Cost: 1 pool
You may play this card during your turn. Play on a vampire with a
capacity greater than 7 as you move him from your uncontrolled to your
controlled region. This vampire gets +1 intercept against vampires
with a capacity less than 4. Once per turn, this vampire can burn one
blood to untap and attempt to block a vampire with a capacity of less
than 4.


Dasein
dasein2600{at}hotmail{dot}com


-----------------------------------------------------


Voter Captivation (ALT)
Only usable after a successful referendum.
[pre] The acting vampire gains X blood from the blood bank, where X is
half of this vampire's capacity (round down).
[PRE] As above, but you may move up to 2 of those blood counters to
your pool instead.


Luiz Mello
Clément
lcmello{at}ig{dot}com.br


-----------------------------------------------------


Firelight
Master
Unique hunter-list
Requires Avenger
When an imbued you control burns a monster or sends a vampire to
torpor, he or she gains one conviction at the end of the action.


America's Most Wanted
Master. Trifle.
Put this card on a mortal or ghoul, or burn 1 pool to put this card on
any minion. When this minion leaves the ready region, his or her
controller burns 1 pool or burns this minion. Gain 1 pool if this
minion is burned.


Target: Junk
Aim. Play when choosing a strike. The opposing minion's controller may
cancel this card by discarding one combat card. If any damage is
successfully inflicted by this strike, the opposing minion cannot
maneuver, strike, or press this action. A minion may play only one aim
card each strike.
Picture is Peter Bakija firing a bazooka at a boat.


Flexible Contract
Master
Put this card on a ready minion and choose a ready Assamite <yada yada
contract stuff>.
Any methuselah may use a master phase action and give you 1 pool to
move this card to any ready minion.


Seclusion
Master, 1 Pool.
Put this card in play with 3 counters on it. While you control no
minions, bleeds against you are at -1 bleed and you gain one
additional vote against each referendum called by your predator or
prey. During your influence phase, move one counter from this card to
a vampire in your uncontrolled region or burn this card. You may not
use transfers to draw crypt cards or move counters into your pool.


Super-Remover
1 pool
Master
Choose a card in play except a vampire. That card is removed from play
until its controller's untap phase.


Voter Captivation (ALT)
Only usable after a successful referendum.
[pre] The acting vampire gains X blood from the blood bank, where X is
the number of votes the referendum passed by or half of this vampire's
capacity (round down), whichever is less.
[PRE] As above, but up to 2 of those blood counters go to your pool
instead of this vampire.


witness1
jwnewquist{at}bellsouth.net


-----------------------------------------------------


Action
Requires a vampire. May be used by a ready vampire with no blood
instead of hunting.
(D) Enter combat with a ready vampire with at least 2 blood controlled
by another Methuselah. During this combat, if the opposing vampire
loses at least 1 blood due to damage, the acting vampire gains 1 blood
at the end of the action.


Trophy: Reliability
Master. Trophy.
During your untap phase, if this card is on a vampire, you may gain 1
pool.


Trophy: Reliability 2
Master. Trophy.
During your untap phase, if this card is on a vampire, your prey loses
1 pool.


Hitman
Action
X blood
+1 stealth
[pot] (D) Burn a retainer, and the Methuselah who controlled that
retainer burns X pool. X must be 3 or less.
[POT] As above, but for an ally instead.


Archon Inquisition
Master Out-of-Turn. Trifle.
5 Pool
Only usable when a minion is attempting to bleed you and the bleed
amount is 4 or more.
Burn the acting minion. Reduce the cost of this card by 1 pool for
each pool by which the bleed exceeds 4. This card is also usable if
you've played exactly one Master Out-of-Turn Trifle since your last
master phase. This card counts against your next master phase as
normal.


Shared Resources
Master
1 Pool
Put this card in play. When a bleed against you is successful and the
acting minion's controller gains pool or adds counters to uncontrolled
minions as part of the action, you gain pool equal to the pool gained
and counters added. A Methuselah may only have 1 Shared Resources.


Shared Resources 2
Master
1 Pool
Put this card in play and choose another Methuselah. When the chosen
Methuselah gains pool or adds counters to uncontrolled minions as part
of a bleed action, you gain pool equal to the pool gained and counters
added. A Methuselah may only have 1 Shared Resources.


Slow Down
Master Out-of-Turn
Only playable during your predator's minion phase. Only playable if
you've lost more than 5 pool this turn.
Gain 3 pool. Your predator loses 3 pool.


Slow Down 2
Master Out-of-Turn
Only playable during your predator's untap phase. Do not replace
until your next untap phase.
Put this card in play. If you lose more than 5 pool this turn, you
may burn this card to gain 3 pool and to cause your predator to lose 3
pool. Burn this card at the end of the turn.


The Winnowing
Burn an uncontrolled minion in your prey's uncontrolled region as a
(D) action that costs X blood, where X is the amount of blood on that
card; any blood on that card is returned to your prey's pool.


Over Your Dead Body
Action Modifer
1 blood
Only usable after combat when this minion is ready and the opposing
minion is not.
[pot][cel] Only usable after combat with an ally. The action
continues as if unblocked.
[POT][CEL] As [pot][cel] above, but usable after combat with a younger
vampire.


Leveling the Field #1
+1 stealth action
(D) Take control of an ally or the youngest vampire controlled by
another Methuselah who controls at least 4 more minions than you.


Leveling the Field #2
+1 stealth action
X pool
(D) Take control of an ally or the youngest vampire controlled by
another Methuselah who controls at least 3 more minions than you. X
equals the cost of the ally or the capacity of the vampire.


Leveling the Field #3
Cost: X pool
+1 stealth action
(D) Take control of a minion controlled by another Methuselah who
controls at least 3 more minions than you. X is half the cost of the
ally or the capacity of the vampire, round down. X cannot exceed 2.


New Master #1
Cost: 1 blood
+1 stealth action. Requires a vampire of capacity 5 or greater.
(D) Take control of a 1-capacity vampire.


New Master #2
Cost: 1 blood
+1 stealth action. Requires a vampire of capacity 5 or greater.
(D) Take control of a 1-capacity vampire, or pay 1 pool to take
control of a 2-capacity vampire.


Helpful Enemy
Ally
1 pool (maybe 2?)
2 (maybe 3) Life, 2 strength, 1 bleed
Vampires may block Helpful Enemy as if untapped. Vampires untap after
blocking Helpful Enemy (after combat, if any.)


The Rich Get Richer
Action Modifier / Reaction
Play during a referendum
[Action Mod]/[Reaction]: This vampire gains 1 vote, and may burn 6
blood to place this card on the vampire. Burn this card at the end of
the action to give this vampire 6 blood from the blood bank. If the
result of the referendum matched the way this vampire voted, this
vampire gains 2 more blood when this card is burned.

The Rich Get Richer 2
Action Modifier / Reaction
Requires a (titled?) vampire of at least 8 capacity
Play during a referendum before votes are cast
[Action Mod]/[Reaction]: If the referendum passes, all vampires of the
same capacity or greater than this vampire gain 1 blood from the blood
bank.

The Rich Get Richer 3
Action Modifier / Reaction
Play during a referendum
[Action Mod]/[Reaction]: This vampire gains 1 vote. The ready vampire
with the most blood gains 2 blood from the blood bank. If there is a
tie, each tied vampire gains 1 blood instead.

The Rich Get Richer 4
Political Action
Successful referendum means each methuselah may choose a ready vampire
he or she controls. For every point of capacity above 6 of their
chosen vampire, each methuselah draws one card (without discarding.)
Then, each methuselah moves cards from their hand to the top of their
library until they are at their hand size.


Ira Fay
ira212{at}gmail{dot}com


-----------------------------------------------------


Trophy: Advancement
Master.
When this card is placed on a vampire, this vampire untaps and you may
search your crypt for an advancement card of that vampire (or the base
vampire if this vampire is an advancement) and put that card under or
over the chosen vampire, as appropriate. The vampire with this card
untaps and gains one blood from the bloodbank whenever another vampire
merges.


New Era
Event.
Do not replace until a ready vampire merges. Any methuselah may use a
discard phase action to choose a ready vampire and move an advancement
card of that vampire (or a base card if the chosen vampire is an
advancement) from her crypt to her uncontrolled region. Advanced
vampires may bleed at +1 bleed as an action; merged vampires get an
additional +1 bleed on that action.


Quid Pro Quo
Master. Trifle.
Choose a ready vampire you control. Move one blood from that vampire
to your pool and you may move an advancement card of that vampire (or
a base card if the chosen vampire is an advancement) from your crypt
to your uncontrolled region. Only one Quid Pro Quo may be played each
turn.


Unnatural Tribute
Master, Trifle, requires Nagaraja
Place this card on a ready Nagaraja you control. You may use a
discard phase action to move this card from to your hand and move two
blood from this Nagaraja to your pool.


Morsel of Flesh
1 blood, requires Nagaraja
Burn this card during your untap phase.
[action modifier] Only usable when a bleed action is declared. Place
this card on this acting vampire. When a bleed is successful, this
Nagaraja may burn this card for +1 bleed.
[combat] Place this card on this vampire before range is determined on
a round of combat. The Nagaraja with this card has +2 strength.
(worded so as to thwart Mata Hari)


Capadocius's Patella
unique equipment, requires Samedi
This vampire may place a mortis counter on this card and gain 1 level
of Necromancy or Thanatosis as a +2 stealth action that costs X blood,
where X is the number of mortis counters on this card. If that action
is successful, this Samedi may add an additional mortis counter to
untap at the end of the action.


Sudden Death
combat
Only usable before range is determined.
[cel nec] This round, each grapple card, aim card or additional
strike costs the opposing minion an additional blood or life.
[CEL NEC] Burn a retainer on the opposing minion or burn the opposing
mortal or animal ally.


Pet Cemetery
[ani nec] combat. Cancel a combat card requiring Animalism,
Visceratika or Gargoyle as it is played.
[ANI NEC] +1 stealth action. Put this card in play. When an animal
ally or retainer is burned, or an attempt to recruit or employ an
animal fails, you may tap this card to take control of and put a ghoul
counter and two life on that ally or retainer instead. An ally or
retainer with a ghoul counter is considered a ghoul instead of an
animal or mortal.


Skeletons in the Closet
action modifier, only usable on a bleed action
[dom nec] +1 bleed or +1 stealth. No further action modifiers may be
played to increase this bleed.
[DOM NEC] As [dom nec] but playable by an untapped minion controlled
by the same Methuselah as the acting Wraith or Zombie.


Aerial Surveillance Tower
Unique Location
Put a priority counter on this card when it enters play or when
control of it changes.
Tap to give a minion you control a maneuver.
Any methuselah may take control of this card as a master phase action
that costs X pool, where X is the number of priority counters on it.


Hypothetical Card 1
reaction
[ani for] Reduce a bleed against you by 3.
[ANI FOR] Usable when a card played by your predator or prey would
change the target of a bleed action. The target does not change.


HC2
action modifier
[cel obf] Only usable when a bleed action is declared. If the bleed
is successful, your prey burns 1 additional pool.
[CEL OBF] Only usable when a methuselah plays a card that would
change the target of this acting minion's bleed. The target does not
change.


HC3
1 blood
action modifier, only usable when resolving a successful bleed.
[chi] Your prey burns an additional pool.
[mel] The target methuselah burns 1 less pool and your prey burns 2
additional pool.
[MEL] The target methuselah burns 2 less pool and your prey burns 3
additional pool.


Dagger of Senebtisi
requires Salubri Antitribu
Unique Melee Weapon
Strength +1 damage. When this acting vampire strikes with this
weapon, an opposing ally or younger vampire may not strike to end
combat that round. Any mummy may take control of this weapon as a (D)
action.


Dagger of Hatshepsut
requires Salubri Antitribu
Unique Melee Weapon
Strength aggravated damage. While this minion is in combat, strikes
to end combat cost an additional blood. Any mummy may take control of
this weapon as a (D) action.


Glyph
X+2 blood, where X is the number of Glyphs in play.
[tha] action: Burn a location controlled by your prey. Vampires of
capacity 8 or more get +1 stealth on this action.
[myt] action: Put this Glyph in play and name a card controlled by
your prey or burn 1 pool to choose a card controlled by any
methuselah. When the controller of the chosen card taps it
voluntarily xe burns 1 pool.
[MYT] combat: As [myt] but choose the opposing minion when they
maneuver or declare a non-damage-inflicting strike.


Necrosis
combat
[nec] Strike: this vampire plays a strike from your hand that requires
Neromancy or Thanatosis as though xe had that discipline at superior.
The cost of that strike is reduced by 1 blood.
[thn] As [nec], with an optional maneuver.
[THN] Strike: 1R aggravated damage, not preventable by equipment.


Emptiness Within
reaction
[chi] The acting minion gets -1 stealth. Not usable against an older
vampire or a wraith.
[thn] This vampire burns X-1 blood to give the acting minion -X
stealth. Not usable against an older vampire or a wraith.
[THN] Reduce a bleed against you by 2.


Mulligan Stew
Master Out-of-Turn. Trifle.
Play when another methuselah contests a ready vampire you control.
Move up to six blood from that vampire to your pool or to a card in
your uncontrolled region and remove that vampire from the game instead
of contesting.
Play during your discard phase to remove a card in your uncontrolled
region from the game after moving up to eight counters from that card
to another card in your uncontrolled region.
Play when your prey gains one or more pool during his or her untap
phase to gain one pool.
Play when your a minion controlled by your predator untaps during his
or her minion phase to untap a minion you control.


Malice Aforethought
action modifier
[thn] Only usable on a (D) action. Cancel a reaction requiring Auspex
or Dominate as it is played or cancel the effect of a Power requiring
Defense or Judgment as it is used.
[val] Only usable when an action to enter combat is declared. For
the remainder of this action, strikes to end combat cost an additional
blood.
[VAL] Only usable when a bleed action is declared. For the remainder
of this action, whenever a card is played that would change the target
of the bleed this acting vampire may burn a blood to cancel that card
and gain +1 bleed.


Whispers from the Shadowlands
Master
1 pool
Put this card in play. Damage-dealing strikes requiring Thanatosis
inflict an additional damage. Harbingers of Skulls get +1 stealth on
actions requiring Necromancy. Samedi and Harbingers of Skulls get +1
intercept when a Giovanni is acting.


Japheth
10 Harbinger of Skulls
for obf pre AUS DOM NEC THA
Japheth is immune to damage from Weather Control. Once per turn he
may play a card that requires Animalism, Obfuscate, Potence or Protean
as though he had that discipline at the basic level. +1 intercept.


Cappadocius, Spectre
4 blood
Unique Wraith Ally
3 life, 0 strength, 2 bleed
[aus nec] During your prey's discard phase, burn 1 pool or remove
Cappadocius from the game. Directed actions targeting Cappadocius get
-1 stealth and cost an additional blood. Cappadocius may play cards
requiring any level of Auspex and/or Necromancy as a vampire. He may
strike for 1R damage; once each round of combat after the first he may
strike for 1R aggravated damage. Cappadocius is immune to non-
aggravated damage. He may inflict 2 damage on a ready Giovanni as a
+1 stealth action. He may steal 1 blood or life from a ready minion
as a (D) action.
[AUS NEC] As [aus nec] and when Cappadocius performs a successful
directed action you may burn 1 pool to untap him.
/DRAFT/ [aus] or [nec]: As [aus nec].


The True Vessel
2 pool
equipment, requires Harbingers of Skulls
When the vampire with this equipment puts a vampire into play as an
action, that vampire gains an additional level of Auspex, Necromancy
and Obtenebration. When the vampire with this equipment burns a
mortal ally, put that ally card (or crypt card) in play under your
control as a vampire with capacity equal to the starting life.


Bweha
7 Istarri
nec CEL FOR MEL PRE
Laibon. When any vampires are in torpor that Bweha may diablerize,
she must attempt a diablerie action. -1 Intercept.


Mwitu
7 Guruhi
obf pot spi ANI PRE
Laibon. During an action that requires Laibon, Mwitu may burn a blood
to gain +1 stealth or +1 intercept.


Ikilo
8 Osebo
dom for pot AUS NEC CEL
Laibon. Magaji you control get +1 intercept.


Ikilo
8 Osebo
dom for pot AUS NEC CEL
Advanced. Laibon Magaji.


Dzunyidzunyi
6 Akunanse
abo ani for obf pot tha thn
Laibon. Flight. Dzunyidzunyi gets an optional maneuver each round of
combat except the first.


Impenetrable Din
action modifier
1 blood
[chi] +1 stealth, only usable on an action requiring Chimerstry or
Melpominee
[mel] Only usable as an action is announced. Burn X Choir cards you
control to choose a minion with less than 2X blood or life. That
minion cannot block, cast votes or play reaction cards this action.
[MEL] As [mel] but tap the Choir cards instead of burning them.


Edith
5 Daughter of Cacaphony
[chi dem for MEL]
Once per action, Edith may burn 2 Choir cards your control to gain 3
votes or +1 stealth.


Overdub
action/reaction
1 blood
[aus] (reaction) This vampire gains 1 vote, plus an additional vote
for each titled vampire controlled by your predator.
[mel] +1 stealth action. Place this card on a Choir card that does
not already have an Overdub. No further cards may be placed on this
card. While in play, this card is considered a Choir card.
[MEL] As [mel], and when this card and the card it is on would burn,
burn this card but do not burn the Choir it is on.


Willing Applicant
Master: trifle.
1 pool
Put this card and one blood counter on a vampire of capacity 6 or
greater in your uncontrolled region. This uncontrolled vampire can
only gain counters during your influence phase; any other counters it
would gain go to the blood bank instead. You may burn this card to
move all counters from this vampire to your pool. Burn this card when
this vampire becomes controlled.


Where Does It Hurt?
reaction
Only usable by a blocking vampire.
[aus for] If the block is successful, the acting minion burns 1 blood
or life before combat.
[AUS FOR] If the block is successful, put this card on this vampire.
During the press step each round this vampire may burn 1 blood to add
a counter to this card. Burn this card at the end of the action and,
if this vampire is ready, for each counter the opposing minion's
controller burns 4 cards from his or her library or 1 pool.


Auditory Hallucinations
action modifier
1 blood
[dem] + 1 bleed and +1 stealth, no more bleed modifiers
[mel] +1 stealth
[MEL] as [mel] and reaction cards requiring Auspex or Dominate cost an
additional blood


Rise from the Shadows
2 blood, requires HoS
+2 stealth action
Put this card on this vampire. This card represents the unique title
of Regent. This vampire gets 4 fewer votes if his or her capacity is
less than 6. Burn this card if this vampire is not Sabbat.


Reveal the Kept Secret
requires HoS
action
Choose a Political Action card from your ash heap. This vampire calls
a referendum as if he or she had played the chosen card from your
hand. Remove both this card and that card from the game at the end of
the action.


My Flesh for Yours
combat
[for] Play when choosing a strike. For each point of damage this
strike successfully inflicts damage on the opposing minion, this
vampire may burn a blood to inflict an additional damage.
[san] As [for], but a ready Blood Brother of the same circle may burn
blood instead of this vampire.
[SAN] Play when the opposing minion becomes unready but this vampire
remains ready. Burn a ready Blood Brother of the same circle as this
vampire and the opposing minion's controller burns pool equal to the
capacity of the burned Blood Brother or the cost of the opposing
minion, whichever is less.


Victory Lap
requires !Sal
combat
Play when the opposing minion becomes unready and this acting vampire
remains ready. This acting vampire untaps and must bleed at +1 bleed
(even if he or she has already attempted a bleed action this turn, or
would otherwise be inelligible to bleed this turn). During that
bleed, cards that would change the target of the bleed cost an
additional pool.


Ritual of Cleansing the Taint
cost: X blood
+X stealth action
Requires a non-Infernal vampire of capacity 7 or more. Usable by a
tapped vampire. Usable by a vampire who is not allowed to play action
cards (but not one who is not allowed to act). Not usable if any non-
mandatory actions have been attempted this turn.
This vampire gains three blood from the blood bank and you may burn
one pool to burn a card on this vampire.


Chagal, the Messenger
Nosferatu, capacity 5
obf pot qui ANI
Camarilla Primogen. During your untap phase, if Chagall is ready you
may take a Will of the Council from your hand or ash heap and place it
on a ready Primogen.


Resurgence of the Council
Unique Master
1 pool, requires a Primogen.
Put this card in play. Actions requiring a Primogen get +2 stealth.
During a political action any Primogen may burn a blood to gain two
additional votes. Any methuselah may play Will of the Council from
their hand or ash heap on a ready Primogen they controls as a Master:
Trifle. Any titled vampire may put an objection counter on this card
as an action that any Primogen may attempt to block (in addition to
normally eligible blockers); Inner Circle members, Imperators and
Regents do not tap for that action. Burn this card when it has four
objection counters.


Trophy: Renewal
When this card is moved to a vampire, that vampire's controller may
search his or her crypt or ash heap for an advancement card of that
vampire (or the base vampire if an advancement is chosen) and put that
card under or over the chosen vampire, as appropriate.
Burn this card to add one blood from the blood bank to this vampire
and untap this vampire (not usable in combat except at the beginning
of a round, before range is determined).


+1 stealth hunt action, requires a vampire of capacity 6 or more.
This vampire gains a blood from the blood bank, and if there are no
Shared Spoils in play you may choose a werewolf ally you control.
The chosen Werewolf gains one life and this card.
You may burn this card to cause a (D) action targeting this werewolf
to fail. Burn this card if control of this werewolf changes.


Combat, requires a werewolf.
[burn option]
Strike: make a hand strike at +1 strength; damage from this strike is
aggravated if it successfully inflicts 2 or more damage.


Action modifier, requires a changeling ally or a vampire with a
changeling retainer.
Only usable when the action is announced. Choose a ready minion whose
cost is 3 or less; the chosen minion may not be a changeling ally or a
vampire with a changeling retainer. Tap the chosen minion. That
minion may not play reaction cards for the remainder of the action.


Combat, requires a wraith ally or a vampire with a wraith retainer or
a vampire whose capacity is 7 or more.
Strike: dodge, with an optional maneuver, only usable to go to long,
and an optional press, only usable to end combat. This striking
minion may not use damage-dealing strikes for the remainder of this
combat.


Reaction, requires an animal ally or a minion with an animal retainer.
Only usable on a (D) action or a hunt action. Do not replace until
the end of the the turn.
+1 intercept


Action modifier, requires a zombie ally or a vampire with a zombie
retainer.
Only usable on a (D) action when an ally or a vampire without
Necromancy attempts to block. The action ends (unsuccessfully) and
the blocking minion takes 2 unpreventable damage. Remove this zombie
ally or all zombie retainers on this acting vampire from the game.


Action, requires a demon ally.
[burn option]
Bleed at + 1 bleed. Cards that reduce the amount of this bleed cost
an additional blood. Cards that change the target of this bleed cost
your prey an additional pool.


Credible Threats of Violence
reaction
Only usable when you are being bled. Not usable if a ready minion you
control has attempted to block this action.
[cel pot]: Choose an untapped minion controlled by a methuselah
other than the controller of the acting minion. The acting minion is
now bleeding the controller of the chosen minion, and the chosen
minion gets +1 intercept and may ignore one card which would make him
or her otherwise unable to block the action.
[cel POT] or [CEL pot]: As [cel pot] above, and the acting minion
gets +1 bleed and +1 stealth.
[CEL POT]: Tap this reacting vampire. If the bleed is successful the
acting minion takes X+1 unpreventable damage, where X is the amount of
the successful bleed.


Wolf Spirit Collusion
reaction, cost 1 blood
Only useable when you are being bled. Only usable by a tapped vampire.
[ani nec] This vampire attempts to block as though untapped, with +1
intercept, usable even if the intercept is not yet needed. If the
acting minion is controlled by a methuselah other than your predator,
this blocking vampire gets an additional +2 intercept.
[ani NEC] or [ANI nec] Burn an animal retainer or ally you control to
cause the action to fail.
[ANI NEC] Choose a methuselah other than the controller of the acting
minion. The acting minion is now bleeding that methuselah.


Someone Else's Face
reaction
[chi vic]: Only useable when you are being bled by a methuselah other
than your predator. The action fails, and a ready minion controlled
by your predator burns one blood or life.
[chi VIC] or [CHI vic]: As [tha vic] above, and your prey burns one
pool.
[CHI VIC]: Only usable when you are being bled. Choose another
methuselah other than the controller of the acting minion. The acting
minion is now bleeding that methuselah.


All Tomorow's Parties
reaction, cost 1 blood
Only playable when a bleed action targeting you is declared. Put this
card on the acting minion if the bleed resolves successfully; you
still control this card. Any vampire may burn this card as a (D)
action; vampires with Obfuscate get -1 stealth on that action.
[mel]: This vampire gets -1 bleed when bleeding you.
[tem]: When this minion is bleeding you, you may burn this card and
choose another methuselah other than the controller of this vampire;
this vampire is then bleeding the chosen methuselah.
[TEM]: As [tem] above, but you may burn one pool instead of burning
this card.


Righteous Wrath
cost 1 blood
Only one Righteous Wrath may be played each action.
[obe] action modifier: Only usable by an untapped vampire other than
the acting minion, when a minion you control is bleeding. Cancel a
card that would change the target of the bleed as it is played.
[val]: As [obe] above, but also usable by the acting minion.
[VAL] reaction: Only usable when you are being bled by an ally or a
younger vampire. Choose another methuselah other than the controller
of the acting minion. The acting minion is now bleeding that
methuselah.


Nancy's Little Tiny Gun
Unique weapon; gun
1 pool, requires Ventrue
When successfully equipping with this gun from your hand, you may
place it on a Political Ally you control instead of the acting
vampire; if you do so, the acting vampire untaps.
2R each strike, only useable once per round. If used for the initial
strike of the first round of combat, this is with First Strike.
Actions and strikes targeting Nancy's Little Tiny Gun cost an
additional pool. Ammo cards cannot be used with this gun.


Bonnie & Clyde's Getaway Car
Unique vehicle
1 pool
The minion with this vehicle gets +1 stealth on non-bleed actions and
-1 intercept against undirected actions. Once per combat, this minion
may end combat as a strike that costs one pool.


Guido Lucciano, Advanced
[dom nec obf ser OBT] 6
[merge] cool special here


Anton, Advanced
[cel obf qui vic ANI AUS] 8
[merge] +1 strength


Blaise, Advanced
[qui vic ANI CEL OBF] 7


Dodd, Advanced
[dom nec pre ser CEL] 6
[merge] Anarch Baron of Amsterdam


Cicatriz, Advanced
[ani aus chi obf pot] 5
[merge] cool special here


Sebastian Marley, Advanced
[aus chi obf pot ANI] 7 Once per combat Sebastian may destroy
equipment as a ranged strike that costs 1 blood.
[merge] When Sebastian merges you may place up to two Master:
Discipline cards on him from your hand, library or ash heap.


Dancin' Dana, Advanced
[cel dem obf qui AUS] 6


Virgil, Advanced
[cel qui pre AUS DEM OBF] 8


Damaskenos, Advanced
[aus cel dem nec pot DOM] 7
[merge] Prince of Cairo


Monique, Advanced
[ani aus chi pro FOR] 6
[merge] During your prey's minion phase, Monique may burn a blood to
untap


Gunther Beast Lord, Advanced
[aus chi pro val FOR ANI] 7


Adrianne, Advanced
[aus cel pot ser PRE] 6


Jost Werner, Advanced
[ani ser AUS PRE] 6


Timothy Crowley, Advanced
[ani dom CHI FOR PRE] 8 Prince of Dallas
While Timothy is ready any Daughter of Cacaphony may take a +1 stealth
action gain an allegiance counter; any Daughter of Cacaphony with an
allegiance counter is considered a Camarilla vampire.
[merge] Camarilla Daughters of Cacaphony you control get an
additional vote in referrendums called by Timothy.


Emerson Bridges, Advanced
[nec obt pot DOM FOR PRE] 9 Prince of Washington DC


Lydia Van Cuelen, Advanced
[aus dom obf pre ser tha] 6
[merge] Once per turn Lydia may burn one blood to get +1 stealth on an
action requiring Serpentis or Thaumaturgy.


Spiridonas, Advanced
[nec obt pre pot vic DOM THA] 9 Prince of Athens


Katarina, Advanced
[aus chi pot pro ANI FOR] 10 Prince of Glasgow If your prey does not
control a ready Ravnos, Katarina gets +1 bleed
[merge] Katarina may enter combat with an ally or younger vampire as
a (D) action.


Leona Helmsley
1 pool
Unique Ghoul Ally
New York
1 life 0 strength 1 bleed
New York locations cost you one less blood or pool. Leona may steal a
life from a mortal ally as a (D) action.


Urban Consolidation
Event
Do not replace this card as normal; you may use a discard phase action
to replace it.
Any vampire with a city title may take control of a location of that
city as a (D) action; Barons get +1 stealth on this action.
As a discard phase action, any methuselah may tap a city location to
gain one pool; if the vampire with that city's title is ready, he or
she also gains a blood from the blood bank.


Mexico City Central
+2 stealth action, requires a vampire with the Mexico City title
Put this card in play. You may tap this card to give a minion you
control +1 stealth when bleeding or +2 intercept when blocking an
equip action. During each other methuselah's untap phase, he or she
burns one pool for each Mexico City location or ally he or she
controls. Blood Brothers of the Mexico City Circle you control get +X
strength when in combat with an acting minion, where X is the number
of Mexico City locations you control. Any vampire with the Mexico
City title may take control of this card as a +2 stealth (D) action.


Queen Anne, Advanced
Ventrue 10 [aus obf DOM FOR NEC PRE]
Camarilla Prince of London
While Anne has a London title you may tap her to take control of a
London location or ally as a master phase action that costs 1 pool.
If Anne's title is contested, the methuselah controling the contesting
vampire burns one pool each turn he or she does not yield.
[merge] Once per combat, Anne may burn a card at random from your
hand to strike for 1R aggravated damage.


Alice, Thin-blood Anarch
Caitiff, capacity 2, group 2
Independent, Anarch. Thin-blood Anarchs are not unique. When this
Alice enters play, choose a discipline; this Alice may play cards
requiring an Anarch as though she had that discipline at the basic
level. During your untap phase, burn 2 pool if you do not control an
older, ready, unique Anarch.


Bill, Thin-blood Anarch
Caitiff, capacity 2, group 4
Independent, Anarch. Thin-blood Anarchs are not unique. When Bill
enters play you may search you hand, library or ash heap for a Master:
Discipline card and place it on him. During your untap phase, burn 2
pool if you do not control an older, ready, unique Anarch.


Cathy, Thin-blood Anarch
Caitiff, capacity 2, group 6
Independent, Anarch. Thin-blood Anarchs are not unique. Once per
turn, Alice may play a card requiring an Anarch as though she had any
one discipline at the basic level. During your untap phase, burn 2
pool if you do not control an older, ready, unique Anarch.


appropriate name here (maybe "Imbue with Conviction")
Unique Master, Trifle.
Place this card on an ally you control. When this card is burned from
play, remove it from the game.
During your untap phase, choose a vampire controlled by your predator
or prey. Until the end of the turn, that vampire cannot block this
minion, and this minion may burn this card before range is determined
to be immune to all damage from that vampire's strikes for that round.
While on an Imbued, this card counts as a Conviction card.


Counterproposal
reaction, cost 1 blood
requires a titled vampire with capacity greater than 4
If you are being bled by your predator, reduce the bleed by 2. If you
are being bled by a Methuselah other than your predator and you are
not the original target of this bleed action, the original target is
now the target again.


Blood Decays
[qui] Only usable before range is determined. This round, the
opposing minion must burn two blood to strike to end combat.
[thn] As [qui], but for the remainder of this combat.
[THN] Only usable before range is determined. Burn a Mortal or
Animal retainer on the opposing minion, or burn a blood to burn the
opposing Mortal or Animal ally.


Interpol Data Mining
Event. Government.
Do not replace as long as this card is in play.
When a Methuselah plays a card on the same turn that he or she has
already played a copy of that card, any other Methuselah may burn one
pool to cancel that card as it is played. When a card is burned in
this manner add a counter to this card. Any Methuselah may use a
discard phase action to move a counter from his or her pool to this
card. Burn this card when it has ten counters.


Restless Soul
requires Harbingers of Skulls
no cost
wraith ally with 1 life, 0 strength, X-1 bleed (where X is the number
of Restless Souls in play)
Restless Soul cannot play action cards. Restless Soul is immune to
nonaggravated damage. If a Restless Soul bleeds successfully, burn it
at the end of the action.
While a Restless Soul is ready no minion may recruit a Restless Soul
from any methuselah's hand. While a Restless Soul is ready, any
wraith
ally or any vampire with Necromancy may take an (undirected) action to
recruit a Restless Soul from any Methuselah's ash heap; vampires with
superior Necromancy get +1 stealth on this action.


Malone
kffoster{at}indiana.edu


-----------------------------------------------------


[CARDNAME]
Necromancy
Cost: (don't know for sure, 1 or 2 blood maybe)
Action Modifier/Reaction
[nec] Action Mod: play a card from your ash heap as if it was in your
hand. Pay the cost as normal. [NEC] As [nec] above, but usable as a
Reaction.


Fabio Ciccone
fabiocralves{at}gmail{dot}com


-----------------------------------------------------


Strongarm Tactics
Combat. Grapple.
[pot] Press.
[POT] [REFLEX] Cancel a maneuver played by the opposing minion.


Meej
djc30{at}comcast.net


-----------------------------------------------------


(Potent name)
action card
Cost: 1 blood
pot: (D) Enter combat with a younger vampire. If that vampire goes to
torpor or is burned, its controller burns 1 pool.
POT: As above, but the controller burns 2 pool.


(Potent name)
combo action modifier/reaction card:
Only usable when a vampire you control enters combat with an opposing
vampire.
Cost: 1 blood
pot: If that vampire goes to torpor or is burned, its controller burns
1 pool.
POT: As above, but the controller burns 2 pool.


Luis Duarte - Powerbase:Lisbon
luis.paleta{at}netcabo.pt


-----------------------------------------------------


Havoc!
Type: Action
Requires: Potence
Cost: 1 blood
pot: (D) Your prey burns 2 pool. No action modifiers can be played
during this action.
POT: As above, but your prey burns 3 pool.


Alias
ransom.stark{at}seznam.cz


-----------------------------------------------------


Destructive Vitae
Action Mod.
1 Blood
qui: If this action is blocked, the blocking minion burns two blood or
life before combat begins. Any minion currently attempting to block
may
now choose not to block.
QUI: +2 Bleed.After playing this card, you cannot play another action
modifier to further increase the bleed for this action. If this bleed
is succesful chose one ready vampire controlled by your prey. The
chosen vampire burns 1 blood.


druid.kr
druid.kr{at}gmail{dot}com


-----------------------------------------------------


Incentive-laden Contract
Master
Cost: 1 pool
Place this contract on a minion controlled by another Methuselah and
name an Assamite you control. This Assamite may enter combat with this
minion as a +1 stealth action. If this Assamite sends this minion to
torpor or burns this minion during a D action., the controlling
Methuselah loses X pool, where X is the capacity of the targetted
minion divided by 2. (Round up) The Assamite's controller gains the
same amount of pool. Burn this card when the targetted minion goes to
torpor or is burned.


Burning Vitae
Combat
Cost: 2 blood
qui: Only usable before range is chosen. Only usable against vampires.
Only usable at long range. If the opposing vampire is sent to torpor
during this combat, burn them instead. The vampire playing this card
may not gain blood during this combat.
QUI: As above, but this card's cost is reduced by 1 blood.


Didn't See It Coming
Combat
obf/qui - Burn one blood to cancel an opposing minion's strike card.
Only one
Didn't See It Coming may be played per combat.
OBF/QUI - Burn one blood to cause the opposing minion to not be able
to play any
strike cards on the first round. Only one Didn't See It Coming may be
played per combat


Nosferatu_3
bowlesdp{at}yahoo{dot}com


-----------------------------------------------------


Puppeteer ADV
Type: Ally
Requirements: Necromancy
Cost: /
Ally with 3 life, 0 strength, 1 Bleed
When Puppeteer ADV enters play, burn a Puppeteer in play, in your hand
or has heap.
As a +1 stealth action Puppeteer ADV can give you control of an ally
that costs less then 4 pool or a vampire of capacity less 5 until your
discard phase.


James Coupe
Type: Retainer
Cost: 1 Pool
Requires: none
Text: Unique Mortal Retainer. If someone at the table makes
a question, the controller of the minion with this retainer
must answer (also if the question isn't posed to Him) truthfully
and correctly. If the answer doesn't contain hyperlinks to vtes
rules or quotes from vtes rulebook, the controller of the minion
equipped with this retainer looses 1 pool. The minion equipped
with this retainer has +2 intercept against action not permitted
by the rules.


Title: compromised activity
Type: master
Requires: harbinger of skulls
Cost: 2 pool
Text: tap during your prey's untap phase if she has exhausted his or
her library and begins his or her untap phase with less than a full
hand, make him/her burn X pool where X is the difference between her
current hand size and the number of card in her hand.


Vragozakas
vragozakas{at}yahoo.it


-----------------------------------------------------


Bruisers Bar.
Unique master
Requires a vampire with a capacity above 6.
1 pool
You may burn a pool during a d action against you to either allow one
your ready, untapped vampires to enter combat with that minion, or
with a minion who plays a card to redirect a d action to you. If the
opposing minion is not ready at the end of combat, the action ends
unsuccessfully.


Marked in Blood
Master. Trifle.
Cost x pool
Choose a non titled, non Red list vampire controlled by your prey. x
is half that vampire's capacity, rounded down (minimum 3). That
vampire is Red List.


Trophy:Headhunt
Master. Trifle.
When T:H is put on a minion, put a headhunt counter on that minion.
T:H costs X to play, where X is the number of Headhunt counters in
play.
If T:H is on a minion, you may burn it to make a minion controlled by
another Methuselah Red List.
If T:H is selected from your ash heap or library to go on a minion,
you may choose an additional trophy to put on that minion.


Greater Mobility
Requires a vampire with capacity 8 or greater
action mod OBF: +1 Stealth
action mod FOR: This vampire may burn a blood to untap after a
successful action
+3 stealth action OBF + FOR: Put this card on the acting vampire. It
loses any title it has, this vampire cannot gain any titles. during
your minion phase, you may untap this vampire


Memories in the Blood
+2 stealth action
2 Blood
qui: Put this card on this minion. During a combat this minion is
involved in, put all Quietus cards played by this minion on this card.
At the end of each round, move one card on this card back into your
library and discard the rest (shuffle afterwards).
QUI: As above, but move all Quietus cards.


Birthday Drink
+10 stealth action
Cost: 10 Blood and 10 Pool
Requires a vampire with capacity 10 or greater
only Playable if LSJ is present and having a birthday
LSJ must have 10 shots of Vodka.
You may choose to oust the next ten preys of your choice at any time
of your choosing.
Only one Birthday Drink may be played per player, ever.


Trophy: Defence
Master. Trophy.
When in play, allows the minion's methuselah to tap this card during
his or her masterphase to gain 2 pool. If this card is untapped, the
meth pay 1 pool and tap this card to select a new target for a bleed.
A vampire may have only one T:D


Master Assassin (spelling mistakes, but im slydexic)
Action
Requires Assamite
Costs 1 blood
qui: +1 stealth action: This vampire takes one agg unpreventable. Put
this card on this vamp. If this vamp is striking with a card requiring
Quietus, and is named for a contract on the opposing minon, the
opposing minion may not strike to end combat
QUI: as above, and this vampire may burn three blood to prevent the
agg.


Blooded Sand
sandmage{at}gmail{dot}com


-----------------------------------------------------


The Blummoning
+1 stealth action. Requires a vampire.
This vampire recruits and ally from your hand (he or she must meet the
usual requirements, and pays cost as normal). Untap this vampire.


Free State Protectorate
Action, 1 blood
Requires a ready titled independent vampire.
This titled vampire may burn 1 blood to untap and attempt to block a
(D) action directed at you. During a (D) action, if this vampire is
an
anarch, you may discard a card that requires an anarch or makes a
vampire an anarch to give this vampire +1 intercept.


CthuluKitty
vtanarchist{at}riseup.net


-----------------------------------------------------


The Player King
Action Modifier
obf: Gain X votes, where X is the number of votes possessed by target
vampire in torpor you control.
OBF: As above, but you need not control the target vampire.


Line of Succession
Action
Requires a Prince or Archbishop
+1 Stealth Undirected. Place this card on an untitled vampire you
control
that is the same sect as the acting vampire. If this acting vampire
goes
to torpor, he forfeits his title, and the vampire with this card gains
his
title. Burn this card if the vampire with this card changes sects.


Watchful Sleeper
Unique Master
Play on a vampire you control. While this vampire is in torpor, he may
play reaction cards that require disciplines this vampire has at
superior
as if this vampire had those disciplines at basic (only).


Marc Gabriele
gootmu{at}dementia.org


-----------------------------------------------------


Tormenting Spirits
requires Necromancy
wraith retainer with 2 life.
cost ?
nec: Place this retainer on a minion controlled by another Methuselah
as a (D) action. That minion may not be a zombie, wraith, demon, mage,
or Baali. During the untap phase, the minion with this retainer must
either tap or take a damage, or their controlling
Methuselah must discard a combat card that this minion could play in
combat (draw up immediately). Any vampire with Necromancy can attempt
to burn this retainer as an action.
NEC: as above, but the action to place the Spirits is at +1 stealth,
and only vampires with superior Necromancy may attempt to burn it.


Fat Tuesday:
Master - requires a Malkavian or Malkavian antitribru
Each Methuselah secretly writes down an amount of pool (which can
include zero, but must be less than the amount of pool that Methuselah
has). The Methuselah with the highest number loses that amount of
pool.
If there is a tie for the highest number, all tying Methuselahs lose
pool. If you have the highest number and do not
tie, the seating order is randomised.


Smudge the Centre of Attention
news{at}apolitical.info


-----------------------------------------------------


Second Wind
Action
Cost: 3 Conviction
+ 1 Stealth Action
Put this card on the Imbued. This Imbued gains enough life counters
from the blood bank to reach full capacity. While this card is in
play, the Imbued with this card may not play another Second Wind.


Mortality
Action
Enter into combat with a minion controlled by your prey as a (D)
action. If that minion is an ally, this acting minion can prevent up
to 3 damage during that combat.


The Kine Cower
Presence
Action Modifier
(pre) +1 bleed, + 2 bleed against a methuselah who controls a ready
mortal.
(PRE) Only usable when the action is announced. Any minion without
Presence must burn 1 blood to attempt to block or play reaction cards
during this action.


No Tricks
Unique Master
1 Pool
Put this card in play. Tap this card to reduce the cost of any card by
1 blood (but not below 0). Tap this card during a bleed action
directed towards you to give any vampire you control +2 intercept.
-OR- replace the last line with: Tap this card to cancel a card that
would retarget a bleed to you (no cost is paid).


Backalley Deal
Quietus
Action
+ 1 stealth action
[qui] Search your library for a piece of non-unique equipment and
equip this acting minion with it. (Pay cost as normal) Shuffle your
library afterwards.
[QUI] As above, and if the equipment is a weapon, reduce the cost by 1
pool (but not below 0).


Deathly Silence
Quietus
Combo
[qui] Action Modifier - + 1 stealth. If this action is blocked, the
acting vampire gets an optional manuever in the resulting combat.
[QUI] Reaction - Only usable during a referendum. Usable by a tapped
vampire. Any vampire voting in the referendum must burn 1 blood
immediately, or they now abstain from the vote (this may change a
minion's votes).


Contract Killer
Quietus
Action
1 blood
+ 1 Stealth Action
Unique. Put this card in play on the acting vampire. Burn this card if
the acting vampire goes to torpor.
[qui] Tap this card after a combat involving this vampire and an
opposing minion with a contract naming this vampire. This vampire
gains 1 blood when this card is tapped.
[QUI] As above, and this vampire untaps.


Predator
Master
1 Pool
Unique
When an Assamite burns a minion with a contract naming that Assamite
in combat or as a (D) action (including diablerie), burn this card and
search your library, hand, or ash-heap for a Trophy card and place it
on the acting Assamite. The controller of any trophies may choose to
move a trophy they control to the acting Assamite.


Taking the Blow
R [for] Reduce a bleed to any methuselah by 1.
C [FOR] Prevent all the damage from your opponents initial strike this
round.


Brutality
1 blood
C: [pot] Play before range: + 2 strength on melee strikes for the
remainder of combat.
AM: [POT] Only playable at the end of a combat involving this minion.
If the opposing minion is no longer ready, his/her controller burns 2
pool.


Secret Training Ground
Master: Trifle
Assamite
Put this card into play. Tap this at the end of any combat involving
an
Assamite to return a [QUI] card used in that combat to the bottom of
your library. Shuffle afterwards.


The Eagle's Nest
Master
Assamite
1 Pool.
Put this card in play. Tap this card to search your library for a
contract and put the card in your hand. Discard down to your
hand-size.


The Du'at Reunite
Reaction
Assamite
1 Blood
Usable by a tapped Assamite.
This Assamite gains 3 votes. If the vote fails, this Assamite may
steal
1 blood from the acting vampire.


Warrior Caste
Action
1 Blood
+ 1 Stealth Action
Caste
[qui] Place this card on the acting Assamite. This Assamite deals an
extra point of damage with any melee weapons. A vampire may only have
1
Caste Card.
[QUI] As above, but with all weapons instead.


Sorceror Caste
Action
1 Blood
+ 1 Stealth Action
Caste
[qui] Place this card on the acting Assamite. This Assamite gains 1
level of [tha] and is 1 generation older. A vampire may only have 1
Caste Card.
[QUI] As above, and whenever this Assamite steals blood from the
opposing minion, they steal 1 extra blood.


Vizier Caste
Action
1 Blood
+ 1 Stealth Action
Caste
[qui] Place this card on the acting Assamite. This Assamite gets +1
intercept against bleed actions. A vampire may only have 1 Caste Card.
[QUI] As above, except for all (D) actions instead.


Haqim's Law: Leadership
Action Modifier/Reaction
Assamite
Only usable during a political action. Usable by a tapped vampire.
Title. Put this card on this Independent Assamite to represent the
unique title of Assamite Eldest (worth 2 votes). Not usable if there
are any older ready untitled Independent Assamites. Whenever this
vampire is not ready Independent Assamite or there is an older ready
untitled Independent Assamite, move this card to (one of) the oldest
ready untitled Independent Assamite (if any).


Haqim's Law: Protection
Action
Assamite
+ 1 Stealth Action
Search any other metheselahs ashheap for a retainer or ally. Put that
ally in play, or place the retainer on the acting vampire, even if the
acting vampire does not meet the requirements. The cost of this
retainer or ally is one less blood or pool (but never less than zero).
That retainer or ally has 1 life.


Haqim's Law: Destruction
Action
Assamite
Burn a vampire in torpor as a (D) action. This is not diablerie.


Haqim's Law: Word
Action Modifier
Assamite
2 Blood
After playing this card, you cannot play another action modifier to
further increase the bleed for this action. + 2 bleed.


Thousand-Meter Club, The
Combat
[qui] Strike: 1R damage or make a ranged weapon strike that deals an
extra point of damage.
[QUI] If this vampire successfully inflicts enough damage with a gun
to
remove the opposing minion from the ready region, this vampire may
burn
2 blood to burn that minion instead. This is not considered diablerie.


Ripples of the Heart
Action
+ 1 Stealth Action
[qui] Hunt. If this action is successful, put this card in play. You
may burn this card whenever another vampire hunts to cause that action
to be at 0 stealth.
[QUI] As above, except no further stealth modifiers may be played
during that action.


Purification
Action
1 blood
+ 1 Stealth Action
[qui] Put this card on the acting minion. Burn this card whenever an
action requiring Dominate, Presence, Serpentis or Dementation is
directed at this vampire to cause that action to fail.
[QUI] As above, except that it may be used during combat to cancel a
card played by the opposing vampire that uses Dominate, Presence,
Serpentis or Dementation. If this is a strike card, the opposing
vampire may choose a new strike.


Condemn the Sins of the Father
Action
3 blood
[qui] (D) action. Only usable against a younger vampire. Choose a
vampire. This vampire burns 2 blood.
[QUI] As above, but all younger vampires of the same clan and sect as
the chosen vampire burn 2 blood as well.


Awakening the Steel
Action
1 Blood
Only usable by a vampire equipped with a weapon. A weapon may only
have
one Awakening the Steel.
[qui] Place this card on the weapon. This weapon may not be stolen or
transferred.
[qui tha] Place this card on the weapon. During each combat, every
time
this weapon successfully inflicts damage on the opposing minion, put a
counter on it. This weapon does an extra point of damage for each
counter on it. Burn all counters at the end of combat.
[QUI THA] Place this card on the weapon. At the start of each combat,
the bearer of this weapon may burn one blood. If s/he does so, then
the
damage from this weapon cannot be prevented by any cards requiring
disciplines.


Ghouled Blood Hounds
Animalism & Fortitude
Action Modifier
Only usuable by a non-sterile vampire with a capacity above 4.
[ani for] If this action is blocked, the opposing minion takes 1 point
of damage in the initial strike resolution of this combat.
[ANI FOR] Once during this action, this vampire may burn a blood when
the opposing minion plays a Strike:Combat Ends card. Combat is not
ended. Another round begins.


Ninja Skilz
Celerity
Combat
1 blood
[cel] Additional Strike.
[CEL] If the opposing minion leaves the ready region without
blood/life, burn the opposing minion instead. Not usable by a vampire
going to torpor.
'Finish him' - Mortal Kombat


The Name Forgotten
texfam{at}telkomsa.net


-----------------------------------------------------


Rebar
equipment
Strength +1 damage each strike
cost: 1 pool


Marc Lussier
mjlussier{at}gmail{dot}com


-----------------------------------------------------


Governmental Bail Out
Cardtype: Transient Event
All Investments burn one counter. All Mortal Allies must tap or burn
one life.If Alan Sovereign is in play, he gains enough life to reach
capacity.
"Don't worry, the people will be happy to foot the bill!"


The Wrong Man
Reaction, 1 Blood
Tap a Minion you control. Change the Target of a (D) Action against a
card you control to a card of your choice. The new Target card must be
a viable target for the action.


Fatal Hesitation
Combat
Aim. Play when choosing a strike
The opposing minion may discard two combat cards to cancel this card.
Opposing Minion cannot play 'Combat Ends' as a Strike.


Master: Swiss
Archetype
Put this card on a Vampire you control. If this Vampire takes no
Action and does not Block, he pays 1 less for Reaction cards until
your next Untap phase.
"We choose to remain neutral in this conflict."


Master: Italian
Archetype
Put this card on a Vampire you control. This Vampire gains one blood
if they maneuveur to Long Range. Only usable once per round.
"I'm on your side! No wait, your side!!


Master: English
Archetype
Put this card on a Vampire you control. For every successful (D)
action directed against this Vampire, he gains one blood after it
resolves.
"Don't worry, we're used to being screwed over. It gives us something
to moan about."


Master: Korean
Archetype
Put this card on a Vampire you control with a capacity below 5. For
every (D) action they attempt, they gain one blood.
"Zerg rush kekekeke!!11oneone ^_^"


Dave Knowles
3 Capacity
SAN FOR POT dom
Brother Brother
Knowles Circle, Sterile: Dave Knowles is not Unique. Whilst you
control Dave Knowles, any Minion controlled by another Methuselah may
take a (D) Action to move him to your Uncontrolled Region. -1
Intercept.


Shockwave
d_knowles001{at}hotmail{dot}com


-----------------------------------------------------


Tales from the Crypt
+1 stealth political action
Requires: Nosferatu
Allocate 3 points among any number of methusalehs. If successful, the
chosen Methuselahs may (or must?) draw the allocated number of crypt
cards (no cost is paid).


Gangrel Consensus
Requires: Gangrel (duh!)
+1 stealth political action
Choose a sect. If this referendum is successful, all Gangrel in play
must change to that sect or burn 1 blood. Put this card in play. Any
Gangrel entering play may choose to change their sect to the chosen
sect. If the chosen sect was independent, any untapped ready
independent Gangrel may burn 1 blood to become Anarch when this
referendum passes. Votes by non-gangrel minions and effects which do
not require Gangrel each count for 1 less vote in this referendum.


Changing the Wheels
Requires: Malkavian
+1 stealth political action
If this referendum is successful, put this card in play. When another
methusaleh calls a referendum with terms, you may burn this card to
set the terms of the referendum and gain 3 votes in that referendum.
Only one Changing the Wheels can be used this way in a game.


Apportioning an Old One
Requires: Tremere antitribu
+1 stealth political action
If this referendum is successful, the acting vampire gains two blood
and every Methuselah may search his or her library for a Master:
Discipline card and place it on a vampire the same age or younger
than the acting vampire.


Strength of the Lineage
Master
Unique Discipline. Trifle
Put this card on a bloodlines vampire. That vampire gains 1 level of
an
in-clan discipline.


Growing in Strength
Master
Unique Discipline.
1 Pool
Put this card on a vampire. When this card enters play, choose a
discipline that vampire has at inferior. That vampire now has the
chosen discipline at superior. Cannot be played on a vampire with no
inferior disciplines.


Quest for Ancient Vitae
+1 stealth action. Unique.
Cost: 2 blood
If successful, this vampire cannot be untapped until your next untap
phase. Put this card on this vampire. Search your library, hand or
ashheap for a Master Discipline card and place it on this vampire.
During your untap, you may tap this card to search your library for a
Master Discipline card and move it to this vampire.


d
david.corsonknowles{at}gmail{dot}com


-----------------------------------------------------


Guilt by Association (II)
Gehenna
Do not replace until a vampire is awarded a trophy. Requires at least
one ready Red List minion in play.
During your untap phase, if you control any Red List minions, choose a
non-Red List minion you control. That minion is now Red List. Burn
this card if there are no ready Red List minions in play.


Take one for the team
1 blood
Playable by a tapped vampire
[some discipline at inferior] reduce a bleed by 1.
[same discipline at superior] reduce a bleed by 2.


Rehlow
newsgroup{at}rehlow{dot}com


-----------------------------------------------------


Protect Thine Own II
Type: Political Action
Requires: justicar,inner circle
Cost: 1 blood
Political Card -- Worth 1 Vote. Called by any justicar or Inner Circle
member at +1 stealth.
Choose a non-Camarilla vampire with a capacity below 6. If the acting
vampire is a member of the Inner Circle, you may choose any
non-Camarilla vampire instead. The controller of the chosen vampire
moves
any amount of blood from the chosen vampire to his/her pool before
votes are
cast. If this referendum is successful, burn
that vampire.


Johan Wester
johan{at}johanwester.se


-----------------------------------------------------


Brace for Impact
Combat/Reaction
[for] Prevent 1 damage.
[FOR] Play when a bleed against you is successful. This reacting
vampire takes X-1 unpreventable damage to reduce the bleed by X.


In the Nick of Time
Reaction
[cel] Only usable when a D action is declared against you. Untap this
vampire.
[CEL] As above, and you may discard X cards from your hand to reduce a
bleed against you by X+1. Do not replace the discarded cards until
your next untap phase.


Strategic Use of Force
Reaction
Only usable when a minion controlled by your predator announces an
action.
[pot] The acting minion has -1 bleed and -1 strength for the remainder
of the action.
[POT] As above, and this vampire attempts to block. If the acting
minion successfully bleeds you, that minion takes X unpreventable
damage, where X is the amount of the bleed.


Convincing Argument
Reaction
Only usable during actions attempted by a younger vampire or an ally.
[pre] Reduce a bleed against you by 1 or gain 1 vote during a
referendum.
[PRE] As above, but reduce the bleed to zero or gain 2 votes and put
this card on the acting minion. The minion with this card does not
untap as normal during the untap phase. The minion with this card may
burn this card instead of untapping during it's controller's untap
phase.


Incite the Beast
Reaction
Frenzy
Only usable during a D action attempted by your predator or prey.
[ani] The acting minion cannot play action modifiers for the remainder
of the action.
[ANI] Only usable when being bled for 2 or more by a younger vampire
or an ally who is not controlled by your prey. Choose a minion
controlled by your prey. The acting minion and the chosen minion enter
combat. Tap this reacting vampire.


"Daffy" Daphne
Malkavian
group 6
Capacity 4 dem obf cel
Camarilla. At the start of your untap phase, if you control an odd
number of ready vampires, Daphne becomes Independent and gains the
Anarch trait until your next untap phase.


Phil McKrevis
!Ventrue
group 5
Capacity 5 FOR dom aus obf
Sabbat. Phil may play cards that require an anarch as though he were
an anarch. Do not replace cards requiring an anarch played by Phil
until your next untap phase.


Babs Bakersfield
Nosferatu
group 3
Capacity 3 ani obf pre
Camarilla. During your Master Phase, you may place a turncoat counter
on Babs. If Babs has a turncoat counter, she is considered Independent
and has the Anarch trait. Any titled vampire can enter combat with
Babs as a D action if she has a turncoat counter. Burn all turncoat
counters on Babs at the start of your turn.


Shecky DuBois
True Brujah
group 2
Capacity: 5 TEM pot pro tha
Independent. When Shecky is brought into play, you may lower his
capacity by one to give him the Anarch trait. He may not use cards
that require celerity [cel]. Scarce.


Winifred McGillicutty
Pander
group 4
Capacity: 6 OBT cel for tha
Sabbat. When Winifred is brought into play, you may lower her capacity
by one to make her Independent and give her the Anarch trait. Winifred
pays one less blood for cards that require Obtenebration [obt].


Resurfacing Memories
Master
Put this card on a vampire with a capacity below 7 and choose a unique
mortal ally you control. The vampire with this card gets -1 intercept
when attempting to block the chosen ally, and has -1 strength when in
combat with that ally. Burn this card if this vampire goes to torpor.


We Know What You Did Last Summer
Master: Trifle
Play on a non-titled, non-Camarilla minion. If you control a ready
Prince, Justicar, or Inner Circle member, play on any non-titled
minion.
The minion with this card is Red List. The minion with this card may
burn it as a (D) action.


Bikini Model 2
Ally
2 Pool
1 Life 0 Strength 1 Bleed
Male minions cannot attempt to block Bikini Model. Bikini Model can
tap a male minion as a D action at +1 stealth. Female minions get +1
intercept when attempting to block Bikini Model.
"Oh, shoot! I've got sand all over... be a sweetie and brush me off?"


Ritual of Baal v.2.1
Action Modifier
Req: Baali
Only usable when an action to rescue a non-infernal vampire from
torpor is declared.
dai: If successful, the rescued vampire gains the Infernal trait.
DAI: As [dia] above, and if the rescued vampire is younger than the
acting vampire, it becomes Baali, gains one level of [dai], and is
moved to your ready region, tapped. You may move any amount of blood
and/or equipment on this vampire to the acting vampire.


Silent Stalker
Action
1 blood
+1 stealth
[obf][qui] Enter combat with a minion controlled by another
methuselah. Minions without [aus] cannot attempt to block this action.
[OBF][QUI] As above, and minions without [AUS] cannot attempt to
block. If this action is successful, the opposing vampire may not
strike in the first round of combat.


Contract II
Type: Master
Master: contract.
Put this card on any ready minion and choose an Assamite in play. That
Assamite may enter combat with that minion as a +1 stealth (D) action
unless they are controlled by the same Methuselah. If the chosen
Assamite burns the minion with this card in combat, that Assamites
controller gains two pool.


Undetected Attack
Combat
1 blood
Only usable during the intitial strike declaration phase of the first
round of a combat.
[cel][qui] This vampires chosen strike resolves with First Strike and
inflicts an additional point of damage.
[CEL][QUI] Strike: The opposing vampire goes to torpor


Trophy: Holdings
Type: Master
Master. Trophy.
When this card is moved to a vampire you control, search your library
(shuffle afterward) for a location (requirements, if any, must be met)
and put it in play. Pay cost as normal. Once each turn, this vampire
may take an action, at +1 stealth, to search your library (shuffle
afterward) or ash heap for a piece of equipment that represents a
location while in play and equip it (requirements, if any, must be
met). Pay cost as normal.


Trophy: Status
Type: Master
Master. Trophy.
While the vampire with this card is acting, younger vampires cannot
play reaction cards. Reaction cards cost vampires the same age or
older one additional blood to play. Any vampire who successfully
blocks this vampire burns one blood before combat begins.


Trophy: Reputation
Type: Master
Master. Trophy.
When this card is placed on a vampire, put three Reputation counters
on it. Each time this vampire sends an opposing vampire to torpor (in
combat) or burns a minion (in combat), add a reputation counter to
this card. This vampire may burn a Reputation counter to enter combat
with another minion as a D action, untap at the end of your turn, gain
1 vote during a referendum, or leave torpor as an action at +1 stealth
that costs 0 blood.


Spam Filter
Reaction
Only usable when a bleed is declared against you by a younger vampire.
Action modifiers cost the acting vampire an additional blood. If the
bleed resolves successfully for more than two pool, the acting vampire
takes 1 unpreventable damage.


Bleeder Cap
Action Mod
Only usable when a bleed is successful.
[dom] The acting vampire gains blood equal to the amount of Pool lost
from the bleed.
[DOM] As above, and up to of the blood gained may be taken to your
pool.


Beater Cap
Combat
[pot] Only usable at the end of a round of combat. Not usable by a
vampire being burned or going to torpor.
This vampire gains an amount of blood equal to the amount lost by the
opposing vampire to damage during this round of combat. A vampire may
play only one Beater Cap each round.
[POT] As above, but up to two of the blood gained may be taken to your
pool.


The Scarecrow Scourge V 1.1
!Nosferatu
Type: Action
+1 stealth action. Unique.
Put this card on this acting vampire. This vampire may burn a blood to
attempt to block a vampire controlled by your predator or prey after
others have
declined or failed (ignoring the normal prey, predator or target
restrictions
for blocking actions).


Beckoning the Lost Soul
Action
Necromancy
1 blood
+1 stealth
If successful, put this card in play.
[nec] Put this card on the acting vampire. It represents a wraith
retainer with 1 life. The vampire with this retainer gets +1
intercept.
Burn this card if this vampire goes to torpor.
[NEC] This card represents a non-unique wraith ally with 1 strength, 2
life, and 1 bleed. Any vampire with Necromancy may take a (D) action
to
burn this ally and gain 2 blood. That action is at +1 stealth if you
control the acting vampire.


See No Evil, Hear No Evil
Action Modifier
[obf][qui] +1 stealth. Once this action, this vampire may burn 1 blood
to gain an additional +1 stealth.
[OBF][QUI] Play when an action is announced. For the remainder of this
action, any minion opposing this vampire in combat cannot play strike
cards in the first round of combat.


Burning Vitae [II]
combat, 1 blood
[qui] Play before range is determined. If the opposing vampire takes
any damage this combat, that vampire goes to torpor after combat ends.
[QUI] As above, but this card remains in effect until the end of the
current action.


Protect Thine Own II
Type: Political Action
Requires: justicar,inner circle
Cost: 1 blood
Political Card -- Worth 1 Vote. Called by any justicar or Inner Circle
member at +1 stealth.
Choose a non-Camarilla vampire with a capacity below 6. If the acting
vampire is a member of the Inner Circle, you may choose any
non-Camarilla vampire instead. If this referendum is successful, burn
that vampire. Only one Protect Thine Own II may be played each game.


Protect Thine Own III
Type: Political Action
Requires: prince,justicar,inner circle
Cost: 1 blood
Political Card -- Worth 1 Vote. Called by any prince, justicar or
Inner
Circle member at +1 stealth.
Choose a non-titled, non-Camarilla vampire with a capacity below 6. If
the acting vampire is a member of the Inner Circle, you may choose any
non-Camarilla vampire instead. If this referendum is successful, burn
that vampire. In this referendum, the chosen vampire may burn X blood
to get +X votes.


Come into Power
Master Out-of-Turn
Usable during your turn. Only usable if you control a ready Base (or
Advanced, as appropriate) version of vampire and the Advanced (or
Base,
as appropriate) is in your uncontrolled region. Play during your
Influence Phase to move the vampire in your uncontrolled region to
your
controlled region and merge that vampire. That vampire gains 1 blood
from the blood bank and untaps.


Destined for Greatness
Action
1 Blood
Only usable by an unmerged vampire. If successful, you may move the
Advanced (or Base, as appropriate) version of this vampire from your
uncontrolled region to the ready region and merge this vampire. This
vampire may not untap or play reaction cards until the start of your
next turn.


Wookie813
sethallsen{at}gmail{dot}com
veknpontiacATyahooDOTcom


-----------------------------------------------------


Multi-Task
Action Modfier
(2 blood?)
Play after an action has successfully completed, only usable by a
tapped vampire with capacity above 7.
This vampire may take another action, as if untapped.
Only one Multi-Task may be played per turn.


Pecking Order
Action Modifier
Play after a successful action, only usable by a tapped vampire with
capacity above 7.
Deal 2 unpreventable damage to a vampire you control with capacity
below 5 and untap this vampire.
(possibly one per turn again...)


rdcotton
rdcotton{at}gmail{dot}com


-----------------------------------------------------


Mortal Conscience (sp?)
Master Card
Cost: 1 pool
Place on an ally. If this minion is succesfully blocked, the blocking
Meth pays 1 pool. This ally's controller may pay 1 pool [option: maybe
2 life instead?] to cancel a strike made against this ally.


Reactive Reflexes
[combat card]
Quietus
Cost 1 blood
[qui] Only usable before range is determined. This vampire gets first
strike. [QUI] First strike.
[Note: Raise cost to 2? To make the other quietus first strike cards
comparable?]


Rooftop Buddy
[reaction card]
Play during combat
Only useable by a minion with a ranged weapon not in combat
Cost 1 blood
Only usable when another minion you control enters combat with a
minion. In that combat, this minion may ranged weapon strike on the
opposing minion during normal strike resolution (only usable at close
range). Dodge will avoid this strike, and damage prevention effects
can treat this as a strike from an opposing minion. This minion can be
the target of effects that inflict damage or steal blood as a retainer
could be. If damage is successful, reduce damage to zero. Your minion
in combat gains first strike.
[Note: Obviously the above was based off of Winged Second]


Dim Mak
[combat card]
Requires: Assamite
Cost 1 blood
Only usable if this Assamite has been chosen for a contract on the
opposing minion. This assamite gains first strike and his strikes
cannot be dodged this round.
[Note: Too good perhaps? Take out the dodge part?]


Friends in High Places
Event
Government
Place X counters on this card where X is the capacity/cost for one of
your minions.
Spend Y+1 counters to reduce a bleed by Y.
Burn when all counters are spent.


[Optional addition to card maybe]:
A minion above 7 can spend X blood/life to burn X counters off this
card as a D action.

[Optional addition to card maybe]: Any of your minions with
capacity/cost above 7 can place a counter on this card as a +1 stealth
action (undirected) that cost 1 blood.


adam hulse
adam.hulse{at}gmail{dot}com


-----------------------------------------------------


personal sacrifice
Master out of turn
Requires a vampire with capacity above 7, if this vampire will leave
play another of your ready vampires takes it's place.


Master
Wrath of the fattie
if this vampire leaves the ready region each methusaleh burns 1
(maybe 2) pool.


Omael
omael.rangel{at}gmail{dot}com


-----------------------------------------------------


Mastering the ways
Master
Cost: 1 Pool
Put this card on a vampire you control and choose an in-clan
discipline of this vampires clan. This vampire gains one level of the
chosen discipline. A vampire may only have one Mastering the ways.


Name: X
Master out of turn, trifle
Only usable if you control a ready vampire with a capacity greater
than a minion attempting a bleed action against you.
Cost: X pool
Burn the actng minion where X is X-1 of the difference between the
acting minions cost and the bleed amount (minimum of 1)


Decoy (II)
Catiff
Group *
Capacity 1
Independent, non unique.
During you untap phase, if decoy is ready you may remove him from the
game to make a minion controlled by your predator or prey redlist. At
the end of your next untap phase remove decoy from the game and move
the top crypt card from your crypt to your uncontrolled region.


Empowering the ancient blood
Type: master or event
Cost: X (as in I have no Idea what it should cost) pool
Effect: When you put this card into play choose a clan. Members of
that clan with a capacity above 7 may untap once during the minion
phase. Any methusalah may take control of this card as a D action. If
this card changes controllers, a new clan may be selected.


Archon Investigation II
Type: Master
Cost: 3 pool
Master: out-of-turn
Only usable when a minion is attempting to bleed you for more than
double than the acting minions inherent bleed. The action is not
succesful, Burn the acting minion.


Enough of your Shenanigans
Type: Unique Master
Cost: 2 pool
Put this card into play. While this card is in play your prey cannot
play reactions that require dominate. During your discard phase burn 1
pool or remove Enough of your Shenanigans from the game.


Focussed Will
Type: Action
Cost: 2 blood
+1 stealth action. put this card on the acting vampire. While this
vampire is acting, reaction cards requiring dominate cannot be played.
During your influence phase, burn focussed will or this vampire burns
one blood.


Gift of experience (II)
Type: Master
Search you crypt for an advanced or basic version of a vampire you
already control and place it in your uncontrolled reigion. Place this
card on a vampire you control to give that vampire one level of a
discipline that it already posseses.


Strength of blood
Unique Master
Cost: 1 pool
Put this card into play. Any vampire with a capacity above 7 may untap
once per turn. Play this card when a gehenna event is played as an out
of turn master to cancel that event. If used in this way you gain an
additional master phase action but lose 1 discard phase action.


sutekh_23
beckmin{at}aapt.net.au


-----------------------------------------------------


Bakija Gambit Accepted
Cardtype: Master
Master: out-of-turn.
Only usable when a Methuselah attempts to self-contest a vampire. Burn
the incoming copy and put this card in play under that Methuselah's
control. Move X blood from the blood bank to this card where X is the
capacity of the incoming vampire. During each of his or her untap
phases, that Methuselah may move a blood from this card to their pool.


-johnmeier
johnmeier1{at}gmail{dot}com


-----------------------------------------------------


Blood Acceptance II
+1 stealth Political Action worth 1 vote
Only usable by a titled vampire.
Choose a younger vampire you control that belongs to the same sect as
this acting vampire that is [list of the (non-scarce) Bloodlines].
If the referendum is succesful, any members of that Bloodline may take
a +1 stealth action to gain a Blood Acceptance counter, if this action
is successful untap that acting vampire during your discard phase. Any
vampire with one of your BA counters are considered to be of the same
Clan as this acting vampire. This card remains in play as long a the
acting vampire or a titled vampire of the same Clan by card text is in
play.


Blood Acceptance III
+1 stealth action
Cost: 1 blood
Only usable by a vampire belonging to [list of the (non-scarce)
Bloodlines].
Choose an older titled vampire you control.
This acting vampire is considered to be of the same sect and clan as
the chosen vampire as long as the chosen vampire is ready. The chosen
vampire may move up to two blood to this acting vampire. If this
action
is succesful, this acting vampire may burn one blood to untap during
your next discard phase.


MEGYL, Dr T.
mastertoz{at}hotmail{dot}com


-----------------------------------------------------


Punishment of Bad Planning
Master, 1 pool
Put this card into play, put 3 counters on it and choose a Metuselah.
That Metuselah will loose a discard phase action each turn as long as
this card remains in play. During your untap phase, remove a counter
from this card. Burn this card when it has no counters. A Metuselah
can
play only one Punishment of Bad Planning during a game.


Battlefield: Gehenna
Political Card - Worth 1 Vote. Called by any vampire at +1 stealth.
Successful referendum means each Metuselah burns X-2 pool, where X is
the number of Gehenna cards that Metuselah controls. If the referendum
is successful and the acting vampire is a Sabbat vampire, he or she
gains a blood from the blood bank after the action is resolved.


"Hyllan"
caroline_hyll{at}hotmail{dot}com


-----------------------------------------------------


Go Inconnu: Cardless action. No cost. 1 Stealth.
Only attemptable by a vampire capacity 8 or greater. Only attemptable
once a Meth has announced attempt to withdraw from jyhad. If
successful, vampire gains status of Inconnu and has renounced the
jyhad. Any Meth withdrawing while controling an Inconnu gain the vp
associated with his withdrawal and additionally steals 1/2 vp each
from
both his predator and his prey.


Mark Loughman
mark{at}mentaladventures{dot}com


-----------------------------------------------------


Pay. The. game.
Master: Out-of-Turn
Play when a minion is bleeding someone other than their controller's
prey.
That minion is now bleeding their controller's prey.


Like a Fart in the Wind
Master, 1 pool
Only playable if you control no minions. Put this card in play and put
3 counters on it. If there are any counters on this card and you
control no minions, you burn one less pool while being bled or during
a referendum. Remove a counter on this card during your discard phase.
A Methuselah can only play one Like a Fart in the Wind per game.


Desperate Times Call For Desperate Measures
Event
During each Methuselah's Influence Phase, she may pay 1 pool and 4
Transfers to name a minion. At the end of that Influence Phase, she
may
move a copy of that minion from her Uncontrolled Region to the ready
region. A Methuselah cannot name a unique minion already in play.


Gregory Stuart Pettigrew
etherial{at}sidehack.gweep.net


-----------------------------------------------------


USS Carl Vincent
Assamite 1 Blood & 1 Pool
This equipment card represents a unique location and does not count as
equipment while in play. Haven.
Put this card on a minion you control. This minion cannot be affected
by (D) actions. Any Methuselah burns an additional pool when playing
master cards on (or that target) this minion. Burn this minion if they
enter torpor. During undirected actions and actions that are not
directed at this vampire, he or she cannot block or play reaction
cards.


Cameron Murtagh
cameronmurtagh{at}gmail{dot}com


-----------------------------------------------------


Defend of the Elders
Type: reaction
Only playble by a vampire above capacity 8
PRE: Cancel a vote card as it is played.
OBT: +1 intercept
AUS: Reduce a bleed for 2.


Rumors of Gehenna Revealed To Be Greatly Exaggerated II
Unique Master.
2 pool.
Put this card in play. The effects of all Gehenna events in play are
ignored. (Dont redraw your reduced hand size.) This card may be burned
as a (D) action that costs 1 blood.


Combat Frenzy
Combat
1 blood
Frenzy. Only playable by an acting vampire with capacity above 8 whose
oppponent was send into torpor, burned or send to the incapacitated
region.
Untap the acting vampire and start a new combat with another ready
minion controlled by the methuselah of the opposing minion.


Defence of the Elders
Only playable by a vampire with capacity above 8.
PRE combat: Combat ends
ANI reflex: Cancel a Frenzy card as it is played on this vampire.
OBF reaction: Playable after a succesful referendum. All effects on
this vampire are cancelled.


Wisdom of the Elders
Master
Only playable on a vampire with capacity above 8.
Put Wisdom of the elders on that vampire. That vampire goes into
torpor. Burn that card to cancel all actions directed on that vampire
or any master played or put on that vampire. A vampire can have only
one Wisdom of the Elders.


Power of the Noah
Only payable by a vampire with capacity above 8.
Reaction
OBF Cancel a political card that can only by played by a titled
vampire
as it is played.
CEL Only playable by a tapped vampire. The vampire untaps.
PRO +1 intercept and an optional Strike: combat ends if combat occurs.


Frank
x5mofr{at}gmx.de


-----------------------------------------------------


professional throwing knives
equipment, melee weapon
cost 1 pool
when this card enters play put three counters on it. each counter
could
be used to do a strike: R strength damage. if a projectile card is
used
to strike add +1 damage. if this weapon deals any damage successfully
then the counter is trasferred to the target minion, who can use it in
later rounds or later combats. otherwise the counter is burned.
keep this card in play as long as any counter is in play


whip
equipment, melee weapon
cost 1 pool
could be used to do a strike: R strenght damage
no more than 1 damage cound be dealed with this weapon.
if the strike is not dodged the minion with higher strenght gets a
press, only usable to continue combat.


Martial Art Master Training: <style>
master
cost 1 pool
put this card on a minion you control and put 2 counters on this card.
this minion could make a +2 stealth action that cost 1 blood to remove
a counter. when there are no more counters on this card this minion
gets...

(for every martial style there should be a different card. here i try
to write down some:)

<kung fu> ... one maneuvre each combat and +1 strenght with hand
strikes and melee weapon strikes.
<ju-jitsu>... one press each combat and prevents one damage each
combat

<ninjitsu>... one dodge each combat. additional strikes cards cost
this
vampire 1 less blood to play (never less than 0) (this could prove
definitely too powerful. maybe this should cost 2pool instead of 1)(or
3blood and 3 actions)
<boxe>... +1 strenght with hand strikes. if this minion plays taste of
vitae at the end of a round and gains at least one blood he gains an
additional blood

....a minion can have only one Martial arts master training.


Cut
aea_dc{at}yahoo.it


-----------------------------------------------------


Trust Your Gut
Fortitude intercept. Something like...
for: +1 intercept against a D action
FOR: As above, if block successful there is no combat. Untap this
minion.
"Hmmm, something tells me that.... A HA!! I thought so!"


tobinator
tobin.lopes{at}adelphia.net


-----------------------------------------------------


Joined Venture
Master
Put this card on a ready vampire you control. During your turn you may
tap
this card to use blood from this vampire to pay some or all of the
cost of
a card that costs pool, or to use pool to pay some or all of the cost
of a
card played by this vampire.


Rogar
MYNICKNAMEHERE{at}phreaker.net


-----------------------------------------------------


Lack of Danya
Action, costs 1 blood
[chi] Search your Crypt for Alexis Sorokin and put her into your
Uncontrolled Region with 1 blood.
[CHI] Remove all copies of Alexis Sorokin from the game (even from
crypts, Uncontrolled Regions, and Ash Heaps).


ETHERIAL
white Wolf Forum Poster


-----------------------------------------------------


Super Flash
cel: maneuver or press
CEL: maneuver with an optional maneuver and press


tzimisce_dragon
georget{at}for.auth.gr


-----------------------------------------------------


Immense Size
Type: Action
Requires: Sabbat Cardinal
This is a +1 stealth action.
Put Immense Size on this minion. This minion cannot block. Actions
directed at this minion cost an additional pool. If this minion is
ready during your discard phase, it can untap another ready minion of
the same clan.


denis
inomine{at}gmx.net


-----------------------------------------------------


Rumors of Gehenna Revealed To Be Greatly Exaggerated
Master.
2 pool.
Put this card in play. Burn all Events. No Events may be put in play
while
this card remains in play. This card may be burned as a (D) action
that
costs 1 blood.


"SEC Investigation"
Master: Out-of-turn
0 pool.
Only usable when a minion is attempting to bleed you for more than 1
pool.
The bleed amount is reduced to 1.


Joshua Duffin
jtduffin{at}yahoo{dot}com


-----------------------------------------------------


Name: Anarch Invitation
Type: Action
+1 stealth
Requires a ready anarch baron
Put this card on a ready independent vampire,
this vampire is now considered anarch.


ThE_OnLy_VipeR
finalboss{at}hotmail{dot}com


-----------------------------------------------------


Enzo Giovanni, Pentex Board of Directors [advanced]
Giovanni
Cap: 8
ani DOM NEC POT tha
Camarilla prince of Venice.
[Merge]: During a political action, Enzo may burn X blood to give
another ready Giovanni X votes.


Michael
blackshinyboots{at}hotmail{dot}com


-----------------------------------------------------


Stanislava [Advanced]
Clan: Gangrel (G2)
Capacity: 11
Disciplines: ANI CEL DOM FOR PRO
Camarilla Inner Circle, +2 Bleed
Vampires may not block Stanislava


Pat Lusk
patrick.lusk.nyetspam{at}nospamcomcast.net


-----------------------------------------------------


Arena: Churchyard.
Combat: Location.
Play before range is determined. Any wraith or vampire with
necromancy gets +1 strength for the first round of combat.
Only one Arena can be played per combat.


Arena: Penthouse Balcony.
Combat: Location.
Play before range is determined. Range is automatically close.
No Strike: Combat Ends cards can be played in this combat.
Only one Arena can be played per combat.


Arena: Sewers.
Combat: Location.
Play before range is determined. Any attempt to set range to
long costs an additional blood. Only one Arena can be played
per combat.


Arena: Subway Station.
Combat: Location.
Play after range is set to close, but before strikes are determined.
For every two points of damage each vampire is successfully dealt
in each round of this combat, the controlling Methuselah loses
1 pool. Only one Arena can be played per combat.


Ian Forestal. [Advanced]
Clan: Tremere Antitribu (Group 2).
Capacity: 9
Disciplines: AUS DOM THA
Sabbat. Bishop. Master Discipline cards cannot be played on Ian
Forestal.
Any already on Ian Forestal when he merges are burnt.
Merged: Ian Forestal may play cards that require a Discipline as
though he
has the advanced level of that Discipline.


Colin "Eryx" Goodman
colin.goodman2{at}ntlworld{dot}com
Cambridge UK
http://www...{dot}com/eryx_uk/Cambridge_by_night.html


-----------------------------------------------------


Name: The Big Brother
Cardtype: Ally
Requires: Brujah
Cost: 1 pool
+1 Stealth action. Put The Big Brother in play, at your side. When a
Metuselah gets more than +1 stealth on any one action, you may tap
this card
and let my elder brother to enter combat with that Metuselah as a (d)
action; that Metuselah cannot strike during the initial strike phase
this
round (other strike resolution effects are not affected).


Name: Malkavian Jealousy
Cardtype: Master
Requires: Malkavian
Search in the library of a chosen Metuselah. If you find more than two
stealth-adding cards (actions at +1 stealth by default does not count)
there, burn that deck and the Metuselah who is playing with it. Only 4
Malkavian Jealousy may be played in a game by each Metuselah.


Astardel
alvmarNIENTE{at}GRAZIElibero.it


-----------------------------------------------------


Gwendowln [Advanced]
Clan: Brujah (group 2)
Capacity: 11
Disciplines: aus CEL FOR POT PRE tha
Camarilla Inner Circle. +2 Bleed.
[Merged] During a referendum, tap Gwendowln to deal 2 unperventable
damage
to another titled vampire, and change their votes. If that titled
vampire is
Arika, Arika is burned.


Vincent Crisafulli
vac999{at}netcarrier{dot}com


-----------------------------------------------------


Deja Vu
Event
Do not replace until your next discard phase.
During each discard phase that Metuselah may move a card from the ash
heap to the bottom of the library.


Feed the Pig
Combat
qui: Opposing vampire gain 4 blood. Remove excess blood. All this
vampires strikes this combat inflict an additional damage.
QUI: As above and this vampire gain one additional strike each round
this combat.


Fending of the Masses
Master
Playable if your predator control X vampires with a capacity below 4.
If X = 1, gain 2 pool.
If X = 2, gain 4 pool.
If X > 2, gain 4 pool and all your predators vampires with a capacity
below 4 do not untap during their next untap phase.


Reborn
Master
Remove a card on one of your vampires or remove 2 blood from one of
your vampires to gain 1 pool.


Calling for Help
Master
Put 1 blood from the blood bank to a vampire in your uncontrolled
region.
If the vampires capacity is over 7 and the counters on him/her is
equal to his/hers capacity, place him/her immediatly in your
controlled region and that vampire may act in the next minion phase.


Bobby_Doc
robert_doktorow{at}hotmail{dot}com


-----------------------------------------------------


Payback
Reaction
Some combination of discipline/clan/blood cost
Usable only when being bled. Put this card into play. Move all blood
lost by you this bleed to this card. After this action resolves, this
minion enters combat with the acting minion. If that acting minion
goes to torpor or is burnt, move all blood on this card to your pool.


Stealth Widget
Equipment (Unique)
? Pool
When this minion is acting, tap this card to reduce the intercept
gained by a card in play by 1.


"Kick the little ones!" Mk II
Requirement: Assamite
(D) Enter combat with a minion controlled by another Metusaleh. If the
minion has a capacity of 4 or less or is a an ally this vampire untaps
after the action (even if it was blocked).
[obf] As above, at +1 Stealth.
[OBF] As [obf] above, but at +2 Stealth.


Ancient Domain
Elder Power
Put 5 cards from your hand face down under Ancient Domain. During your
untap phase, you can use a Elder Power Phase to return one of these
cards to your hand. Cards under Ancient Domain count towards your hand
size, but cannot be played*. Vampires with a capacity less than the
number of cards under Ancient Domain cannot act.


Khabar: Dishonor, The
Type: Combat
Requires: Assamite
Cost: 1 blood
Only usable if this Assamite has been chosen for a contract on the
opposing minion.
Only usable by the acting vampire after the opposing minion has chosen
his or her strike. Cancel this acting vampire's strike and choose a
new one.


Blood Dolly
Type: Master
Master.
Put this card on a vampire you control. During his or her master
phase, this vampire's controller may move 1 blood from this vampire to
his or her pool, or may use an MPA to move 1 pool to this vampire.


Blood Puppet
Type: Master
Master.
Put this card on a vampire you control. During his or her master
phase, this vampire's controller may move 1 pool to this vampire, or
may use an MPA to move 1 blood from this vampire to his or her pool.


Appolonius (ADV)
Clan: Brujah (group 1)
Capacity: 10
Disciplines: CEL PRE for pot
Camarilla primogen: Appolonius can pay 1 blood for a press or maneuver
each combat. +1 stealth on bleeds.
[MERGE] Prince of San Francisco. Appolonius has FOR, POT, DOM.


Fung, O'saur
Clan: Caitiff (or Pander)
Sect: Independant.
Capacity: 2
Disciplines: None
Special: If ~ is damaged in combat, at the end of that combat, if
still ready, you may search your hand, library and ash heap for a
discipline card, and put it on ~. ~ does not contest.


Delaying Until Dawn
Type: Reaction
Requires: Fortitude
[for] If this block is successful, all damage inflicted to all
vampires in the resulting combat is aggravated. The acting vampire may
now choose to cancel this action.
[FOR] As above, but the acting vampire cannot cancel this action as
per Inferior (OK, that's clunky, but I didn't want them unable to
cancel the action by other means like Change of Target).


Delaying Until Dawn Mk II
Type: Reaction
Requires: Fortitude
[for] If this block is successful, all damage inflicted to all
vampires in the resulting combat is aggravated. The acting vampire may
now choose to have this action fail.
[FOR] As above, but the acting vampire cannot choose to have this
action fail.


Morgan Vening
morgan{at}optusnet{dot}com.au


-----------------------------------------------------


Foresight
Combat
2 blood
A vampire may only play one Foresight each combat.
aus: Maneuver with an optional maneuver.
AUS: Only playable before range is determined. Cancel a combat card
played by an opposing minion. (Useful to avoid weather control and
other obnoxious cards; akin to saying, "No, I knew you were going to
make the weather lousy, so I choose to fight you indoors!")


cmberry
cmberry{at}purdue.edu


-----------------------------------------------------


Unstoppable
Master, Archtype
Master: archetype. Put this card on a ready vampire you control with a
capacity above 6. Once each turn when combat involving this acting
vampire ends and the opposing minion is not ready, this vampire may
burn a blood to continue the action as though unblocked. A vampire may
have only one archetype.
Flavour text: I'm the Juggernaut Bitch!


Wooden Axe II
Cost: 1 pool
Inflict Strength +1 damage as a strike, once per round.
If used with an Aim card, the opposing minion must discard 1
additional card to cancel the effects of that card.


Laser Sight II
Equipment/Combat
Put this card on a gun on this minion. Alternatively, if this gun was
brought into play during combat, you may play Laser Sight from your
hand onto the gun as it enters play at an additional cost of 1 pool.
When using this gun, any Aim cards that you play require the opposing
minion to discard 1 additional card to cancel its effects.


Cloak of Warding II
Unique Equipment
3 pool
The minion with this equipment may burn 1 blood to be immune to the
effects of an opponents strike once per combat. If this equipment is
used, the wearer may not strike that round. The wearer has one
optional press each combat, only usable to end combat.


Double Punishment III
Action Modifier, 1 blood.
[cel] Only useable during a bleed action. If this action is blocked
and combat occurs during which the opposing minion is burnt or sent to
torpor, this acting vampire may continue the action as if unblocked.
[CEL] As above, but this card does not cost a blood.


Party Shift
Political Action, called by any Vampire as a +1 stealth action
Name X minions, where X is half the capacity of this vampire rounded
down. Each minion gains a party counter. If the number of Party
Counters on a minion equals or exceeds the blood or life on that
minion take control of that minion. During each of your untap phases,
burn 3 party counters as the minion sobers up. When the last Party
Counter is burnt, return control of that minion to it's original
Methuselah.


Mortal Conscience (II)
Master Card
Place on a mortal ally. If this minion is successfully blocked by a
vampire, the Methuslea of the blocking minion burns 1 pool. Tap this
card to cancel a combat card played by a Vampire in combat with this
mortal, no cost is played. If this is a strike, the opposing minion
may choose another. A mortal ally can only have one Mortal
Conscience. If played on an Imbued this card costs 1 pool.


Blood Weakness (IV)
Combat
Only useable against a younger vampire. Only 1 Blood Weakness may be
played in a round.
qui: Cancel a combat card that requires a discipline as it is played
by the opposing vampire.
QUI: As above but the opposing vampire may be the same age or older.


Trophy: Anson's Left Testicle
Master. Trophy. Any Toreador may enter combat with the Vampire with
this card as a +1 Stealth (D) action. The vampire with this card gets
an optional maneuver and +1 strength when in combat with a Toreador.
The vampire with this card may take a +1 Stealth action to cause any
Methusela who controls a ready Toreador to burn 2 pool. Anson may
not be influence out when this card is in play and on a vampire. Any
copies of Anson influenced during this time burn instead.


Talons of Blood
Combat, 1 blood
(qui) Make a hand strike at strength +1 damage. This damage cannot be
prevented.
(QUI) As above with first strike.


Talons of Death
Combat, 1 blood
(qui) This vampires hand strikes inflict aggravated damage for the
rest of this round.
(QUI) As above, and this Vampires hand strikes may not be dodged.


Life Leach
Combat
(qui) Make a Hand Strike at Strength +1. This vampire gains 1 blood
if this strike is not prevented.
(QUI) As above, but at Strength +2.


Blood of the Dragon
Combat, 1 blood
(qui) Prevent 1 damage.
(QUI) As above, and if this vampire sustains at least 2 points of
damage and the range is close, opposing minion suffers 1 point of
aggravated damage.


Tainted Blood
Combat
Play before strike declaration, only useable at close range.
(qui) Opposing minions next combat card played costs an additional
blood or life.
(QUI) All combat cards played by opposing minion during this combat
cost an additional blood or life.


Burning Blood Mist
Combat, 1 blood
Play before range is chosen in the first round of combat. Only one
Blood Mist may be played each combat.
(qui) Opposing Minion and all his retainers suffer 1 point of damage
during strike resolution if the range is close. Damage not
preventable.
(QUI) As above, but this vampire may burn 2X blood to increase the
damage by X.


Contract (alt)
Master: contract. Put this card on any ready minion and choose an
Assamite in play. That Assamite may enter combat with that minion as a
+1 stealth (D) action unless they are controlled by the same
Methuselah. The Methusela of the minion with this card burns 2 pool
if this minion is burnt.


Helpful Enemy III
Mortal Ally, 1 pool
1 bleed, 0 strength, 1 life
If Helpful Enemy is blocked by a Vampire, that Vampire untaps at the
end of any resulting combat. Helpful Enemy may tap a card controlled
by your prey as a +1 stealth (D) action, if this action is successful
a ready vampire controlled by your prey gains 1 blood from the
bloodbank. If Helpful Enemy is burned, you may spend a pool to put
her immediately back into play tapped.


Helpful Enemy IV
Mortal Ally, 3 pool
2 bleed, 2 strength, 2 life
If Helpful Enemy is blocked, your prey may increase his or handsize by
1 card in the resulting combat, if any. Discard down to handsize at
the end of the combat. During your untap phase, you may remove
Helpful Enemy from the game to gain 2 pool.


Helpful Enemy V
Mortal Ally, 2 pool
0 bleed, 2 strength, 3 life
Helpful Enemy may enter combat with any vampire controlled by another
Methusela as a (D) action. If this action is successful, the
controller of the opposing minion gains 1 pool. Helpful Enemy strikes
for +1 damage with weapons and has an optional maneuver once per
combat.


Helpful Enemy VI
Unique Mortal Ally, 4 pool
1 bleed, 1 strength, 5 life
Give Helpful Enemy to another methusela as a +1 stealth (D) action.
If this action is successful, Helfpul Enemy becomes a minion under
their control. Each turn during your untap phase, you may move a
blood from that methusela's pool to yours and one of that Methusela's
vampires takes 1 point of unpreventable damage.


Helpful Enemy VII
Mortal Ally,1 blood
0 bleed, 1 strength, 1 life
Tap helpful enemy to gain 3 votes in a referendum called by your
predator. If the vote fails, your prey gains 1 pool. If you tap a
2nd Helfpful Enemy during a referendum, that Helpful Enemy only
provides 2 votes. A third Helpful Enemy provides only 1 additional
vote. Additional Helpful Enemies provide no addtional votes.


Helpful Enemy VIII
Mortal Ally
0 bleed, 2 strength, 2 life
Helpful Enemy may tap to reduce the cost of a card you play by 1 blood
or pool. If tapped during your discard phase, your Predator takes
control of Helpful Enemy,


Protective Hand of the Father
Cardtyp - Master
Cost - 1 pool
Put this card in play. If you control no minions you may tap this
card to cause an action that would cause you pool loss to fail. If
this action is performed by a vampire with a capacity of 4 or less,
that vampire suffers 1 unpreventable damage. During your influence
phase, you may discard another copy of this card from your hand to add
1 blood to a minion in your uncontrolled region. Burn this card when
you control a minion. If that minion has a capacity less than 7, burn
a pool. A Methusela may only control 1 Protective Hand of the Father
at a time.


Real Estate Agent (II)
Ally, 1 blood
1 Life, 0 bleed, 0 strength
Tap Real Estate Agent when any other Methusela plays a Location. Move
1 pool from that Methusela to you. Only 1 Real Estate Agent may tap
for each Location played.


Heart of Nizchetus (Alt)
Type: Equipment
Cost: 1 pool
Unique equipment.
The minion with the Heart may take a +1 stealth action allowing you to
draw up to three cards from your library and then move the same number
of
cards from your hand to the bottom of your library.


Body Armour
Equipment. 3 pool.
The minion with this armour treats Aggravated Damage as normal and may
prevent up to 1 damage each round of combat. This minion has -1
Stealth.


Improvised Missile
Combat.
Strike: Make a melee weapon strike at long range. After Strike
Resolution transfer the melee weapon to the opposing minion.


Notoriety
Master, 1 pool.
Unique Master. Put this card on a ready vampire you control. This
vampire gets +2 strength. If this vampire is sent to torpor or burnt,
you lose 2 pool and this card is burned.


Symbolic Offering
Master, 1 pool.
Put this card on a ready vampire you control. When you are
successfully bled, you may burn this card to cause the bleed to fail.
This vampire takes X unpreventable damage, where X is the bleed
amount.
If this vampire goes to torpor, burn him. You may only have one
Symbolic Offering in play at a time.


Vitae Slave
Master.
Put this card on a ready vampire you control and tap this vampire.
This vampire does not untap as normal. Whilst ready you may move 2
blood from this vampire to your pool as a Master Phase Action. This
vampire gains 1 blood from the blood bank in the discard phase. If
this Vampire untaps or is reduced to 0 blood, burn this card.


Igo the Hungry [Advanced]
1, pro pre
[Merged] Igo gains an additional blood when hunting


Aabbt Kindred [Advanced]
4, for pre ser
Aabbt Kindred are not unique and do not contest. Aabbt Kindred may
not
take [d] actions unless Nefertiti is ready. Aabbt Kindred may steal 1
blood as a strike.
[Merged] Nefertiti does not have to be ready for Aabbt Kindred to take
[d] action.


Omaya [Advanced]
8, ANI AUS FOR PRO
[Merged] Omaya may burn 1 blood for +1 intercept.


Tock [Advanced]
4, obf pot pre
[Merged] Once each combat, before range is chosen, Tock may burn 2
blood to gain +1 strength.


Kindred Restructure (alt 2)
Called by any Titled Vampire as a +1 stealth action. The game ends
immediately begin a new game with a new seating order at the closest
pub. All players currently with VP get shouted drinks by the players
without VP whilst the game lasts.


Dramatic Upheaval (alt 2)
Called by any Vampire as a +1 stealth action. The game ends
immediately, begina a new game with a new seating order at the closest
pub. All players must purchase their own drinks whilst the game
lasts.


Dramatic Upheaval (alt)
Political Card - Worth 1 Vote. Costs 1 pool. Called by any vampire as
a +1 stealth action.
Switch seats with a randomly chosen Methusela. The turn then
continues
after each player has taken their new seat. Only 1 Dramatic Upheaval
can be played by each player once per game.


Kindred Restructure (alt)
Political Card - Worth 1 Vote. Costs 1 pool. Called by any titled
vampire as a +1 stealth action.
A new seating order is randomly selected for all methuselas. The turn
then continues after each player has taken their new seat. Only 1
Kindred Restructure can be played during the game.


J
grail_pbem "at" hotmail{dot}com


-----------------------------------------------------


name: screw revolts anarch, and others cards (like diamont tundervolt)
type: master
cost: 1 pool.
text: only usable if you burn a blood during your last untap phase by
an effect of a card that's it's not contesting. Put this card that
card, the controler of that card (or who put the card in the game),
burn a blood when you burn a blood for the effect of that card.


name: End of the revolt.
type: master.
cost: x pool
Burn x+1 revolts anarchs controlled by one math. That math burn X
where X it's the number of revolt burned.


Enrique San Martin
esmw{at}chile{dot}com


-----------------------------------------------------


Dead and Loving It
+ 2 Stealth Action.
Requires a Follower of Set in torpor. Usable by a tapped vampire.
Search your library for an ally that requires a Follower of Set. This
vampire recruits that ally (he or she must meet the requirements, if
any, of the ally). Reduce the cost of the ally by one pool. Shuffle
your library afterward.


Delayed until dawn.
Type: Reaction
Requires: Fortitude
Cost: 3 blood
Only usable when this reacting minion successfully
blocks a vampire who does not have Fortitude.
[for] The acting vampire burns 2 blood, and the
action is ended (without combat).
[FOR] As above, and the acting vampire goes into
torpor.


Dramatic Upheaval (alt. 4)
Type: Political Action
Political Card - Worth 1 Vote. Called by any vampire at
+1 stealth.
Choose another Methuselah. *Successful referendum means
they do not take their turn as normal but instead take
it when you would normally take yours. After their
next turn you take your turn when they would have
normally taken theirs. (Prey is still to the left,
however).*


Kindred Restructure (alt. 2)
Type: Political Action
Requires: prince,justicar
Political Card - Worth 1 Vote. Called by any prince or justicar at +1
stealth.
Choose a new *turn* order. Successful referendum means each Methuselah
*from now on takes his or her turn in the nominated order. (Prey is
still to the left, however).*


Dramatic Upheaval (alt. 3)
Type: Political Action
Political Card - Worth 1 Vote. Called by any vampire at +1 stealth.
*Choose a new turn order. Successful referendum means each Methuselah
from now on takes his or her turn in the nominated order, until your
next turn. (Prey is still to the left, however). After your next
turn
play reverts to normal.*


Triming the Fat.
Political Card: - Worth 1 Vote etc.
Oust a random Methuselah. Triming the Fat may be played only once per
game.


Dramatic Upheaval (alt. 2)
Type: Political Action
Political Card - Worth 1 Vote. Called by any vampire at +1 stealth.
Choose another Methuselah. Successful referendum means you switch
places with that Methuselah. *Any Methuselah may discard their hand
to
cause this referendum to fail. Only one Dramatic Upheaval may be
played each turn.*


Dramatic Upheaval (alt.)
Political Action
Political Card - Worth 1 Vote. Called by any vampire at +1 stealth.
*Cost 1 Pool.*
Choose another Methuselah. Successful referendum means you switch
places with that Methuselah. *Before votes are cast any Methuselah
may pay 2 pool to cause this referendum to fail.*


Kindred Restructure (alt.)
Political Action
Political Card - Worth 1 Vote. Called by any prince or justicar at +1
stealth.
*Cost 1 Pool*
Choose a new seating order. Successful referendum means each
Methuselah takes his or her new seat. *Before votes are cast any
Methuselah may pay 3 pool to cause this referendum to fail.*


lehrbuch
lehrbuch{at}gmail{dot}com


-----------------------------------------------------


Trophy: Bowling
The vampire with this trophy may tap it to make a ranged strike
to send the opposing minion to torpor, only usable at long range.


Trophy: Bass Fishing
The vampire with this trophy may tap it before range is determined
to set the range in combat to close and skip the Determine Range
step.


Trophy: Golf
The vampire with this trophy inflicts an extra point of damage with
long-range strikes.


Trophy: Hockey
The vampire with this trophy may use melee weapons to strike at close
range, even if his strikes would otherwise be restricted.


Trophy: Spelling Bee
The vampire with this trophy gets 2 additional votes.


Trophy: Wife
The vampire with this trophy may burn it before range is determined
to end combat. The vampire with this trophy may burn it during his
or her controller's untap phase to gain 4 blood.


Dramatic Upheaval (redux)
Political Action
Choose any other Methuselah.
Successful referendum means you switch places with that
Methuselah, end your minion phase, and put this card into
play.
The next time you gain a Victory Point, the chosen Methuselah
gains that Victory Point instead (even if that Methuselah was
already ousted) and burn this card.


Jozxyqk
jfeuerst{at}eecs.tufts.edu


-----------------------------------------------------


Name: The New Pugfar
Clan: Gargoyle
Group: 4
Capacity: 5
Disciplines: for POT VIS
Sabbat. Tremere antitribu slave.


Name: Guarding the Base
Type: Reaction
Cost: 1 pool
Only usable when you are being bled. Tap this reacting minion. Choose
another Methuselah other than the controller of the acting minion. The
acting minion is now attempting to bleed that Methuselah.
Your minions cannot bleed next turn.


Name: Hired Guard
Type: Reaction
Cost: 1 blood
Only usable when a minion is attempting to bleed you for 3 or more.
Choose a Methuselah other than you and the controller of an acting
minion. That Methuselah can tap any untapped minion he controls to
enter combat with the acting minion. If the acting minion will not be
ready after that combat, the action ends; otherwise, the chosen
Methuselah burns 1 pool.


Name: Restless Guard
Type: Reaction
Cost: X blood
Only usable when a minion is attempting to bleed you for X or more.
Tap this reacting vampire. The acting minion takes X unpreventable
damage. If the acting minion will not be ready after that, the action
ends.


Card Name: Elder's Knowledge
Card Type: Action Modifier/Reaction
[Action Modifier] Usable by a vampire if a younger vampire attempted
to
block this action or played a reaction card during this action. Draw a
card, then discard a card.
[Reaction] Usable by a vampire (possibly tapped) when a younger
vampire
bleeds you. Reduce the bleed by 1.


Slander and Kill
Political Card - worth 1 vote. Called by any archbishop, priscus or
cardinal at +1 stealth.
Choose a younger ready vampire. If the referendum is successful, put
this card on that vampire. Any vampire you control can enter combat
with the vampire with this card as a (D) action. If the vampire with
this card is reduced to zero blood in combat with a vampire you
control, he or she is burned, and you gain pool equal to the burned
vampire's capacity. At end of your turn this card is burned.


Name: Come With Me
Cardtype: Action
Cost: 2 blood
Capacity: 1 capacity
Requires a ready non-Sterile Anarch with capacity above 4. +1 stealth
action.
Put this card in play; it becomes a 1 capacity Anarch vampire. This
vampire is not considered unique, must hunt this turn, and is the same
clan as the acting vampire. You may choose a Discipline the acting
vampire has at superior; the new vampire gains an inferior level of
this Discipline.


Name: Archon's Authority Exceeded
Cardtype: Master
Cost: 1 pool
Master: out-of-turn.
Only usable when a minion is attempting to bleed you for more than 2.
The action is not successful. Burn the acting minion.


Name: Deflecting Station
Cardtype: Master
Cost: 1 pool
Put this card into play. When you are being bled, you may tap
Deflecting Station and choose a Methuselah other than the controller
of
the acting minion. The acting minion is bleeding that Methuselah.


Name: Run Away Like a Mad
Cardtype: Combat
Cost: 1 blood
Discipline: Dementation
Only usable before range is determined.
[dem] Set the range for this round of combat to long. Skip the
Determine Range step on this round. This minion gets an optional
maneuver to long range on the next round of combat and can perform
only dodge strikes during this combat.
[DEM] As above, with an optional press, only usable to end combat


Name: Freddy Krueger
Clan: Malkavian antitribu (group 3)
Capacity: 5
Disciplines: AUS dem obf
Card Text: Freddy cannot perform (D) actions. Once each combat, before
strikes are chosen, you may discard a card that requires Dementation
from your hand to get him +1 strength and make his hand damage
aggravated for the current round of combat.


Name: Madman's Fury
Cardtype: Combat
Cost: 2 blood
Discipline: Dementation
[dem] Strike: strength+1 aggravated damage. If this strike
successfully resolves, send this minion into torpor after the
resolution.
[DEM] As above, with an optional maneuver to close range.


Ector
Ector{at}mail.ru


-----------------------------------------------------


Gone Hollywood
Combat
Only playable by an anarch with two identical guns, and only when that
anarch's initial strike was made with of those guns or a dodge.
Make an additional strike with a gun not yet fired this turn. Minions
dodging this strike must pay an additional blood or life.


Thurin


-----------------------------------------------------


Conceal Assets
reaction
obf: Play when a minion takes an action to steal a location or
equipment (and/or ally/retainer?) you control. Cancel that action and
untap the acting minion.
OBF: Reduce a bleed by 2.


Defenestrate
1 blood
pot: Make a hand strike at +2 strength.
POT: Strike: Burn ally.


Bad Omen
aus: +1 intercept.
AUS: Burn an Event as it is put in play.


Shroud Resources
Obfuscate
Action Mod/Reaction
obf: +1 stealth
OBF: Reduce a bleed you are taking by 2.


Forced Defense
Fortitude
Combat/Reaction
for: Prevent 1 damage
FOR: Reduce a bleed you are taking by 2.


Cut Them Off At The Pass!
Celerity
Combat/Reaction
cel: Manuver or Press
CEL: Reduce a bleed you are taking by 2.


Insect Swarm
Animalism
Combat/Reaction
ani: Strike: 1R with optional manuver.
ANI: Reduce a bleed you are taking by 2.


Auspex Reaction
aus: +1 intercept
AUS: Reduce a bleed by 2


Presence Reaction/Combat Card
May be played either as a Reaction or a Combat card
pre: Gain 2 votes in a referendum
PRE: Strike: Combat Ends


Presence Reaction/Action Modifier
May be played as either a Reaction or an Action Modifier
pre: Gain 2 votes in a referendum
PRE: +1 bleed


Dumpster Diving
Action
+1 stealth
obf: Equip with a piece of equipment out of another methuselae's ash
heap as
if it were in your hand. Pay blood or pool cost as normal.
OBF: Remove 2 cards in another methuselae's ash heap from the game. If
they
are both the same card, gain 1 pool.


Peter D Bakija
pdb6{at}lightlink{dot}com
http://www...{dot}com/pdb6


-----------------------------------------------------


Bruise and Bleed
Action Modifier
Only usable by a vampire with a capacity more than 4. The action is
now reset to -2 stealth with no more stealth increases playable.
This bleed may not be redirected to another Methuselah. After no more
blocks are declared, you may burn up to 3 combat cards, increasing
this bleed by 1 for each card burned this way.


Big Bleed Defense, Bonus Offense
Reaction
1 blood
dis: Reduce a bleed against you by 3. Each pool lost by this bleed
gives a vampire you control +1 bleed on your turn.
DIS: Reduce a bleed against any Methuselah by 3. Each pool lost by
this bleed gives that player +1 bleed to a vampire they control on
their turn.


Big Bleed Defense, Bonus Defense
Reaction
1 blood
Requires a vampire with capacity of 7 or more.
dis: Reduce a bleed against you to zero.
DIS: As above, and until the next turn bleeds against you are reduced
by 1 as long as this minion is untapped.


Big Bleed Defense, Bonus Resources
Reaction
Requires a vampire with a capacity of 5 or more.
dis: Reduce a bleed against you by 4.
DIS: As above, and for each point successfully reduced, give a blood
to one of your minions.


Big Bleed Defense, Punish Offense
Reaction
1 blood
Requires a bleed greater than 2 against you.
dis: Reduce this bleed against you to zero. Tap this vampire. The
acting minion does not untap next untap phase.
DIS: As above, and if this reacting vampire has more blood than the
bleed amount, enter combat with acting minion.


Big Bleed Defense, Punish Defense
Reaction
1 blood
Only one [BBD,PD] playable per action.
dis: Reduce a bleed against you by 3. If you lose any pool from this
bleed, give -1 intercept for each pool lost to the acting methuselah's
minion of your choice until their next untap phase. Intercept penalty
is not cumulative with other basic BBD,PD.
DIS: As above, but intercept penalty is cumulative with 1 basic and
any other superior BBD,PD.


Big Bleed Defense, Punish Resources
Reaction
1 blood
Requires a vampire with a capacity greater than 4.
dis: Reduce a bleed by 2. After resolving the action, burn 1 blood or
life on the acting minion.
DIS: Reduce a bleed by 4. After resolving the action, deal 1 damage to
the acting minion.


The Principles of Defense
Reaction
Requires a vampire with a capacity above 3.
for: Only usable when a minion is bleeding you after blocks are
declined. Tap this vampire to cause the action to end (cost is still
paid). You lose no pool from this action's bleed.
FOR: As above, and the acting minion burns a blood.


Succumb to the Beast
Reaction
1 blood.
Frenzy
Not usable against your prey's minions.
ani: Only usable when a minion is bleeding you after blocks are
declined. Tap this reacting vampire. Choose your prey. The acting
minion is now bleeding your prey.
ANI: As above, and the acting minion gets +1 bleed versus your prey.


Deadline Rush
(picture: blur of a vampire manning a panel of phones amid a storm of
papers)
Reaction
1 blood
Only usable once per methuselah per action.
cel: Only usable when a minion is bleeding you after blocks are
declined. Choose another Methuselah other than the controller of the
acting minion. The acting minion is now bleeding that Methuselah.
CEL: Gain 3 Votes. Reduce your pool damage from this vote by 1 if it
passes.
"Yes, I know that Senator. But what I am saying is I need to cash in
some favors -- now." Shifts to other phone line, "State Treasurer,
good to know you are still awake..."


Under the Cat's Paw
This card can be played as an action or a reaction
act mod: Put this card on a contract. The minion named for this
contract
gets +3 intercept (+2 intercept for a Hand Contract) against the
contracted minion.
react: the minion named for this contract gets +4 intercept and cannot
have this block forcibly failed by the acting minion.


Misplaced Resources
Action
Only usable by a minion named for the contract on the targeted minion.
Not usable with Haqim's Law: Judgment.
(D) Steal 3 blood and untap.


Dossier Abuse
action mod/reaction
Only used by minion named for this contract against the contracted
minion. Can be used while tapped.
Schedule a combat before action resolution, after other combats if
any.
This is not a block and does not further affect action resolution. The
contracted minion cannot strike in the first round of this combat.
Also, if not a Hand Contract, you may burn this contract to cause the
current action to fail and untap this minion at action resolution.


Sanguine Mastery (II)
Action Modifier
qui: Only usable after a combat involving this minion and an opposing
minion with a contract naming this minion. Only usable if this minion
is
ready and opposing minion is not ready or ended combat with a strike.
Put this card on this minion. The minion with this card pays one less
blood for Quietus cards. A minion can have only one Sanguine Mastery.
QUI: as above, and once per combat can burn 1 blood before range for
+1
strength in a round of combat.


Ennui's Caress
Necromancy
1 pool
Unique Wraith ally. 1 life. 0 bleed. 0 strength.
This ally cannot act or block.
nec: Tap this ally to increase the cost of a card an acting vampire
plays by 1 blood as it is played.
NEC: As above, but also usable on a reacting vampire.


Unwelcome Visitors
Necromancy
(free! it's free! free i tell you!)
Wraith ally. 2 life. 0 bleed. 1 strength.
This ally cannot act. Can only block (D) actions against itself or the
location it is on.
nec: This ally must be put on a location when it comes into play or it
is burned. If the location is not controlled by this acting
Methuselah,
then this action is a +1 stealth (D) action. This ally is still
controlled by this Methuselah. Each time this location is used this
ally
deals 1 unpreventable damage to a minion controlled by the location's
controller.


Ghost in the Machine
Necromancy
2 pool
Wraith Ally. 3 life. 0 bleed. 0 strength.
nec: Tap to deal 1 damage to a minion controlled by your predator or
prey as they use a piece of equipment.
NEC: Burn this ally to prevent the destruction of a piece of equipment
you control. If the minion it was on is burned you may move that
equipment to another ready minion you control.


The Ghost Lord of Machines
Necromancy
5 pool
Unique Wraith ally. 5 life. 1 bleed. 1 strength.
nec: Tap to cancel the effects or usage of a piece of equipment by
your
predator or prey, ignoring restrictions.
NEC: Tap to double the effects of a piece of equipment (multiplier) or
use it an additional time, ignoring restrictions.


Hungry Ghost
Necromancy
Ally
1 blood
Wraith Ally. 1 life. 1 bleed. 0 strength.
Hungry Ghost is immune to damage that is not aggravated. Any minion
can
take a (D) action against this Methuselah to burn a Hungry Ghost. If
that minion is a vampire with a capacity above 6, burn up to 3 Hungry
Ghosts.


The Lady Hitchhiker
Necromancy
Ally
1 pool
Wraith Ally. 3 life. 0 bleed. 0 strength.
This ally has +1 intercept. You may burn this ally to cause an action
by
your predator or prey to end unsuccessfully. The controller of the
acting minion may burn a pool to cancel this effect.
"... and then I turned to look at the backseat and she was gone!"


The Laughter of Lost Children
Necromancy
Ally
2 blood
Wraith Ally. 1 life. 0 bleed. 0 strength.
Tap this ally to give the acting minion -1 stealth. Deal 1 damage to
the
acting vampire if it is Camarilla and the action fails.
"Oh the humanity! Won't someone think of the children!"


Miasma
Act Mod / Combat
Quietus
qui: +1 bleed, only against your prey. After playing this card, you
cannot play another action modifier to further increase the bleed for
this action.
QUI: Before strikes are chosen each round, opposing minion loses 1
blood
or life and you gain 1 blood. Only 1 Miasma can be played per combat.


Possessive Poltergeist
Retainer
Necromancy
2 blood (like Masquer!)
Wraith with 1 life
A minion can have only 1 Possessive Poltergeist.
nec: Possessive Poltergeist is immune to damage that is not
aggravated.
Possessive Poltergeist inflicts 1R damage each round of combat during
normal strike resolution.
NEC: As above, but with 2 life and 2 damage at close range.


Disquieting Silence
Combat
Quietus
2 blood
Only usable before range is chosen.
qui: Inflict 2 damage to the opposing minion once combat ends. A
minion
can play only 1 Disquieting Silence each combat.
QUI: as above, and this vampire untaps before combat ends.


Tastes Like Chicken!
Action
+1 stealth hunt Action
[qui] (D) Steal 1 blood from another ready vampire.
[QUI] As above, and gain an additional blood.


The Day Belongs to Kine
Action
+1 stealth. Requires a ready Camarilla vampire.
Tap up to 3 mortal or ghoul allies you control. Deal a point of damage
to another Meth's vampire for each ally you tap.


Hidden Guardian
Action
+1 Stealth
qui: Put this card in play. May burn during a (D) action targeting you
or your cards to give the acting minion -2 stealth.
obf qui: as above, and when the action resolves the acting minion
receives 2 damage.
OBF QUI: as above, but usable during any (D) action.


Investigation
1 blood
aus - (D) Bleed either your predator or your prey. If more than 1
pool is bled with this action, ignore the excess. Bled Methuselah
shows
his or her hand to all players.
AUS - as above, but you can bleed any Methuselah.


Focused Determination
aus for - (D) Bleed any Methuselah. This bleed cannot be blocked by
vampires and cannot be redirected to another Methuselah. If more than
1
pool is bled with this action, ignore the excess. The acting vampire
goes to torpor when the action resolves.
AUS FOR - As above, but if more than 3 pool is bled with this action,
ignore the excess.


Etouffer
Requires a ready anarch. Only usable before range is determined on the
first round. A minion can play only 1 Etouffer each combat.
SER - Each round this minion may strike: steal 2 blood, each strike
QUI - Before the range is determined each round opposing minion burns
1
blood and his or her methuselah discards a card at random.
OBT - Once each round, this minion may burn 1 blood to get one
additional strike


Gris Gris
Unique Equipment
1 pool
1R Aggravated damage each strike. 2R Aggravated damage, each strike
against Laibon.


Witchin' Hour
Requires a ready anarch. Only usable before range is determined on the
first round. A minion can play only 1 Witchin' Hour each combat.
SER - Once each round, this minion may make a strike: place a
corruption
counter on the opposing minion that costs 1 blood.
PRO - Once each round, this minion may burn a blood to get +1 strength
for the remainder of combat.
ABO - Frenzy. Prevent 1 damage each round. Once each round, cancel a
frenzy card played on this vampire as it is played.


Out of Sight
Action
1 blood
If successful put this card in play.
A Methuselah can have only 1 Out of Sight in play.
obf: You may burn this card to reduce a bleed against any Methuselah
by 2.
OBF: Only usable by a vampire with a capacity above 4. Vampires with
capacity below 3 get -1 bleed against you. Burn this card during your
next untap.


Triumph of the Will
Combat/Reaction
4 blood
for: Prevent all damage from the opponent's cards this round, with an
optional press.
FOR: Usable only when the target of a bleed greater than 2. The bleed
against you fails and the bleeding minion goes to torpor.


Spring Cleaning
Action
+1 stealth
2 blood
A Methuselah can have only one Spring Cleaning in play.
cel: Put this card in play. You may burn this card to reduce a bleed
against you by 3.
CEL: As above, and this minion untaps.


Killer Bees
+1 stealth
Put this card in play. A Methuselah can have only 1 Killer Bees in
play.
Minions with capacity or life less than 4 get -1 bleed when bleeding
you. Bleeding minions takes 1 point of damage if their bleed action is
successful. Each untap phase remove 1 blood or life counter from a
minion you control or lose 1 pool. Any minion may burn this card as a
(D) action.


Sigh... Old News!
1 blood
[obf] requires an untapped vampire: reduce a bleed by 2
[OBF] requires an untapped vampire: tap this reacting minion to make
the
acting bleeding minion bleed another methuselah (cannot target
minion's
controller)


Azel
opaopajr{at}comcast.net


-----------------------------------------------------


How about this one:
Protected Resources II
Master, 2 pool
During your untap and masterphase combined you can only lose 2 pool
maximum.
(costs of mastercards are reduced to your paying only 2, blooddolls
can only be used if your net loss is below 2)


Wouter Kuyper
Wouterkuyper{at}yahoo{dot}com


-----------------------------------------------------


Ambush
Combat Card
Obfuscate
Only useable in the first round of combat, before range is chosen.
Only useable when blocking.
normal: Set the range of combat to long or short(your choice), no more
manouevres can be played after this card has been played.
superior: Opponent gets no strike this round.


Clan Loyalty
+1 stealth action, cost 1 blood.
Move 1 blood from the bloodbank to an uncontrolled younger vampire of
the
same clan. By paying one pool you may move a second blood from the
blood
bank to this uncontrolled vampire.


The Doctor
dok33{at}xs6.xs4all.nl


-----------------------------------------------------


Cheating Thoth´s Scale (action, 2blood. req. Serpentis.)
ser) Put this card on this acting vampire. When vampire with this card
is sent to torpor, he or she cannot rescue him or herslef from torpor
and cannot be diablerized or burned in any way while in torpor.
Vampires rescuing the vampire with this card from torpor must pay the
whole cost of the rescue action.
SER) as above, and the vampire with this card treats aggavated damage
as normal.


Daniel Figueiredo
omino{at}uol{dot}com.br


-----------------------------------------------------


Jerking Your Chain II
Action Modifier/Reaction
2 blood
Only usable when a reacting minion uses a card or effect
that would change the target of a bleed.
AM: The bleed is canceled, and this acting minion
enters combat with the reacting minion.
RE: If the bleed is redirected to you, the bleed is canceled,
and this reacting minion enters combat with the acting minion.


Environmental Protection Agency
Event
Government.
All bleeds for more than 1 are reduced by 1. During your <x> phase,
remove from the game one card at random from your hand.
[or]
one of your minions takes 2 unpreventable damage.
[or]
lose 1 pool.
[or]
one of your minions takes 1 unpreventable damage and you lose 1 pool.

Oh No You Dint
Master: out-of-turn.
Discard X cards from your hand (draw afterward) to reduce a bleed
by X. A Methuselah may only play Only one Oh No You Dint per game.


And We Will All Go Down Together
Reaction
Only usable by an untapped vampire. Choose this vampire
and one or more other ready vampires of the same clan.
All chosen vampires may burn X blood to reduce a bleed by X.


Threadender
X pool
Master
Pay X+2 pool to burn a non-crypt card (where X is the blood or pool
cost of
the card).


Kevin M., Prince of Henderson, NV (USA)
"Know your enemy, and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, *The Art of War*
"Contentment... Complacency... Catastrophe!" -- Joseph Chevalier
youwish{at}imaspammer.org


-----------------------------------------------------


Giving Directions
Reaction
1 blood
Only usable when you are being, before block attempts are declared.
The
acting Methuselah may change the target of the bleed as this card is
played. If the target is not changed, for the remainder of the action
no further bleed modifiers may be played, and your minions may not
attempt to block.


Colin McGuigan
maguaSPAM{at}BGONEspeakeasy.net


-----------------------------------------------------


Frederick-Killer
Combat card
0 blood.
Only playable in combat with Frederick the Weak.
Strike: Burn the opposing minion. This strike cannot be dodged.


The Grave's Decay
0 stealth action, cost 2 blood.
[nec]: Burn a vampire in torpor. This is not considered diablerie.
[NEC]: As above, and you may transfer any equipment from this vampire
to the acting vampire. If this vampire has at least 2 blood counters,
untap the acting vampire at the end of the turn.


Unwitting Fall-guy
Cardtype: Ally
Clan: Nosferatu
Cost: 1 pool
+1 stealth action. Unique.
Mortal with 1 life. 1 strength. 0 bleed.
Tap and remove Unwitting Fall-Guy from the game to make a bleed action
fail; you cannot use this ability during combat.
"The search for someone to blame is always successful." - Robert Half


John Flournoy
flournoy{at}rcn{dot}com


-----------------------------------------------------


Melding of Proficiencies
Master
X pool
Choose one minion you control with a capacity above 6 and a second
minion from the same clan and sect with capacity above 6 in your
uncontrolled region. Show the minion in your uncontrolled region to
all the players and then remove her from the game. Pay X pool, where X
is the difference between the blood on the first minion and the
capacity of the second minion. The chosen minion in your ready region
gains the special abilities and title of the minion you removed from
the game. In case that special abilities or titles overlap, the better
value supersedes the other. You cannot again influence out the second
minion in this game.


Melding of Proficiencies [2]
Master
1 pool
Choose two ready minions you control of the same clan and sect, with a
capacity above 6. Remove one of them from the game. The other minion
gains the special abilities and title of the removed minion. In case
that special abilities or titles overlap, the better value supersedes
the other. You cannot again influence out the removed minion in this
game.


Counterstrike
Reaction
Only usable during a bleed action. If the bleed action resolves and
causes you to lose pool, the controller of the acting vampire loses
the same amount of pool.


Hidden Resources
Obfuscate, Reaction, 1 pool
[obf] Only usable when you are being bled. Only usable by a vampire of
capacity 5 and above. Tap this reacting vampire. Choose another
Methuselah other than the one controlling the minion bleeding you. The
acting minion is bleeding that Methuselah. [OBF] As above, but do not
tap this vampire.


Evasion
Celerity, Reaction, 1 blood
[cel] Only usable when you are being bled. Not usable if the acting
minion has Celerity.. Tap this reacting vampire. Choose another
Methuselah other than the one controlling the minion bleeding you. The
acting minion is bleeding that Methuselah. [CEL] As above, not usable
if the acting minion has superior Celerity.


Terror
Animalism, 1 blood, Reaction, Frenzy card
[ani] Only usable when a younger vampire is bleeding you. Tap this
reacting vampire. Choose another Methuselah other than the acting
vampire's controller. That acting vampire is now bleeding the chosen
Methuselah. [ANI] As above, but the acting vampire can be the same age
or older.


Magnus
magnuskn{at}gmx.de


-----------------------------------------------------


Dead Puppy
Dead animal retainer with 1 life
Requires: Necromancy
Cost: 1 blood
nec: Dead Puppy inflicts 1 damage each round of combat if the range is
close. Vampires with Animalismus can not strike to dodge or end combat
while in combat with a vampire with this retainer.
NEC: As above and this vampire may burn Dead Puppy to inlict one
damage on any retainer as a +1 stealth D action.


Horse Head
Equipment
Requires: Giovanni
Cost: 2 blood
As a D action, this Giovanni may put this equipment on a vampire
controlled by another Metuselah. The vampire with this equipment can
not block Giovanni, unless he pays 2 blood for each block attempt. Any
vampire my burn this equipment by burning 5 blood.


Taking Care of the Neighborhood
+1 stealth action
Requires: Giovanni
Cost: 1 blood
Only usable by a vampire with a capacity above 6. Put this card on the
acting vampire. Each time a younger vampire succesfully bleeds, move
one blood from the acting vampire to this Giovanni. Any vampire with a
capacity above 6 may burn this card as a D action that costs 1 blood.


Forcing Loyalty
+2 stealth action
Requires: Giovanni
Cost:
Move 1 blood from each younger Giovanni to this acting vampire. Any
Giovanni of the same age or older may attmept to block this action
with +2 intercept.


Secret Files Revealed
Reaction
Requires: Giovanni
Tap this reacting vampire. This vampire may burn blood to change the
votes of any vampires according to his controllers choice. Each vote
changed costs 1 blood (1 blood for primogen, 2 for prince etc.)


Hired Hitman
Master
Put this card on a ready Giovanni. During each Metuselahs minion
phase, that Methuselah may give 1 pool to this Giovannis controler to
untap this Giovanni and make him enter combat with any minion as a D
action. During the resulting combat this Giovannis controler may play
combat cards.


unseen
nosferatu necromancer
unseen{at}seznam.cz


-----------------------------------------------------


Surprise at Dawn
Reaction
This card can only be used by a vampire in torpor during a bleed
action.
The action is canceled. The acting minion takes 1 point of aggravated
damage. This damage can be prevented by combat cards that prevent
damage.
Burn this reacting vampire.
Flavor text: "Let them dare the dawn. I have a surprise for them. -
Bajazet al-Nasir"


Surprise at Dawn II
Reaction
Only usable during a bleed action targeting you. Only usable by a
vampire in torpor with a capacity greater than 4.
The action is canceled. The acting minion takes 1 point of aggravated
damage. This damage can be prevented by combat cards that prevent
damage.
Burn this reacting vampire.
Flavor text: "Let them dare the dawn. I have a surprise for them. -
Bajazet al-Nasir"


The Raven
fred_gingras{at}sympatico.ca


-----------------------------------------------------


"OWWWWW!!!!
Master Card
Gain one pool as you play this card. It becomes a non-unique
permanent. While in play, whenever a Methuselah plays a non-permanent
reaction card that increases the intercept of any minion on the board,
the Methuselah controlling the acting minion may punch him in the
face."
Note that "OWWWWW!!!!" is stackable. :-)


Name: To Be (uncommon card)
Action
Requirements: None
Bleed at +1 bleed. No bleed-enhancing action modifiers may used
during this action.
This card may be played while in the graveyard. If this is done,
remove this card
from the game.


Name: Not To Be (rare card)
Reaction
Requirements: None
May only be played by a Methuselah during a "To Be" action. May only
be played once
per turn. Gain three times the amount of pool lost to bleeds during
"To Be" actions
during the current turn, including the amount of the current bleed.


Name: Surrounded Resources
Type: Master
Cost: 2 Pool
Text: If this card is in play, another Methuselah cannot bleed you
more than
twice in a turn. Burn this card if you successfully bleed another
Methuselah.


Name: Anarch Devastation
Type: Master Out-of-Turn
Cost: 2 Pool (less than AI because you're likely to burn a smaller
minion...)
Text: Only usable in a turn after three other minions have
successfully bled
you and a fourth bleed is announced. The action is not successful.
Burn the
acting minion. This is not considered an act of diablerie.


Name: Bleed Bomb
Type: Action, +1 stealth
Effect: Put Bleed Bomb into play. Put three 'Hate' counters on Bleed
Bomb.
Add one additional 'Hate' counter if your prey controls more than
three
minions. Add one additional 'Hate' counter for each minion your prey
controls
over five. Whenever one of your minions takes a directed action
against your
prey, you may burn up to two 'Hate' counters from Bomb. A counter may
be burned
for +1 stealth if minion requires stealth or for +1 bleed.


Name: Sacrifice Bomb
Type: Action, +1 stealth
Effect: Put Sacrifice Bomb into play. Put three 'Hate' counters on
Bleed Bomb.
Add one additional 'Hate' counter if your prey controls more than
three
minions. Add one additional 'Hate' counter for each minion your prey
controls
over five. Whenever one of your predator's minion acts, you may burn
up to two
'Hate' counters from Bomb. Two counters may be burn in order to untap
one of
your minions and attempt to block the action. One counter may be
burned for +1
intercept on a minion.


Frederick Scott
noaddress{at}nospam{dot}com


-----------------------------------------------------


Fluffy Bunnies
(1 life, 0 strength, 0 bleed)
ally that costs 2 pool
If the action to recruit FB is by a harbinger of skull (cuz god knows
they hate everyone..), it is an additional stealth action. FB can play
basic celerity cards. They can never gain life. While FB is in play,
you may tap the bunny to tap any vampires without cel during your
master phase. Werewolves can attack bunnies as a D action.


DeistMutts
psyduck1691{at}hotmail{dot}com


-----------------------------------------------------


Discretion being the better part of valor
reaction
ani/pro
2 blood
ani/pro - Cancel a (d) action
ANI/PRO Tap this vampire, untap the acting vampire this action is not
successfull.


"Sascha"
<paulc126{at}mts.net>


-----------------------------------------------------


Daytime Service
Master, trifle
Put this card on a mortal ally. The minion with this card cannot be
blocked
by vampires.
Any vampire controlled by your predator or prey may enter combat with
the
minion with this card as a (D) action.
The minion with this card gets -1 strength when in combat with a
vampire.


<Name>
Reaction
Cost: 1 pool
Only usable on a bleed that's being redirected to you after this
reacting minion failed to block.
The bleed fails and the acting minion burns 1 blood.


"Izaak"
<i.havelaar{at}SPAMklg.nl>


-----------------------------------------------------


[no name]
ani, pot, pre
1 blood
Tap this reacting vampire to cancel a reaction card that redirect a
bleed against you.


[no name]
Tap this reacting vampire to reduce to 0 a bleed redirected to you.


[no name]
pot, qui, nec (is a example)
1 blood.
Only usable when a bleed is redirected against you. This vampire
untaps and attempt to block. Reduce to zero the stealth of the acting
minion.


Antonio Pascual
aappmmgg{at}hotmail{dot}com


-----------------------------------------------------


My Home is my Castle
Requires a ready vampire
+1 Intercept
If played by a 9-Cap or bigger Vampire +2 Intercept
Can be played by a tapped vampire who then must burn one blood to
untap and attempt to block the action.


Shortcut Surveillance
Unique Master
Cost: 1 Pool
While this card is untapped, no one except your predator can
bleed you for more than 2. During your Master Phase, tap any
ready vampire you control or tap this card.
Burn this card when you redirect any bleed against you.


Demonic Pact
Action, +1 Stealth
Cost: 2 Blood (as a sacrifice to the demon)
Requires a ready vampire with at least one superior discipline (else
the demon wouldn't be interested).
Put this card on the acting mionion. The Minion is now considered
Infernal.
This Vampire may burn 2 blood to heal a point of aggravated damage
(and by that avoiding to go into torpor) (The Demon protects his
hireling but requires some tribute for it)
Burn this card when this vampire goes to torpor. (Demons have no
interest in the weak!)


Holger Christiansen
<silverhand{at}arcor.de>


-----------------------------------------------------


Tyler Durden
Malkavian Antitribu
pre obf DOM pot dem
Capacity 7
Tyler may take an action to move two blood from the blood bank to a
younger vampire without DOM or dom.


Gas leak
Action
obf: Place this card on a location. If this card is untapped during
the discard phase of the location's owner the location and this card
is burned. Any minion may take a D action at +1 stealth to tap this
card. Vampires with AUS may take a D Action to burn this card.
OBF: As above and if this location is attached to a vampire
(loquipment) and is untapped in the discard phase then that vampire
burns all their equipment and 2 blood.


ThunderFoot
thunder{at}blackguild{dot}com


-----------------------------------------------------


Telekinesis
+1 Stealth Action
tha The minion with this card can burn
one blood to gain flight.
THA as above at +2 stealth.


Flesh Crafted Wings
1 Blood
+1 Stealth Action
vic The minion with this card gains flight.
VIC and an optional maneuver each combat.


Winger Marauder
Combat
Play before range is set.
vic for the remainder of the combat this vampire
can play Flight cards.
VIC as above with an optional maneuver


Shadow of the Bat
1 Blood
+1 Stealth Action
pro The minion with this card gains flight.
PRO and may dodge as a strike once per combat


Cameron Murtagh
cameronmurtagh{at}hotmail{dot}com


-----------------------------------------------------


Hasty action.
Action Modifier, 2 blood. (not usable by a Camarilla vampire).
Only usable as this action is announced. No action modifiers can be
played during this action.
cel: this vampire untaps at the end of your turn.
CEL: this vampire untaps at the end of this action.


Antero L.
nomutta{at}jippii.fi


-----------------------------------------------------


Powerbase: London
Master. Unique location.
Your minions of capacity 8 or greater may burn 2 blood to untap once
during your minion phase. Any vampire may steal this location for his
or her controller as a (D) action.


Speed bump
Cardtype: Combat
Discipline: Celerity
[cel] Press.
[CEL] Only usable at the end of a round of combat in which the
opposing vampire is sent to torpor.
Not usable by a vampire being burned or going to torpor. If this
vampire was blocked while performing a bleed action, the action
continues as if unblocked.


Voice of the wild
Cardtype: Action Modifier
Discipline: Animalism
Only usable after resolving a successful referendum called by this
acting vampire.
[ani] Put this card on the acting vampire as an animal retainer with 1
life. This vampire gets +1 bleed when bleeding your prey.
[ANI] Put this card in play under your control as an animal ally with
1 strength and 1 bleed.


Mad cacklings
Cardtype: Action Modifier
Discipline: Dementation
Only usable after resolving a successful referendum called by this
acting vampire.
[dem] Burn 2 blood from a vampire that voted against the referendum.
[DEM] Burn 2 blood from any vampire.


Always remember, never forget
Cardtype: Action Modifier
Discipline: Quitus
Only usable after resolving a successful referendum called by this
acting vampire.
[qui] Put this card on the acting vampire. Burn this card to enter
combat with a vampire which voted against the referendum as a D
action.
[QUI] Put this card on the vampire. Burn this card to enter combat
with any vampire as a D action.


Whispers from the past
Cardtype: Action Modifier
Discipline: Necromancy
Only usable after resolving a successful referendum called by this
acting vampire. Remove this card from the game when it is played.
[nec] If the action is successful, move one card played by this
vampire during this action from your ash heap to your hand. Discard
down to your hand size.
[NEC] If the action is successful, move one card from your ash heap to
your hand. Discard down to your hand size.


Puzzling performance
Cardtype: Action Modifier
Discipline: Chimerstry
Only usable after resolving a successful referendum called by this
acting vampire.
[chi] Tap a ready vampire.
[CHI] Put this card on any vampire. Tap that vampire; he or she does
not untap as normal during his or her controller's untap phase. Burn
this card during your next untap phase.


Premonitions
Cardtype: Action Modifier
Discipline: Auspex
Only usable after resolving a successful referendum called by this
acting vampire.
[aus] Put this card on this vampire. You may burn this card when a
bleed against you is successful to reduce the bleed by 2.
[AUS] Put this card on this vampire. You may burn this card when a
bleed against you is successful to reduce the bleed by 3.


Discrediting words
Cardtype: Action Modifier
Clan: Ventrue antitribu
Only usable after resolving a successful referendum called by this
acting vampire.
Put this card on any vampire. That vampire has -1 vote.


Swift strike (or some other corny name)
Cardtype: Combat
Discipline: Celerity
Only usable at close range before strikes are chosen. Only usable with
a melee weapon.
[cel] Opposing minion cannot play any strike cards for the duration of
this round. A vampire may play only one Swift strike each round.
[CEL] As above, and the next strike from the vampire this turn is at
+1 damage.


The Scarecrow scourge
Nosferatu
Type: Action
Cost: 2 blood
+1 stealth action. Unique.
Put this card on this acting vampire. This vampire may attempt to
block
a vampire controlled by another Methuselah after others have declined
or failed to block.


Restless Soul
Necromancy
Cost 2 pool (or blood?)
NON-UNIQUE Wraith ally. 1 life. 1 bleed. 1 strenght.
(Maybe some nifty, not to powerful mechanic. Immune to non-aggravated
damage is a bit too good though. Maybe a drawback to balance it all?)
Superior nec.: 2 life.


Blood for the Blood God
Presence action
Cost: 1 blood
Inferior: Lame effect (maybe bleed +1)
Superior: Decent effect (maybe bleed +2)
"Super-superior" (Playable only by 8+ cap): Bleed for +2 and untap.


Restless Soul
Necromancy
Cost 2 pool
NON-UNIQUE Wraith ally. 1 life. 1 bleed. 1 hand damage.
(Maybe some nifty, not to powerful mechanic, and maybe a drawback to
balance it all.)
Superior nec.: 2 life.


Card name: Fast as hell
Combat card / Action modifier
2 Blood
cel: Manuvear
CEL: Additional strike
Super-CEL: Only usable at the end of a action. Usable even if the
action is blocked (after resolving the action). Untap this vampire.


Henrik Klippstrom
ashur{at}hotmail{dot}com


-----------------------------------------------------


The Withering
Unique Master
2 pool
Put this card in play. Put ten Withering counters on this card. Your
untap remove a withering counter.
Every vampire with capacity above the number of withering counters on
this card must pay an additional blood for each action they perform,
become
Sterile and they are only considered to have the basic version of each
of their disciplines. If a vampire affected by The Withering
diablerises they gain immunity from it for a number of turns equal to
the capacity of the vamprie they diablerised.
Only one The Withering can be played a game.


Simcof
simcof{at}hotmail{dot}com


-----------------------------------------------------


Master 1
Followers of Set
1 pool
Unique Master
Put this card in play.
You may tap this card when a minion successfully attempts a (D) action
against you to put a corruption counter on that minion. (burn clause)


Master 2
Followers of Set
Unique master
Put this card in play.
Minions with any of your corruption counters have -1 bleed when
bleeding you. (burn clause).


Reaction
Serpentis
1 blood
[ser] The action vampire gets +1 stealth, put a corruption counter on
the acting minion and tap this reacting vampire. The acting vampire
may cancel the efects of this card by burning one blood.
[SER] As [ser] but the acting minion cannot cancel this card.


Combat 1
Serpentis
[ser] Burn a corruption counter from the opposing minion to prevent
one damage.
[SER] Before range is chosen, burn a corruption counter from the
opposing minion to end combat.


Survival Instinct
Unique master
1 pool
Put this card on a vampire with capacity above 8.
Vampires with capacity less than 7 must burn 2 blood to attempt (D)
actions at this vampire.


Accumulated Experience
Unique master
2 pool
Put this card on a vampire with capacity above 8.
Vampires with capacity less than 7 must burn 2 blood to attempt to
block this vampire.


hawk_the_demon
demon{at}hell.is


-----------------------------------------------------



Crossing the line [3]
+1 stealth action
tha : Put this card on this vampire. This vampire becomes infernal and
gains DAI.
THA : as above, and if the action is succesfull untap this vampire.


Applonius, primogen leader
CEL, FOR, POT, PRE
Appolonius may enter combat with any minion from your prey or predator
as a (D) action. While Appolonius is ready, all primogen get +2 bleed
[Merge] + 1 strength. While Appolonius is ready, whenever a primogen
diablerizes a younger vampire, there is no blood hunt.


Devastating punch
pot : stike strength +1 damage
pot : as above, but if the opposing minion has capacity below 3 and
if he goes to torpor, burn him instead


Assasin's path
qui : only usable when you send an opposing vampire with capacity
below five to torpor. Burn him instead.
QUI : as above, and if the vampire playing this card was blocked by
the opposing minion, the acting vampire may continue his action as if
unblocked


Emmanuel Martin
emn{at}boursorama{dot}com


-----------------------------------------------------


Marking the Master
Action
1 blood
qui: Put this card on a vampire with a contract. If that vampire
enters torpor, his controller loses two pool. When this happens, burn
this card.
QUI: As above, but if the vampire with this card is burned in combat,
the vampire's controller loses three pool.


The Fanboy
texasfanboy{at}yahoo{dot}com


-----------------------------------------------------


Dream Combat
Reaction/action modifier
only usable during
a bleed action.
aus: reduce bleed against
you by 1.
val: if this vampire bleeds successfully
all tapped minions controlled by your
prey burn 1 blood
VAL: bleed fails this vampire enters combat
with acting minion.


Sator Ukko
Sator{at}room33{dot}com


-----------------------------------------------------


Respect the Elders
Combat Card
Cost : 1 Blood (?)
Require a vampire with a cap above 8.
May only be played agaist a younger vampire.
This combat will end after the first round of combat.
Card that would begin a new combat (Psyche,Telepathic Tracking...)
may not be played in this combat.


Police Shield
Cost : 2 Pool
Prevent 1 dammage at close range once per combat
Prevent 2 dammage at long range once per combat
You can hit at +1 Strenght with police shield .
Discard the shield after combat if you choose to do so.


Feeding on the Weak
+1 Stealth Action
Require a vampire with a capacity above 7
dom : Choose up to 2 vampires with a capacity below 4 controlled by
the same methuselah
Steal 2 blood from each of those vampires .
DOM : Choose up to 3 vampires .


Joe the Weapon Expert:
As a D action that cost 2 blood Joe can put a tuning counter on a
weapon.
A weapon inflicts +1 dammage for every tuning counter it has on it.


STAKE-GUN
Weapon - Gun
Cost : 3 Pool
To use the Stake-Gun in combat , you must put from your hand 1 Stake
on it before range.
The Stake-Gun can never have more than 3 Stake on it.
3R Dammage
If the strike doesnt inflict successful dammage , the stake goes in
your discard pile.


Martin Laganière
mechadick{at}hotmail{dot}com (Mechadick)


-----------------------------------------------------


Tenacity
Master
Put this card on a Ventrue Antitribu you control. Once each combat
this
Ventrue Antitribu may prevent one damage.


Atrocities Mended
Crypt
If this card is in your inactive region at the beginning of your turn,
move it to your ashheap, and each methuselah searches his or her hand,
library and ashheap for the following cards and removes them from the
game: Protect Thine Own, Eldest Command Undeath, Auto-da-fé,
Anthelios, Direct Intervention and all Power and Conviction cards.


... Is Gold.
Master
Choose a Methuselah and put this card in play. While this card is in
play the chosen methuselah may no longer have game related
conversation
aside from announcing the actual use of cards.
That methuselah may spend 2 pool and 4 transfers to burn this card in
his or her influence phase.


Master Assassin (II)
Action
Requires Assamite
Cost: 1 blood
qui: +1 stealth action: This vampire takes one unpreventable
aggravated
damage. Put this card on the acting vampire. If this Assamite is
striking with
a card requiring Quietus, and is named for a contract on the opposing
minion, strike:
combat ends has no effect for the current round.
QUI: As above, but this vampire may burn 3 blood instead of receiving
the damage.


Master Assassin (III)
Action
Requires Assamite
Cost: 2 blood
qui: +1 stealth action: Put this card on the acting vampire. If this
Assamite is striking with a card requiring Quietus, and is named for a
contract on the
opposing minion, strike: combat ends has no effect for the current
round.
QUI: As above, and untap this acting vampire.


Name: Pretty Fast!
Action Modifier.
requires: cel pre / CEL PRE
cost: 0 blood
card text:
+1 stealth / +2 stealth


Name: "Make Anarchs Useful, and why not boost assamites and !gangrel
as well"
Cost: 1 blood
Card Text:
Only usable when a vampire younger than this anarch is bleeding you.
Tap this reacting Anarch. The vampire bleeding you is now bleeding
your prey.
(OBF/CEL) As above, but the vampire may be of the same age or older as
this reacting anarch.


Bram Vink
Darky
jja.vink{at}hccnet.nl


-----------------------------------------------------


**Ritual**
Cost 2 blood
Put this card on the acting vampire and untap this vampire if this
action is succesful.
You may move one blood from one or more other ready Tremere or
!Tremere
you control to this card.
tha: This vampire can steal X blood from another Methusalah as a D
action, where X is the number of counters on this card.
THA: A above, but the stolen blood can be moved to your pool instead.


"Ulugh Beg II"
dontfeellike{at}spam.me


-----------------------------------------------------


3 pool
Ghenna
Unique Master
Infernal vampires are treated as if they are not Infernal during each
methuselah's untap phase. Blood hunts may not be called while Ghenna
is in play. Only one Ghenna may be played in a game.


VTES2004
vtes2004{at}yahoo{dot}com


-----------------------------------------------------


Bullying [2]
Action Modifier,
Only usable during a referendum.
pot: each younger vampire voting against this vote takes 1 damage.
POT: each younger vampire voting against this vote or abstaining take
1 damage
"I suggest a new strategy, let the wookie win"
-C3PO


Chuck Arnett
Zagumus{at}hotmail{dot}com


-----------------------------------------------------


Body Armor
Combat, 1 blood
Only usable before range is determined on the first round of combat.
[for] [vic] Prevent upto 1 damage each round of this combat. A vampire
can play only one Body Armor each combat.
[FOR] [VIC] As above, but prevent upto 2 damage each round.


....
Combat, 1 blood
Play before strikes are chosen in the initial strike phase.
[cel] [vic] Additional Strike. You may only strike with cards
requiring Vicissitude this round.
[CEL] [VIC] Play a Vicissitude card from your hand at basic level that
can only be played before range is determined.


Rending Bones Within
Combat, 1 blood
[pot] [vic] Strike: Make a hand strike (at strength damage) and the
opposing minion has -1 strength for the remainder of combat (this does
not affect the current strike resolution step).
[POT] [VIC] As above, and after strike resolution either burn opposing
ally or force opposing vampire to burn half of his remaining blood
(rounding down).


Bullying
Action Modifier, 1 blood
Only usable during a referendum.
[pot] Inflict Strength+2 damage to a younger vampire unless that
vampire chooses to abstain from voting. This can cancel that vampire's
votes.
[POT] Inflict Strength+2 damage to a younger vampire that has cast
votes in the referendum unless that vampire chooses to change her
votes to votes of your choice.


Antibleed
Reaction
Only usable during a bleed against you. Once during this action
this reacting vampire may burn X blood to gain +X Intercept. No
more than 2 blood may be burned this way.
Maybe add there that he cannot play Pack Tactics or Elder
Intervention.


Antivote
Reaction
Requires a ready vampire. Only usable during a referendum. Once during
this
referendum this reacting vampire may tap and burn X blood to gain X+1
votes.
Maybe there should be a maximum number of votes a vampire could get
through this card.


JH
jhattara{at}tenerdo.org


-----------------------------------------------------


Wraith Storm
Master
2 pool
Put this card in play. Each Methuselah may pay one pool and discard a
master card as a master phase action to put a counter on this card.
When this card has three counters on it, burn it. While this card is
in play, the seating order cannot be changed {No dramatic, Kindred
restructure}. If you control a Giovanni, you may pay one pool to burn
this card during your master phase.


WraithStorm (II)
Master
2 pool
Put this card in play. Each Methuselah may pay one pool and discard a
master card as a master phase action to put a counter on this card.
When this card has three counters on it, burn it. While this card is
in play, no bleed or political actions can be modified to more than 2
stealth.
If you control a Giovanni, you may pay one pool to burn this card
during
your master phase.


Proxy Kiss
Action
2 pool
+1 Stealth
Requires a vampire 7 capacity of above.
Put this card into play. This card represents a one capacity vampire
of the same clan as the acting vampire. You may search your hand, or
ash heap for a skill card to place on this vampire. If the acting
vampire is a Giovanni, you may search your library for a skill card.
This vampire may only hunt the turn it is created.


Proxy Kiss
Action
2 pool
+1 Stealth
Requires a vampire 7 capacity of above.
Put this card into play. This card represents a one capacity vampire
of the same clan as the acting vampire. You may search your hand, ash
heap or library for a skill card to place on this vampire. If the
acting vampire is a Giovanni, you may search your ash heap for an
additional skill card. The additional skill card cannot be the same
as the original skill card. {clumsy text}. This vampire may only hunt
the turn it is created.


Forced Improvisation
Action {requires Giovanni}
2 pool
Search your library or ash heap for three wraiths {could include
Giovanni Allies as well, Shambling hordes should be disallowed}. Put
these cards into play. Pay recruitment cost as normal. The acting
vampire may not take any further actions this turn.


David Oros
Prince of Ann Arbor
Hunter of Demons,
Summoner of the Abyss
doros{at}umich.edu (Metropolis)


-----------------------------------------------------


Ambrosio Luis Monçada, Plenipotentiary [advanced]
Clan: Lasombra (group 2)
Capacity: 10
Disciplines: DOM OBT POT PRE aus for
Sabbat Cardinal: Monçada cannot block. Actions directed at Monçada
cost an additional pool. If Monçada is ready during your discard
phase, he can untap a card that requires Lasombra.
[Merged] Once during your minion phase Moncada may burn a blood to
untap.


(Ashcroft) Lost to a Dead Man
Action
0 stealth, 0 cost
only usable if a titled vampire was burnt from play since your last
untap phase. Put this card on the acting vampire. The acting vampire
gains X votes, where X is the number of non-contested votes the burnt
vampire possessed when burnt. If the burnt vampire was Ventrue, this
vampire gain an additional 2 votes.


freakdrivr
freakdrivr{at}ponymail{dot}com


-----------------------------------------------------


aluminium foil hat
Picture: http://tin...
Equipment
1 Pool
Minion with this equipment ignores effects and cards targeting this
minion requiring dominate, presence, dementation and chimistri. Burn
all cards on this minion requiring those disiplines. The equiped
minion cannot play cards requiring those disiplines. As a (D)action
this minion can put the hat on another minion. Minions opposing this
minion in combat can destroy it as a strike.


Uninvited guest
Action 1blood
Action. As a (D)action put this card on a target location, with 3
counters on it. As long as this card is on the location you control
it. At the beginning of your untap phase burn a counter from univited
guest or uninvited guest is burned.


Cold Turkey.
Master.
Put this card in play. While in play it represents an animal ally, 1
life, 0 bleed, 0 strenght. Put 3 counters on Cold Turkey. During your
untap phase remove a counter from Cold Turkey or it is burned. While
Cold turkey you may remove it from game to say "ready to serve" and
add 3 blood or life to ready minion.


Ritual of Baal version 2.0
Action
req: Baali
Cost: 1 pool
dai: +1 stealth action. Rescue a younger non-baali, non-infernal
vampire from your torpor region. That vampire gets one level of
daimonium, becomes baali and gains infernal trait.
DAI: as above, but rescue a vampire as (D)action from any other
methuselah and take control of that vampire at +0 stealth.


Cheap Television Loan
Reaction
Reduce a bleed by X. Put this card in play with X dept counters. Each
discard phase a dept counter is removed and you lose 2 pool. Any
minion can remove a counter as an action. Burn this card when the last
counter is removed.


Sudden demonstration
Reaction
All kindred. only useable during a reverendum. gain 3 votes agianst
the current vote.


Infamous
Unique master
Put this card on a ready vampire. If this vampire goes to torpor as a
result of combat, the opposing vampires controler gains 2 pool.


Fight Club
Master Unique
3 Pool?
When you play fight club choose a ready vampire.
Any vampire may burn 1 blood to enter combat with any minion as a
(D)action.
Any minion may enter combat with the chosen vampire as a (D)action.
If the chosen vampire is not ready burn Fight Club.
Rule one of fight club is: you don't talk about fight club
Rule two of fight club is: you do NOT talk about fight club...


Arranged fight
Action
cost 1 pool
Enter combat with any vampire as a (D)action.
If opposing vampire enters torpor or is burned in that combat you gain
2 pool.
If your minion enters torpor or is burned in that combat opposing
vampire's methuselah gains 1 pool.
If both minions enter torpor or are burned you gain 1 pool.


Bad vampireplayer
ally
cost 1 blood
life 1 strength 0 bleed 0
Tap the Bad Vampireplayer to give a minion controlled by another
metuselah +1 intercept.
Flavor: "Those newbies always seem to help the wrong players and give
away their VP for free."


Oortje4ever
oortjerulez{at}hotmail{dot}com


-----------------------------------------------------


Telepathic Miscounter
reaction
1 blood
[aus] +1 intercept, and if this is a bleed action against you, reduce
the bleed by 1.
[AUS] Reduce a bleed against you by 3.


Stolen Stratagems
Master
Put this card in play. If a bleed against you resolves for 0 or less,
tap this card to make your prey burn [X] pool. Your prey may burn this
card by burning the Edge during their untap phase. A methuselah may
have
only one Stolen Stratagems.


Spider sense
combat
[qui]
Play before range is determined. Your opponent may show you one of
their
strike cards in their hand. If they do, they must declare it as their
initial strike this round if they are able. If they do not, they may
not
play a strike card in the initial strike declaration phase this round.
[QUI] As above, and your initial strike this round cannot be dodged.


Suck them off while they're lying down
Combat
Play at the end of combat where this vampire is ready and the opposing
minion is not.
Move 2 blood from the opposing vampire to this vampire, or add 1 blood
to this vampire if the opposing minion was an a lly.


Really Tasty Vitae
Combat
Requires: Quietus
Only usable if this vampire is named for a contract on the opposing
minion.
[qui] Only usable at the end of a round of combat. Not usable by a
vampire
being burned or going to torpor.
This vampire gains an amount of blood equal to the amount of damage
dealt to the opposing minion this round of combat. A vampire may play
only one Really Tasty Vitae each round.
[QUI] As above, but move up to 2 of those blood counters to your pool
instead of this vampire.


Fear of the Repercussions
Unique Master.
Requires: Assamite
During combat, when an Assamite you control puts a vampire with a
contract in torpor, put 1 counter on this card. During combat, when an
Asaamite you control burns a minion with a contract, put counters
equal
to the capacity of the vampire or cost of that ally on this card. When
you are being bled, you may burn X counters off this card to reduce
the
bleed by X.


Inconnu Connections
Reaction
Requires an untitled or Independent vampire.
Only usable when you are being bled by an ally or younger vampire.
Tap this reacting vampire to reduce the bleed by X/2 (round down),
where
X is the capacity of this reacting vampire. If the acting minion is a
vampire, he or she burns 1 blood for every negative point that the
bleed
resolves for.


"There's so many of the blighters I can see 'em coming a mile away."
Reaction.
Only usable when a younger vampire or ally is bleeding you.
Reduce the bleed by X+1, where X is the number of ready untapped
minions
controlled by the bleeder's Methuselah.


Drive-by assistance
Requires: Brujah
Cost: Free
Put this card in play. During the first round of combat, each combat,
with one of your gangs, the opposing minion takes 1 R damage during
strike resolution for every gang you control (including the one in
combat).


Global Security Awareness Summit
Government event
Put this card in play. During any Methuselah's influence phase they
may
put a Firewall counter on any location they control. Once during each
bleed action, a Methuselah can burn 1 Firewall counters they control
to
reduce a bleed against them by 1. Once during each bleed action, a
Methuselah may burn 5 Firewall counters they control to change the
target of a bleed against them to a Methuselah other than the acting
minion's controller. Burn all Firewall counters if this card leaves
play.


Born to be Wild
Action, costs 1 blood.
+1 stealth
Requires a ready non-sterile anarch.
Put this card in play. It represents a non-unique 0 capacity
independent anarch vampire of the same clan as the acting vampire.
Search your hand, library or ash heap for up to 2 master discipline
cards and put them on this vampire. If you put no discipline cards on
this vampire, burn it. If this vampire changes sect, burn it.


Fear the Pain
Unique Master
Requires a ready Assamite
Put this card in play. While your prey has no ready minions, all your
Assamites have +1 bleed. Burn this card when an Assamite you control
is burned.


Diplomatic Immunity
Master, Trifle
Put this card on a vampire you control. The vampire with this card
cannot be effected by or be the target of political actions called by
vampires of a different sect to this vampire. A vampire may only have
1 Diplomatic Immunity.


Benevolent Sponsor
Action, Requires Pander
+1 stealth
Put this card on a ready vampire you control with a capacity above 5.
The vampire with this card can burn 1 blood to untap this ready Pander
once during each of your minion phases. A vampire can only have one
Benevolent Sponsor.


Financial Planning
+1 stealth action
1 blood
move 1 counter from an an investment you control to your pool.
If the acting vampire is [second best], move 1 counter from all
investment cards you control to your pool.
If the acting vampire is [first best], move 1 couner from all
investment cards in play to your pool.


High Risk Portfolio
Master, Investment
Requires Malkavian.
X pool cost
Put 2X+2 investment counters from the blood bank on this card.
During your master phase, you may use a master phase action to flip a
coin. If it is heads, move upto 2 counters from this card to your
pool. If it is tails, burn one counter off this card. Any Giovanni or
Ventrue may take an action to move 1 counter off this card to their
controller's pool.


salem
domain:canberra http:/...{dot}com.au/adsltqna/vtes/
salem_christ.geo{at}yahoo{dot}com


-----------------------------------------------------


The Power of Leadership
Unique Master, 2 pool, Put this card in play. All Ventrue gain +1
strength with each strike against non-Camarilla vampires. Titled
Ventrue gain an additional +1 strength versus any younger vampires.
This card may be burned by Caitiff who possesses the Eye of Hazimel as
a (D) action at -2 stealth that costs 2 blood.

Or, for seriousness, make it a burn action as a vote or a (D) with no
stealth.


Jamie The Seppo
moonvamp{at}useoz{dot}com


-----------------------------------------------------


It hurts too much!
Event. Do not replace.
A minion burns an additional blood or life when playing any cards to
enter combat with another minion.
-because those rush decks are too strong!


Better Eyes Are Expensive
Event. Do not replace.
Any reaction cards that grant a vampire +x intercept cost +x blood.
- because who likes wall decks?


No, Up Yours!
Out of turn master. Usable on your turn.
cost: 3 pool
Only usable when a methuselah is ousted. That methuselah's predator
loses 1 victory point and burns 6 pool, and that methuselah is not
ousted and returns to play with 1 pool.
-In case you are sick of seeing other people win.


So Stealthy, You Got Lost
Out of turn master.
Cost: 3 pool.
Only usable when a vampire is acting and has more than 3 stealth. The
action is canceled, do not tap the blocker [if any] and that vampire
is
placed face down in his/her controllers uncontrolled region.


"Rebellious Childe"
Unique Master
cost: 1 pool
Put this card on any vampire controlled by your prey. That vampire's
'resuce from torpor' actions cost the controller an additional pool.
This card may be burned as an action.


isaphrael
id777fei{at}yahoo{dot}com


-----------------------------------------------------


Entrenched Influence
Action Modifier
1 blood
You may play only one Entrenched Influence each turn.
Requires a vampire with a Capacity of 6 or more.
Only usable after a successful action. Untap this acting vampire.
If this vampire is Capacity 8 or older, this card costs 1 less.
If this vampire is Capacity 10 or older, and you haven't played
a Entrenched Influence this turn yet, you may play an additional
Entrenched Influence this turn.


B & E
Action Modifier
pot: +2 stealth. Only usable on a (D) action. You cannot increase the
stealth any further.
POT: as above, and the first minion attempting to block takes 1
unpreventable damage.


No Remorse
Action Modifier / Combat
Only usable when this minion burns a Red List minion. If there was a
diablerie, there is no blood hunt. No card or effect can burn,
damage
or force this minion to burn blood or life as a result of this
action
or for burning the Red List minion. This card cannot be cancelled.
This minion gains up to 2 blood or life (up to the maximum) or you
gain 1 pool. Only one No Remorse can be played for burning each Red
List minion.


Mobility
Action Modifier
Requires an Anarch. Only usable after an action; not usable after a
(D)
action against an Anarch.
[pot] Only usable after an action to become Anarch or a successful (D)
action. Untap this acting vampire.
[ani] Not usable if the action was blocked by an Anarch. This vampire
burns a blood to untap.
[nec] Not usable if the action was blocked by an Anarch. Remove 2
cards
from your ash heap from the game to untap this acting vampire.


Home Turf
Reaction
Requires an Anarch. Not usable when an Anarch vampire is acting.
[aus] Only usable when you are being bled. Tap this reacting vampire
to
choose another Methuselah other than the acting minion's controller.
The
acting minion is now attempting to bleed the chosen Methuselah.
[cel] Only usable by a minion attempting to block. Cancel an action
modifier that requires [obf], [chi], [dai], [pro], [mel] or [obt] as
it is
played.
[obf] Only usable during a Hunt action. Usable by a tapped vampire.
This
reacting vampire untaps and attempts to block with +2 Intercept, even
if
the Intercept is not yet needed.


Hit-and-Run
Action
Requires an Anarch. +1 stealth action.
[dom] Bleed at +1 bleed.
[ser] Take control of an Ally, a Retainer, or a non-Anarch vampire
with
capacity below 3.
[ani] Search your library for any Animal Retainer. This vampire
employs
that retainer (pay cost as normal). Shuffle your library afterward.


Iron Resolve
Action
Requires an Anarch. +1 stealth action.
[cel] Hunt. If this hunt is successful, your prey burns 1 pool.
[for] Usable by a vampire in torpor. Gain 3 blood, or leave torpor and
gain 1 blood.
[qui] (D) Enter combat with any minion. In the resulting combat you
get 2
optional manoeuvres and an optional press.


Imbue: Defence
Master
X Pool
Put this card on a Mortal Ally who does not have Defence. The cost of
this card is equal to the number of Virtues the chosen Mortal Ally
has. The Mortal Ally with this card is considered a Defender and has
Defence. The Mortal Ally becomes an Imbued, and uses its starting
life
as cost when interacting with cards and rules related to Imbued.


Defend Your Kind
Political Action
Cost 1 Pool
Called by a ready titled Camarilla vampire.
Allies and younger vampires cannot block this action.
Choose an Ally that does not require a Camarilla vampire
to recruit or a Non-Camarilla vampire below capacity 3.
If this acting vampire is a prince, you may choose a
Non-Camarilla vampire below capacity 4. If this acting
vampire is a Justicar, you may choose a Non-Camarilla
vampire below capacity 5. If this acting vampire is the
member of the Inner Circle, you may choose a
Non-Camarilla vampire with capacity below 6.
Successful referendum means the chosen minion is burned. The
controller of the minion gains pool equal to the capacity
of the vampire or the cost of the ally being burned. Then
he or she must burn pool equal to the number of minions he
or she controls that could have been selected in the terms
of this referendum.
A minion who could have been selected in the terms of this
referendum cannot play reaction cards or cast any votes
during this referendum.


You're just a juicebag
Reaction
Usable by a tapped minion. Only usable when an Imbued attempts to take
a
Power action. The action fails.


Kindred are Resilient to Change
Master
Master: Out-of-Turn
Cancel a Minion Card as it is being played (no cost is paid). Only
usable on a card that was printed in one of the last 3 sets.


Persona Non Grata
Contract <choose Assamite, enter combat as (D) action>
The minion with this card is Red List. If they are in torpor, the
Assamite chosen for this contract can burn them as a (D) action.


Prestigous Client
1 Pool
Contract <choose Assamite, enter combat as (D) action>
If chosen Assamite sends target to torpor, gain 2 Pool; if burns
target, gain 4 pool.


Mark of the Century
2 Pool
Unique Contract <choose Assamite, enter combat as (D) action>
If target is sent to torpor or burned, they are burned instead,
and you gain pool equal to their capacity.


Draw with Honor
Combat
Only usable in combat with the target. Before range equip this
'Smite with an equipment from your hand or ash heap. Pay cost.

All in a Night's Work
Action Modifier/Reaction
Only usable after a combat with the target. Untap this 'Smite.


Personal Profile
Combat
1 pool
Play before range, in combat with the target. You may cancel the
effect of one strike the opponent makes until the end of the
action. Opponent must select a different strike if possible.
Otherwise they cannot strike.


Perfect Assamite
Duh
7-cap
CEL OBF QUI
Independent: Duh can enter combat with any titled Camarilla vampire
as a +1 stealth action. Opposing minions cannot use strikes to end
combat. As a strike Duh can burn opposing Arika.


Card Efficiency
Combat
Assamite
Only usable before range is determined. Only usable if this Assamite
has been chosen for a contract on the opposing minion. Put this card
on this Assamite. This Assamite gets an optional manoeuvre with an
optional strike: dodge each combat. A vampire may only use one Card
Efficiency each combat. At close range an opposing minion may burn
this card as a strike.


Card Efficiency II
Combat/Action
Quietus
qui: Manoeuvre
QUI: Enter combat with another minion at +1 stealth. This vampire gets
an optional manoeuvre during this combat. If this action is blocked,
your hand size is decreased by 1 for the duration of the combat
resulting from the block (if any).


Appolonius (ADV)
Clan: Brujah (group 1)
Capacity: 10
Disciplines: CEL FOR POT PRE
Advanced, Camarilla: Appolonius gets an optional Press each combat.
[MERGE] Camarilla Prince of San Francisco: Appolonius gets +2
Strength
after the first round of combat.


Card to Balance Dominate
Cardtype: Action
Discipline: Dominate
[dom] (D) Bleed any Methuselah. Gain 1 pool if bleed is successful
(for 1
or more).
[DOM] As above, with +1 bleed.


Name: Print me ASAP
Type: Combat
Requires: Quietus (+ Celerity)
Cost: None
Text:
qui: Maneuver
qui + cel: Srtike: dodge, or Maneuver, with an optional Strike: dodge.
qui + CEL: As above, and if this minion uses the dodge supported by
this
card, he or she gets an additional strike.


Name: I'm needed badly
Type: Combat
Requires: Quietus (oh yeah baby)
Cost: 1 pool
Text:
qui: Strike: 1 aggravated non-preventable ranged damage.
QUI: Strike: 2 aggravated non-preventable ranged damage.


Tortured Confession 1
Cardtype: Combat
Cost: none
Only usable when the opposing vampire goes into torpor; not usable by
a
vampire going into torpor. Combat ends. You may look at the opposing
vampire's controller's hand.


Tortured Confession 2
Cardtype: Combat
Cost: 1 blood
Only usable when the opposing vampire goes into torpor; not usable by
a
vampire going into torpor. Combat ends. You may look at the opposing
vampire's controller's hand, and he or she also burns 1 pool.


Tortured Confession 3
Cardtype: Combat
Cost: 1 blood
Only usable when the opposing vampire goes into torpor; not usable by
a
vampire going into torpor. Combat ends. You may look at the opposing
vampire's controller's hand, and you may put this card on that
vampire.
When this vampire succesfully bleeds the controller of the vampire
with
this card, you may burn this card to get +1 bleed.


Chainsaw
2 Pool
Weapon
Strike: 3 damage, only usable once each combat.
Alternatively, at close range the user can burn an opposing zombie
ally
or a zombie retainer employed by the opposing minion as a strike that
is made with first strike. This is still considered using the weapon
(and
is subject to the limitation on use).
If the wielder has a Texan city-based title, he or she is not subject
to
the restriction on the allowed number of uses.


Card Title: Let God sort them out.
Requires: A ready vampire.
Card Type: Action
Text: +2 stealth action. (D) Burn any card in play or pay a pool and
(D) oust any Methuselah.


Balambér, the Harbinger
Nosferatu
Capacity 5
OBF dom pot
Camarilla Primogen: While Balambér is ready, no methuselah may gain
any
additional Master Phase actions (in addition to or instead of the one
normally allowed each master phase).


Broken Card
+1 stealth action
2 blood
This vampire gains 4 blood from the blood bank.
If this vampire is Capacity 9 or older, playing this card costs 1 less
blood.


The Slope
Event
Do not replace until a Master Card is played.
Each methuselah is limited to the initial one Master Phase Action each
Master Phase. Any additional Master Phase actions are lost.


Claim loyalty
+1 stealth action. requires a ready vampire.
Cost: 1 blood
Move 2 blood from the blood bank to a younger uncontrolled vampire of
the same clan as the acting vampire. If the acting vampire is Capacity
9 or older, move 3 blood instead.


The Cathedral
Combat
2 Blood
Lasombra
Only usable before range is determined. Opposing minion burns an
additional blood when playing combat cards this combat.


Duelist
Master
Ventrue Antitribu
1 Pool
Unique Master
Put this card on a Ventrue Antitribu. The vampire with this card
inflicts +2 damage with Melee Weapons.


Infernalism
Master
Tremere Antitribu
Unique Master. Put this card on a Tremere Antitribu you control. The
vampire with this card is Infernal. He or she burns one less blood
when playing combat cards.


Path of Bahari
Master
1 Pool
Toreador Antitribu
Unique Master. Put this card in play. You may tap this card to prevent
up to 2 damage to a Toreador Antitribu in combat. Any minion may burn
this card as a (D) action; if that minion is a vampire, he or she
takes 1 unpreventable damage.


Rough 'n Tumble
Action
Pander
(D) Enter combat with any minion. Once this combat this vampire may
play a combat card requiring Potence as if his or her Potence
discipline level was one level higher (up to a maximum of Superior).


Scizophrenia
Action
Malkavian Antitribu
+1 stealth action. Choose a clan. If this action is successful, put
this card on the acting vampire and untap the acting vampire. The
vampire with this card is considered to belong to the chosen clan. Any
minion can burn this card as a +1 stealth (D) action.


Suburban Railway
Action Modifier
Gangrel Antitribu
Only usable when a hunting action is announced. This acting minion
gets +1 stealth even though the stealth is not yet needed, and if
successful gains an additional blood.


Vivisection
Combat
Tzimisce
Only usable before range is determined. This vampire gets +2 strength
for the duration of combat. Only one Vivisection can be played in a
game.


Wanton
Action Modifier
Brujah Antitribu
Only usable when this vampire announces an action. He or she gets -1
stealth. If the action is blocked, he or she gets +2 strength until
the end of the turn.


Zero
Ally
Nosferatu Antitribu
2 Pool
Unique Mortal Ally with 0 bleed, 2 Strength and 3 Life. Zero gets +1
stealth on each of his actions.


Path of the Honorable Accord
Ventrue Antitribu or Salubri Antitribu
Unique Master. Trifle. Put this card in play. Ventrue Antitribu and
Salubri Antitribu inflict +1 damage with Melee Weapons while this card
is in play. It can be burned, by the way, by a directed action that -
oh holy! - also does a point of damage to the minion who did it - on
the condition that the minion is a vampire. (that is, standard path
removal clause ;)


YYY
+1 stealth Action.
Put this card on the acting vampire and untap this vampire at the end
of your turn. A vampire may only have one YYY. When a younger vampire
is bleeding you, you may tap this vampire and burn this card to cause
the bleed attempt to fail. If this vampire is titled and the acting
minion is not, the acting vampire goes to torpor. If this vampire is
at least 4 generations older than the acting vampire, you may move YYY
from your ash heap to the top of your library.


XXX
+1 stealth political Action.
Give this card to another methuselah. When a methuselah announces a
bleed action, if he or she has any untapped XXX cards in play, he or
she must tap one of those cards to give the action -1 bleed. Any
minion may burn this card with a +1 stealth political action.


Card Name: Entrail Rend
Requires: Potence / Protean / Gangrel / Ally
Text: If Entrail Rend is played by a vampire of capacity 9 or older,
he or she may burn a blood when playing this card to increase its
damage by 1.
[Ally] [Gangrel]: A Werewolf ally or a Gangrel may play this card as
Strike: Strength+1 Damage.
[pot] [pro]: Strike: Strength Aggravated damage.
[POT] [PRO]: Strike: Strength+1 Aggravated damage.


Name: Dark Thaumaturgy
Type: Master
Text: Put this card on a ready vampire you control. The vampire with
this card has superior Thaumaturgy [THA] and is Infernal. A minion may
have only one Dark Thaumaturgy.


Rag-picker
Ally
Unique ally with 2 life, 0 strength, 0 bleed.
Tap Rag-picker to give a Follower of Set or a Mummy ally +1
intercept. Tap Rag-picker to give any minion attempting to block a
Follower of Set or a Mummy ally +1 intercept.


Vivisection
Combat
Requires Tzimisce
Only usable before range is determined. This vampire gets +2
Strength for the duration of combat. Only one Vivisection can be
played during a game.


Name: Retain the Quick Blood
Type: Combat
Requires: Celerity & Quietus
Only usable before range is determined. A vampire may only
play 1 Retain the Quick Blood each combat.
[cel][qui]: Once this combat, this vampire may reduce the
cost of a card that requires Celerity by 1.
[CEL][QUI]: Put this card in play. Blood burned by this
vampire to play cards that require Celerity ([cel]) is
moved onto this card instead of into the blood bank. At
the end of combat, burn this card; this vampire gains one-
half (rounded up) of the blood on it.


Name: Precision Shot
Type: Combat
Requires: Auspex
Only usable at long range. Cannot be used as an additional
strike. After playing this card, this vampire may not use
any additional strikes in the current combat round.
[aus]: Strike: use your gun at +1 damage.
[AUS]: Strike: burn a vehicle possessed by the opposing
minion. Only usable if this vampire has a gun. Counts as
using that gun; can be used if this vampire is committed
to striking with that gun, but cannot be used if this
minion could not legally strike with the gun. This strike
cannot be dodged.


Name: Celeritis
Type: Master
Put this card on a vampire with Celerity ([cel]). That
vampire burns an additional blood when playing cards that
require Celerity ([cel]). During his or her controller's
untap phase, burn this card if the vampire has no blood.


Daneel
daniel{at}eposta.hu


-----------------------------------------------------


Trophy: Cache
Master Trophy
The Methuselah controlling this vampire gets +1 hand size. This card
may be tapped to draw two cards from your library. Discard to maximum
handsize afterwards.


Trophy: Faithful Sidekick
Master Trophy
After combat, you may move a combat card the Vampire with this trophy
played during that combat from your ash heap to the top of your
library.


Trophy: Death Mark
Master Trophy
The vampire with this trophy may tap it to place a Death Mark upon any
minion controlled by another Methuselah. Any minion who acts while a
Methuselah controls a Marked minion must burn 1 blood or enter combat
with the Marked minion as a [D] action. Burn all Death Marks and this
Trophy during your next untap phase.


Heart of Nizchetus (Alt 1)
Type: Equipment
Cost: 1 pool
Unique equipment.
During your untap phase, if the bearer is ready, you may draw up to
two cards from your library and then move the same number of cards
from your hand to your ash heap.


Heart of Nizchetus (Alt 2)
Type: Equipment
Cost: 3 pool
Unique equipment.
During your untap phase, if the bearer is ready, you may draw up to
two cards from your library and then move the same number of cards
from your hand to the bottom of your library.


Oh, Snap?
Type: Action
Requires: n/a
The acting minion may burn a minion controlled by another Methuselah
as a [D] action.


Protection Racket
Master
Put this card in play. Any vampire you control with Potence may take a
(D) action to steal one pool from your prey and add a counter to
Protection Racket. No action modifiers may be played during this
action. You may use a Master Phase Action to move all counters from
Protection Racket into your own pool. This card may be burned by any
minion as a (D) action.


Wisdom of the Ages
Action + 1 stealth
Requires a ready Vampire with a capacity of 9 or more.
Put this card on the acting Vampire. This vampire does not tap when
blocking vampires of capacity 3 or less. This vampire has +1 intercept
when blocking vampires of capacity 3 or less.


Elder Machinations
Action + 1 stealth.
1 blood.
Requires a ready vampire with a capacity of 9 or more.
Put this card in play. While this card is in play, vampires with a
capacity of 3 or less do not untap as normal during their controller's
untap phases. Burn this card during your next untap phase.


Time of Thin Blood
Action + 1 stealth
Requires a ready vampire with a capacity of 9 or more.
Put this card in play. Vampires with a capacity of 3 or less gain -1
blood while hunting.


Runaway Bulldozer
Master. 1 pool
Tap Runaway Bulldozer to destroy a location controlled by your Prey.
Control of Runaway Bulldozer passes to you Predator when tapped.
Text: "What do you mean you left the keys in it?!"


Typhonic Form
Combat.
Cost: 2 blood.
ser: This vampire gets +1 strength for the remainder of the round.
SER: As above, and this vampires hand damage is aggravated.


Cache
Reaction
Cost: 2 blood
obf: Cancel a D action directed at a location or vampire. Tap this
vampire and the acting vampire.
OBF: as above, but the reacting vampire does not tap.


Flick
Combat
Cost: 1 blood.
pot: Strike: strength + 1 damage. Usable at long range.
POT: As above, with an optional press. If combat continues to the next
round, range is automatically set to long.


Between the Ticks
Action Modifier
Cost: 1 blood.
Not usable on D actions.
cel: Vampires without cel may not block this action.
CEL: Vampires without CEL may not block this action.


noodleboy
noodleboy{at}iprimus.net.au


-----------------------------------------------------


Consuming the Soul
Event (Gehenna?)
Put in play and don't redraw until sometime or other
Whenever any vampire is diablierised the diablerist's controller may
choose to put the diablerised vampire on the diablerist instead of
burning it. If they do so, they may choose to gain any and all special
abilities that that vampire had for the diablerist (specials do not
stack). Any Justicar or IC member may call a vote to burn any vampire
that has made use of this Event as a +1 Stealth PA. If such a vote
fails
send the acting minion to torpor.


Fool's Gambit
Something or other.
While both methuselahs are in play, when target methuselah would gain
a
VP you gain a VP instead. When you would gain a VP, taget Meth gains a
VP instead.


Fear of the Assassin
Combat
1 Pool
Assamite
Put this card in play when a vampire ir torporised or burned in
combat.
qui: Minions controlled by the controller of the burned vampire may
not
bleed the controller of this Assamite. This card may be burned by any
minion as a +1 Stealth action. Burn this card during your next untap
phase.
QUI: as above but burn this card during their next untap phase.


Protest March
Ally 1 pool
10 life 0 strength 0 bleed
Protest march has 5 intercept and can attempt to block any action.
Burn
this ally if it attempts to block an action. Protest March may not
take
any action.


Recount
Modifier/Reaction
Play after votes are counted in a referendum. Re-run the referendum as
if it had just been called (effects used to gain votes in the first
referendum are lost).


Reluctant Minions
Cost 2 pool?
(Brujah only?)
Unique Master
Put this card in play. While this card is in play rescuing a vampire
from torpor costs the controller of the acting minion a pool. This
card
may be burned by any minion as a (D) action that costs one pool: -1
Stealth for Ventrue and Malks on this action.


Snare
Animalism?
Combat
Pre-range
S:CE is not resolved until after all other strikes.
ie: they try to run away but your snare trips them up and you get a
strike in while they are leaving.


Trip Wire / Booby Trap
Combat
Play only after a minion plays S:CE. Minion takes X
unpreventable/aggravated damage.


Master Location (Powerbase?)
When you gain the Edge put an Edge Counter on this card. You may burn
th
Edge to add an Edge Counter. When you could burn the edge for an
effect, you
may burn an Edge Counter instead.


Summon Ally
1 Blood
Before range
pre: Choose a ready yonger vampire or ally you control. Combat ends
and the
chosen minion enters combat with the opposing minion.
PRE: As above but you may choose any ready Y Vamp or Ally on the
table.


Dislocate
2 Blood
ser: Strike: dodge. This strike counts as a handstrike.
SER: As above with an optional maneuver in the next round if combat
continues.


Bicycle
Equipment
Vehicle
You may tap the vampire with this equipment to draw a card from your
library. Discard afterwards.


Heartblood - action
qui -burn an older Vampire in torpor. gain heartsblood counters equal
to the
number of blood counters on the burned vampire. When a vampire has
heartsblood counters exceeding his/her capacity you may burn all
heartsblood
counters on the vampire to add a discipline card from
library/ashheap/hand
QUI - as above but stealth/X+2 counters where X is the blood on the
burned
vampire/...


Spirit Rift
nec -Burn all vampires in Torpor
NEC - Put this card in play. Burn all vampires in torpor and while
this card
is in play, whenever a vampire would go to rotpor burn it instead.


Timlagor
Timlagor{at}yahoo.co.uk


-----------------------------------------------------


Trick the hierarchy
Action Modifier
Disciplineless
Usable only by an antitribu vampire when a non-antitribu vampire
attempts to
block. +1 stealth.


Curt Adams (curtadams{at}aol{dot}com)
"It is better to be wrong than to be vague" - Freeman Dyson


-----------------------------------------------------


Eyes of the Dead II
Reaction
[nec] Only usable when you are bled successfully. Look at the hand of
the
controller of the minion who bled you.
[NEC] As above, but usable when any methuselah is bled to look at the
hand
of the controller of the bleeding minion or the hand of the methuselah
who
was bled.


Eyes of the Dead III
Action Modifier/Reaction
[nec][action modifier] Only usable when you bleed successfully. Look
at
the hand of the methuselah you bled. This vampire may burn a blood to
discard one card from that methuselah's hand.
[NEC][reaction] Only usable when any other methuselah is bled. Look
at
the hand of that methuselah. This vampire may burn a blood to discard
one
card from that methuselah's hand.


Not as Dumb as I Look
Master: out-of-turn
Only usable when another Methuselah laughs at you for influencing out
a
crappy vampire. You may search your library for up to 2 Master:
Discipline cards and place them on any of your ready vampires. You
may
play this card during your turn.


Matthew T. Morgan
farquar{at}eris.io{dot}com


-----------------------------------------------------


Filchware's Pawn Shop (speculation)
Action Card
Blood Cost: 2 Blood
Requires a ready Anarch
(D) Go through the asheap of any Methuselah and find a non-unique,
non-location equipment card. Remove that equipment from the game and
gain X-1 pool where X is the cost of the piece of Equipment.


Filchware's Pawn Shop (speculation)
Master Card
Pool Cost: 2
Requires a Ready Anarch
During your Master Phase, tap this card and burn a piece of equipment
that one of your minions is currently equipped with. Gain X-1 Pool,
where X is the cost of the equipment.


Filchware's Pawn Shop (speculation)
Master Card
Pool Cost: 4
Requires a Ready Anarch
Tap this card when one of your Anarch Vampires attempts to equip with
a non-unique, non-location piece of equipment. Gain an additional +1
stealth on the action and reduce the cost by 1.


Mari
tinkrbell{at}geocities{dot}com


-----------------------------------------------------


"Do not replace until the end of your turn. Enter combat with any
minion
as a (D) action. During this action when an opposing minion is sent to
torpor or burned you gain one pool, regardless whether the action was
blocked or not."


"Kick the little ones!"
Requirement: Assamite
"(D) Enter combat with a minion controlled by another Metusaleh. If
the
minion has a capacity of 4 or less or is a an ally this vampire untaps
after the action (even if it was blocked)."


"Size does matter", Action
Only usable by an untitled vampire with a capacity over 7. Enter
combat
with a younger vampire as a (D) action. Untap after the action, even
if
it is blocked.


No name
[aus] +1 intercept
[AUS] This minion may attempt to block the current action before any
other
methusaleh / minion.


johannes walch
johannes.walch{at}vekn.de
http://w...


-----------------------------------------------------


The Right to Rule
- Unique Master, 1 pool
- !Ventrue required
- All !Ventrue gain +2 strength when in combat with a titled vampire,
this
card may be burned as a D action taken by any non-titled vampire.


Inheritence
- Master, 1 pool
- !Ventrue required
- Put 3 counters on this card when it is put into play on a ready
!Ventrue. The cost for equipment may be paid with these counters.


Of Noble Birth
- Reaction/Action Modifier, 1 blood
- !Ventrue required
- Play whenever a younger titled vampire goes to torpor. That vampire
loses his or her title.


Squire
- Retainer with 4 life, 1 blood
- !Ventrue required
- A minion equipped with this retainer may opt not to strike, if he or
she
does so any damage inflicted may be redirected to this retainer


Sir Steven Coventry
Capacity: 4
Disciplines: AUS, dom
Text: Sabbat
Art: Short, black, spiked up haired, latte drinking, caucasion guy in
his
early twenties, wearing a turtleneck and a pair of khakis.


Derek Rawlings
!Ventrue Newsletter writer guy
lordrawlings{at}hotmail{dot}com


-----------------------------------------------------


Mage
3 cap
Mage has any 3 disciplines in minor, chosen when the minion becomes
active. Mage is not unique, and no two Mages can have the same
discipline set.


Name: Stone Cold Eyes
Type: action modier
cost: 1
Only usuable during a referendum. If played by a Giovanni, this card
can be used as a reaction card as well.
dom: negate the votes of an ally or younger vampire
DOM: as above, but any minion


Nether Voices
Reaction, 1 blood
aus/nec Only usuable against a non-directed action. Untap and attempt
to block, with +1 intercept.
AUS/NEC Only usuable against a non-directed action. Untap and attempt
to block, with +1 intercept. This vampire can Combat Ends as a strike
on the first round of combat (if any).


Ludovic, the seer of Budapest
Clan Gangrel. Independant. 7 capacity
ANI aus cel for PRO
Ludovic pays one less to play reaction cards. He gains +1 intercept
versus Tzimisce.


Harry, Lord Windesmere
Clan: Ventrue Antitribu
Capacity: 5
Disciplines: aus FOR obe pre
Text: Sabbat. Harry gets +1 strength in combat with Malkavians and
Malkavian antitribu, and -1 strength in combat with vampires of other
clans. Harry gets an additional +1 stealth at actions directed at the
controller of a Ventrue.
Art: Elegant, though small and slender English gentleman in 19th
century 'business suite', unsheating a foil from his silver-pommeled
walking stick.


Patrick van der Reest
samyamu{at}hotmail{dot}com


-----------------------------------------------------


Chris, Waffle King of Milwaukee
8cap, Malkavian
AUS, DEM, TEM, nec, obf
Camarilla Prince of Milwaukee: Once during a non-bleed action a minion
controlled by another Methuselah may spend 1 blood or life to gain +1
stealth and place a Debt counter on Chris. Chris may burn X Debt
counters to gain X votes during a referendum.


Beer Run
Master Out of Turn
Cancel an action being taken by a Milwaukee Expansion or Milwaukee by
Night minion. That minion remains tapped.


chris, waffle king of milwaukee
Prince of Milwaukee
waffle_king23{at}hotmail{dot}com


-----------------------------------------------------


Telekinesis
combat / action
cost 1 blood
[tha] manouvre
[THA] +2 stealth action: this vampire burns 2 blood and gains flight


Andrea
aea_dc{at}yahoo.it


-----------------------------------------------------


Ambidextrous
Master
1 (or 2 pool)
You can only play this card on a vampire. This vampire can strike with
two weapons at the same time once in per round.
A vampire can only have an Ambidextrous card played on it.


Pablo Alonso
palonso{at}mail.ono.es


-----------------------------------------------------


Insider Dealing
+1 stealth action
(D) This minion moves one counter from any investment card in play to
your pool. If this minion is a Ventrue, Ventrue Antitribu or Giovanni,
he or she untaps at the end of the action.


Look Out, Master!
Combat
Only usable when the opposing minion attempts to inflict damage at
long range upon this minion. Choose a retainer employed by this
minion. The damage is now targeted at the chosen retainer.


Orestes
blackshinyboots{at}hotmail{dot}com


-----------------------------------------------------


Dooperganger
Master
Place this card on the contested vampire you control, and return it
into play. You are still contesting this vampire. You may not yield
the contest of this vampire.


The One and Only
Master
Place this card on the vampire you control. When a second vampire
that would contest this vampire, burn the second vampire instead of
contesting this vampire.
Burn all copies of this vampire from your Crypt and uncontrolled area,
this vampire gains X blood and 1 capacity, where X number of copies
burnt this way.


Helpful Enemy II
Unique Ally
1 pool
2 Life, 1 strength, 1 bleed
The Helpful Enemy has 1 optional dodge with a manuever each combat.
As a (D) action, the Helpful Enemy places a helpful counter on a
tapped vampire controlled by another Methuslah and untaps that
vampire. The targeted vampire may choose to cancel this action by
choosing to remain tapped. Vampires with a helpful counter get -1
bleed on (D) action targeting the controller of the Helpful Enemy.
Burn all helpful counter when this ally is burned or change control.


Trophy: Wife
Master Trophy
Place a marriage counter on this vampire. If this card would be moved
to a non-sterile vampire, that vampire's controller takes control of
it instead, and it becomes a non-unique vampire of the same clan as
that vampire with 1 capacity. Move 1 blood from the blood bank to this
new vampire. The Wife may ( go shopping ) search your library for an
equipment and equip it or move it to the vampire with the marriage
counter as a +2 stealth action. The Wife does not hunt as normal,
must hunt off vampire with the marriage counter. Any vampire with
more blood then the vampire with the Marriage counter may take an
action to steal the Wife, and more the marriage counter to himself.
The vampire with the marriage counter may choose to burn the counter,
but must move 1 blood each untap to the Wife.


Trophy: Congeniality
Master Trophy
Once each combat, this vampire may move 2 blood from him or herself to
the opposing vampire to end combat before range is determined.


Trophy: Trophy Hunter
Master Trophy
This vampire may steal a Trophy as a +1 stealth (D) action.
Alternatively, burn this trophy to move a trophy from any Methsulah's
ash heap to this vampire.


Trophy: Sour Loser
Master Trophy
Once each combat, if this vampire is going to torpor inflict 2
unpreventable damage to the opposing minion.


Trophy: Frenzied
Master Trophy
This vampire is frenzied, and immuned to all other frenzy effects.
During his or her minion phase, the vampire with this card must enter
combat with a ready minion controlled by his or her prey as a (D)
action (unless the minion must hunt). The vampire with this card has
+1 strength with an optional additional strike each round.


Trophy: Sharpshooter
Master Trophy
This vampire may take a (D) action to inflict X damage on a minion
controlled by another Methuselah where X equal the damage of a gun
controlled by this vampire.
Once each combat you may tap this card to make a gun strike
undodgable.


Trophy: False Accusation
Master Trophy
During your untap, choose a minon controlled by another Methuselah.
That minion is considered Red-Listed to the end of your minion phase.


Trophy: Influence
Master Trophy
This vampire may take an +1 stealth action to move a blood to a
younger vampire in your uncontrolled region. Alternatively, this
vampire may take an action to move a vampire from your crypt to your
uncontrolled region.


The Undying Masses
Type: Ally
Requirements: Necromancy
Cost: 2X blood
Ally with 1 life, 0 strength, 1 Bleed
nec: When this ally comes into play, it is tapped. The cost is where
X
is the number of The Undying Masses in play. While a The Undying
Masses is untap, a vampire may take an action to recruit a The Undying
Masses in your ash heap.
NEC: As above, but untapped.


Bulling the Weak.
Combat
Cost: 1 blood
Usable only in combat with a younger vampire or ally.
Only usable before range is chosen.
[pot] This vampire has +1 strength for the remainder of combat, with
an
optional press
[POT] As above, with an optional maneuver.


Flying Tackle
Combat. Grapple
[pot] Maneuver, only usable to maneuver close.
[POT] Strike: make a hand or melee weapon strike at +1 damage, with an
optional maneuver.


Protection Money
Type: Action
Requires: Potence
Cost: 2 blood
+1 stealth action
pot: (D) Enter combat with a ready minion controlled by your prey and
put this card on that minion. This acting vampire may enter combat
with
the minion with this card as a +1 stealth (D) action. During any
combat between the acting vampire and targetted minion, your prey may
pay you 1 pool before range is determined to untap the acting minion
and cancel the combat.
POT: As above, but your prey pays you 2 pool.


Stalking the Prey
Type: Action
Cost: 1 blood
ani: Put this card on a minion as a +1 stealth (D) action, you still
control this card. If the minion with this card is tapped, any minion
with ani may enter combat with the minion as a (D) action.
ANI: As above but if the minion with ANI successfully enters combat
with the minon with this card, the acting minion gains first strike in
the first round of combat.


Going out of Business Sale!!!
Type: Master OOT (Boon)
Only usable when you are being ousted. Starting from the minion with
the least cost to the minion with the highest cost, the other
Methuselahs may bid at least 1 pool to gain control of that minion and
all the cards on it. If nobody bids on that minion you retain control
of the card. If one does bid on a minion you control, the highest
bidder takes control of that minion. You collect pool from the
highest
bidders and put this card in play. While this card is in play, you
minions can not make any (D) actions or call votes. During your
master
phase, you may burn 6 pool to burn this card.


A Friend in Need
Type: Reaction
Usable only by an untapped vampire not involved in the current combat.
Only usable at the end of the combat.
aus obf: Choose a ready combatant, this reacting minion taps and
enters
combat with that minion.
AUS OBF: As above, but reacting minion does not tap.


Cult Leader
Type: Action
Cost: 3 blood
+1 stealth action
Place this card on this acting vampire. During your untap, this
vampire main move a card from the top of your library to your active
region. The card moved to your active region this way represents a
mortal ally with 1 life, 0 bleed, and 1 strength. You may tap and
burn
1 of the allies created by this vampire to reduce the cost of a card
by 1
pool or blood. Burn those allies if this minion is burnt.


Consolidated resources (Needs a better name.)
Type: Event
Government.
When put into play, each Methuselah must move all blood counter in
their uncontrolled region to 1 vampire.
During each Methuselah's influence phase, he or she chooses a vampire
in their uncontrolled region. That Methuselah may only spend transfer
on the chosen vampire. Alternatively, the Methuselah may burn 1 pool
and remove the chosen vampire from the game to search his or her crypt
for a vampire with the capacity over 4 and move it to his or hers
uncontrolled region.


Bullying the Weak.
Type: Action / action modifer
[pot] This acting vampire has +1 strength during this action.
[POT] (D) Enter combat with a vampire with the capacity less then the
acting vampire or ally controll by another Methusulah.


Tracker.
Type: Retainer
Requires: Auspex
Cost: 1 blood
Mortal with 2 life.
[aus] The minion with this retainer gets +1 intercept.
[AUS] as above, but if the minion with this retainer successfully
blocks a minion place a Tracker counter on the acting minion. The
minion with this retainer may (D) enter combat with a minion with a
Tracker counter at +1 stealth.


Bullet Proof Vest
Type: Equipment
Equipment.
The minion with this equipment is immune to all damage in flicted by a
gun strike.


Rapier Fencing Sword
Type: Equipment
Cost: 1 pool
Melee Weapon
1 damage and dodge each strike. This weapon is only usable once each
combat.


The Great Threat!
Type: Political Action
Political Card -- Worth 1 Vote. Called by any titled vampire at +2
stealth.
Action modifers can not be played during this action.
Vampires can not cast votes. The edge is worth 0 Votes. Vote cards are
worth 1 less vote during this referendum.
Choose a Methuselah with the most VP on the table. Successful
referendum means that all minion that Methuselah control has -1
stealth
on all their actions. Each Methuselah has 1 vote to cast in this
referendum. The Chosen Methuselah may call a referendum to burn this
card as a +2 stealth action. During that referendum, the same
restrictions apply as to call this vote.


Personal Blood Puppy
Type: Retainer
Mortal with 4 life.
The vampire with this retainer may hunt by stealing up to 4 life of
this retainer as a +1 stealth action. Once each combat before
strikes,
you may offer the opposing vampire's Methuselah control of this
retainer to end combat. If accepted, move this retainer to the
opposing vampire. During the untap phase this retainer gains 1 life
(not to exceed the starting life)


What's yours is mine..
Type: Action / Action Modifier / Reaction / Combat
Cost: 2 blood
[nec] Play a card in your prey ash heap as if it was from your hand.
(requirements and cost, if any, apply as normal) Remove the chosen
card from the game.
[NEC} as above, but from any other Methuselah's ash heap.


Dooplerganger
Type: Ally
Cost: 2 Blood
Requirements: [Obtenbration]
Unique changeling with 2 life. X strength, X bleed.
[obt] During your untap, choose another ally or retainer in play. This
Dooplerganger has the same special abilities, strength and bleed as
the
chosen Ally or retainer. (Retainer has base 1 strength and 0 bleed)
[OBT] as above, but with an additional life.


Finding Pai Mei, the Kung-Fu Master.
Action:
Cost: 2
Once during your turn, you may pay 1 pool and put a Student counter on
a minion you control. A minion with a Student counter has +1
strength, and may strike:dodge with an additional strike once each
round. If a minion with a student counter successfully inflict damage
on a minion, place an Exploding counter on the opposing minion for
each
point of damage successfully inflicted at the end of a round. If
there
is 5 Exploding counters on a minion, burn that minion. If a minion
with a Student counter is going to torpor, burn that minion instead.
During your discard phase, the minion with a Student counter burns 1
blood, or that minion goes to torpor. Only 1 minion may only have 1
Student counter.


Taking the bullet...
Reaction
Only usable during a bleed action targeting you. Only usable by an
untapped vampire in torpor. This vampire must burn X blood to cancel a
bleed of X. Move this reacting vampire into the active region, and the
acting vampire enter combat with the reacting vampire. Burn this
vampire after the combat.


Gary Colemen, Security guard.
Unique Ally
Cost: 1 pool
Life 1 strength 1 bleed 0
If you failed to block, and a minion you control that attempted to
block has intercept matching the acting minion's stealth, you may tap
this ally to cause the action to fail. The acting minion enters
combat with a minion with matching intercept to the acting minion
stealth that attempted to block. (The reacting vampire controller's
choose) As a (D) action, Gary Coleman can reduce a vampire stealth by
1 till your next untap phase.


Beyond the grave.
Action
Giovanni
Only usable by a untapped vampire in torpor
Take an undirected action listed on an action card in your hand (play
this card). If this vampire is greater then the capacity of 5, the
action can be directed.


Beyond the grave (II).
Combat
Cost (2 blood)
Only usable by a Giovanni with a capacity over 5
Play before range is choosen. Combat ends. Choose a vampire in any
methuslahs ash heap and move it to your ready region. He or she does
not contest any other vampires or titles in play. The vampire has an
amount of blood equal to half of his or her capacity (round down).
Combat begins between the vampire and the opposing minion. Remove the
vampire from the game at the end of combat.


Property tax
Unique Master
Ventrue(of ventrue anti)
When another methusula plays a master location or master investment,
this methusula gains half the pool cost rounded up.


Dominion over the ranks
Unique master
2 pool.
Ventrue (or anti)
Play this on a Ventrue(or anti) above the capacity of 7 with DOM.
Minions below the capacity of 6 can not take directed actions toward
this vampire. Once each round, this vampire can burn 1 blood to
cancel the action of a minion below the capacity of 6. If this
vampire is untapped at the beginning of your turn, you may gain a pool
from the blood bank as a master phase action.


Dog whistle
Unique equipment
1 pool
Tap this minion to untap a werewolf ally.


Evasion.
Combat
(cel) manuever
(CEL) Dodge, with an optional manuever


Pay back is a [Censored]!
Reaction
1 blood
Only usable after a vampire you control other then this vampire was in
combat and was sent to torpor or burnt.
Tap this vampire. This vampire now enters combat with the acting
minion.
The first round of this new combat, the acting minion cannot use any
strikes.


Force of mind.
Action
Tham
Cost (2) blood
Only usable by a tapped vampire.
[tham] (D) Steal 5 blood off a ready vampire and put this card on this
acting vampire. This vampire doesn't untap as normal. Burn this card
at your next influence phase.
[THAM] As above, but you may burn this card buy paying 1 pool.


The Wrong Mark
Combat
aus obf
Only usable by a reacting vampire.
[aus][obf] Strike: This reacting vampire burns 2 blood to choose
another
minion controlled by another Methuselah not in combat. Tap that
minion,
that minion takes over the combat where it was left off. This reacting
vampire goes to torpor.
[AUS][OBF] As above, but burns 1 blood not to go to torpor.


Freak of Nature
Action
Requires an anarch Vampire
This card can be removed as a +1 stealth action.
[ani] +1 stealth action, put this card on an ally you control. The
ally
with this card can (D) attack as a +2 stealth action.
[vis] +1 stealth action, put this card on this acting vampire. Vampire
with presence has -1 intercept against this vampire.
[tham] +1 stealth action, put this card on any minion controlled by
another Methuselah. That minion must enter combat with a minion
controlled by his prey.


Summoning the dead.
Action
2 blood
[nec] +1 stealth action. Only usable if an ally controlled by another
Methuselah was burned since your last turn. Move that ally to your
ready
region tapped. Move X life counters from the blood bank to the card,
where X is the number of life printed on the card.
[NEC] AS above, but untap the ally.


Never Again.
Master: Out of Turn
1 pool
Only usable during another Methuselah minion phase.
Only usable if a vampire is being brought into the controlled region.
Remove that vampire from the game.


Suicide bomber.
Action
Potence
Only usable by a tapped vampire
[pot][for] +1 stealth action. Put this card on this acting vampire and
(D) enter into combat with a ready minion. In the first round of
combat
before strikes are chosen, this vampire must burn this card to do 5r
unpreventable damage to both combantants. Burn this vampire after
combat.
[POT][FOR] As above, but the vampire goes to torpor instead.


Filchware's Pawn Shop [speculation]
Cardtype: Master
Master: unique location.
During your master phase, you may move 1 counter from your pool to
this
card and add 1 blood from the blood bank. When equipping a ready
anarch
minion, you may tap this card to use the blood counters on it to pay
some or all of the [pool or blood] cost of the equipment.


Eye for an Eye...
Cardtype: Reaction
Cost: 1 blood
Discipline: Auspex
Only usable by an untapped vampire, and if this vampire attempt to
block failed... Only usable if the vampire could have block the
action... (ie, had enough intercept, and is eligible to block.)
(aus) Enter combat with the acting minion after the completion of the
action. The acting minion does not get a strike in the first round of
combat.
(AUS) As above, but with an optional manuever.


Bounty [CE - variant]
Cardtype: Master
Cost: X pool
Master.
Put this card on any ready vampire and put X + 1 counters on this
card. Any minion controlled by another Methuselah may enter combat
with this vampire as a (D) action. Assimite has +1 stealth. If this
vampire is sent to torpor in combat, the opposing minion's controller
moves up to {1} counters from this card to his or her pool. If this
vampire is burned in combat or by diablerie, the controller of the
opposing minion or diablerist takes all of the counters from this
card. Burn this card when it has no counters.


Suitcase
Cardtype: Equipment
Equipment.
Put a card from your hand facedown (out of play) on this card when you
play it. You may look at the card at any time. During your minion
phase, you may exchange a card in your hand for the card on this
Suitcase as a +1 stealth action. During combat, if the facedown card
is a burn after use weapon, you may equip this minion with the weapon
card during your strike phase. Burn suitcase if used in combat.
Burn after use weapons are grenades, bomb, and the white phosphorus
grenade.


op-Killers
Cardtype: Combat
Ammo.
Only usable before resolution of a gun's strike. Damage from that gun
can not be prevented for the remainder of this combat. No more than 1
ammo card can be used on a gun each combat.


Flash Blanks
Cardtype: Combat
Ammo.
Only usable before resolution of a gun's strike. Cancel the combat
before the strike resolution. No more than 1 ammo card can be used on
a gun each combat.
Burn the gun after combat.


Tranquiler darts.
Cardtype: Combat
Ammo.
Only usable before resolution of a gun's strike. This minion get a
press only to continue combat if damage is inflicted to the opposing
minion by this gun's strike during this round of combat. In the next
round of combat, the opposing minion can not manuver, or get
additional strikes. No more than 1 ammo card can be used on a gun each
combat.


Dust Storm
Cardtype: Combat
Cost: 2 blood
Discipline: Thaumaturgy
Only usable before range is determined on the first round.
[tha] Both minion can not make range strikes.
[THA] As above, but this minion can make range strikes.


Blinding Light
Cardtype: Combat
Cost: 3 blood
Discipline: Thaumaturgy
Only usable by vampire above 7 capacity.
Only usable before range is determined.
[tha] Both minion takes 2 points of aggravated damage(damage not
preventable)
[THA] As above, but this minion may burn 3 blood to prevent the
aggravated damage.


Burn-Out Speed
Cardtype: Action
Cost: 1 blood
Discipline: Celerity
Do not tap this vampire.
[cel] Do not tap this vampire for taking (D) action this turn. At the
end of this turn, if this vampire is ready this vampire losses all the
blood counters on it and goes to torpor tapped.
[CEL] as above, but doesn't go to torpor until this vampire
controllers untap phase.


Plague
Cardtype: Master
Cost: 2 pool
Unique Master
Only one Plague can be played in a game. Place 10 disease counters on
this card. Everytime a vampire controlled by another Methuselahs
hunts, flip a coin. If it's tails, place 1 disease counter from this
master to the acting vampire. Each time a vampire with a disease
counter is in combat at close range with another vampire, the second
vampire gets a counter as well. An afflicted vampire cannot gain blood
by hunting. When an afflicted vampire untaps, he or she burns a blood,
or, if unable, loses all disease counters.


Kulaid
Kulaid871{at}yahoo{dot}com


-----------------------------------------------------


Muckraking
+1 stealth (D) Action
Requires Nos / !Nos
All copies of a named card are exhumed from the target player's ash
heap, and removed from the game. If the target is your prey, place
this card on the acting minion, and add 1 Filth counter for every card
exhumed.
As a (D) action this vampire may burn X Filth counters (1 counter from
each Sewer Scouring card) to steal X pool from the target player. Burn
Muckraking when it's last Filth Counter is burned.


Poison Pill [II]
Master (Elder)
Each Methuselah may control only one Poison Pill.
Poison Pill comes into play tapped, and does not untap as normal - any
vampire may burn 1 blood to untap it, at any time.
When any Methuselah is bled for 2 or more by a vampire whose capacity
is below five, you may tap Poison Pill to inflict 1 damage on the
acting vampire, or to reduce the bleed amount by 1.
You may burn Poison Pill to give a vampire in torpor 1 blood from the
blood bank.


Elder Manipulation
+2 stealth action.
Only playable by an untitled vampire whose capacity is above 5. Put
this card on the acting vampire and untap this vampire. You may burn
this card at any time to untap up to 3 (Elder) cards in play.


Clone of Ramses III
Unique Master: Location
Cost 1
Text: Play this card on a [vampire of type X] in your own uncontrolled
region, or on any uncontrolled vampire controlled by another
Methuselah. For each blood counter transferred to the chosen vampire,
put a blood counter on the Clone from the Blood Bank. At the end of
the influence phase, if the total number of counters on the chosen
vampire and on the Clone equals or exceeds that vampire's capacity,
the controller may move the vampire to the ready region. Burn this
card when the vampire leaves the uncontrolled region.


The Big Bad
Unique Master
Cost X Pool
If you control an Anarch X = 0, otherwise X = 2
Text: Tap this card and burn 1 blood from an Anarch you control to
untap an independant vampire with a capacity above 5. Burn this card
during your influence phase to move 2 blood from an Ararch you control
to a vampire in your uncontrolled region whose capacity is above 8


Brutal Demagogue
Type: Master
Clan: !Bruhaj or !Toreador
Text: Put this card on a ready titled Bruhaj Antitribune or Toreador
Antitribune you control. Only usable in combat when the younger
opposing vampire should go to torpor. This vampire may diablerize the
opposing vampire instead. If the opposing vampires capacity was below
5, this diablerising vampire gains 4 votes in the resulting blood
hunt. Not usable by a vampire going into torpor.


Dreams of the Assamites
Type: Master (unique)
Pool Cost: 1
Clan Required: Assamite
Put a counter on this card each time you tap it; when the third
counter is added, burn this card.
Tap this card to give an Assamite you control one maneuver.
Tap when an Assamite announces a hunting action. If that action is
successful, the Assamite gains an additional blood.
Tap this card when a bleed for 2 or more is resolving at 2 or more
stealth. Reduce the bleed amount by 1, and inflict 2 points of damage
on the acting minion.


Govern the Quietus
Type: Action
Blood Cost: 1
Discipline: Quietus
+1 stealth action
qui: choose up to 3 younger vampires. These vampires each move 1 blood
from themselves to their controllers blood pool.
QUI: burn a titled vampire whose capacity is less than 5.


Dreams of Anarchy
Type: Master (unique)
Pool Cost: 1
Requires a ready Anarch
Put a counter on this card each time you tap it; when the third
counter is added, burn this card.
Tap this card to allow a reacting Anarch to burn 1 blood to gain 2
votes.
Tap this card to move 2 blood from the blood bank to an Anarch in
torpor.
Tap this card when you are bled at more than 1 stealth to place a
grudge counter on the acting minion. Any Anarch may take a (D) action
to steal 2 blood or life from any minion with a grudge counter.


Govern the Anarchs
Type: Equipment
Pool cost: 1
Requires a ready Anarch
The anarch with this equipment may steal 1 blood from a younger
vampire as a +1 stealth action.
Burn this equipment and tap the Anarch bearing it to burn a titled
vampire whose capacity is below 5.


Name: Brawler
Cardtype: Master
Play this card on a vampire. This vampire inflicts an additional
point of damage with strikes that are not playable in the first round
of combat. Once per combat, if combat was fought at close range, this
vampire may burn a blood to gain a press. A vampire may not have more
than 1 Brawler card.


Name: Really Lucky Blow
Cardtype: Combat
Strike: make a hand strike or melee weapon strike at +2 damage. Not
usable first round of combat.


Name: Phat Beatz
Cardtype: Combat
Discipline: Potence
Only usable before range is determined.
[pot] If the opposing minion plays "combat ends" as a strike
during this combat, all card text is ignored - it is resolved as a
strike: dodge. A vampire may play only 1 Phat Beatz each combat.
[POT] As above, and this vampire has an optional press this round.


Name: Gutter Fighting
Cardtype: Combat
Clan: Nosferatu
Only usable before range is determined.
This vampire has a optional press this round. The opposing minion's
controller's hand size is reduced by 1 card each round of combat, for
the remainder of combat.
A vampire can play only 1 Gutter Fighting each combat.


Valor
Reaction
For: Only playable in response to an action directed at a minion you
control. The action resolves, but has no effect. Put this card on the
reacting vampire.
This vampire is tapped and sent to torpor. This vampire does not untap
as normal. During this vampire's next untap phase, burn this card.
FOR: This vampire suffers X damage to reduce a bleed against you by X.
If X is greater than this vampire's capacity, burn this vampire.


Gift of Vitae
+1 stealth action
For: This vampire may transfer any amount of blood to another vampire.
FOR: As above, and move up to 2 blood from the acting vampire to your
pool.


Determination
Action
For: Bleed. If combat occurs, this vampire may burn X blood to prevent
X+1 damage, once per round, in the first and second rounds of combat.
FOR: As above, and this vampire has +1 bleed for the duration of the
action. No action modifiers may be played to increase the amount of
the bleed.


Craig
Hollowboy
ICantBelieveHollowBoyWasAlreadyTaken{at}Hotmail{dot}com


-----------------------------------------------------


Necroequestripugilism
Type: Action/Combat
Cost: 1 blood
[nec] The acting minion gains 1 blood.
[nec][pot] Strike: make a hand strike at +2 damage, with an optional
press to continue combat.
[NEC][POT] As above, and if the opposing minion strikes to end combat
or dodge, cancel the opposing minion's strike (and no new strike may
be chosen).
<insert really horrific picture along the lines of Stunt Cycle, but
with a (dead) horse>


Fall of Mankind
Event
Gehenna. Do not replace as long as this card is in play. Requires
at least three other Gehenna cards in play. All mortals in play are
burned. Mortals with no cost may not be kept. Any minion can keep a
mortal retainer he controls by repaying its (non-zero) cost to
recruit;
any Methuselah can keep a mortal ally she controls by repaying its
(non-zero) cost to employ or influence. Putting a new mortal into
play
costs and additional pool.


Any Resemblance is Entirely Coincidental
Action Modifier
1 blood
[obf] +1 stealth
[OBF] +1 bleed (no further bleed modifiers may be played)


Any Resemblance is Entirely Coincidental (v.2)
Action Modifier
[obf] +1 stealth (no further stealth modifiers may be played)
[OBF] The acting minion may pay 1 blood to gain +1 bleed (no further
bleed modifiers may be played)


Soomi Corp.
Master: Unique Location
Put this card in play. During your Master phase you may name any
other Unique Location in play; this card then contests that Location
as if it were the same card.


Marlene, The Infernalist (Advanced)
Clan: Ventrue Antitribu
Capacity: 7
Sabbat
Group: 2
Disciplines: AUS dai dem DOM for tha
[Merge] Infernal. When Marlene merges, choose a discipline. Marlene
gains that discipline at superior.


Prince Michael
Clan: Ventrue Antitribu
Capacity: 3
Disciplines: FOR vic
Text: Sabbat: Prince Michael does not get the usual +1 stealth when
hunting.
Art: Cross of a disturbing looking gangsta rapper-ish figure and a
soccer mom. Is Drew still available?


Vivian Wang, Apostate
Clan: Ventrue Antitribu
Disciplines: aus for val
Text: Sabbat
Art: Intense Asian woman with third eye in stern pose resting hands
on the pommel of a flaming sword with point against ground. John
Bolton (Juan Cali) maybe?


Alexander, Toady to the Umbradomo
Clan: Ventrue Antitribu
Capacity: 5
Disciplines: AUS FOR
Text: Sabbat Bishop: Alexander gets an additional +1 stealth when
taking a rescue torpor action.
Art: Founding Fathers/Musketeer-ish guy with long hair, round specs,
mustache/goatee. Yet another Christopher Shy portrait.


Evelyn Milk
Clan: Ventrue Antitribu
Capacity: 6
Disciplines: AUS DOM FOR nec
Text: Sabbat
Art: Black man in expensive suit, smiling, holding a sawed-off
shotgun loosely at his side. Tim Bradstreet & Grant Goleash,
definitely.


The Marquess
Clan: Ventrue Antitribu
Capacity: 7
Disciplines: AUS DOM FOR
Text: Sabbat: Vampires get -1 intercept when attempting to block The
Marquess. The Marquess may burn 1 additional blood to play an action
card that requires a Cardinal or Archbishop.
Art: Go nuts with the fetish and/or BDSM theme. Top o' the tops.
Whoever did Unwholesome Bond(age) would be great here.


Dawn Operation [Al's alternate wording]
Cardtype: Action Modifier
Discipline: Fortitude
[for] For the remainder of this action, all damage inflicted to all
vampires in combat is aggravated. Any vampire attempting to block may
now choose not to block.
[FOR] As above, but vampires attempting to block cannot back out.


Skin of Really Tough Stuff [Al's]
Cardtype: Combat
Cost: 1 blood
Discipline: Fortitude
[for] This vampire may prevent 1 damage each round for the remainder
of combat.
[FOR] Prevent all damage from the opposing minion's strikes this
round.


Stop Touching Me! [Al's]
Cardtype: Combat
Cost: 1 blood
Discipline: Fortitude
[for] Prevent all damage from environmental sources this round.
[FOR] As above, but for the duration of combat.


Alex Broadhead
wumpus7{at}attbi{dot}com
wumpus7{at}comcast.net


-----------------------------------------------------


Soccer-mom
Mortal
Capacity: 2
Powers (Disciplines): -
Mortal. When the Soccer-mom enters play, you may remove her from the
game to make a non-titled vampire or any non-mortal minion Red List
and draw a card from your crypt.


Name: Spirit Dance
Type: Action
Cost: 1 Blood
Clan: Ahrimanes
+1 Stealth Action.
Put this card on the acting vampire. This vampire may prevent 1
damadge each round in a combat. Each time this is done, put a counter
on this card. When there is three counters on this card, burn it.


Name: Forest Tracking
Type: Action Modifier
Disi: Spiritus
Cost: 1 blood
[spi] If this action is blocked, the acting vampire gets one manuever
in the resulting combat.
[SPI] As above, but the cost for this card is reduced by one blood.


Alexander Gyhlesten
Kitzune{at}Tjohoo.se


-----------------------------------------------------


Card Name: Insert cool name here
Cardtype: Master
Cost: 0
Requires at least 2 vampires with a capacity above 7 in your
uncontrolled region. Only playable if you control no minions.
Put this card in play and put 3 counters on it. If there are any
counters on this card and you control no minions, you do not burn pool
either for being bled or for the effects of a referendum. Remove a
counter on this card during your discard phase. Tap this card to
discard a copy of this card in your hand to move a minion card in your
ash heap to the bottom of your library. A Methuselah can only play one
copy of this card per game.


NEW LIBRARY CARD TYPE
Elder Power:
During your untap phase you may search your library for an Elder Power
card and put it in play.

Example of "Elder Power" card:

Name: Ancient Domain
Cardtype: Elder Power
Only usable if you control no minions. Only usable during your first
turn.
Put 3 counters on this card. Remove 1 counter from this card during
your influence phase. Burn this card if it has no counters. You do not
burn pool when a minion bleeds you, regardless of the amount of the
bleed.


Action
Requires a vampire of a given clan with a capacity above 7.
Do X and untap this vampire.


Name: DARK THAUMATURGY
Cardtype: Master
Clan: None
Cost: 1 pool
Master: Put this card on a vampire. This vampire is infernal.
This vampire gains 1 level of Thaumaturgy [tha]. Capacity
increases by 1: the vampire is one generation older. Cannot
be {placed} on a vampire with superior Thaumaturgy. A vampire
can have only one Dark Thaumaturgy.

Name: Video Nephas
Cardtype: Reaction
Discipline: Thaumaturgy
Cost: none
[tha] +1 intercept. Only usable during a bleed action.
[tha] Requires an infernal vampire. +1 intercept.
[THA] As above, but +2 intercept.


Name: Fires of Inferno
Cardtype: Combat
Discipline: Thaumaturgy
Cost: none
[tha] Strike: 1R aggravated damage. Only usable at long range.
[tha] Requires an infernal vampire. Strike: 1R aggravated damage.
[THA] As above, but 2R aggravated damage.


NIGHT AWAKENING
Reaction
Only usable by a tapped ally. This reacting aly can use reaction cards
and
attempt to block as though untapped until the current action is
concluded.


ALARM WATCH :-P
Reaction
Only usable by a tapped minion. This reacting minion can use reaction
cards
and attempt to block as though untapped until the current action is
concluded. If this minion is a vampire, he or she burns 1 blood at the
end
of the action.


MELINDA GALBRAITH
Clan: Lasombra
Group: 3
Capacity: 10
Disciplines: AUS DOM POT OBT for pre
Sabbat Regent (4 votes): Sabbat vampires cannot block Melinda. +1
Bleed.
Infernal.


ROSA MARTÍNEZ, PALADIN
Clan: Toreador Antitribu
Group: 3
Capacity: 8
Disciplines: FOR POT CEL aus pre
Sabbat: +2 strength. Infernal.


BLISTER
Clan: Nosferatu Antitribu
Group: 3
Capacity: 3
Disciplines: OBF ANI
Sabbat: Infernal.


AARON BATHURST - TEQUILA
Clan: Nosferatu Antitribu
Group: 3
Capacity: 4
Disciplines: OBF for aus pot
Sabbat: Infernal.


ANSEN
Clan: Baali
Group: 3
Capacity: 6
Disciplines: DTH(*) DAI PRE aus
Independent. As long as Ansen is ready, increase your hand by one.
Infernal.
(*) Dark Thaumaturgy


Damnans
damnansVTES{at}ono{dot}com


-----------------------------------------------------


Name: Group Attack (lame name, I know)
Cardtype: Action Modifier
Do not replace this card until after combat. Usable only by an
untapped minion other than the acting minion after the acting minion
is blocked and combat is over. Tap this minion. This minion now enters
combat with the blocking minion.


Name: Group Fight
Cardtype: Combat
Cost: 1 Blood
Only usable before range is determined, by an untapped minion not
involved in the current combat. This minion gains a strike against the
opposing
minion during each round of combat, and cannot play additional
strikes. The opposing minion gains an optional additional strike each
round of combat, only usable against this minion.


james o'rance
dragon-dreamer{at}geocities{dot}com
http://www...{dot}com/dragon-dreamer/wraith


-----------------------------------------------------


Carmen Miranda (Group 4)
Catiff, 7
CHI, QUI, THA
As a (D) action, Carmen can do a little dance and sing a little song.
If this action is successful your predator or prey burn 1 blood from
each ready vampire they control.


Other "ranged melee" weapons...
--Whip
1R damage as strike. The bearer may steal equipment possessed by an
opposing minion once/combat.
--Spiked chain (basically the same as the whip, and indeed could spawn
a range of S&M theme decks)


Ped Xing
ped_xing{at}hotmail{dot}com


-----------------------------------------------------


Don't fuck with me
Unique Master require a ready controled independant vampire
Cost 1 pool
Any of your minion can perform a D action to enter combat
with minion of your predator that attempted to bleed you.
Flavor text "Stop it now or i will blowup your head man!" -
Chas Giovanni Tello


The Tzimisce Lord
TzimisceLord{at}seclogd.org
http://myvt...
http://sabbatinfran...


-----------------------------------------------------


Don't Mess With Us
MASTER: Out of Turn
Cost: 1 pool
Only usable immediately after a minion has successfully bled you.
Chose a ready independent minion that you control. That minion enters
combat with the bleeding minion. This is not a D action.


Warpath
toreadors{at}hotmail{dot}com


-----------------------------------------------------


Don't Mess with Us (2)
Reaction
obf: Only usable immediately after a minion has successfully bled you.
Enter combat with the bleeding minion.
OBF: as above, but also usable by a tapped minion, which would cost 1
blood.


Kenneth
Kenneth.Meland{at}ifm.iub.no


-----------------------------------------------------


Decoy
Reaction
Do not replace until the end of this action. Only usable during a
bleed against you. This reacting burns X blood to reduce the bleed by
X + 1.


PR Manager
Ally 1 life 0 strength 0 bleed - 3 pool to recruit
Tap PR Manager to reduce any bleed by 1.
Possibly it could be a Ventrue or Toreador specific ally.


JSpektr
jspektr{at}sprynet{dot}com


-----------------------------------------------------


Destroy Permanent
Political Action
This card is worth one vote.
Called by any vampire as a +1 Stealth Action
Choose any non-minion, non-location, non-weapon permanent in play.
Successful referendum burns that permanent. If the permanent is an
Event, all Imbued get a sub referendum, and have 1 vote in that. Treat
this in the same way a a Prisci sub-referendum, with the same outcome.


Ian Forestal Adv
!Tremere
8 cap
Anarch
May play any non-discipline based cards as though he meets the
requirements of that card.
[merge] May play any disciplines as though he had the superior level
of
that discipline.


Turn of speed
Action Modifier
Cost = 1
cel = Only usable after a successful action, this vampire
may immediately take another action. If not taken immediately,
then the additional action is lost and this vampire remains
tapped.
CEL = As above, but this vampire may take the action later
this turn. The vampire remains tapped until the action is
taken.


Secret Bleeding
Act. Modifier
Obfuscate, 1 Blood
Only playable if a reaction is played to reduce or change the
target of a bleed.
obf: This bleed is for one, and cannot be further reduced or
increased. It may still be blocked if the opportunity has not
passed.
OBF: As above, and is targetted at the original Methuselah still.
It also cannot be further "bounced".


Andy Brown
VEKN Setite Ruler of Cambridge
ajb{at}sanger.ac.uk
andyb{at}operamail{dot}com


-----------------------------------------------------


'Might of a Bygone Empire'
Unique Master
2 Pool Cost
Brujah Specific
Put this card in play. Whilst in play, all master cards
requiring a Brujah to put in play are immune to D actions.
This card may be burned as an action, which any Brujah may
attempt to block. If a Brujah successfully blocks another
vampire attempting to burn this card, that Brujah's hand
damage is aggravated in the resulting combat.


'Abandoned Warehouse'
Unique Location
1 Pool Cost
Nosferatu Specific
During your influence phase you may tap this location to
search your library for any piece of equipment and place it
on this location. Any minion you control may take an action
to equip with any one piece of equipment on the warehouse
during his minion phase. This location and any equipment
placed on it may be burned by any minion as a D action.


'Speed Beyond the Realms of Time'
+1 Stealth Action
Requires Celerity
2 Blood Cost
(cel) Place two time counters on the acting minion. At any
time this minion may burn a time counter to untap.
(CEL) As above but place three counters on the acting
Vampire.


'Jaws of the Gator'
Combat Card
Requires Animalism
No cost
(ani) Strike: +1 Strength
(ANI) As above and if more three points of hand damage are
inflicted on the opposing Vampire this round of combat the
opposing Vampire goes to Torpor.
Flavor Text: "Know what I'm gonna do is gently rub his
snout. KWAA! Did you see that! He nearly took my arm off!"


Oalin
danielb{at}incredible.co.za


-----------------------------------------------------


Ears on the Street
Cost: 1 Blood
Type: Reaction
Gives the minion +1 Intercept and an optional maneuver if
combat occurs. Do not replace until after combat.


Weapon of the Kindred Soul
Thaumaturgy
Combat Card (Strike Resolution phase)
3 Blood
(Inferior) Play when you succesfully send an opponent into
Torpor or Burn him (the opposing vampire's blood must all
be spent and be on the way to torpor or being burned,
stealing blood isn't enough) and move the vampire to your
acting minion as if he was equipment. The vampire becomes
in all ways a piece of equipment and is treated as such
from now on. The vampire with this equipment now has
access to all the burned vampire's disciplines, usable at
inferior level. The Vampire's Capacity does not go up.
(Superior) As above, and the vampire may use the burned vampire's
disciplines at Superior level if any apply, and has +1 hand
damage when using this weapon.


Tasty Distraction
Action Modifier or Reaction Card
Use when about to enter combat with a vampire who is not at
maximum capacity. No combat occurs, the attacking vampire
gains 1 blood and is tapped. If the card was used as an
action modifier then the minion continues the action. If
the card was used as a reaction leave the reacting vampire
untapped.


Quell the Mortal Fire
Animalism
(Inferior) Only usable against allies. D action at +1
stealth, choose an ally of your predator or prey. If
succesful place this card on that ally, the ally has -1
Bleed and -1 Hand damage while the card is on him. This
card may be removed as a D action by the minion at +1
stealth.
(Superior) As above plus the minion may not perform any of
its special abilities (if any) while the card is on him.


qcipher
qcipher{at}attbi{dot}com


-----------------------------------------------------


War Pack Rush
Combat
Cost: 1 pool for each minion
Tap one or more minions you control and burn one pool for each tapped
minion. (D) Enter combat with a minion controlled by another
methuselah. If this action is blocked, burn an additional pool.
Manuever, strike, press and damage prevention cards affect only one
minion at a time. The total ammount of damage from all your attacking
minion's strikes are resolved at once. The oppossing minion can choose
which of your attacking minions it strikes and additional strikes can
be directed at any one of your minions. Each of your attacking
minions suffers any enviromental damage individually.


Ensnaring Darkness (2) [or Held in Darkness or Shadow Trap or Gripped
by Night]
Combat, 1 Blood
Obt : Combat ends may not be played by the opposing minion this round.
OBT : Burn an additional blood before combat to prevent the opposing
minion from playing any dodge, combat ends, or manuever cards during
this combat.


Howard DeCastro
hdmassage{at}hotmail{dot}com


-----------------------------------------------------


Stolen Identity
Chimerstry
Action
2 Blood
Requires a minion of capacity greater than 5.
[chi] Choose a vampire that is the same age or younger than this
acting
minion that is controlled by your predator or prey and put this card
into
play. The acting vampire is now contesting the chosen vampire. While
this
card is in play, all rules of contesting apply. While the two minions
are
contesting, this card may be burned as a (d) action. If the chosen
vampire
is yielded, put this card on the acting vampire. This vampire looses
his
special abilities and gains the special ability of the yielded vampire
(if
any) and changes his name to that of the yielded vampire. Only one
Stolen
Identity may be used to contest a minion at any point in time.
[CHI] As above, but with +1 stealth.


Group of Hippies
Ally
no cost
1 life, 0 Strength, 0 bleed
The Group of Hippies may take a +1 stealth (d) action to inhabit any
location. If this action is successful, place the Group of Hippies on
that
location. Only one Group of Hippies can be on a given location at any
time.
The hippies are not considered controlled while inhabiting a location.
While
inhabited, the location cannot be used. The methusalah controlling
the
location can use a master phase action and discard one master card or
spend
1 pool as a master phase action to move the hippies to another
location. If
there are no ready locations, move the hippies to your ready region.
You
now control the hippies.


John Stahler
stahler{at}ilir.uiuc.edu


-----------------------------------------------------


Badger
Retainer
1 blood
Animal. 1 life.
If a judge makes a ruling you do not like, you may burn Badger to have
the judge repeat the ruling two more times.


Defective Management
Master
Move one Vampire from your prey's uncontrolled regeion to the top of
his crypt. Any pool on this card goes to your prey's pool.


Unalign the Governd
Action
Dominate
2 blood
Move up to 3 pool from a Vampire in your prey's or predator's
uncontrolled region back to their pool.


Pulled Fags
Combat
Only usable if this Vampire inflicted more damage at close range than
the opposing Vampire. Steal 2 cigarettes from the controller of the
opposing Vampire.


Renegade GNU
Ally
Gangrel
4 pool
3 life 2 strength 1 bleed
If your prey controlls a Vampire with a laptop, Renegade GNU gets +2
bleed when bleeding your prey.


Denial of Resources
Unique Master
1 Pool
Put this card in play and choose a location. Tap that location. As
long as this card is in play the chosen location does not untap.
During your Influence phase burn one pool or burn this card.


Sunny Boy
Mortal Ally
1 Pool
1 life
0 bleed
0 strength
Sunny Boy may not bleed, and cannot strike during combat.
Sunny Boy can not be blocked by vampires.
Every minion controled by another methuselah may enter combat with
Sunny Boy as a +1 stealth (D) action.
Burn Sunny Boy if he takes a successful action.


(no cool idea yet) (maybe the phonetic of the sound a bastard sword
makes when thrown, like: whhho whhhho whhhho thuck)
Combat
Potence & Celerity
1 blood
Only usable at long range. only usable if this minion is equipped with
a melee weapon.
inf : Strike: X R damage, where x is the amount of damage this weapon
would do (used by the striking minion) if used at close range . Burn
the melee weapon after this strike is announced.
sup : as above, but with + 1 damage


Dodge this!
Combat
Only usable at close range. Only usable if this minion is equipped
with a weapon : gun.
Strike: make a gun strike, and this strike cannot be dodged. No ammo
cards may be used on this gun for this strike.


Over Your Dead Body
Combat
Celerity
Inf
Dodge
Sup
Only useable by the acting Minion. Only usable at the end of a Round
of Combat, if the opposing Minion is in Torpor or Burned. The Action
continues as if unblocked.


Sowing the Seeds
Unique Master
Vampires you control can put a counter on this card as an action. If
there are more than 9 counters on this card during your untap phase,
you may burn this card to cause your prey to burn 5 pool. Your prey
may prevent the pool loss by discarding his/her whole hand, and
drawing a new one.


Chris.QJ
rowan{at}gmx.at
kutsch{at}gmx.at


-----------------------------------------------------


Dingo
Brujah 6 CAP
CEL pot for
ANARCH- While Dingo is ready your prey must pay an extra
pool when a minion they control equips a weapon.


Drake Masters
Brujah 6 CAP
CEL DOM pot
INDEPENDANT- During your untap phase change Drakes sect to
either Camarilla, Anarch or Independant. Ventrue gain +1
intercept when blocking Drake. Drake gains +1 hand damage
when in combat with a ventrue.


Konietzko, The Rabble Rouser
Brujah 5 CAP
PRE pot
ANARCH- Konietzko map tap to give any minion you control +1
bleed. If you ever have more then 15 pool during your
discard phase burn Konietzko.


Sign of Power
1 blood
+1 stealth action.
Place this card on the acting Sabbat vampire. Whenever this
vampire diablerizes a vampire with a higher capacity he
gains 1 vote.


Harvest of Souls
Giovanni specific 1 blood
nec: Place this card on any ready minion. When that minion
is burned gain 1 pool.
NEC:+1 stealth action. Put this card into play. Every time
a minion is burned gain 1 pool. Burn this card during your
untap phase.


Propaganda: Camarilla
Playable by any Anarch.
Put this card into play. Whenever a Camarilla vampire
successfully bleeds a Methuselah who controls a Anarch
vampire put a conversion counter on this card. Burn this
card during your untap phase to take control of a non-
titled camarilla vampire for the rest of your turn. This
vampire gains +1 hand damage while controlled by you.
Any Camarilla vampire may burn this card as a D action.
Only 1 Propaganda:Camarilla can be in play at any time.


Propaganda: Anarch
Playable by any Camarilla vampire with a title.
Put this card into play. Whenever a Anarch vampire
successfully bleeds a Methuselah who controls a Camarilla
vampire put a conversion counter on this card. Burn this
card during your untap phase to take control of a non-
titled Anarch vampire for the rest of your turn. This
vampire gains +1 bleed while controlled by you.
Any Anarch vampire may burn this card as a D action.
Only 1 Propaganda:Anarch can be in play at any time.


Sacred Shovel of the Graveboys
3 pool/Unique
Strike str+1.
May only be played by a Sabbat vampire.
Whenever this acting vampire plays a card that creates a
vampire you may search for an additional discipline card
and place it on that vampire.
This vampire gains 1 vote.

Ancient Ghoul
2 Pool / Ally / 3 Life 1 Strength 1 Bleed
-When Ancient Ghoul comes into play the acting vampire must burn
a blood in addition to its pool cost. You may go through your
hand/ash heap or deck and place a disipline card on Ancient Ghoul.
Ancient Ghoul may play cards that require Potence. Any cost in
blood is paid in life. Any card that would give him blood gives
him life instead. A vampire you control may burn a blood as a
+1 stealth action to give Ancient Ghoul 1 life. No Methuselah
may control more then one Ancient Ghoul.


Anarch Initiation
Requires a ready Baron(Are they going to have these?)
+1 Stealth action.
Choose a ready vampire you control that is not an Anarch.
The choosen vampire burns one blood and is now an Anarch
and loses all other affiliations. Cannot be played on a
vampire with zero blood.


Sacred Shovel
3 pool / Strike: str+1
May only be used by a ready Sabbat vampire.
If this vampire uses any cards that create any vampires you
may search for an additional discipline card if the action
is successful. This vampire gains 1 vote.


Personality Craft
Requires a vampire with capacity greater then 6
+1Stealth Action.
3 Blood
auspex,vicussitude: Choose a discipline that any vampire on
the table possess's and place this card on the acting vampire.
This vampire gains the advanced version of the chosen discipline.
Burn this card after that discipline is used.
AUSPEX,VICISSITUDE: Choose another vampire on the table. The
acting vampire gains the Name, Title, Votes, sect and any special
abilities that the chhosen vampire possess's. These vampires are
considered to be the same minion and are contested as normal.


Soul Mask
Requires a vampire with capacity greater then 5.
2 Blood
obfuscate: Play when this vampire declares a diablerie action.
If the action is successful then no blood hunt can be called
against this vampire.
OBFUSCATE: As above and this action is at +1 stealth.


West Cost Gun Runners
1 Pool, Master Unique
Tap to Add +1 stealth to an equiping action or to reduce the
cost of a weapon by 1.


Harvest of Souls
1 Blood, Giovanni Specific, Burn option
Requires a ready vampire with a capacity greater then 5.
+1 stealth action.
necromancy: Place this card on any ready minion. When that
minion is burned gain 1 pool.
NECROMANCY: You gain an amount of pool equal to the number
of minions burned since your last turn.


Hunted to Extiction
Requires a ready vampire with capacity greater then 6.
Any minion many enter combat with a scarce vampire as a D action.
For every scarce vampire burned this way the acting methuselah
gains pool equal to half that vampires capacity.
Burn this card if no scarce vampires are in play.


Maschine
Janson1{at}hotmail{dot}com
dfect_{at}hotmail{dot}com


-----------------------------------------------------


Think Again
Combat
Cost: 1 blood
cel: Dodge
CEL: Dodge, with additional strike: Burn opposing Ally. This vampire
goes
to torpor.


Mugging
Action
0 stealth
Cost: X pool
pot: Do 2X damage to a mortal ally or X damage to a vampire.
POT: Do X damage to a minion and move 1/2 X (round down) to a younger
vampire in your uncontrolled region.


Sai
Melee Weapon. Cold Iron.
+1strength. If bearer has two Sais, may destroy opponent's melee
weapon
as a strike.


Blood Bank Bus Driver
Salubri
0 pool
1 life, 0 bleed 0 strength
If this ally would untap, burn it instead.
Tap this Ally to select a vampire in torpor. Move that vampire to the
uncontrolled region and add 4 blood to the vampire.
When this ally burns, the selected vampire moves to the ready region.


Stinky Giovanni Carrying the Rotting Corpse of xer Enemy on xer Back
to Advise Xe
Cardtype: Action Modifier
Clan: Giovanni
Only usable after resolving a successful referendum called by this
acting vampire. Place this card on this acting vampire. This vampire
has -1/2x stealth (rounding up)
Take a minion in any Methuselah's ashheap and put it on this acting
vampire. This minion represents a non-unique retainer with 1/4x life
(rounding up), and gives this vampire X votes, where X is the capacity
or cost of the minion.


Odiferous Domination
Cardtype: Action Modifier
Discipline: Dominate
Only usable after resolving a successful referendum called by this
acting vampire. Place this card on this acting vampire. This vampire
has
-1 stealth.
[dom] The vampire with this card gets +1 bleed.
[DOM] As above, but with +2 bleed.


Step it up
Master. Trifle.
Gain x pool, where x is half the number of Ascendences in all
ashheaps,
round down.
Artist: Kestrelle Hayes


Target Audience
Cardtype: Combat
Aim: Play when choosing a strike.
If any damage is successfully inflicted on the opposing minion, the
opposing minion takes no damage, and that amount of damage is instead
divided up and inflicted on one or more minions controlled by the same
controller. The opposing minion may discard two combat card to cancel
this card. A minion may play only one aim card each strike.
Artist: Dimple


Kine Manipulation
Cost: 2 blood
Usable by a vampire older than 7.
Only usable when a minion is bleeding you [after blocks are declined].
Tap this reacting vampire. Choose another Methuselah other than the
controller of the acting minion. The acting minion is now bleeding
that Methuselah.


Saddam Bush
Assamite:5
QUI AUS FOR
Capacity 10
Saddam has 2 votes. Saddam may burn 1 blood during your untap phase
to pay 1 less for Quietus cards for until your discard phase.
Saddam's hand strikes are aggravated. Blood Cursed.


Time Paradox
Action
Temporis
2 blood
(tem) Choose a crypt card controlled by another Methuselah. Move a
crypt card from your uncontrolled region to your ready region face
down.
This crypt card is now contesting the other Methuselah's crypt
card.
The other Methuselah must pay an additional pool to pay for this
contestation.
(TEM) (D) Bleed any Methuselah with +3 bleed at -1 stealth. You
cannot
play action modifiers to increase this bleed.


Empowering the Ancient Blood II
Type: Event
Do not replace while this event is in play. Requires at least one
other
Government card in play. All other Methueselahs hand size is reduced
by
one. Vampires with a capacity above 7 may untap once during it's
controller's minion phase.


Real Estate Agent
Master
Search your library for a Master: Location or Equipment Location card.
Show it to all players and add it to your hand. Discard down to your
hand size afterward.


Trophy: T-Ball
Master Trophy
The vampire with this trophy can take an action each turn to create a
1
capacity Tupdog Vampire with superior Potence and Visceratika.
Visceratika cards cost Tupdog 1 less blood to play. Tupdog may enter
combat with any minion as a (D) action. Tupdogs are not unique. At the
end of your minion phase, burn Tupdog and move the top card from your
crypt to your uncontrolled region. Flight.


Where Do You Think You're Going?
Combat. Grapple.
[pot] Press.
[POT] Maneuver.


MacGuyver
Master. Archetype.
Put this card on a sabbat vampire you control. Once per turn, when
this
vampire remains ready and and does anything but bleed, call a vote,
burn
an opposing minion or send an opposing minion to torpor, he or she
gains
1 blood from the blood bank. A vampire can have only one archetype.


Sehr UberSchnell [really good with Volker, so it has to be in German]
Celerity
Cost 1 blood
Combat
[cel] Play this card after combat ends. If this vampire is still
ready,
and the opposing vampire is not, burn one blood to untap. [CEL] As
above, but the opposing vampire can still be ready.


Soul Gem of Etrius [alternate version]
Cardtype: Equipment
Cost: {none}
Unique equipment.
If bearer is burned, draw <the top> card from your crypt. If the new
vampire is younger, vampire comes into play *with 1 blood* and
inherits
the Soul Gem; otherwise, place the vampire in your uncontrolled
<region>
and burn this card. If bearer is diablerized, {the diablerizing
vampire
cannot take the Gem}. *If it is the Burned vampire's Methuselah's
minion phase, this minion phase ends.*


Chris Shorb
Super Fun Cards
www.superfuncards{dot}com
auctions{at}superfuncards{dot}com


-----------------------------------------------------


Wake with Mornings Hairdoo
Type: Action Modifier
Disciplin: None
Cost: 1 Blood
Only usable when a minion uses a reactioncard. Cancel the reactioncard
and the minion attempting to react burns one blood, unless the
reacting minion is a Toreador in which case it is burned.


RonnieE
the_cryptkeeper2002{at}yahoo.se


-----------------------------------------------------


Handy Girder
1 blood cost
[pot] Until the end of the round, this vampire may make
strikes as if he or she had a Str+2 damage weapon. Any
effect that would affect equipment on this vampire may
affect the Handy Girder.
[pot] As above, but the Handy Girder is Str+3 damage and
remains for the remainder of the combat.


Draconis


-----------------------------------------------------


Star Chamber
Master Location
Requires a titled, non-Red List vampire.
You may tap this card when a minion successfully takes a (D) action
against you or a card you control to give the acting minion an Infamy
counter. Minions with three Infamy counters are considered to be Red
List.


Star Chamber II
Master Location
Requires a titled, non-Red List vampire.
You may tap this card when a minion successfully takes a (D) action
against you or a card you control to give the acting minion an Infamy
counter. When a minion acquires three Infamy counters, burn them and
this
minion is now Red list. You may tap this card to remove an Infamy
counter from a minion you control.


Billy (Wraith)
Wraith Ally
Nagaraja
1 pool
2 life, 1 strength, 0 bleed.
Billy may not act or block. If Billy is untapped and a vampire you
control successfully completes an action (after combat if any), tap
Billy and move 1 blood from that vampire to any ready Nagaraja.
Control of Billy passes to your predator at the end of your turn.


Spectre (Wraith)
Nagaraja
Wraith Retainer
Put the Spectre on any minion controlled by your prey as a (D) action.
When this retainer's employer plays an action card, you may see its
replacement. A minion may have only one Spectre.


Hour of Death
1 stealth Action
1 blood
aus/nec: Look at the hand of your predator or prey. Remove one of the
revealed cards from the game.
AUS/NEC: Look at the hand of any Methuselah who controls a Wraith.
Remove one of the revealed cards from the game and this vampire
untaps.


Soul Judgment
1 stealth Action
aus/dom/nec: Untap this vampire and take control of a ready Wraith
ally.
AUS/DOM/NEC: Put this card on the acting vampire. This vampire gets +2
bleed against any Methuselah who controls a Wraith ally or Wraith
retainer.


Nagaraja Meat Locker
Unique Location
Nagaraja
Burn Option
Whenever a minion controlled by another Methuselah loses any amount of
blood or life, put 1 blood counter on this card. If a mortal is
burned, put 2 counters on this card. Once each action, you may burn a
counter from this card to give an acting Nagaraja +1 stealth or +1
bleed. During your discard phase, burn 1 counter from this card for
every Nagaraja you control.


Foodie
Master
Nagaraja
Put this card on a Nagaraja and choose a clan. Once per action when a
vampire of the chosen clan gains blood or when a mortal gains life,
this Nagaraja gains 1 blood. A vampire may have only one Foodie.


Caterer
2 pool
Nagaraja
Wraith Ally
3 Life, 0 Strength, 1 Bleed. The Caterer may move one blood or life
from any minion or retainer to a ready untapped Nagaraja as a 2s (D)
action.


Conserve Resources
1 stealth Action
Quietus
1 blood
Put this card on the acting vampire. Any combat cards this vampire
plays are placed on this card instead of the ash heap. Remove from the
game all cards on this card during your untap phase.
qui: This vampire can burn 1 blood and remove a combat card from the
game to play it as if it were from your hand.
QUI: As above but without burning 1 blood.


Oh No You Di'nt.
Master
Out of turn
1 pool
Playable during another Methuselah's turn. Cancel an action card that
is directed at a minion you control or gain 2 pool.


Trophy: On the List (II)
When this Trophy is placed on a vampire as the result of burning a Red
List minion, the controller of the vampire may place it on a ready
minion controlled by a different Methuselah than the burned minion.
The minion with this card is considered Red List.


Trophy: Exaction
Master. Trophy.
When this vampire burns a Red List minion, move 1 pool from the burned
minion's controller to this vampire's controller.


Token
Master. Trifle.
Search your library for a Trophy and put it into play.


Reprobate
1 pool
Unique Master. Trifle.
Place this card on a ready minion with three counters. While this card
is in play, this minion is Red List. Burn a counter during your
discard phase. Burn this card when it has no counters.


Taser
Equipment
1 pool
1 damage each strike and turn this weapon face down (out of play)
until your next untap phase. If any damage from this strike is
successfully inflicted on a mortal, he or she is sent to the
incapacitated region.
Jack "Hannibal137" Harmon: "Don't tase me, bro!"


Defibrillator
Equipment
1 pool
The minion with this equipment may take a +1 stealth action to revive
a mortal at no cost.


Finish the Job
Action Modifier/Reaction
This card can be played as an action modifier or a reaction card.
Usable by a tapped vampire.
Only usable after a combat involving this vampire and an opposing
minion with a contract naming this vampire. Only usable if the
opposing minion is not ready and this vampire is ready. Burn the
opposing minion and the minion's controller burns 1 pool.


Super Protected Resources
Master (Unique?)
3 pool
Burn 1 pool and tap this card to reduce a bleed against you to zero.
Burn this card if a minion you control successfully bleeds.


Sanguine Mastery (II)
Action
Quietus
qui: Put this card on the acting vampire. Whenever this vampire plays
a card which requires Quietus, add 1 blood counter to this card for
every blood burned by the opposing vampire. These counters may be used
to pay for Quietus cards.
QUI: As above, but put 1 counter on this card when you place it on
this vampire.


Line 'em up and Knock 'em Down
Combat
2 blood
Not usable as the initial strike in a round.
[cel][qui]: Strike: The opposing vampire goes to torpor. Only usable
if the opposing vampire has lost blood already this round.
[CEL][QUI]: As above, but usable as the initial strike in a round.


Thin Blood (II)
Combat
1 blood
qui: Only usable at close range before strikes are chosen. The
opposing vampire burns 1 blood. A vampire may play only one Thin Blood
each round of combat.
QUI: As above, and the opposing minion takes 1 unpreventable damage.


The Day the Earth Stood Still
Event
Gehenna
No more Gehenna Events may be played. Once during their Discard phase,
a Methuselah may burn 1 pool to burn this card. Any other Methuselah
may burn 2 pool to prevent this from happening (all costs are still
paid).


Name: Antediluvian Favor
Cardtype: Unique Elder Power
Put 3 counters on this card.
When you transfer a vampire with capacity greater than 8 from your
uncontrolled to ready region during your influence phase, you may burn
a counter to search your library for a card that vampire may play at
superior discipline level, show it to all players, then move it to
your hand. Discard to hand size after. Burn this card when it has no
counters.


Name: Dismissal
Cardtype: Unique Elder Power
Put 3 Dismissal counters on this card.
Whenever you transfer a vampire with capacity greater than 8 from your
uncontrolled to ready region during your influence phase, move a
Dismissal counter from this card to that vampire. When a vampire you
control enters combat with an ally or vampire four or more generations
younger, you may burn a Dismissal counter to end combat. Burn this
card if there are no Dismissal counters in play.


Name: Elder Kindred Network (yeah, but I like the name anyway)
Cardtype: Unique Elder Power
Put 3 Network counters on this card.
Whenever you transfer a vampire with capacity greater than 8 from your
uncontrolled to ready region during your influence phase, move a
Network counter from this card to that vampire. During a referendum, a
vampire may burn a Network counter to change the votes of a younger
vampire. Burn this card if there are no Network counters in play.


Name: Deep Pockets
Cardtype: Unique Elder Power
Put 3 Wealth counters on this card.
Whenever you transfer a vampire with capacity greater than 8 from your
uncontrolled to ready region during your influence phase, move a
Wealth counter from this card to that vampire. Whenever a vampire
equips, he may burn a Wealth counter to reduce the cost of that
equipment by 1 pool or blood. Burn this card if there are no Wealth
counters in play.


Name: Repudiation
Cardtype: Unique Elder Power
Put 3 Repudiation counters on this card.
Whenever you transfer a vampire with capacity greater than 8 from your
uncontrolled to ready region during your influence phase, move a
Repuditation counter from this card to that vampire. During an action,
a vampire may burn a Repudiation counter to gain 2 intercept and
attempt to block an ally or a vampire four or more generations
younger. Burn this card if there are no Repudiation counters in play.


Name: Willpower
Cardtype: Unique Elder Power
Put 3 Willpower counters on this card.
Whenever you transfer a vampire with capacity greater than 8 from your
uncontrolled to ready region during your influence phase, move a
Willpower counter from this card to that vampire. Any vampire who has
completed a successful action may burn a Willpower counter during his
controller's influence phase to untap. Burn this card if there are no
Willpower counters in play.


Refinery
1 pool
Master: Unique Location
During your influence phase, you may tap this card to remove three
cards in your library from the game to gain 1 pool. Shuffle library
afterward.


Trophy: Bleed
Master Trophy
The vampire with this card has +1 bleed. Once each bleed action, this
vampire may burn 1 blood for 1 stealth.


Trophy: Strength
Master Trophy
The vampire with this card has +1 strength. This vampire with this
card may enter combat with a ready minion controlled by another
Methuselah as a (D) action which costs 1 blood.


Trophy: Awe
Master Trophy
Allies and younger vampires may not block the vampire with this card.


Trophy: Tithe
Master Trophy
During your untap phase, your prey moves 1 blood from a ready vampire
he or she controls to this vampire or else burns 1 pool.


Trophy: Fame
Master Trophy
During your minion phase, another ready vampire you control may burn 1
blood to untap this vampire.


Tipoff
Nosferatu antitribu
Action
(D): Place this card on a minion controlled by your prey. You still
control this card. You may burn this card during an action to allow a
Nosferatu antitribu you control to attempt to block this minion
ignoring the normal prey, predator, or target restrictions for
blocking
actions.


Ethereal Entreaty
Necromancy
1 blood
+1 stealth action
nec: Search your library for a wraith retainer. This vampire hires
that retainer (he or she must meet the requirements, if any, of the
retainer). Pay cost as normal. Shuffle your library afterward.
NEC: Search your library for a wraith ally. This vampire recruits that
ally (he or she must meet the requirements, if any, of the ally). Pay
cost as normal. Shuffle your library afterward.


Enervaith
Necromancy
2 blood
Wraith Ally. 2 life. 1 bleed. 1 strength
nec: Enervaith may take a (D) action to move 1 blood from a ready
vampire controlled by your prey to a ready vampire you control with
Necromancy.
NEC: As above, but with 3 life.


Nether Attendant
Necromancy
1 blood
Wraith Ally. 1 life. 1 bleed. 0 strength
nec: Nether Guide may take a 1s action to move a vampire you control
from your torpor region to your ready region.
NEC: As above, but with 2 life.


Crypt Keeper
Necromancy
2 blood
Unique Wraith Ally. 1 life. 1 bleed. 1 strength.
nec: Crypt Keeper may take an action to move the top card of your
crypt
to your inactive region.
NEC: As above, but with 1s.


Ashen Ghoul
Necromancy
3B
Wraith Ally. 3 bleed. 1 life.
nec: Ashen Ghoul is unaffected by summoning sickness. Ashen Ghoul may
not bleed as normal.
You may remove the top card of your ash heap from the game to have
Ashen Ghoul bleed.
NEC: As above with 2 life.


[EVENT NAME]
Event
Put this card into play. During a Methuselah's untap phase, he may
remove a card in his ash heap from the game to put a card onto this
Event. This card may be played as if it were in his hand, though it is
removed from the game at the end of that action. Any cards on the
Event
are removed from the game at the end of any turn.


Mongoose
Retainer
Animalism & Celerity
1 blood
Animal with 1 life
ani/cel: The vampire with this retainer may take a +1 stealth (D)
action to burn 1 blood or life of any minion or retainer.
ANI/CEL: As above if the action is successful, this vampire untaps
during your influence phase.


Cobra
Retainer
Animalism & Serpentis
1 blood
Animal with 1 life
ani/ser: The vampire with this retainer gets +1 stealth when
attempting
a directed action that requires Serpentis.
ANI/SER: As above and this vampire may burn 1 blood if the action
succeeds to cause the target Methuselah to burn 1 pool.


Sabbat Specialty Bleed
Action
1 blood
Requires a Sabbat vampire
Bleed at +2 bleed. If this vampire is Black Hand, this action is at +1
stealth.


Friends in High Places
Event
Government
When this card comes into play, put X counters on it, where X is the
capacity of any ready vampire. Once per turn, when any vampire with
capacity X or larger successfully completes an action, his controller
may burn a counter off this card to untap that vampire. Burn this card
when it has no more counters.


Friends in High Places (II)
Event
Government
When this card comes into play, put X Favor counters on it, where X is
the capacity of any ready vampire. Once per turn, when any vampire
with
capacity equal to or greater than the number of Favor counters
successfully completes an action, his controller may add a counter to
this card to untap that vampire.


Summon Your Soul
Action
+1 stealth
[nec]: (D) Remove a minion card in another Methuselah's ashheap from
the game. This vampire gains 1 blood.
[NEC]: As above, but untap this vampire if the action is successful.


Filch
Action
[obf]: (D) Take any minion card from your prey's or predator's ashheap
and put it into play. Until the end of your turn, you may play this
card as if it were in your hand. If you do, remove it from the game.
[OBF]: As above, but at +1 stealth.


Prescience
Action
+1 stealth
[aus]: (D) Remove a minion card from your prey's ashheap from the
game.
[AUS]: (D) Look at your prey's hand. He or she removes a card of your
choice from the game.


Falaqi
Unique Master
Assamite
Put this card in play. Only usable after a combat between any Assamite
you control and a minion with a Contract naming that Assamite. Only
usable if the opposing minion is not ready and this Assamite is ready.
Add 1 blood counter to this card. Once per action, you may burn 1
blood counter from this card to give any Assamite you control +1 bleed
versus a Methuselah who controls a minion with a Contract naming any
of your controlled Assamites.


Infiltration
Action Modifier
1 blood
Only usable when a bleed is successful. Put this card on the acting
vampire.
[obf]: The next time this vampire successfully bleeds the same
Methuselah, burn this card for +1 bleed.
[OBF]: The next time a vampire controlled by the same Methuselah
blocks this vampire, burn this card. The blocking vampire may not
strike during the first round of combat.


I Dare You
Action Modifier
Play as action is announced. No further bleed action modifiers may be
played during this action.
[obf]: +1 bleed
[OBF]: +2 bleed


I Dare You 2
Action
1 blood
Only usable by a vampire with capacity 4 or greater.
(D) Bleed at +2 bleed. If any minion attempts to block, the block is
successful.


Shadow Blitz
1 blood
+1 stealth action
cel/obf: (D) Enter combat with a minion controlled by another
Methuselah. That minion may not Dodge as a strike during the first
round of combat.
CEL/OBF: As above, but that minion may not strike: combat ends during
the first round of combat.


Encroachment
cel: (D) Enter combat with a minion controlled by another Methuselah.
Opposing minions without Celerity may not maneuver during the first
round of combat.
CEL: As above, but opposing minions without superior Celerity may not
maneuver during the first round of combat.


Card Name Here
Requires a ready non-Camarilla vampire. +1 stealth action
Choose a Discipline this vampire has at superior. Put this card on a
ready vampire of the same Sect as this acting vampire. The vampire
with this card has the normal level of the chosen Discipline. The
vampire's capacity increases by 1; the vampire is one generation
older. Cannot be played on a vampire with any level of the chosen
Discipline. If both the acting vampire and chosen vampire are Anarchs,
untap this vampire at the end of the action.


Muscle
Action Modifier
Only usable when bleeding a Meth who controls a minion with a Contract
naming this vampire.
Put this card on the acting minion. Burn this card for +1 bleed when
successfully bleeding a Methuselah who controls a minion with a
Contract naming this vampire.


Banner of Neutrality [alt]
Reaction
Requires a ready Independent vampire
Only usable when a Camarilla or Sabbat vampire is bleeding you. Tap
this reacting vampire. Choose another Methuselah other than the
controller of the acting minion who controls no Independent vampires.
The acting minion is bleeding that Methuselah.


Conditioning
Action Modifier
1 blood
After playing this card, no further modifiers may be played to change
the bleed amount.
dom: +1 bleed
DOM: +2 bleed
DOM9: +3 bleed


Paradigm Shift 2
Reaction
Cost = 1 (blood)
Only usable when a younger vampire is attempting to bleed you. Tap
this reacting vampire. Choose another Methuselah other than your
predator. The acting minion is bleeding that Methuselah. This vampire
may burn an additional blood if the acting vampire is older. If the
reacting vampire is the same clan as the acting vampire, it may burn 1
blood to untap at the end of of the action.


Paradigm Shift 3
Reaction
Cost = 1 (blood)
Only usable when a vampire is attempting to bleed. This vampire
attempts to block the current action, ignoring the normal prey,
predator, or target restrictions for blocking actions. Tap this
vampire at the end of the action whether or not the block was
successful.


Summon Meat Shield
Action
+1 stealth
1 blood
Search your library for an ally. This vampire recruits that ally (he
or she must meet the requirements, if any, of that ally). Pay cost as
normal. The ally comes into play tapped. Shuffle your library
afterward.
If the acting vampire is Giovanni, the ally comes into play as normal.


How about:
Junk Bonds
Unique Master: Investment
X pool cost
Put 2X investment counters from the blood bank on this card.
As an MPA you may move 1 blood from Junk Bonds to your pool.
Any ready vampire may take a (D) action to move 1 blood from Junk
Bonds to their controller's pool.
Any ready [first place] may take a +1 stealth (D) action to move 2
blood from Junk Bonds to their controller's pool.


Slush Fund
Master: Investment
Trifle
4 pool cost
Put 8 blood on Slush Fund. As a MPA, you may move 1 blood from Slush
Fund to your pool.
If you control a ready (Ven or Gio), you may move 2 blood from Slush
Fund to your pool as an MPA.
If you control a ready Malkavian (they're going to take second), while
Slush Fund is in play, you may remove 1 blood from any Methuselah's
Investments as an MPA.


Financial Boon
+1 stealth action
1 blood
If you control a ready [second best], move 1 blood from any Investment
card you control to your pool.
If you control a ready [first best], move 1 blood from all Investment
cards you control to your pool.


NO SOUP FOR YOU!
Reaction
Auspex
1 Blood
aus: +1 intercept
AUS: Cancel an action modifier as it is played. That action modifier
may not be played again this action. Only one No Soup for You! can be
played each action.


Purloined Dossier
Action
Requires: Assamite
Cost: 1 blood
+1 stealth
Only usable by a tapped Assamite.
Enter combat with a minion for which this acting vampire currently has
a Contract.


Blood Lust
Action Modifier
Cost: 1 blood
[qui]: Untap this minion and enter combat with a minion controlled by
another methuselah. Only usable as combat ends.
[QUI]: Untap this minion and enter combat with a minion controlled by
another methuselah.


The Terminator
Assamite
8 capacity
AUS CEL OBF QUI
+1 intercept


Serpentia
Followers of Set
5 capacity
OBF pre SER


Randomo Giovanni
Giovanni
6 capacity
dom nec POT THA


Ratboy
Ravnos
3 capacity
CHI


Enervate
Master: Out-of-Turn
1 Pool
Only usable during another Methuselah's Master phase. A minion of
yours takes one damage (unpreventable) to burn one blood or life from
a
minion controlled by the acting Methuselah.


I was just thinking about the Traditions and how they are identical
for Princes and Justicars. This just doesn't seem quite right to me.
For what it's worth, here are how I'd have made the Traditions work:


The First Tradition: Masquerade
Cost: 1 blood
Political Card -- Worth 1 Vote. Called by any Prince or Justicar at +1
stealth. If this referendum is successful, put this card in play.
While in play, each Methuselah must skip a turn or burn 2 pool. Burn
this card when you have either skipped 3 turns or paid 6 pool in
cumulative penalties. Justicar: As above, but this acting vampire has
2 extra votes in the referendum.


The Second Tradition: Domain
Cost: 1 blood
Requires a ready Prince or Justicar. +2 intercept. Also usable by a
tapped Prince or Justicar, even if the intercept is not yet needed, to
untap and attempt to block with +2 intercept. Justicar: As above, but
+3 intercept.


The Third Tradition: Progeny
Cost: 1 blood
Requires a ready Prince or Justicar. +1 stealth action. Put this card
into play; it becomes a 1 capacity vampire. Go through your library,
ash heap, or hand to find one Discipline card for this card. Fill this
vampire to capacity. This vampire is not considered unique, cannot act
the turn it was created, and is the same clan as the acting vampire.
Justicar: As above, but find up to two Discipline cards.


The Fourth Tradition: The Accounting
Cost: 1 blood
Requires a ready Prince or Justicar. +1 stealth action. Move up to 3
blood from the blood bank to a younger vampire in your uncontrolled
region. Justicar: As above, but move up to 4 blood.


The Fifth Tradition: Hospitality
Cost: 1 blood
Requires a ready Prince or Justicar. +1 stealth action. Choose a
controlled vampire, which is not this acting vampire. If the chosen
vampire is younger than this acting vampire, fill it to capacity.
Otherise the chosen vampire gains 4 blood (burn excess blood).
Justicar: As above, but fill the chosen vampire to capacity regardless
of age.


The Sixth Tradition: Destruction
Cost: 1 blood
Requires a ready Prince or Justicar. +1 stealth action. (D) Only
usable when a vampire has committed diablerie since your last turn.
Burn the diablerizing vampire. This action is not considered
diablerie. The Methuselah controlling the diablerist burns 1 pool.
Justicar: As above, but the Methuselah controlling the diablerist
burns 2 pool.


Jeff Kuta
jeff_kuta{at}hotmail{dot}com
jeffkuta{at}pacbell.net


-----------------------------------------------------


Time to go home
Master
Each Methuselah loses X pool where X is how much
pool she currently has.


Sorrow
jcboget{at}yahoo{dot}com


-----------------------------------------------------


ATOM SMASHER
Master
x pool
Choose a vampire you control of capacity X (where X is above 7).
Remove the chosen vampire from the game. Put up to X skill cards from
your hand, library, or ash heap into play; each skill card represents
a capacity 1 vampire of the same clan/sect as the chosen vampire, with
the basic level of its discipline card.


Mike Perlman
evilpootcat{at}yahoo{dot}com


-----------------------------------------------------


Sacrifice of the master
Event
Cancel a minion card played by another Methuselah as it is played. No
cost is paid. (If it was an action card, the acting minion doesn't
tap. If it was a strike card, the minion chooses another strike.) Your
predator may either go through your library and ash heap, chose up to
three cards and remove these from the game or remove a non-minion card
you have in play from the game. When you use this ability you get a
sacrifice counter. You may burn the edge during your turn to burn the
sacrifice counter. A Methuselah with a sacrifice counter cannot use
the ability of this card.


Focus
(requires Assamite)
Unique Master
1 pool
Put this card in play. Assamites named for a contract can use all
thier disciplines at superior level when in combat with the minion
that has the contract.


Eager for Glory
master:trifle
Put this card on a ready Assamite. While this Assamite is named for a
contract, he or she gets +1 strength. When in combat with a minion
with a contract naming this assamite, that minion may not end combat
as a strike.


The Less Frequented Parts of Town
Unique Master 1 pool, requires Nosferatu
Tap this card to give a Nosferatu you control one maneuver.
If you control 2 locations that requires Nosferatu, tap this card to
untap a Nosferatu you control during your discard phase.
If you control 4 locations that requires Nosferatu, tap this card to
tap or untap a Nosferatu during your minion phase.


Unholy Diplomacy
Political card- worth 1 vote. Called by any Prince or Justicar at +1
stealth
Successful referendum means that your prey burns 3 pool and (in
addition) if you control an Archbishop, Priscus or Cardinal you may
tap a ready minion.


Street watcher
+1 stealth action. Requires ready Archbishop or Prince.
Put this card on a younger vampire of the same sect as the acting
minion.
That vampire may untap each time a successful bleed is made for more
than 2 pool.
That vampire may enter combat with any non-titled vampire controlled
by your prey or predator as a d-action if you control a titled
independent vampire.


Chaos, chaos, chaos
Political card- worth 1 vote. Called by any Baron at +1 stealth.
Sucessful refendum means that every other Methuselah burns 1 pool and
you gain 1 pool.
If you control an Inner Circle member or the Sabbat Regent, increase
the number of pool burned/gained by 1.
If you control a Justicar or Sabbat, increase the number of pool
burned/gained by 1.
If you control an Archon or Templar, increase the number of pool
burned/gained by 1.
If you control 5 vampires, increase the number of pool burned/gained
by 1.
If you control 2 allies, increase the number of pool burned/gained by
1.
If you control vampires from 3 sects, increase the number of pool
burned/gained by 1.
If you control a Seraph, increase the number of pool burned/gained by
1.
Same for 213 other conditions.

Watchtower: Free falling
Political card- worth 1 vote.Called by any Seraph at +1 stealth.
Watchtower.
In this referendum, each ready Seraph gets 2 additional votes.
If this referendum is successful, put this card in play.
During your master phase you may tap this card and burn a blood from a
Black Hand member to tap a non Black Hand member. Burn this card if
another Watchtower enters play.
If this vampire is Ahrimanes, gain 1 pool.
If this vampire is Assamite, you may move a vampire from the top of
your crypt to the ready region.
If this vampire is non-Sabbat, you may search your library for a
master card. Put that card into your hand.
If this vampire is titled, you get the edge.
If this vampire is vampire with a capacity below 4, each other vampire
with capacity below 4 gains one blood.
And 213 other rewards.


Meeting Adjourned
Unique master, x pool
During your untap phase, take penalty y or tap this card
Tap this card to cancel a referendum. Untap the acting vampire. The
controller of the acting vampire takes the political action card (if
any) back into his or her hand (and discards down to his or her hand
size), and his or her vampires cannot attempt the same political
action this turn. (Card text from delaying tactics)
-Penalty y could be anything from tapping minions duting master,
paying
-pool, unable to declare certain actions and so forth.


Intruder Alert
Unique master, p pool
During your untap phase, take penalty q or tap this card
Only usable by a tapped vampire. Not usable during your own turn.
Tap this cards to make one of your reacting vampires able to block and
play reaction cards as though untapped. If he or she does not
successfully block this action, he or she burns an additional blood.
(Card text from forced awakening)


The Tremere Conspiracy
Tremere
3 pool
Unique master:
Put this card in play with 10 "nasty magic"-counters on it. Each time
a Tremere you control succesfully preforms an actions that requires
thaumaturgy, you may burn one counter on this card to cancel a master
phase action the next turn for a Methuselah of your choise. Any
Methuselah can burn X pool during his or her untap phase to burn X
counters from this card. When there are no counters left on this card,
burn it.


Deep Agent
Nosferatu
3 blood
D-action
Choose a vampire who is not a Nosferatu controlled by your prey. If
this action is succesful, your prey burns X pool, where X is half of
the capacity of the chosen vampire (rounded down). Each vampire may
only be named as a Deep Agent once each game.


agzocgud
per_mathias{at}hotmail{dot}com


-----------------------------------------------------


Moribund, Enemy of the Sun
Clan: Baali
Capacity: 9
DAI OBF PRE THA AUS
Independant. Moribund can place an Infernal counter on a
minion controlled by another Methuselah as a D action.
When a minion has 2 or more Infernal counters you may burn
the counters on it to make that minion Infernal. Infernal.


Moribund


-----------------------------------------------------


A Good Cause
+1 Stealth Political Action
Successful referendum mean that each methuselah who has more pool than
you must donate two pool to A Good Cause. Starting with you and
proceeding clockwise, allocate pool A Good Cause, one at a time, to
each Methuselah that did not donate. A methuselah may not gain more
pool from A Good Cause than the number of methuselahs in the game.
Remaining pool is returned to the blood bank.


Contractual Dispute
+1 stealth political action.
Choose a Methuselah.
Requires a ready Sabbat vampire.
Successful referendum means each other Methuselah who has more pool
than the chosen Methuselah burns 1 pool and the chosen Methuselah
*gains*
x pool, where x is the number of methuselahs who burn pool.
Requires a ready Camarilla vampire.
Successful referendum means each other Methuselah who has less pool
than the chosen Methuselah gains 1 pool and the chosen Methuselah
burns
x pool, where x is the number of methuselahs who gain pool.
"I don't give a fig for any contract"
-Theo Bell


"ONE FOR THE CAUSE"
Cost 1 pool
Only usable when being bled for more than four at more than
three stealth.
Remove a minion that you control with a capacity greater
than three from the game to force the controller of the
acting minion to take your pool loss due to this
(successful) bleed.
"C'mon Jimmy, take one for the team!"


John Merton
Scrote
john.merton{at}studentmail.newcastle.edu.au
mudz78{at}hotmail{dot}com


-----------------------------------------------------


Sweet Alice
Malkavian antitribu
(sabbat)
4-cap
OBF Dom Dem Aus
If Nasty Alice goes to (or emerges from) torpor, Sweet
Alice does too. It Nasty Alice is burned, Sweet Alice is
burned too.


Nasty Alice
Malkavian
(camarilla)
4-cap
OBF Dom Dem Aus
If Sweet Alice goes to (or emerges from) torpor, Nasty
Alice does too. It Sweet Alice is burned, Nasty Alice is
burned too.


element
molash_how{at}yahoo{dot}com


-----------------------------------------------------


DISPARITY SHIFT
Event
Inconnu. Do not replace until this card is burned.
Put this card in play. Vampires of capacity 8 or higher do not tap
when blocking vampires of capacity 5 or lower.
Burn this card immediately if there are no ready vampires of capacity
5 or less.


PASSENGER
Wraith Retainer
Cost: 1 pool
2 Life
nec: Employing a Passenger does not receive the normal +1 stealth for
employ actions. When Passenger is employed, he may be put on any
minion who does not have superior NEC. Passenger is immune to non-
aggravated damage. Minions with necromancy receive +1 intercept when
attempting to block a minion with a Passenger. A minion may only have
one passenger.
NEC: As above, but may be placed on any minion.


BLOOD OF THE DEAD
Action
Cost: 1 Blood
nec: Choose a discipline possessed by a vampire that has been burned
and place this card on the acting minion. (You may not choose
Potence, Celerity, Fortitude, Protean, Vicissitude, or Visceratika.)
The minion with this card may play cards as if he or she had the
chosen discipline at inferior.
NEC: As above, but the chosen discipline is possessed at superior if
the chosen discipline was possessed at superior by the burned vampire.


DEAD MEMORY VAULT
Master: Unique Location
Cost: 2 pool
During your discard phase, you may select an action, reaction,
modifier, or combat card from another Methuselah's ash heap. Remove
the selected card from the ash heap and place it on this card, face
up. Your minions with (nec) may play cards from the Dead Memory Vault
as if they were in your hand for 1 blood (discard card to original
owner's ash heap). Your minions with (NEC) do not pay the 1 blood.
No more than three cards may be on the Dead Memory Vault at one time.
Any minion with Necromancy may attempt to steal this location for
their controller as a (D) action.


PLUCK THE FADING BLOOM
Reaction
Cost: 2 blood
nec: Play as an ally controlled by any Methuselah is being burned.
The ally is removed from the game instead. Place this card on the
reacting vampire. This reacting vampire gains a permanent +1 bleed
against the ally's controller.
NEC: As above, but with +2 bleed.


CONJUNCTION OF SOULS
Action
Cost: 1 blood
+1 Stealth
nec: Add a conjunction counter to a Conjunction of Souls in play and
add one life to every wraith ally in play. You may not play this card
at inferior if there are no Conjunctions in play.
NEC: If there are no Conjunctions in play, put this card in play with
one counter and add one life to every wraith ally in play. For every
counter on this card, all wraith allies in play receive +1 bleed. Any
minion may attempt to remove a counter from this card as a (D)
action. Burn this card if it has no counters during your untap phase.


SOUL FOOD BUFFET
Combat / Action Modifier
nec: Play when this vampire burns an opposing minion controlled by
another Methuselah. All minions in play with Necromancy gain 1 blood
or 1 life.
NEC: As above, the gain is 2 blood or life.


TAINT OF SPIRITUAL FOCUS
Action Modifier
Cost: 1 blood
nec: Play when this acting minion is blocked. Place this card on the
blocking minion. Minions with Necromancy receive +2 stealth when
directing actions against the minion with this card. This minion may
burn this card as a (D) action that costs 1 blood or life. This card
may not be played against minions with True Faith.
NEC: As above, but minions with Necromancy receive +4 stealth.


GUARDIAN SPIRIT
Wraith Retainer
Cost: 2 blood
2 life
nec: Actions directed against the minion with this retainer are at -1
stealth. The minion with this retainer may burn the Guardian Spirit
to cause an action directed against him or her to fail. If the spirit
is burned in this way, place the spirit on the acting minion. During
the acting minion's next untap phase, burn the Guardian Spirit instead
of untapping that vampire.
NEC: As above, but actions directed against the minion with this
retainer are at -2 stealth.


Make a Cheeseburger and Take a Nap
Reaction
Obfuscate, no blood cost
obf: +1 Intercept
OBF: +2 intercept with an optional maneuver if combat occurs.
"Yum. Yawn."


Blue Skies and Puppies
Action
Requires a Vampire
+1 Stealth. Choose any vampire. The chosen vampire gains 3 blood and
you may search your library for a discipline skill card you control to
place on the chosen vampire. Remove this card from the game.
"Being a vampire is just so GREAT!"


Bunnicula
Ally
Undead Animal
Pool Cost: 1
3 Life, 1 Strength, 1 Bleed
Bunnicula may take an action to put a Celery counter into play with 2
blood on it. The celery counter is a 2-capacity vampire with a chosen
discipline at superior (choose at time of creation). Celery Counters
are non-unique.
"The Celery... it stalks."


Motor Transformation
Action Modifier, Requires Protean
Blood Cost: 1
pro: This vampire becomes a car until the end of the action. As a
car, this vampire has +1 stealth, may prevent 3 damage per combat, and
gains an additional maneuver in combat.
PRO: As above, but place this card on the acting vampire. This
vampire remains a car until this card is burnt. Any vampire may take
an action to burn this card as a (D) action.
"VROOOOOOOM!"


Perfect Sanity
Unique Master, No cost
Put this card in play. Tap all vampires with dementation. Bleeds
against you by vampires with dementation are reduced to zero. This
card may be burned by any vampire with dementation as an action that
costs 3 blood.


Thinning the Vein [II]
Political Action
Requires a titled vampire with a capacity above 7
If this referendum passes, put this card in play. This card may be
tapped to place 1 Thinning Counter on any controlled minion. Each
Thinning counter gives a -1 Bleed to that minion.
Any vampire with a capacity above 5 can burn this card and all
Thinning counters in play as a D action.


WE ALL GO DOWN TOGETHER:
Reaction (disciplinless)
Only useable when you are successfully bleed by a minion whose bleed
action was redirected to you by your Predator.
Cost: 1 blood
Tap this vampire. You suffer pool loss from the bleed as normal.
Your predator and prey both suffer identical pool loss as if being
successfully bled by the bleeding minion.


ELDER EXPERIENCE
Type: Action
Cost: 2 blood
Only useable by a vampire of capacity 9 or higher. Place this card on
this vampire. This vampire may untap once during each of its
controller's minion phases. This card may be burned as a (D) action,
which this vampire may pay 1 blood to untap (if necessary) and attempt
to block.


Got Your Back
Reaction, only playable when another vampire you control is
in combat at long range.
Blood cost: 1
This reacting vampire enters combat with the opposing
minion. That combat is at close range.


Only Human
Master
Cost: 1 pool
Put this card on a vampire with a capacity less than 4.
This vampire may not hunt. Any vampire with a capacity
over 6 may burn this card during the affected minion's
discard phase by burning 2 blood.


Turf War
(Direct) Action, +1 stealth
No cost
Playable by any anarch or independent vampire with a
capacity over 4.
Select a location controlled by another Methuselah. This
acting minion enters combat with a minion controlled and
chosen by the targetted Methuselah. If at the end of
combat, the opposing minion is no longer ready, you gain
control of the location.


Graffiti Campaign
Action (NOT directed!)
Select a titled vampire and put this card in play. The
targetted vampire loses 1 vote.
If this acting minion possesses obfuscate, the targetted
vampire loses 2 votes.
This card may be burned by any non-titled vampire as a (D)
Action.


Gas Trap
Action, +1 Stealth
Cost: 1 /pool/
Put this card in play. This card may be burned as a (D)
Action at -1 stealth.
If an acting minion you control is blocked, burn this card
during strike resolution to inflict 5 aggravated damage on
the opposing minion. The acting minion takes 1 point of
aggravated damage. Not useable on the first round, or if
the acting minion has used a press to continue.


Lowrider
Equipment
Cost: 1 pool
The minion with this equipment gets -1 stealth. The minion
with this equipment may transfer this equipment to another
minion you control before range is determined in a combat.
This minion is no longer in combat. Combat continues
between the opposing minion and the minion who now
possesses this equipment.


MINION TAPFORMATION
Master out-of-turn
Play when your prey or predator plays Minion Tap if that
player has already played at least one Minion Tap card
prior. That Methuselah has now played "Gird Minions"
instead. Burn their Minion Tap card.


SCREW THE OTHER TRADITIONS!
Reaction
Cost: 1 blood
(D) Playable when an opposing minion attempts to use the
Fifth or Third Traditions. In order to continue with that
action, that minion's Methuselah must search through their
library and play the same card three times.


KNOCK IT OFF
Combat
Cost: 2 blood
Only useable if this minion is not the acting minion, and
if the acting minion has played Strike: Combat Ends in at
least two other combats against your minions. If the
acting minion has just played Strike: Combat Ends, that
minion goes to torpor and that Minion's methuselah must pay
3 pool to the bloodbank and discard any Strike: Combat Ends
cards from his or her hand.


CHEAP SHOT
Combat
Only playable if the opposing minion has played 4 of the
following cards this round of combat: Trap, Torn Signpost,
Fists of Death, Blur, Pulled Fangs, Disarm, Immortal
Grapple. Burn that minion. Useable by a vampire going
into torpor or a dying ally.


PREDICTABLE
Reaction
Requires: Auspex
<aus> Only useable after an opposing vampire who was minion
tapped that turn plays the Fifth Tradition on itself. That
action fails. <AUS> As above, and the acting minion is
filled to capacity.


BORING: SPICE IT UP!
Reaction
Requires: A ready non-malkavian
Only useable when a malkavian bleeds for more than 4 at
more than +3 stealth. The opposing malkavian's bleed is
successful, but the malkavian's controller plays the cost.


Praxis Seizure: Nowhere
Call a referendum. If this vote is successful, the acting
vampire becomes Prince of nowhere, with 0 votes. But the
acting vampire's controller gets props for having this card.


Pulse of the Corpse
Action
Requires Auspex, Fortitude, Presence, and Necromancy
Costs 10 blood
This acting vampire does nothing but sit there without a
pulse. But the acting vampire's controller gets props for
having this card.


Fast Inaction
Reaction
Prince / Justicar
Costs 12 blood
This reacting vampire sits on its ass, but does so quickly
and thus delivers unto its controller mad phat props.


Coolness
Master
Cost: 2 pool
Put this card in play. Whenever another Methuselah talks
smack to the methuselah controlling this card, this
Methuselah may say "Yeah, but I've got a hand-painted gold
foil silver-trimmed coolness card and all you got is a
bunch of freak drives." This Methuselah may not receive
any victory points.


Michael E. Lopez
Legendre
mlopez{at}mail.wesleyan.edu
glavier{at}gmail{dot}com


-----------------------------------------------------


(Manga Image of Vampire with Big Cape Knock-out in a Boxing Ring TM)
Out for the Count
Unique Master
Put this card on a controlled vampire. If that vampire is in torpor
during his controller's untap phase, that controller burns one pool.


Quick Throw (or Knockback Punch, whatever)
C = 2
pot: Strike with First Strike: 1 damage. At the end of this strike
resolution, set range for this round of combat to long.
POT: As above, but with 2 damge, and if combat goes another round,
range for the next round begins at long.


Type:Combat
Name:Flying Tackle
Cost:1 blood
[cel]:1R damage.
[CEL]:1R damage. Any additional strikes this round are at close range.


Type:Combat
Name:Throw
Cost:1 blood
(picture of a vamp tossing another vamp away)
[pot]: Strike: Hand strike with Strength + 1 damage
[POT]: Strike: Hand strike for Strength + 1 damage, any additional
strikes this round are at long range. The next combat round, if any,
starts off at long range (maneuvers still possible).


Samir, Aabbt Breeder
Follower of set, 8-cap
PRE SER FOR obf
As a +1 stealth action, Samir may pay one blood to search through your
library or ash heap to find a Serpentis master:discipline card. Put
this card in play; this card represents a non-unique vampire with a
capacity of 1 and the serpentis skill. (On this turn, this vampire may
only hunt)


Toshi, ninja
!Gangrel, 6-cap
OBF CEL pro tha
Toshi gets +1 stealth on D actions against your prey's minions.


Johann, the Tutor
Tremere, 7 cap
DOM THA AUS
Johann may take an action to give a vampire you control a disicpline
counter (of a discipline Johann has at superior).
A vampire with a discipline counter has the relevant discipline at
inferior.


Samuel, the Leper
Samedi, 5 cap
for obf thn
Samuel may take a D action that costs 2 blood to search through your
library and take a Vampiric Disease card from it; place this card on
target vampire.


Joseph Moon-Mad
Malkavian, 4-cap
dem pro
Joseph may take an action at +1 stealth that costs 2 blood to look
search your library and put a Renegade Garou in play. Pay Garou as
normal. Joseph may never perform an Abomination action.


Falco,
Tzimisce, 4-cap
ani vic aus
If Jeany is not in play, Falco gets -1 stealth and may not perform D
actions.
If Jeany is in play, Falce gets +1 strength


Jeany
Tzimisce, 4-cap
ani vic aus
If Falco is not in play, Jeany gets -1 stealth and may not perform D
actions.
If Falco is in play, Jeany gets +1 intercept


Oliver, Political pundit
Ventrue, 5-cap
FOR dom pre primogen
If any vote passes, Oliver gets 1 blood from the blood bank. If any
vote fails, Oliver loses a blood. Oliver must vote 'yes' on any vote
called.


Micheal
Toreador, 7-cap
PRE AUS CEL primogen
Micheal automatically contests all titles that come into play after he
has come into play.


Ezekiel
!Nosferatu, 7-cap
OBF POT ani cel
Ezekiel cannot perform action-card actions or recruit allies. He
cannot have or use equipment or retainers. Ezekiel may immediately
enter combat with any minion that succesfully performed a D action
against one of your minions (after any possible combats have been
resolved). +1 strength.


Breaker
Sabbat Tremere slave gargoyle, 6-cap
POT FOR CEL


Figo
Caitiff, 3-cap
pot
Figo may diablerize a vampire he burns in combat.


Tobias of Deventer
tobiasopdenbrouw{at}hotmail{dot}com


-----------------------------------------------------


Private Investigator
Master
Put this card on a ready Vampire. During your turn this minion can
burn
this card to enter combat as a (D) action with any minion controlled
by
another methuslah that bled you since your last turn. If the opposing
minion
strikes combat ends during the resulting combat this Vampire can untap
after
combat.


Greed
Political Action worth one vote
Called by any titled vampire
Place this card on the acting Vampire. This Vampire now may burn 1
blood to
gain 1 vote once each referendum.
"he got what he wanted, but he paid for it in the end"


Jackhammer Smash
Political Action
Called by any Cam Vampire
Name a set of Methusalas. If the Referendum passes those Methusalas
may not
control any additional locations until they pay 3 pool from their
pool. 1
Pool may be paid each untap phase.
"Don't Vampires make great Union Busters?"


Dave Brereton
Brereton{at}shaw.ca


-----------------------------------------------------


Forced Meeting.
Action
Requires a titled vampire.
Call a referendum listed on a political action card in your hand
(play that card) or allowed by an effect in play. If this action
is blocked the referendum takes place after combat, if any. Neither
the acting vampire nor the blocking minion may take part of that
referendum in any way. If the action is succesful only the acting
vampire is restricted in this way.


Sten During
yappo{at}netg.se


-----------------------------------------------------


Name: Crossing the Line
Cardtype: Action
Clan: None
Cost: 1 blood
Put this card on the acting vampire. Remove from the game a younger
vampire or a non-zombie, non-wraith ally you control and put X
sacrifice counters on this vampire, where X is the capacity of the
younger vampire or the cost of the ally. This vampire may take an
action at +1 stealth to gain 1 sacrifice counter. If the number of
sacrifice counters is greater or equal to this vampire's capacity,
this vampire is considered Infernal and gains one level of Daimoinon
[dai].


Drink my Blood
Action, cost 1 blood
Requires a ready vampire. +1 stealth action
Name a mortal ally you control which is not a ghoul.
That ally becomes a ghoul and gain 1 additionnal life. That ally may
play cards requiring basic Potence as a vampire with a capacity equals
to his life. Any cost in blood is paid with his life. If a card would
give him blood, give him life instead. Once during your untap phase,
that ally burns one blood from one of your controlled vampire.


Frederic Genest
genestf{at}iname{dot}com


-----------------------------------------------------


Italian neck tie
Requires: Giovanni
Combat: Onyl usuable if this minion inflicts more damage than the
opposing minion.
Only usuable at close range.
Put this card on the opposing minion the minion with this card takes
one unpreventable damage and cannot hunt or vote.
This minion may perform a 1 stealth action to remove this card


Extortion
Requires: Giovanni
Master: during you're untap phase move on pool form the blood bank to
this card if this card has more than three counters on it you may burn
this card to collect that many pool from you're prey.
Any minion can burn this card as an action.


Enter the Hand
Master Unique
cost 1 pool
Tap during you're untap phase to put a Black Hand counter on a ready
non Black hand Sabbat vampire with capacity above 5 this vampire is
now considered Black Hand.


Marauder(mage)
Cardtype:Ally
Clan Malkavian
Cost 2 Pool
[Mage] With 2 life <1R damage>, 1 bleed
Marauder gets an optional manauver each combat
Marauder can play cards requiering basic Dementation as a vampire with
a capacity of 2.
as a +1 Stealth (D) action Marauder may steal one blood or life from a
minion controlled by your Prey or predator


Emile Bosman
ebos14{at}hotmail{dot}com


-----------------------------------------------------
Dual Rush : tap another of your untapped, controlled vampires when you
play
this card. Both this acting vampire and the chosen vampire. Both
vampires
enter combat with a ready vampire of your predator and prey. During
this
combat, only this acting vampire and the defending vampire can play
"before
range" cards. The defending vampire can choose to strike this acting
vampire
or the chosen vampire, but not both. At the end of combat, if one of
your
vampires is burned or in torpor, the other burns 2 blood.

No Retreat
Combat card
Only playable by an untapped ready vampire you control other than the
one
you control in the current combat. Only playable before range is
determined.
Tap this vampire. If the combat reaches the press step, then there is
a
press to continue combat, and the opposing vampire may not press to
end
combat.


Pass The Parcel
Combat card
Only playable by an untapped ready vampire you control other than the
one
you control in the current combat. Only playable before range is
determined.
Tap this vampire. If this vampire has a weapon, then this weapon is
transferred to the vampire in combat.


Caging the Beast
Thaumaturgy
Combat
(cost 1 blood)
Inferior: Not usable in the first round of combat. This vampire may
set the range for the current round of combat.
Superior: As above, but with an optional press.


Circle of Power
Thaumaturgy
Combat
Inferior: Only using by a ready Tremere/!Tremere you control not in
the current combat. This vampire may tap and pay 1 blood to cancel a
strike card played by the opposing minion in this combat.
Superior: As above but the vampire pays 0 blood.


Ritual of Fiery Daggers
Thaumaturgy
Action
+1 stealth
(cost 2 blood)
Inferior: Put this card on a ready Tremere/!Tremere you control. This
vampire steals 1 additional blood with Thaumaturgy strikes that steal
blood, and causes 1 additional damage with Thaumaturgy strikes that
cause damage. Burn this card if the vampire goes to torpor. A vampire
may only have one Ritual of Fiery Daggers.
Superior: As above, and this vampire's Thaumaturgy strikes may not be
dodged.


Ritual of the Guardian Spirit
Thaumaturgy
Action
+1 stealth
Inferior: Put this card on a ready Tremere/!Tremere you control. This
vampire prevents 1 damage each combat. The vampire may burn this card
in combat to prevent all the damage from an opposing strike. Burn this
card if the vampire goes to torpor. A vampire may only have one Ritual
of the Guardian Spirit.
Superior: As above, but 1 damage may be prevented each round of
combat.


Ritual of Smoke and Shadow
Thaumaturgy
Action
+1 stealth
(cost 1 blood)
Inferior: Put this card on a ready Tremere/!Tremere you contol. This
vampire gets +1 stealth on all non-bleeding actions. Burn this card if
the vampire goes to torpor. A vampire may only have one Ritual of
Smoke and Shadow.
Superior: As above, and the vampire may burn this card as a
non-bleeding action is announced to make the action unblockable.


Ritual of the Hummingbird
Thaumaturgy
Action
+1 stealth
Inferior: Put this card on a ready Tremere/!Tremere you control. This
vampire gets one optional maneuver each combat. Burn this card if the
vampire goes to torpor. A vampire may only have one Ritual of the
Hummingbird.
Superior: As above, and the vampire may burn an additional blood to
gain an additional maneuver each round of combat.


Mike Nudd
mike{at}vekn.org.uk


-----------------------------------------------------


Ritual of << Insert Clever Name Here >>
+1 Stealth Action that costs 1 blood
Inferior:
The minion performing this action places a non-first-round Thaum
strike
card on them. In a future combat, the minion may then use this strike
during the first round of combat. The srike is discarded after its
use.
A minion may have only one stored spell at any one time...
Superior:
As above but with +1 damage. (Or ignore the blood cost)


Richard Conrad Zink
<rzink{at}bios.unc.edu>


-----------------------------------------------------


Sensitive Skin
Master
Put this card on a vampire with Fortitude. This vampire no longer has
Fortitude (oh the irony of Kiss of Ra.) Burn this card during this
vampire's untap phase.


Peter Muto
megatron2k02{at}yahoo{dot}com


-----------------------------------------------------


Smudge the Ignored [advanced]
Caitiff
Group 1
Camarilla. After Smudge has blocks a political action fot the first
time, he gets +1 strength (after combat, if any).
[Merged] After Smudge successfully bleeds the first time, he gets +1
strength.


Nunchaku Demonstration
Combat
cel: Play before range is determined on the first round. This vampire
takes one unpreventable damage. S:CE cannot be played in this combat.
CEL: As above, but no damage is inflicted on this vampire.
flavor text:[wooaa! eep-eep-ataaa! wooo... (Bruce Lee)]


Parity Shift II, the return
Political action, requires a prince
If this referendum is successful, choose a vampire who has more blood
than
than this acting prince. This vampire looses X blood, where X is the
number of vampires in the game. The prince gains it all.
flavor text:[We can rebuild him. We have the technology (Dr. Rudy
Wells)]


That cold night, dude!
Action
chi: Tap a mortal ally controlled by your prey.
CHI: As above, and equip this acting vampire with a Flamethrower from
your hand at no cost.


Telekinetic Ward
Combat
Thaumaturgy
Only usable by an untapped Vampire not involved in this combat. Only
playable at close range, before strikes are chosen. Combat Ends
strikes
cannot be chosen this round.
<SUP>
As above, with an optional Press to continue combat.


Infernal Knowledge, Unique Master, Baali
Put Infernal Knowledge in play. You may pay 1 pool to play a card from
you
ash heap as if it was from your hand. Cards played this way are
removed
from the game instead of going to you ash heap. Any minion may burn
Infernal Knowledge as a (D) action.


Entropy Rounds
Combat
Only usable before resolution of a gun's strike. If damage is
sucessfully
inflicted on the opposing minion with this strike, this opposing
minion
burns all his blood (or life) after combat. This is an ammo card. No
more
than one ammo card can be used on a gun each combat. Only one Entropy
Rounds can be played in a game.


Francois Gombault
fgombault{at}activia.net


-----------------------------------------------------


The Swarm
Animalism, Combat
2 blood
Play before range is determined. Opposing minions may not play S:CE
for the duration of this combat.

or

The Swarm
Animalism, Combat
Play before range is determined. This vampire may pay 1 blood to
cancel a S:CE played by the opposing minion.


Patrick Harris
pharris{at}sfopera{dot}com


-----------------------------------------------------


Lazarus; Harbinger of Skulls; 10; AUS FOR NEC obf ser
Independent. As a +1 stealth (D) action Lazarus can burn 2 blood from
a younger vampire or burn 2 life from an ally. +1 bleed.

Laurent, The Agitator; Ventrue antitribu; 5; FOR aus dom
Sabbat. Laurent gets +1 strength when blocked and combat ensues.

Ahab, The Traitor; Salubri; 8; AUS FOR DAI OBF pre
Independent. Ahab can play cards that require a Baali. Salubri and
Salubri antitribu get +1 strength when in combat with Ahab. Ahab gets
+1 bleed when bleeding a Methuselah who controls a ready Salubri. +1
bleed. Infernal.

Baroque, Keeper of the Dead; Samedi; 6; NEC THN for obf
Independent. Cards that require Necromancy cost Baroque one less blood
to play.

John Dunsirn; Giovanni; 6; NEC POT dom
Independent. Allies must burn a life to block John.

Francis Milliner; Giovanni; 6; DOM PRE pot nec
Independent. Francis gets one additional vote during any referendum
called by a Camarilla vampire.

Alfonze Giovanni; Giovanni; 4; NEC pot obf
Independent. Alfonze gets -1 intercept when trying to block a
Camarilla vampire.

Firenze; Lasombra; 6; DOM OBT pot
Sabbat Bishop.


The Crime Revealed
Action, aus: +1 stealth: put this card on a vampire that has
succesfully commited diablerie. Any vampire can enter combat with the
vampire with this card as a +1 stealth D action
AUS: as above, and titled vampires get +1 strength when in combat with
the vampire with this card


Apostate
+1 Stealth action, If this action is succesful, the acting vampire
changes his clan to Baali and is now infernal. This vampire gains
basic daimoinon (or sup. if already basic).


Rite of Acceptance
+1 stealth action, 1 blood, If this action is succesful this vampire
is now a member of the Sabbat. (Why this sort of card wasn't included
in Sabbat Wars is beyond me...)


Renouncement
+1 stealth action, only usable by a Camarilla or Sabbat vampire, If
this action is succesful, the acting vampire is now independent. Any
member of its former sect can now enter combat with the vampire as a D
action.


Xaviar's Folly (of Gangrel Exodus)
Master: All (Camarilla) Gangrel are now considered Independent. They
lose all Camarilla titles and advantages and all cards that required a
Camarilla vampire to play become useless until the Gangrel rejoins the
Camarilla. Any Gangrel can rejoin the Camarilla as a +1 stealth action
that costs one blood. This card can be burned by a successful
referendum during which only Camarilla vampires may cast votes.
Calling this referendum is a +1 stealth action. If this card is burned
all Independent Gangrel rejoin Camarilla and regain any
Camarilla-specific advantages (such as titles).


martijn w
warborg{at}houdoe.net


-----------------------------------------------------


WHERE DID THAT COME FROM?
Combat card (played before range is chosen)
obf/qui: this vampires strikes in this round may not be dodged
0BF/QUI: as above and (non-aggrivated?) damage from those strikes may
not be prevented.


Daz
wbdaz{at}hotmail{dot}com


-----------------------------------------------------


Not So Bad
Reaction
Play only if you have any Gehenna cards in play, and another player
has a Parity Shift, Voter Captivation, or Protect Thine Own in his or
her discard pile.
A minion bleeding you is now bleeding that Methuselah, or a minion
entering combat with one of your vampires is now entering combat with
one of that Methuselah's vampires of your choice.


"Get Free Stuff"
Master: Out-of-turn
Play when your predator bleeds you.
If the bleed is for less than 3, this card enters play as an ally with
2 life and 2 strength. If the bleed is for exactly 4, it enters play
as an ally with 1 life and 3 bleed. If neither, gain 1 pool.


Confuse the Hell Out Of
Dementation
<dem>: Reduce a bleed against you by one.
<DEM>: Cancel an effect that ends combat played by the opposing
minion. If that card was a strike, that minion chooses a new strike.


One Step Ahead
Celerity
<cel>: Cancel a Strike: Combat Ends played by the opposing minion.
That minion chooses a new strike.
<CEL>: Cancel a Strike: Dodge played by the opposing minion.


Brian
firstconformist{at}aol{dot}com
islandofyiaros{at}aol{dot}com


-----------------------------------------------------


Mistaken Target
Action modifier
obf: +1 bleed, no further modifiers may be played to increase the
bleed
OBF: only usable on a bleed action, if the bleed is not blocked, it is
reduced to 0, and this card is put into play. Next time you're bled,
discard it to redirect the bleed to the metuselah you bled


Apostate
master
cost: 3 pool
Put this card on a ready vampire that is not a Baali. This vampire is
now infernal, independant, is considered to be a baali instead of his
former clan, and gains basic Daimoinon. If this vampire already had
Daimoinon it gains Superior Daimoinon. This card costs 2 less pool if
played on one of your vampires and you control a ready infernal Baali.
If this card is played on a vampire you do not control, it's controler
may discard a master card to burn it as it at the end of this master
phase


Antoni Ten AKA Imhotep
Antoni Ten Monrós
Servant of the Temple of Set in Valencia, Spain
kuroshima{at}developer4hire{dot}com
kuroshima{at}gempukku{dot}com


-----------------------------------------------------


Lure of the Devil
(Unique?) Master
3 Pool
Put this card on a non-infernal vampire controlled by any methuselah.
This vampire is now considered infernal.


Jukka Lindström
prime_at_iki_dot_fi{at}hotmail{dot}com


-----------------------------------------------------


Public Rioting
Requires a Sabbat Vampire
+1 stealth Political Action
Choose a methuselah. Successful referendum means that methuselah
loses 2 pool and you gain 2 pool, and you put this card in play. For
each Public Rioting in play, Parity Shift costs an additional pool.


Decoy (III)
Caitiff
Group: *
Capacity: 1
Independent, Anarch, Red List. If Decoy goes to torpor, burn him
instead. If Decoy is burned, your predator may move a Trophy he
controls to one of his non-Red List vampires with capacity greater
than 5. During your untap phase, you may burn Decoy to remove the Red
List trait from one of your vampires, or to select a minion controlled
by any methuselah - that minion is now Red List. If you do, you may
move a card from your crypt to your uncontrolled region or gain a
pool.


Strangulation
Reaction
Requires a ready Anarch vampire
tha: The acting vampire may not gain blood during this action. Any
blood he or she gains goes to the blood bank instead.
qui: The acting vampire may not gain blood during this action. Any
blood he or she gains goes to the blood bank instead.
pot: The acting vampire takes 1 damage. If this causes the acting
vampire to go to torpor, the action fails. No cost is paid.


Anarch Threat
Event
Non-anarch vampires may not gain blood except by hunting, or from
Hunting Ground cards. Any blood they gain goes to the blood bank
instead. During each methuselah's untap phase, that methuselah may
move one blood from any of his or her vampires to this card. Burn
this card when there are 5 blood counters on it.


Heated Debate (preferably a picture of a vampire with blood dripping
from its fangs and hands)
Reaction. Frenzy, played on this reacting vampire.
Requires a ready vampire. Only usable during a political action
before votes are cast. If the referendum passes, the acting vampire
takes X damage, where X is the number of votes by which the referendum
passed.


Conviction
Master: Trifle
Play this card on a Sabbat vampire. When this vampire is attempting
to
block, he may tap one of his Conviction cards when the acting minion
plays a card that will cause his block to fail - the effects of that
card are cancelled unless the acting minion burns an additional blood.
This vampire may tap 3 of his Conviction cards and burn a blood to
untap after a successful action.


Willpower
Master
Play this card on a vampire you control. This vampire may tap one of
his Willpower cards to cancel a Frenzy card played on him. When this
vampire is blocked, he may burn one of his untapped Willpower cards to
cancel the action and untap. The blocking minion is not tapped.


Repair
Master: Skill
Play this card on a vampire you control. This vampire may tap one of
his Repair cards and burn a blood when an equipment card is burned
from
play. At the end of the current action, return that equipment card to
play, on the vampire who had it before it was burned.


Saulot's Favor
Unique Master: Discipline. Boon.
Play this card on a Salubri, Salubri Antitribu, or Baali. When this
card comes into play or moves to a new vampire, choose Auspex, Obeah,
Valeran, or Daimoinen. The vampire with this card gains one level of
the chosen discipline. Any vampire may move this card to him or
herself as a (D) action. Salubri have +1 stealth on this action.


Necropotence
Master: Discipline.
1 pool
Play this card on a Giovanni, Harbinger of Skulls, Nagaraja, or
Samedi.
This vampire gains one level of Necromancy, Thanatosis, or Fortitude.


Satyr Muse
Retainer
1 blood
Changeling with 2 life.
During your untap phase, choose Mytherceria, Melpominee, or
Dementation. If the vampire with this retainer is a Kiasyd, Daughter
of Cacophany, or Malkavian Antitribu, this vampire gains one level of
the chosen discipline until your next untap phase.


Square the Circle: Vancouver
+1 stealth Ritual. A methuselah may only play one Square the Circle
card per game.
<tha> Put this card in play. When this card has 3 ritual counters on
it, burn this card and put into play up to 3 cards from your ashheap.
These cards represent 3 capacity Blood Brother vampires of the
Vancouver Circle, who are Tzimisce Slaves. These vampires gain 1
level
of Sanguinus for each sanguine counter on this card.
-----
<tha> add a ritual counter to this card
<vic> add a sanguine counter to this card
<tha><vic> add a ritual counter and a sanguine counter to this card
----


Feral Rage
Combat
1 blood
<pro> This vampire's hand damage is aggravated for the rest of the
current round.
<abo> This vampire's hand damage is aggravated for the rest of the
current round.


Maiden's Song
Action Modifier
1 blood
<chi> +1 stealth
<CHI> As <chi> above, and if the action is blocked, the blocking
minion
burns a blood before combat begins.
<mel> Only useable when the action is announced. If this action is
blocked, the blocking minion does not untap as normal during his or
her
next untap phase.
<MEL> As <mel> above, but playable after a block attempt is announced.


Decrepify
Action
Thanatosis/Necromancy
1 blood
[nec] Tap a minion controlled by your prey. This action cannot be
blocked, except by the target minion.
[thn] Send a vampire to torpor. That minion untaps (when the action
is
declared) and may attempt to block this action at +2 intercept.
[THN] As [thn] above, and this action cannot be blocked, except by the
target minion.


Decrepify (II)
1 blood
Necromancy/Thanatosis
Action
[nec] (D) Put this card on any vampire. That vampire has -1 capacity
(minimum of 1 capacity). Any minion may burn this card as an action.
[thn] As [nec] above, and that vampire burns a blood during his or her
untap phase.
[THN] As [thn] above, and that vampire cannot play cards requiring
disciplines during the 2nd or subsequent rounds of combat.


Rise from the Ashes (II)
Reaction/Action Modifier
Thanatosis/Fortitude
Usable by a vampire in torpor, other than the acting minion. Usable
by
a tapped vampire.
[for] Only usable when a vampire attempts to rescuethis vampire from
torpor. The acting vampire gains 2 blood.
[thn] Only usable when a vampire attempts to diablerize this vampire.
The diablerie attempt fails. Move this vampire to your ready region.
[THN] As above, and this vampire enters combat with the acting
vampire,
if that vampire is controlled by another methuselah.


Legacy of Pander Power
Pander
Reaction
5 blood
Only usable when a vampire you control enters combat. A second vampire
you
control may play this card to end combat. Tap the second vampire.
Combat ends.
Both vampires engaged in combat go into torpor. Put this card in play.
Each
non-titled Pander has one vote. Any Sabbat vampire may call a
referendum to
burn this card as a +1 stealth political action.


True Sight
Reaction/Action Modifier, Auspex/Chimerstry
aus: Only usable by a minion you control who is bleeding. Reduce the
bleed
by 2.
chi: Play as a reaction. Only usable when a minion is bleeding a
methuselah other than its controller's prey. That minion is now
bleeding
its controller's prey. That methuselah may now attempt to block.
CHI: Play as an action modifier. Only usable if this minion is
bleeding a
methuselah other than your prey. This minion is now bleeding your
prey, who
may now attempt to block.


Diabolist's Aura
Reaction, Auspex
Only usable when a minion successfully commits diablerie.
aus: Place this card on the acting minion. All vampires have +1
strength
when in combat with the vampire with this card, and may enter combat
with
him or her as a +1 stealth (D) action.
AUS: As above, but playable by a tapped vampire.


Shackles of the Blood
Action
dai/tha
2 blood
Place this card on a vampire as a (D) action. The vampire with this
card may burn it as an action. He or she takes 1 damage
(unpreventable) if successful.
dai: Burn 1 pool when you put this card into play. The vampire with
this card is Infernal, and gains Flight and inferior Daimoinen (if it
did not already have Daimoinen).
tha: The vampire with this card is considered a Slave to the clan of
the vampire who played this card. If that vampire has no clan, then
this vampire is still considered a Slave, but is not restricted from
taking (D) actions.
THA: As <tha> above, and the vampire with this card cannot block the
vampire that played this card.


Chris Berger
arkayn{at}ugcs.caltech.edu


-----------------------------------------------------


General Protection Error
5 Capacity
Malkavian
aus dom OBF
Camarilla: Tap General Protection Error to cancel a Computer Hacking
played by your predator and untap the acting minion. He may burn 1
blood
and tap during your master phase to burn a Laptop Computer on a minion
controlled by your predator or prey.


Hidden Target
Action Modifier
Obfuscate
Only usable when a directed action is announced; all action modifiers
played after this card cost an additional blood.
[obf] You do not have to declare the target of this action until after
the
action is successful. Any other Methuselah may block this action.
<OBF> Playable even if stealth is not yet needed. As above, with +1
stealth.


The Garden of Sheathed Knives
Master: Unique Location. Trifle.
Assamite
You may tap this location during your minion phase. If you do, you do
not
have to declare the target of the next directed action one of your
minions
takes this turn until the action is successful. That action may be
blocked
by any Methuselah. If the acting minion is an Assamite, that directed
action
has an additional +1 stealth.


Hospitality Spirits
Reaction
Thaumaturgy
[tha]: +1 intercept, only usable to block a (D) action directed at you
or
cards you control. If this vampire is a Koldun, he or she may prevent
1
damage if the action is blocked and combat occurs.
<THA>: As above, and if this vampire is a Koldun, he or she gains an
optional
maneuver if the action is blocked and combat occurs.


Fool the Heart's Eye
Action Modifier
Thaumaturgy
Requires a Dark Thaumaturgist
[tha]: +1 stealth, or tap an ally attempting to block this vampire.
<THA>: As above, and any vampires attempting to block this vampire
burn 1
blood.


Haqim's Thirst
Action Modifier/Reaction
Assamite/Assamite Antitribu
1 blood
This card can be played as an action modifier or reaction. Play after
combat
between an Assamite or Assamite Antitribu you control and a minion
controlled
by another Methuselah. This vampire enters combat with a minion
controlled
by that Methuselah. If the opposing minion is not ready after combat
ends,
this vampire may burn a blood to untap.


Stiff-arm
Action Modifier
Potence
1 blood
Only usable when a minion without Potence is attempting to block this
minion.
[pot] Tap the blocking minion.
<POT> As above, but usable if the blocking minion has inferior
Potence.


Brainwash (alternate text)
Master
2 pool
Not usable if you have a Brainwash in play. Put this card on a vampire
controlled by your prey. Move the vampire with this card to its
controller's
uncontrolled area; transfers may not be made to this vampire. Any
minion may
burn this card as a +1 stealth (D) action.


Gomi no Sensei
gomi{at}panix{dot}com


-----------------------------------------------------


Villein-Hoser
Master. Trifle.
Burn all Villeins in play. Each Methuselah burns 2 pool for each
Villein burned in this manner.


Bear Claw
Equipment
1 pool
Unique. The vampire with this piece of equipment has ANI. You may burn
this
card to force target Methusaleh to buy you a yummy snack!


NO SOUP FOR YOU! (2)
Reaction
Auspex
1 Blood
aus: +1 intercept
AUS: Only usable when an action modifier is played that causes this
vampire's
attempt to block to immediately fail. Cancel that action modifier and
this
vampire continues to attempt to block the action.


More Corruption
Action
Requires Followers of Set
Cost: 1 blood
(D) Put a corruption counter on any minion that does not already have
at least
one corruption counter. Blah blah blah.


Vampiric Initiation
Action
2 pool
+1 stealth
Requires a ready ally.
Put this card on the acting minion. This minion is no longer an ally
and is now
a clanless Independent vampire with capacity equal to its cost
(minimum of 1).
He retains all of his abilities and life counters become blood
counters. The
acting minion takes 1 damage at the end of this action (from
hazing...)


"I'm a Vampire!" Membership Card
Equipment
1 pool
The ally with this equipment is no longer an ally and is now a
clanless
Independent vampire with capacity equal to its cost (minimum of 1). He
retains
all of his abilities and life counters become blood counters.


Marcus Vitel
Clan: Ventrue
Capacity: 10
DOM obf OBT POT pre THA
Camarilla Prince of Washington D.C. If Vitel is a Camarilla Ventrue,
he may
change clans to Sabbat Lasombra as a +1 stealth action costing 2
blood. If he
is Prince of D.C. at the time, he loses the title and gains the title
of
Archbishop of D.C. If Vitel is a Sabbat Lasombra, any Camarilla
vampire may
enter combat with him as a (D) action. Once a turn during a political
action,
Vitel may burn a blood to cancel the votes of a Camarilla vampire.


I'm A Slave 4 U
2 blood
Requires a non-Caitiff vampire
+1 stealth action
Choose a vampire you control that is younger than the acting vampire.
That
vampire now becomes a slave to the acting vampire's clan. If a member
of the
owning clan controlled by the slave's controller is blocked, the
controller can
tap the slave to cancel the combat and untap the acting vampire and
have the
slave enter combat with the blocking minion instead.


Xavier, the Really Lame Wuss
Gangrel
9-cap (or something)
Independent. If Xavier is ready, any Gangrel may take a +1 stealth
action to
gain a Gangrel-are-so-dumb-to-leave-the-Camarilla independence
counter. Any
Ganagrel with an independence counter is considered a really dumb
Independent
vampire. As a (D) action, Xavier may whine incessently to Jan
Pieterzoon about
Antediluvians...


Halcyan 2
halcyan2{at}aol{dot}com


-----------------------------------------------------


Over Your Dead Body (2)
Action Modifier / Combat
Celerity
2 Blood
cel: Only usable as an action is announced. If this action is blocked
and
the oposing blocking minion is either burned or in torpor and this
minion is
ready, the the action continues at the end of combat.
CEL: As above, but usable in combat at the end of combat.


Discipline Mastery
Master
Place this card on a Vampire with capacity above 6. Choose a
discipline that the chosen vampire has at superior. That vampire pays
one less blood for cards requiring the chosen discipline.


(Tobias Loehr)
tloehr{at}satx.rr{dot}com


-----------------------------------------------------


XmasGhoul
ally
requires: Tzimisce
cost: 3 pool
Unique Ghoul with 7 life. 5 strength. 0 bleed
When XmasGhoul enters play, burn two Reindeer you control.
XmasGhoul can enter combat combat with any minion controlled by
another Methuselah as a +1 stealth D action. If XmasGhoul has less
than 7 life during your untap phase, add 1 life. If it is Xmas day,
all numerals on this card are increased by one.


Reindeer
retainer
requires: animalism
cost: 2 blood
Reindeer with 2 life
If it is Xmas day, all numerals on this card are increased by one.
<ani> The vampire with this retainer gets +1 intercept
<ANI> As above, and the vampire with this retainer may take a +1
stealth action to go through your library and place a Reindeer in your
hand. Discard down to your maximum hand size.


Wild Reindeer
ally
requires: animalism
cost: 1 pool
Reindeer with 2 life. 1 strength. 0 bleed.
Wild Reindeer may play cards requiring basic animalism as a vampire
with a capacity of 2. Any cost in blood is paid with his life. If a
card would give him blood, give him life instead.
<ani> Wild reindeer may take a +1 stealth action to go through your
library and place a reindeer card in your hand. Discard down to your
maximum hand size.
<ANI> As above but the action is at +2 stealth


Pierre Rebstock
folie{at}hotmail{dot}com


-----------------------------------------------------


Curse on thy house.
Master out of turn
2 pool
When a titled vampire performs an action or a political action which
targets
an anarch vampire, burn this anarch vampire and burn the titled
vampire.


Military Force
Action
1 blood
+1 stealth
Requires a ready vampire with capacity above 7
Put this card in play and put X counters on it, where X is the amount
of vampires you have in play of capacity above 7. During your
influence phase you may use a transfer and pay a pool to put a counter
on it.
Tap this card to inflict Y damage on any minion, where Y is the amount
of counters you burn.
Any Titled vampire may call a referendum to burn this card.
A methusala can only have 1 Military force in play at one time.


Barage
Action
1 blood
+1 stealth
Tap Military Force and inflict X aggravated damage on a minion, where
X is the amount of counters burned on Military Force (but up to a
maximum of 4 counters can be burned in this manner). If the minion is
burned a referendum is called. If this referandum is succesfull you
burn 4 pool.


Covert ops
Action
1 blood
+1 stealth
Tap Military Force and burn 3 counters. Remove target minion (if
avampire is targeted, a vampire with capacity below 6) from the game.
Any minion can take 2 actions (at +1 stealth) to burn this card.
If this card is burned the vampire is placed face down in it's
controlers uncontrolled region. All cards and bloodcounters stay on
this vampire. If the targeted minion was an ally, it returns into
game, during it's controlers influence phase, when the card is burned.


Law Enforcement Pressure
Master
Unique Location
2 pool
During your master phase, you may use a master phase action to add X
counters, where X is the amount of ready vampires with a capacity
above 6 you control.
Tap and burn 2 counters to cancel any action. The acting vampire
remains tapped, and the cards used are discarded. Pool or blood spend
are retrieved.


The Salon
Master
Unique Location
1 pool
Requires a titled Camarilla Kindred
Tap to end combat, involving a Camarilla Kindred with capacity above 5
you control.
If the opposing minion is younger it remains tapped and the minion you
control untaps. Otherwise both minions untap.


Resourcefull Righthand.
Master
2 Pool
Tap a minion you control. You may move any amount of blood from this
vampire to a vampire in your uncontrolled region.


Pepijn Kok
kaos{at}xs4all.nl


-----------------------------------------------------


Personal Entreaty
Master. Trifle.
X Pool
Gain X+2 transfers during your influence phase this turn.


Personal Entreaty II
Master. Trifle.
X Pool
Gain X+2 transfers during your influence phase this turn. Only one
minion may enter your ready region during your influce phase.


Martin, Telecom Specialist
!Gangrel
3 cap
cel
While Martin is ready no minion may take a Computer Hacking action.


Name: There and Back Again
Cardtype: Action
Discipline: Celerity
Cost: 1 blood
Playable by a tapped Minion.
[cel] Only playable when this minion has successfully performed an
equip action this turn. Untap the acting minion.
[CEL] Untap the acting minion.


The Vault
Master
1 Pool
Location
Put a counter on this card each time you tap it; when the third
counter is added, burn this card. You may tap the Vault when a
Methuselah is successfully bleed. The Methuselah being bled does not
burn more than two pool regardless of the amount of the bleed.


Stone, Defender of the Wood
Gangrel
5 cap
FOR ani
Stone may prevent 1 damage each combat and is not tapped by blocking
Vampires with a capacity less than 4. -1 bleed.


Ben Swainbank
bswainbank{at}hotmail{dot}com


-----------------------------------------------------


Tracking back to the source. Combat. 1 blood. Do not replace. Only
useable at the end of a round of combat in which this ready minion
inflicted more damage than the opposing minion. The opposing minions
controller burns one pool if the opposing minion is ready.


"We're on our way to being gods. Master. 2 pool. Put this card on a
vampire. This vampire gets +1 stealth, +1 bleed, but may not play any
combat cards, nor reactions that do not grant intercept. A methuselah
may pkay only one [cardname] per game."


The shiney object of exchange
Equipment. Unique.
Untap this vampire after this equip action if successful. During your
master phase you may move any number of blood to or from this vampire
and your pool.


Long term influence
Master
Put this card on a vampire you control. You may use transfer to move
blood to and off of this vampire as if it were uncontrolled. You may
burn this card to (something small, like give the dude a dodge or
something).


Suck Doll
Master, Trifle
Put this card on a vampire you control. You may tap this card between
turns to add or remove a blood from the vampire with this card. A
vampire may have only one suck doll.


Stressing the Dam
Master. Unique.
Choose a methuselah and put this card into play. If a card would go
into the choosen methuselah's ashheap, put it on this card instead.
Burn this card during your untap phase. The choosen methuselah burns a
pool for every card in excess of ten on this card when this card is
burned.


Sermon of Nihilism
Master. *requires some clan* Unique.
Put a counter on this card each time you successfully bleed your prey.
Each time you bleed your prey, burn X cards from the top of their
library, where X is the number of counters on this card. Any
methuselah
may take a D action to burn up to 2 coutners from this card.


Murder Hack, Action. 1 blood. Bleed at +1 bleed. If a Gehenna card is
in play, this vampire gains one blood and untaps at the end of the
action, if successful.


reaction
1 blood
aus: Untap this reacting minion. It attempts to block the current
action. If the acting minion possesses a unique weapon, this reacting
minion may prevent one damage in the resulting combat. AUS: As above,
but reduce the cost to play this card by one.


AM
Do not replace until discard phase.
dem: +1 bleed. The cost to play reaction cards that change the target
of this bleed is increased by one.
DEM: as above, but the cost is increased by three.


AM
for: Play as action is announced. If this action is blocked, all
damage
in the resulting combat's first round will be aggravated.
FOR: As above, but for all rounds, and if this is a bleed action,
reaction cards that change the target of a bleed cost one additional
blood.


PA
Worth one vote, +1 stealth action.
Choose a methuselah and put this card into play. When the choosen
methuselah declares their second consequetive bleed action, you may
burn this card to end their minion phase at the end of the action.


Reaction
ser: Reduce the amount of a bleed against you by one.
SER: As above, and if this bleed would have resolved for more than
three, burn two blood from the acting minion.


Master
Out of turn
Play only while being bled for two or more. Any methuselah may burn
one
pool to end the current action in failure, untapping the acting
minion.


Democritus [advanced]
Clan: ventrue (group 1)
Capacity: 10
Disciplines: DOM PRE FOR aus cel
Camarilla Ventrue Justicar. +1 bleed.
Merged: When Democritus becomes merged, you may place a card from your
hand face down into play, and choose a unique non-crypt card
controlled
by your prey. The facedown card is treated as a copy of the choosen
card, and contests it immediately. Should you win the contestation,
when the face down card would become uncontested, retrieve your preys
copy of that card and put it into your control.


Weakness of the Children
PA
Requires a titled vampire. Choose a Methuselah. The choosen methuselah
burns two pool, and an additional pool for each vampire they control
of
capacity below three.


Bribing the Young
Action
Do not replace until the end of the action. Bleed. If this action is
successful for each pool lost you burn one blood off of a vampire
whose
capacity below three controled by the methuselah you are bleeding.


Enticing Offer
Action Modifier
1 blood
ser: +1 bleed. If this bleed is successful you may burn one blood off
of a vampire, controlled by the methuselah being bled, whose capacity
is less than the amount the bleed resolves.
SER: as above but the capacity of the vampire can be equal to the
amount the bleed.


Predictable Inexperience
Reaction
Do not replace until your next untap phase.
aus: Reduce the amount of bleed against you by one. If the bleed
resolves for zero, burn one blood off of a vampire with capacity less
than four controlled by the methuselah bleeding you.
AUS: Play when a vampire of capacity below four or an ally is bleeding
another methuselah. Reduce the amount of that bleed by one. This
vampire may burn one blood to allow you to replace this card from your
ashheap into your hand during your next untap phase, instead of a card
off of the top of your deck.


Powerbase: Misc. City: Master, 1 Pool. Unique Location. Name a sect
when you play this card. Put X counters on this card where X is the
number of ready vampires of that sect you control. During your untap
phase you may move one counter from this card to your pool or a ready
vampire of the named sect, or move one blood from the vampire of the
named sect to this card.


Outskirts Night Club: Master, 2 Pool. Location, Hunting Ground. Tap
this card after a vampire you control successfully performed an
action, to move one blood from that vampire to your pool. If the
acting vampire was Toreador, !Toreador or Anarch untap that vampire.


Thingy
Unique Master
When a Methuselah moves a blood from his/her minions to his pool
during their master phase, you may tap this card to tap one of that
Meth's untapped minions. You may tap this card during your influence
phase to gain an influence.


DOM HOSER
Unique Master
While this card is untapped, during a Meth.'s minion phase when you
are being bled by a minion performing an action that requires a
discipline you may deal up to 1 point of unpreventable damage to that
acting minion. If that discipline is dominate you may also tap this
card to deal another point of unpreventable damage. If this card is
used, the acting minion may burn a blood to untap.


Close Line
Reaction
Only useable after you succesfully block an action before combat
begins, if any. Only one close line may be played per action.
pot: Inflict 2 unpreventable damage to the acting minion. If the
acting minion is still ready, combat does not occur and the action
continues as if unblocked. This reacting vampire does not untap and
may not attempt to block that action again.
aus: All damage dealing strikes you use in the resulting combat
inflict +1 damage.
for: The acting minion must burn one blood or go to torpor.


Radical Supporters
Action Modifier
Only useable during a referendum called by a baron after votes have
been cast. If the referendum passes, this acting vampire gains X blood
from the blood bank and one pool, where X is the number of untapped
anarch vampires on the table.


Outskirts of Town
Master: Location
Tap to look at the top five cards of your deck. You may take any one
of those cards found there that requires a discipline and an anarch to
play, reveal it to all players and put it into your hand. Shuffle your
deck after wards.


Car Bomb
Action and Combat
D action: Burn target vehicle. Acting minion and minion with vehicle
takes one unpreventable damage. Do not replace until after the action
resolves.
Pot Strike: Destroy Vehicle. Opposing minion takes one damage during
strike resolution.
POT Strike: Destroy Vehicle. Opposing minion takes one aggravated
damage during strike resolution.


Quick Get Away
Press only usable to end combat or maneuver only usable to go to long
range. Do not replace until after combat. The minion playing this
card's does not get a main strike (but may use additional strikes).
Cel Maneuver, only useable to go to long range, or press, only useable
to end combat.
CEL Maneuver, only useable to go to long, with an optional press, only
useable to end combat. You may draw two cards when replacing this
card, immediately discarding one card from your hand.


Junk mail
Action Modifier
No more action modifiers may be played after playing Junk Mail.
+1 bleed. Do not replace this card until your next untap phase. Only
useable by a vampire of capacity greater than 4, or by a minion with
more than two life.
dom +1 bleed.
DOM +2 bleed.


Strengthening Advantage
Combat card
Useable before range is determined. This vampire burns one blood to
make his hand strikes +1 strength for the remainder of this round. Do
not replace until after combat.
pot: As above, but may be played any time before strikes are declared
and you may replace this card as normal.
POT: As pot above but at +2 strength and you do not have to burn a
blood to play this card.


Ritual of Evenings freshness
+1 stealth action
1 blood
Place this card on the acting vampire if succesful. As a reaction the
vampire who must be tapped, may burn this card to block, and play
reaction cards as if he were untapped.
Tha Aus: As above, and if the action is succesful, untap this vampire
at the end of your influence phase. When burning this card, untap the
reacting vampire during the acting methuselah's influence phase.
THA AUS: As Tha Aus above, but if this action is succesful, untap the
vampire after the action (instead of at the end of your influence
phase), and the cost of this card is reduced by one. When burning this
card as a reaction, this minion has +1 intercept for the remainder of
this action.


Some Dodge Varient
Combat card
Do not replace this card until your untap phase. Strike: Dodge
Cel: As above but you may replace this card as normal.
CEL: As above but you may draw two cards to replace this card (and
discarding down to your hand size).


Flamewar
Action
Nosferatu
1 blood
+1 stealth action
Put this card into play. Name a minion controlled by another meth. Any
minion may enter combat with any minion named by this card as a D
action. Any minion that blocks that action gets named by this card.


Ritual WWEF
reaction
tha: usable by a tapped minion. This minion may play reaction cards or
block, as if untapped.
THA: usuable by a tapped minion. Untap this reacting minion.

Dumb Luck
Action modifier
Do not replace until after your influence phase. Usuable by an acting
mortal ally, or a vampire with a mortal retainer. Only usuable on a
non D action.
+1 stealth, and an optional maneuver to long and an optional press to
end if combat results from blocking this action.


Camarilla Protection (or Protect the Herd)
Action
+1 stealth action, only usuable by a camerilla vampires.
Put this card into play. If a mortal ally you control enters combat, a
ready camerilla vampire you control may tap and burn one blood to end
the combat. A new combat ensues between the camarilla vampire and the
minion who was oppossing the mortal ally.


Vigor of the Beast
Reaction
Requires animalism at Superior
After playing this card, do not place in your ash heap, but place in
library and shuffle.
-Only usable by a vampire with capacity above 6.
This reacting vampire may untap, only usable when a bleed is directed
at you, or when you, or one of your minions, is being 'targeted' with
a D action.
-Only usuable by vampire with capacity above 8.
As above, and you have a maneuver and a press if combat ensues, and
you may untap (if tapped) this vampire after the block attempt (after
combat for a succesful block).

Screaming Vermillian
vermillian69{at}yahoo{dot}com


-----------------------------------------------------


Corrupting Chorus
+1 stealth action.
[ser] Tap a minion you control with [mel] to put this Chorus card in
play and put a corruption counter on a minion controlled by your prey.
If the number of corruption counters on that minion equals that
vampire's capacity or that ally's starting life, burn them all to take
control of that minion.
[mel] As above, but tap a minion you control with [ser].


Rise from Ashes
Reaction
Thanatosis/Fortitude
Usable by a vampire in torpor.
[for] Playable when a vampire attempts to rescue this vampire from
torpor.
The action costs two less blood.
[thn] Playable when a vampire attempts to diablerize this vampire. The
diablerie fails. Move this vampire to your ready region.
[THN] As above, and a new combat begins between this vampire and the
vampire that attempted diablerie.


Trust Your Gut
Vicissitude
Combat
Grapple. Usable only at close range, before strikes are chosen. Only
one Trust Your Gut may be played per round of combat.
[vic] For the remainder of the combat, the opposing minion takes 1
point of damage during the press step of any round that a grapple is
played.
[VIC] As above, with an optional press.
"The Fiend's entrails were strong as steel cable, snapping bones in
their grip."


Dissociative Personality
Master: archetype. Put this card on a Malkavian you control. If this
Malkavian successfully takes an action that does not change the pool
total of any Methuselah or the blood total of any vampire, this
Malkavian gains one blood. This card does not count against this
Malkavian's limit of 1 archetype.


Proxy Kiss
Ally
Giovanni required
1 pool
Ghoul with 2 life, 1 strength, 0 bleed. Proxy Kiss may play cards
requiring basic Potence as a vampire with a capacity of 2. Any cost in
blood is paid with his life. If a card would give him blood, give him
life instead. Any Giovanni may take an action to steal this ally's
life
and make this Proxy Kiss a 2 capacity non-unique Independant Giovanni
vampire with basic Potence.


Camille Deveroux, the Raven (Advanced)
Gangrel
Group 1
FOR PRO ani
Camarilla. While Camille is ready, all Gangrel get +1 strength in
combat with other Gangrel.
[Merged] Camille is not unique and does not contest.


Dramatic Upheaval (alt 2)
Type: Political Action
Political Card - Worth 1 Vote. Called by any vampire at +1 stealth.
*Choose another Methuselah. Successful referendum means you take your
turn when the chosen Methuselah would normally take hers, and vice
versa. (Prey is still
to the left, however). If you choose a Methuselah other than your
predator, play passes to the chosen Methuselah's prey at the end of
this turn.


Dramatic Upheaval (alt)
Type: Political Action
Political Card - Worth 1 Vote. Called by any vampire at +1 stealth.
*Choose another Methuselah. Successful referendum means you take your
turn when the chosen Methuselah would normally take hers, and vice
versa. (Prey is still to the left, however).


Unfinished Business
Master
The controller of this card burns one pool during her untap phase.
During your master phase, give this card to your prey or burn this
card.


Diabolical Ambition
Cardtype: Action
Discipline: Serpentis/Daimonion
Cost: 1 blood
This is a +1 stealth action.
[dam] (D) Put this card on a vampire. During this vampire's minion
phase, if an older
vampire controlled by another methuselah is in torpor, the vampire
with this card must
attempt to diablerize the older vampire.
[DAM] As above, but the vampire must attempt to diablerize any vampire
in torpor.
[ser] (D) Only useable by a tapped vampire. Diablerize a vampire in
torpor.


Emmit Svenson
emmitsvenson{at}hotmail{dot}com


-----------------------------------------------------


Riot
political action
called by independent vampires
any minion can enter combat with another minion as a d
action.
If national guard support or police department is in play
minions involved in combat recives 2 nonpreventable damage
after combat.


Karim the good trader
cost 4 setite/baali
uniqe allie
1 life 0 str 1 bleed
Karim the trader can take D action to move a equipment from
one of your ready minion or from your hand (pay cost as
normal +1) to any minion in play.
If succesful the reciving minion gets the equipment and
corruption counters equal half of the equipment cost
rounded up.


Crocked cop
allie
3 cost
1 life 1 str 0 bleed
if police departmet is in play crocked cop gets an optional
press.



Primogen high council
Master (card cost 3)
Choose a Prince in play, the Prince cannot vote against the Primogen.
In case of tie, Prince may vote as he chooses.
Primogen can now play cards requiring a Prince.
This card is burnt if the affected Prince leaves play or loses his
title.


Baby face
master
Put this card on a vampire with capacity below 4.
The vampire is now capable of playing cards as an ally.
Cards that affects allies affects this vampire.
Baby Face is burnt if the vampire with Baby Face is above 4.


Destrier


-----------------------------------------------------


INSIGHT
Master Card, requires a caitiff to play
2 pool
Put card on a Caitiff you control. You may burn this card to cancel
a master card played by your Predator. You may burn 1 blood to cancel
a master card your Prey attempts to play.
Burn Insight if this Caitiff commits diablerie, or increases blood
capacity.


tobie
tobito{at}i-manila{dot}com.ph


-----------------------------------------------------


Hidden Weapon
Cardtype: Combat
Disciplineless
Cost: 1 blood
Only usable before range is chosen. Equip this vampire with a
non-unique
weapon card from your hand. Pay weapon's equip cost from blood pool,
as normal.
The weapon cannot cost more than 2 pool or do more than 4 damage.


Doug D. Wise
dougdwise{at}aol{dot}com


-----------------------------------------------------


Title: Experience (5)
Type: Combat
Cost: 1 blood
Text: You may play a combat card from your ash heap as if it had been
played
from your hand. When that card is burned, remove it from the game.

or

Title: Experience (6)
Type: Combat
Cost: 0
Text: Only playable by a minion that does not have experience counters
equal to
or in excess of it's capacity. You may play a combat card from your
ash heap as
if it had been played from your hand. When that card is burned, remove
it from
the game. Place an experience counter on this vampire.


"GreySeer"
<greyseer{at}golsyd.net.au>


-----------------------------------------------------


Reconditioning
Reaction
Auspex
Do not replace this card until the end of the action.
1 blood
[aus] Reduce a bleed against you by 2.
[AUS] As above, but reduce the bleed by 3.


Card ausA
Reaction
[aus] +1 intercept
[AUS] Acting minion gets -1 stealth.


Card ausB
Reaction
X+1 blood
[aus] +1 intercept
[AUS] +X intercept


Card ausC
Reaction
1 blood
[aus] Only usable when this minion is attempting to block an ally or
younger vampire. +2 intercept.
[AUS] As above, but with +3 intercept.


Card ausD
Reaction
[aus] +1 intercept
[AUS] As above, and if the action is successfully blocked, this minion
gets +1 strength on the first round of combat.


Card ausE
Reaction
[aus] +1 intercept.
[AUS] Only usable during a bleed action. This minion may burn up to X
blood to get +X+1 intercept, where X is the current amount of bleed.


Card obfA
Action Modifier
[obf] +1 stealth
[OBF] The blocking minion has -1 intercept until the end of the turn.


Card obfB
Action Modifier
1 blood
[obf] The blocking minion has -1 intercept.
[OBF] Usable by an untapped ready vampire other than the acting
minion.
Tap this minion. Reduce a blocking minion's intercept to 0.


Card obfC
Action Modifier
[obf] Only usable during a Political action. +2 stealth. This minion
may
not cast any votes during this action.
[OBF] As above, but this minion may cast votes from his/hers title.


Card obfD
Action Modifier
1 blood
[obf] +1 stealth
[OBF] As above, and this minion gains First Strike during combat until
the end of the action.


Card obfE
Action Modifier
[obf] Only usable as this action is announced. Choose a younger
vampire.
That vampire has -1 intercept until the end of the action.
[OBF] As above, but with -2 intercept.


Card forA
Combat
[for] Prevent 2 non-aggravated damage from a strike.
[FOR] Prevent 2 damage from a strike.


Card forB
Combat
[for] Prevent all damage from a strike when in combat with an ally or
younger vampire.
[FOR] Prevent all damage from a strike.


Card forC
Combat
1 blood
[for] Only usable if this minion has taken (non-prevented) damage this
combat. Prevent any damage up to the amount that has been successfully
inflicted on this minion in this combat.
[FOR] As above, and the oposing minion takes an amount of damage equal
to the damage prevented this way.


Card forD
Combat
1 blood
[for] Prevent all enviromental damage to this vampire during this
round.
[FOR] Prevent all damage inflicted to this vampire inflicted during
this
strike resolution.


Card forE
Combat
[for] Prevent 1 damage
[FOR] Reduce 1 damage


Card aniA
Reaction
[ani] Only usable if this minion has a retainer. Usable by a tapped
minion. This minion untaps and attempts to block with +1 intercept.
The
retainer takes 1 damage at the end of the action.
[ANI] As above, but with +2 intercept.


Card aniB
Reaction
1 blood
[ani] Only usable if this minion successfully blocks an action. Untap
this minion (play after combat, if any)
[ANI] As above, and this minion gains +1 intercept until the end of
the
turn.


Card aniC
Combat
1 blood
[ani] Only usable at the end of combat. Put this card on the opposing
minion with X counters, where X is the amount of damage successfully
inflicted on that minion during this combat. Once during each of this
minion's actions, you may burn 1 counter from this card to give one of
your minions +1 intercept. Burn this card when it has no more
counters.
(ANI] As above, but any number of counters may be burned at one time.


Card obtA
Action Modifier
[obt] +1 stealth, only usable when hunting.
[OBT] As above, and this minion gains 1 extra blood if the hunt is
successful.


Card obtB
Action Modifier
[obt] +1 stealth, only usable on a non-bleeding action.
[OBT] As above, with an optional maneuver if combat occurs.


Card obtC
Action Modifier
[obt] Only usable by a ready untapped vampire other than the acting
minion. Tap this vampire. The acting minion gains +1 stealth.
[OBT] As above, and if combat occurs the blocking minion takes 1
damage
before range is set.


Card domA
Action Modifier
[dom] Only usable when this vampire successfully bleeds your prey. Put
this card on this vampire. You may burn this card when announcing a
bleed action to gain +1 bleed.
[DOM] As above, with +1 stealth.


Card domB
Action
1 blood
[dom] Bleed at +1 bleed. Younger vampires get -1 intercept when
attemptng to block this action.
[DOM] Bleed at +1 bleed. Vampires get -1 intercept when attempting to
block this action.


Card domC
Action Modifier
After playing this card, you cannot play another action modifier to
further increase the bleed amount.
[dom] Only usable when a bleed action is announced. Chose an ally or
younger vampire. This minion gains +X bleed, where X is the bleed
capacity of the chosen minion.
[DOM] As above, but you may chose an older vampire.


Card preA
Action
[pre] Only usable by a titled vampire. Bleed at +1, gain 1 pool if
successfull.
[PRE] Only usable by a titled vampire. Bleed at +X bleed, where X is
the
amount of votes this vampire has.


Card preB
Action Modifier
After playing this card, you cannot play another action modifier to
further increase the bleed amount. Only usable when this action is
announced.
[pre] +1 bleed.
[PRE] +2 bleed.


Card preC
Action
[pre] Bleed at +1 bleed.
[PRE] Bleed at +1 bleed. If this action is successful, put this card
on
the acting minion. This minion may burn this card to gain 2 votes
during
a political action.


Private Eye (2)
Unique Master
1 pool (?)
Put this card on a ready vampire you control. During your minion phase
this vampire may enter combat with any minion who successfully bled
you
since your last turn as a (D) action. If the opposing minion is still
ready after combat, you may burn this card to untap this minion.


Elder Knowledge
Political Action, worth 1 vote, etc... [Or maybe do this as an action?
I
wouldn't want to limit this to political decks, though you're likely
to have
the support of all Elder decks, and so it should be an easy vote to
pass]
Each Methuselah chooses one vampire he controls. If vote is successful
each
Meth's hand size is changed by (vamp's capacity - 5), and no more
Elder
Knowledge can be played in this game [so if the vote fails you can try
again].


Ancient Precognition
+1 stealth Action(?)
1 blood
Only usable by a vampire with capacity above 6.
If this action is successful, put this card on the acting minion and
untap
him at the end of your turn. If the vampire with this card is ready
during
your untap phase, you can look at the top 2 cards in your library.
Once each
turn, this vampire can burn 1 blood to increase your hand size by 1
until
the end of the turn.

OR

Ancient Precognition
Action
1 blood
Only usable by a vampire with capacity above 6.
If this action is successful, put this card on the acting minion and
untap
him at the end of your turn. If the vampire with this card is ready
during
your untap phase, you can look at the top card in your library. This
vampire
can burn 1 blood during your untap phase to increase your hand size by
1
until the end of your turn.


Experience (4)
Master
2 pool (?)
Chooses one vampire you control. Choose a number of cards in your Ash
Heap
equal to (half?) that vampire's capacity and shuffle those cards back
into
your library. Remove this card from the game afterwards.


"Flux"
<flux{at}netc.pt>


-----------------------------------------------------


Gloryhound
Master. Archetype. Trifle.
When this vampire gains a Trophy, the vampire gains a Winner Token and
you may search your library, hand, and/or ash heap for a Master:
Trophy card and put that card into play. For each Winner Token a
minion has, the minion has +1 bleed. A vampire can have only one
archetype.


Finishing School
Master
Unique Location
C = 0
When a vampire you control gains a level of a discipline, move
a blood counter from the blood bank to that vampire.


Nights of Puissance
Event
When a vampire gains a level of a discipline, put a Flex Counter
on that vampire. For each two Flex Counters on a vampire, it has
+1 Strength.


Mina Darker
Tzimisce
C = 5
ani, aus, cel, pot, pro
When Mina gains a level of a discipline, search your library
for a card that requires a discipline that Mina possesses and
move that card face down to her. She may play that card as if
it were from your hand.


Shared Intensity
Action
+1 stealth action.
[aus]/[for]: Put this card in the acting vampire. All other vampires
you control that possess both Auspex and Fortitude may prevent 1
damage each combat. Burn this card during your next untap phase.
[AUS]/[FOR]: As above, but the affected vampires also gain +1
intercept and an optional press each combat.


Rex, The Necronomist [advanced]
Pander
c = 3
pot, pro, vic
g = 2
Sabbat. Master: discipline cards cannot be played on Rex.
<merged>Blank any
non-merged special ability text or any special restriction text of
this
vampire. Combat cards cost Rex 1 less blood to play.


Born To Be Mild
Action
Cost = 2b
Requires a ready, independent vampire with a capacity above 5. +1
stealth
action. Put this card in play; it becomes a 1 capacity vampire. Go
through
your library, ash heap, or hand to find a Discipline card for this
card. This
vampire is not considered unique, must hunt this turn, and is the same
clan as
the acting vampire. If the acting vampire is an anarch, you may find
an
additional Discipline card for this card.


Gate to Alamut
Action
Cost = 1b
<qui>: D bleed with +2 bleed.
<QUI>: +1 stealth action. Move three blood from the blood bank to a
younger
vampire in your uncontrolled region.


Derision
Reaction
Cost = 1b
<qui>: Only usable when you are being bled. Tap this reacting
vampire. Choose
another Methuselah other than the one controlling the minion bleeding
you. The
acting minion is bleeding that Methuselah.
<QUI>: As above, but do not tap this vampire.


Enervating Mosaic
Combat
Cost = 0
<qui>: Strike: combat ends.
<QUI>: As above, and untap this vampire.


BoN [alt]
Reaction
Requires an independent vampire. Reduce a bleed against you by 1. If
the
acting minion is a Camarilla or Sabbat vampire, reduce the bleed by 2
[or 3]
instead.


BoN [alt]
Reaction
Requires and independent vampire. Reduce a bleed against you by 1. If
this
reacting vampire is capacity 5 or higher, the acting minion is a
Camarilla or
Sabbat vampire, and a Methuselah who does not control the acting
minion
controls a Camarilla or Sabbat vampire, you may change the target of
the bleed
to that Methuselah instead.


Surpise at Dawn [II]
Reaction
Cost = 1
Only usable during a bleed action targeting you. Only usable by a
vampire in
torpor. Move this reacting vampire to your ready region and this
reacting
vampire attempts to block. Burn this vampire at the end of combat or
if it
fails to block.


Defense of the Heart('s Blood)
Master
Cost = 1
During you influence phase, put 3 "I hate swarm bleed" tokens on this
card.
Each time one of your predator's vampires bleeds you, remove a "I hate
swarm
bleed" token from this card. When there are no "I hate swarm bleed"
tokens on
this card, your predator's vampires have -1 bleed. Burn this card if
your
predator is also your prey.


Overpopulation
Political Action
[vote foo]
Choose a Methuselah who has one or more ready vampires. If the
referendum is
successful, the chosen Methuselah burns 2 pool. In addition, if the
chosen
Methuselah has 5 or more ready vampires, the Methuselah burns an
additional 3
pool.


Thomas Clark
Ventrue
5
aus, for, PRE
+1 bleed. While Thomas is ready, all of your ready Giovanni get +1
bleed.


Annemarie DeBono
!Salubri
5
aus, for, VAL
+1 bleed.


Tiffiney Morgan
!Salubri
6
Sabbat
aus, FOR, VAL
Bloodhunts called against Tiffiney have 3 additional votes in favor of
burning.
+1 strength.


Your Mind Is My Mind
Action
Cost = 6 (blood)
[no inferior version]
<AUS+DOM>: Choose a Methuselah. If this action is successful, you
may play
that Methuselah's next turn as if you were him or her.


Paradigm Shift
Reaction
Cost = 1 (blood)
Only playable by a vampire with capacity above 4[?]. Only usable when
you are
being bled by a minion controlled by your predator. Tap this reacting
vampire.
Choose another Methuselah other than your predator. The acting minion
is
bleeding that Methuselah.


Out of the Spotlight
Master
Cost = 1
Unique.
All Primogen and Bishops with a capacity above 8 gain: +1 bleed, 1
additional
vote, and 1 blood from the blood bank during each of their
controllers' untap
phases.


Apple 2e
Brujah
Cap = 10
CEL, FOR, POT, PRE
Primogen
Apple 2e can enter combat with any minion as a D action. +1 strength
when in
combat with a vampire of lower capacity. +1 strength. [Merge] Apple
2e burns
one less blood when paying the cost of Celerity cards.


Slippery
Reaction
Cost = 1
<cel>: Play when a directed action is announced that targets this
minion. The
action is cancelled. The controller of the acting minion takes the
action card
(if any) back into his or her hand (and discards down to his or her
hand size),
and his or her minions cannot attempt the same action targeting this
minion
this turn.
<CEL>: Play when a directed action is announced that targets this
minion. The
action fails. Minions controlled by the controller of the acting
minion cannot
attempt the same action targeting this minion this turn.


Joseph's Flag
Master
Cost = 1
Unique master. When Joseph's Flag come into play, choose a
discipline. Pander
burn one less blood when playing cards that require the chosen
discipline. Any
minion may burn this card as a D action; if the minion is a vampire,
he or she
takes one damage (damage is unpreventable) when this card is burned.


Financial Advisor
Ally
Cost = 2 (pool)
Mortal with 1 life, 1 bleed, 0 strength. Each time an *investment*
card is
played, put a Playing the Market counter on this ally. A vampire you
control
may take a +1 stealth action to burn a Playing the Market counter and
gain 1
blood from the blood bank.


Marking the Slaves
Master
Cost = 0
Put this card into play. Each time your prey plays Blood Doll, Minion
Tap, or
Tribute to the Master, put an Aha! counter on this card. During your
minion
phase, you may remove 2 Aha! counters from this card to give one of
your
minions +1 bleed until end of turn.


Thuganomics
Action
Cost = 1 (blood)
+1 stealth action. Requires a ready Pander.
Put this card on the acting Pander. The Pander with this card may
recruit
allies for one less blood or pool (to a minimum of zero blood or
pool). Allies
recruited by this Pander gain a You Can't See Me Counter. Allies with
a You
Can't See Me Counter have +1 bleed. Burn this card if this Pander's
controller
controls more than 3 vampires.


(Lambach's Legion Storyline Suggestion)
Don't Mess With Crazy Folk'
Combat Card
Cost = 0
[requires] Malkavian
Play at the beginning of any round of combat. Combat ends. The
opposing
minion is removed from game. This vampire gains blood equal to the
blood or
life the opposing minion had when combat began. This card may be
played from
your ash heap.


Gustav Mellonhouse
c = 8
AUS, DOM, FOR
Archbishop of San Diego
While Gustav Mellonhouse is in play, all Ventrue antitribu have
superior
Obtenebration. Gustav Mellonhouse's effect text cannot be blanked.
"All my cousins lack superior Fortitude. It's a curse ... I think."


Rebel Warriors
Ventrue antitribu Master
c = 0
During your untap phase, you may discard a card from your hand that
requires a
Ventrue antitribu to put into play to give target Ventrue antitribu +1
stealth
until end of turn. [If you discard one of their really crappy clan
cards, the
target becomes unblockable until end of turn.]
"Ventrue need to go out of clan for their stealth. Pansies."


Telekinesis [2]
Combat
C = 1
[tha] Play before range is determined. This minion gets one optional
maneuver
this round of combat.
[THA] As above, and this minion has Flight until the current round
ends.
Could tone it down by having the superior read:
[THA] As above, and this minion may burn an additional blood to gain
Flight for
the current round of combat.


Throw
C = 0
pot: 1 damage. At the end of this strike resolution, set range for
this round
of combat to long.
POT: As above, and if combat goes another round, range for the next
round
begins at long.


Action Modifier
Play when you announce a bleed action.
<dom><pot>: If this action is blocked, minions controlled by your prey
cannot
play S:CE.
<DOM><POT>: As above, and the acting minion gets an optional maneuver
in the
first round of combat.


Mohammed Chang
Caitiff (1)
pre
Strike: Combat Ends strikes cannot be played. If Mohammed is burned
from play
or from your uncontrolled region, move him to your torpor region (move
any
blood on him to the blood bank) instead. Mohammed cannot be the target
of
actions that require Thaumaturgy.


Combat
Celerity
C = 1
Inf: Maneuver or Press
Sup: Maneuver with an optitional Press
If played by a vampire with capacity above X, put this card on the
vampire.
The vampire with this card may burn this card to use its effects as if
it were
played from hand.


Curevei
curevei{at}aol{dot}com


-----------------------------------------------------


Superhacker!
Ally w/ 1 life, 0 str, 0 bleed. Cost:2 pool
When Superhacker is untapped, bleeds against you using Laptop Computer
or Computer Hacking are reduced to 1.
Once per game, when an action modifier increases the value of a bleed,
tap Superhacker to cancel the effect of the modifier;
Superhacker gains 1 bleed when this happens.


Mixu the Hate-filled
Gangrel Antitribu
6 cap
CEL obf ani pro
If Mixu is untapped, he may tap and pay 2 blood to cause a bleed
action against you to fail if the action or any modifier used required
a discipline. -1 bleed.


Untraceable Assets
Reaction
Only usable by a minion with a capacity/life greater than 4, who is
equipped with a Laptop Computer.
Reduce a bleed against you to 1 if it is not your predator's turn.
Reduce a bleed against you to 0 if it is your predator's turn, and
burn any Laptop Computer this minion has.


The Penalty Phase
Out-of-turn Master.
Usable when a minion has successfully bled you.
If the bleed was for 2, choose one of your vampires. Burn 2 blood
from that vampire to inflict 2 unpreventable damage to the acting
minion.
If the bleed was for 3 or more, as above, OR you may choose to burn a
vampire you control to burn the acting ally or younger vampire.


Ratted Out
Reaction
Animalism
ani: Usable when a minion has successfully bled you. Place this card
on the acting minion. The minion with this card is considered Red
List.
ANI: Tap this reacting minion to reduce a bleed against you to 1.


Faulty Information
Reaction
Chimerstry; cost 1 blood.
chi: The acting methuselah's predator pays the first pool of any
successful bleed.
CHI: Usable when you are successfully bled for 3 or more pool. You
pay the first 2 pool of this bleed; all additional pool is paid by the
acting methuselah.


Friends in Grave Places
Action
Thanatosis or Necromancy; cost 1 blood.
nec: burn a location.
than: do 2 damage to a minion who successfully bled you since your
last turn.
THAN: as a +1 stealth action, place this card on a minion your
predator controls. That minion cannot play modifiers or reactions
that require dominate, dementation, or auspex.


Fractured Social Order
Gehenna Event
Requires 1 other Gehenna Event in play.
Successful bleeds are reduced to 1. For each pool reduced in this
way, put a counter on this card. Burn Fracture of Unlife when it has
10 or more counters.


Mad Beyond Mad
action
Dementation
dem: all players discard 2 cards at random.
DEM: put this card in play. burn it and lose 2 pool if any minion you
control bleeds. beginning with your next turn, when a bleed action is
announced, the methuselah being bled may discard any reaction card.
if they do so, the bleed is cancelled, and the cancelling methuselah
chooses a minion not controlled by the bleeding methuselah. The
announced action becomes "the acting minion enters combat with this
chosen minion." Any vampire with auspex may take an action to burn
Mad Beyond Mad.


Speed bump! (IV)
action: your predator gains 3 pool from the blood bank. (undirected.)
reaction: only usable by an ally or a vampire with 2 blood or less.
this minion gains +3 intercept vs a direct action to enter combat with
one of your minions. once in the resulting combat, the opposing
minion may strike to burn this reacting minion.


Centuries of Connections
Action
cost: 1 blood
requires a vampire with a capacity above 8.
Move a vampire from your crypt to your uncontrolled region. Untap
this acting vampire. A vampire may only play one Centuries of
Connections each turn.


Growing Elder Concern
Gehenna Event
as a master phase action, any methuselah may designate an uncontrolled
vampire that has at least 1 blood on it. if she does, the methuselah
loses all transfers and instead receives a number of transfers for
this turn's influence phase equal to the number of blood needed to
fill that vampire and thereby move it to her controlled region. in
the inluence phase, that methuselah must transfer that number of blood
to the designated vampire, (failure to survive the attempt
notwithstanding.


Last One There's a Rotten Egg
Action
requires: Celerity
cost: 2 blood
+1 stealth action
cel: add 2 blood to a younger uncontrolled vampire from the blood
bank.
CEL: move a vampire from your crypt to your uncontrolled region, and
add 1 blood from the blood bank to that vampire.


Fang of the Wyrm
Equipment
requires a werewolf
cost: 2 pool
the werewolf with this equipment may take an action bring an
uncontrolled vampire into the controlled region. if successful, the
vampire gains blood from the blood bank equal to the life of the
werewolf and +1 strength for the remainder of the game, and the
werewolf and Fang of the Wyrm are removed from the game. Fang of the
Wyrm may only be brought into play once in a game.


Lipstick
5 cap, !Trem!, archbishop of juneau, pre thau
once per game, during a political action, Lipstick's controller may
burn 1 from their prey's pool to gain 3 votes.
Lipstick burns 1 blood during untap; if she can't she is burned. she
and you can play cards that require an infernal minion.


Dover Joe
6 cap, Ven, primogen, dem nec daim chi obt SANG
Dover Joe may play cards that require sanguinus as a !BBro! of any
circle, and he may be counted as a !BBro! of any circle by cards that
require sanguinus played by any minion. during an attempted political
action, action modifiers cost your other minions an additional blood.


Power Threeway
out-of-turn master. requires an anarch. you may play this card
whenever a vampire is influenced into play, including on your own
turn. if the blood of the newly-influenced vampire can be moved onto
2 vampires controlled by that vampire's methuselah, move it onto them,
and burn the newly-influenced vampire. at least 1 blood must move to
each of the 2 vampires. you may not play this card if it causes any
of the blood to burn.


Inaccurate Polling (Protection from Table Wrath)-reaction-cost:1blood/
requires a ready bloodlines vampire. only usable if it is neither
your prey or predator's turn. your pool loss from the current action
is reduced to 0, or tap this vampire to cause an action directed at
one of your minions to fail.


And the Horse You Rode In On - action modifier (that can happen after
combat, if any, is complete.) requires a titled vampire, alastor or
seraph. after the end of an action in which your prey lost or spent
exactly 1 pool, or in which your prey's minion lost or spent exactly 1
blood or life, correspondingly they burn 1 more pool, or that minion
burns 1 additional blood or life. (an empty vampire merely attempts
to burn 1 additional blood and fails.) The action must be truly
complete, with no additional combats, or continuations of the action.


I'll Ban That- political action. +1 stealth action. Choose a
non-minion permanent in play. if this referendum passes, the
permanent's controller chooses whether to burn it during each of their
untap phases. if they choose not to, they pay 1 pool on that untap
phase instead. if the named permanent is the succubus club, it is
burned immediately upon the passage of this vote, and its controller
burns 2 pool.


Quick Fix
master
Choose a card in play that provides an Action condition for its own
destruction in its text. That card is burned.
(examples would be: Anarch Revolt, Mob Connections, Haven Uncovered,
Acquired Ventrue Assets, and unfortunately, Akhenaten. But not
Guardian Angel nor Sensory Dep, as the conditions of their removal
from play aren't Actions in the text.)


Bonds of Stability
Master
pool cost: 1
You only burn a maximum of 1 pool due to effects from cards in play
each non-minion phase.
(like protected resources, only for "environmental" table damage).


Sweeping Change
Political action - worth 1 vote
If this referendum is successful, burn all cards in play that provide
text for their own destruction via a political action. If any cards
in play are burned in this way, each methuselah may discard as many
cards as she chooses from her hand, and replace them.
(examples: Anarch Revolt, Bureaucratic Overload, Elysium the Arb, all
Fee Stakes, Legendary vamp, Masq Enforcement, Meddling of Sem,
Purchase Pact, year of fortune, and Zoning Board.)


(Lambach's Legion storyline suggestion)
Broken Bonds
action, costs 2 off the vamp if malkavian, 3 otherwise.
non-sabbat vampire required. a sabbat vampire at least 3 capacities
younger than this acting vampire is placed in its controller's ash
heap. For every blood, retainer or piece of equipment on that
vampire, its controller gains 1 pool from the blood bank.
"my boss was making me crazy."


Armor of the Elders
unique equipment, cost: 3 pool. the vampire with this equipment may
prevent up to 3 damage at close range in each round of combat. if any
effect would burn the armor of the elders, the bearer's controller may
instead choose to burn the bearer to move the armor of the elders to
another vampire they control (of course, ending combat.)


Staunch
Combat . Only usable by a vampire with a capacity above 1. Prevent 1
damage. this vampire's capacity is reduced by 1. This vampire
doesn't get strikes for the remainder of this combat.


Grand Re-Opening
Master. Cost: 2 pool. Giovanni required. Choose a Master:Unique
Location card in another methuselah's ash heap that doesn't currently
contest any locations in play. Put that card into play under your
control, ignoring additional costs or requirements. If a discipline
affects the location, the location is at the inferior version of that
discipline. {art is of smiling ghoul putting an "under new
management" sign in the window.}


Cave of Skulls
Master, Unique Location. Harbinger of Skulls required. Play on a
ready Harbinger of Skulls. If an action is directed at this vampire,
during the resulting combat, no minion may Strike:Combat Ends, and
this vampire gets first strike on all strikes in the first round.


Doc ReTardis
True Brujah
11 cap, group7
TEM, PRE, pot, aus, chi, for, san
Independent. 2 votes. When Doc ReTardis enters play, you may choose
a circle. Doc ReTardis counts as and may play cards as a Blood
Brother of that circle. When Doc ReTardis is in your crypt, vampires
of any combination of group numbers are allowed to be in your crypt.
(If, during play, your crypt contains an illegal combination of group
numbers of vampires, but no copies of Doc ReTardis, you are
immediately ousted.) Scarce. Sterile.


CREATIVE RE-ROUTE
Reaction
Only playable by a minion equipped with a Laptop Computer. Only
usable when you are being successfully bled for more than one pool.
As you are paying the bleed, tap this reacting minion to name a
methuselah. You pay one less, and the named methuselah pays 1 pool to
the blood bank. (That one also still counts as part of the successful
bleed by the acting methuselah, but may not be reduced or bounced by
the named methuselah.) Only one Creative Re-Route may be played in
any one turn.


YOU THOUGHT WRONG
Reaction
Chimerstry
chi = this minion may burn 1 blood to get +1 intercept until the end
of the action.
CHI = the acting minion is bleeding your predator. Only usable if a
minion not controlled by your predator is bleeding you.


Clan War
action
cost: 1 blood
Name a clan. If this action is successful, younger vampires of the
same clan as this acting minion may enter combat with any member of
the named clan as a D action, for the remainder of this turn.


Scour the Earth
reaction
auspex required
aus: tap x other ready vampires with auspex (any level) that you
control. this reacting minion gets +x intercept.
AUS: as above, but this reacting minion gets x+1 intercept. if combat
occurs, this minion gets an optional maneuver.


Powerbase: Las Vegas
Master: unique location
Giovanni required
On each of your untap phases, all methuselahs who wish to participate
may put one pool onto Powerbase: Las Vegas. Only you _must_
participate. Add one pool from the blood bank to this card.
Participating methuselahs choose a non-master library card from their
hand and place it face down. Then each one shows this card. Count
the number of actual letters in the full title of the chosen cards.
The methuselah whose card has the most letters moves the blood from
this card to their pool. If there is a tie for most letters, all
blood on this card goes to the blood bank. All shown cards are
discarded and replaced at the end of this untap phase. Any vampire
controlled by a methuselah with more pool than you may attempt to
steal this location for their methuselah as a D action that costs 1
blood.


Early Edge
Action
+1 stealth
If you control the edge, you may burn it to gain 4 pool from the blood
bank. Your minions may not take this action after you've completed 3
turns.


Fire Sale Profits
Master
Burn the top ten cards of your library to gain 2 blood from the blood
bank, or burn 25 cards from the top of your library to gain 4 pool
from the blood bank


Decorum, Schmecorum...
Out-of-Turn Master
cost: 1 pool
An older untapped vampire you control taps and enters combat with the
acting minion. Play only when an action modifier has been played
during or just after a referendum. The modifier has no effect. If
the referendum has not yet resolved, it is cancelled.


Demand for Judgement
Action
cost: 1 blood
Requires a titled vampire.
Call a referendum listed on a political action card in your hand
(play that card) or allowed by an effect in play. If this action
is blocked, combat takes place as normal, but if the acting minion
is still ready when combat is completely over, the referendum then
takes place. Neither the acting vampire nor the blocking minion
(if any) may vote or play cards during the referendum.


Better Late Than Never
Master
cost:3 pool
Burn a Master Card in play.
"Suddenly, I realized I couldn't Sudden everything I needed to..."


Marksmanship
master
cost: 1 pool
text: place Marksmanship on a minion you control. Pay an extra pool
for every Marksmanship already on this minion. a minion with
marksmanship does +1 damage with any weapon that does ranged damage.
burn all Marksmanships on this minion if this it receives damage from
a Poke In the Eye.


Trigger-happy
combat cost: 1 blood
text: use Trigger-happy only after a strike resolves, and this minion
used a gun for its strike. this minion gains an additional strike for
which the same gun must be used. {in no way does this empower the gun
with anything extra, such as a second shotgun blast, e.g.} this
doesn't count against this minion's additional strikes, if any. Only
1 Trigger-happy may be used each combat.


COMBAT EXPERIENCE
cost: free
card type: combat
text: choose a combat card in your ash heap that requires a
discipline. this is the only card requiring that discipline that you
may use in this combat, and if you have already used a card requiring
that discipline this combat, you may not use the chosen card. you
may use this card as if it is in your hand until the end of the
current combat. remove this chosen card from play at end of combat.
do not replace Combat Experience until after combat.


spinney99
sporemage
sporemage37{at}hotmail{dot}com


-----------------------------------------------------


PTO
political action
1 blood
Name a non-camarilla vampire. If this vote is successful, that
vampire
is Red List and you may search your library, hand or ash heap for a
Trophy and put it into play.


Overfocused
master
Put into play and choose a methuselah and a discipline. Those
methuselah's minions must burn a blood for every card they play that
requires that discipline. When they play a card requiring a different
discipline put a unfocused counter on this card. When the number of
unfocused counters on this card equals the number of players in the
game, burn this card.


Cross-national Assets (thinking something along the lines like
companies within companies, off shore and island banking, etc.)
Action, +1 stealth
Put this card into play and this minion may burn 1 blood to untap at
the end of this turn. When a minion successfully bleeds you for more
than 1, move this card to that minion. Reduce that bleed by 1. The
minion with this card does not untap during the untap phase as normal,
but burns this card instead.


Lesson of the Ages
action modifier
1 blood
only usable when the action is announced.
Untap this acting vampire of capacity greather than 6 at end of turn
if the action is successful. If this vampire is greater than capacity
8, untap this vampire at the end of this action. A vampire can only
play
one Lesson of the Ages each turn.


"beer goggles"
equipment
-tap this vampire and name another minion. That minion has superior
presence until the end of turn.


Incriminating Testimonial
Quietus
combat
(picture of some grinning assamite dripping poisonous blood into some
crippled minions mouth)
qui: play when an opposing minion is sent to torpor, play on the
Assamite in this combat, only playable if the Assamite is still ready.
Put X counters on this card, where X = half the capacity of the
torporized minion. Each time this assamite bleeds the controller of
the torporized minion (whether still in play or not), this assamite
may burn 1 counter for +1 bleed.
QUI: as above, but this assamite may burn X counters on this card for
+X bleed. (or simply put X halved +1 counters on or something
similarily less powerful)


Premonition
combat./reaction
aus: +1 intercept
AUS: strike:dodge


I always wondered why vampires own thought and actions were not better
represented. Granted the vamps in play are not independent of the
Jhyad (having been influenced already by the meth), but the control
exerted is awfully complete.

ergo;

Independent Thought
master
1 pool
Play on an uncontrolled vampire. Move 3 pool from that vampire to the
blood bank.
(this one could be easily abused though)

OR

Independent Thought
master, out of turn
Play on a controlled vampire. You may take an action with that
vampire at any time during the current methesulah's turn. Play any
action modifier or combat cards from your hand and pay costs from that
minion's blood or your pool as usual.

OR

Independent Thought
master
Play on a controlled vampire. Whenever that vampire takes an action,
the controlling methesulah hides 1 pool in one hand and holds out both
hands. You select one hand. If that hand contains the pool, the
controller burns that pool and the minions action fails.



Bullet-Time
celerity
combat
1 blood
inf: strike dodge and inflict damage from the lowest pool cost gun on
this minion. This counts as an additional strike.
sup: as above, but this does not count against the additional strike
limit.

OR

Bullet-Time
celerity
combat
1 blood
inf: prevent 2 damage
sup: for the remainder of combat, this minion may strike with two guns
each strike.

Obviouslly, some kind of Woo action films picture of a sunglassed male
slipping out of the way of some bulletfire while returning fire with 2
of his own guns would suffice. =]


Geoffrey Conn
Talonz51{at}hotmail{dot}com


-----------------------------------------------------



Chi Sung
Ally
3 Pool
Chi Sung
Cathayan with 3 blood, 1 strength, and 1 bleed.
Chi Sung counts as an independent vampire once in play,
but may not diablerize, or be diablerized. Chi Sung
may spend one blood to gain one strength once each combat.


madelgad


-----------------------------------------------------


This is my example of Cathayan:

Ally
X pool
Bone Flower
Cathayan with capacity of 4 blood
1 bleed, 1 strenth aggravated
Bone Flower comes into play with X blood counters where X
is the amount of pool the player spent during recruit.
While in play, Bone Flower counts as a independent vampire
but cannot diablerize or be diablerized.
As a D action that costs 1 life, Bone Flower can recruit
a Wraith from your hand or any graveyard. Put 3 alliance counters
on the Wraith. During each of your untap phase, remove 1 alliance
counter. If there is no counter, burn the Wraith.
(shadow): once per combat, Bone Flower can get +1 strength
or optional maneuver or additional strike.

nikolas
amiboshi{at}seznam.cz


-----------------------------------------------------


Poke with a Stick
Action
Take one piece of equipment from a vampire in torpor. If this acting
vampire is older than the target, untap this vampire in your discard
phase.


Drama Queen
Master - 1 pool
Toreador/Toreador-anti
target vampire must have auspex
target vampire permentantly loses a level of auspex and gains a level
of presence until your next untap.


Blunt Tea Spoon
Melee weapon
only usably by a vampire with 3 or more hand damage, if dull tea spoon
is used in an attack that sends someone to torpor lower their capacity
by one. (can't go lower than one, yada yada yada.) The Venture 9 cap
primogen with the tea cup untaps after equiping this weapon.
"why a spoon cousin?"
"Because its dull you twit, it'll hurt more"


We're tired of Dying.
1 blood
ani: reduce a bleed against you by 2.
ANI: reduce a bleed by 2.


Underappreciated Primogen
Master
only one UP can be played per game
Each Methusula recieves a UP counter. A Methusula can burn this
counter, all their transfers (greater than zero) and capacity + [1-4?]
pool to fill an uncontrolled vampire they control to full from the
blood bank. This vampire may not have more than one vote.

"Wait, what do you mean I'm needed for the Jyahd?" - Appolonius


Cameron
orcaorcinus{at}hotmail{dot}com


-----------------------------------------------------


Elder Power
1 blood
Only usable when the opposing minion is a younger vampire.
Strike: Strength + X damage, where X is the half the difference in
capacities between the two combatants, rounded down.


The Second Tradition: Domain (Alternate Version)
Requires a Prince or Justicar. Usable by a tapped Prince or Justicar.
Untap and attempt to block a vampire of the same age or younger, with
+X
intercept, where X is the half the difference in capacities between
the two
vampires, rounded down.


USENET
Equipment
2 blood
This equipment card represents a unique location and does not count
as equipment while in play. The vampire with this equipment has
X presses to end combat, where X is the capacity of the vampire,
unless the opposing minion is Derek Ray, Archon of USENET.


Stuart Pieloch, The Oathbreaker.
5-cap !Ventrue
PRE DOM
Sabbat Bishop: After the results of a referendum are tallied, Stu may
burn
one blood to change any votes that he cast during that referendum.
This may
change the outcome of the referendum.

(The whole reason for the convoluted text and timing is to allow
Stu to
vote in favor, gain you a pool for someone else's Bribes, and then
change
his mind and vote against while keeping the pool. =)

--
Pat Ricochet
Soul Jar'rn Fool of Atlanta


-----------------------------------------------------


Aspiring to the Elders
Action
Discipline: ???
Cost: 3 blood
Choose a master card from your hand. If this action is successful,
play
the choosen master card as if it were played with a normal master
phase
action during your master phase. Cannot be used to play a master
out-of-turn
card during your turn. Cannot be used to add or remove counters from
any
master cards currently in play. Pay the cost of the master card as
normal.
Only one aspiring to the elders may be played per turn.


Blood Pact
Unique Master
(version 1)
[free]
Put this card on a minion controlled by another methusalah. You still
control this card. Each time this minion enters torpor, you gain 1
pool.

-or-

(version 2)
[1 Pool]
Put this card on a minion controlled by another methusalah. You still
control this card. Each time this minion leaves the ready region, you
gain
1 pool.


<insert relevant name here...my idea was "Redemption of the Elders">
Master Out-of-Turn
[1 Pool]
Only usable in combat when an opposing minion attempts to inflict more
than
3 damage with a single strike. Combat ends and the opposing minion
goes to
torpor.


"Jon Stahler"
<stahler{at}staff.uiuc.edu>


-----------------------------------------------------


Ur-Shulgi Awakening.
Unique Master: 3 pool (Assamite)
Burn an Assamite
you control to put this card in play.
Every Methuselah burns 1 pool from their pool.
Any Assamite that may not commit diablerie
can now commit diablerie.
Any Assamite gets +1 hand damage when in combat
with a Tremere.
Only one Ur-Shulgi Awakening
can be succesfully put in play in a game.

Aemilianus, Prince of Rome


-----------------------------------------------------


Surveillance Network
Master
1 pool
Unique Location. Any minion you control can take a +1 stealth action
to place a Surveillance Counter on the Network. Any minion can take a
(D) action to burn all counters on Network. While Vigilance Counters
remain, minions you control cannot take (D) actions. Burn 1 Vigilance
Counter to reduce the stealth of an action to 0.


Defensive Stance
Unique Master
2 pool
Master. Put this card in play. No action directed at you or the cards
you control can gain more than +1 stealth. If the action gains excess
stealth, its stealth is still +1. Burn this card if a minion you
control takes a directed action. This card can be burned by any
minion as a (D) action.


Experience (2nd version)
Master
1 pool
Take a minion card from the ash heap and place it on a minion you
control who is eligible to play that card. That minion may play the
card as if it were played from your hand. When it is used, remove it
from the game. Each time you play a card from your hand, place a
counter on the card. If the number of counters equals or exceeds the
capacity of the chosen minion, burn the card.


Gangrel Exodus
Action
2 blood
Requires a Gangrel of capacity 8 or greater. Put this card in play.
While this card is in play, any Gangrel may take a +1 stealth action
to gain an Exodus counter. Any Gangrel with an Exodus counter is
considered Independent. This card may be burned by any vampire as a +1
stealth D action.


W. Mark Woodhouse
shanewood{at}tcinternet.net


-----------------------------------------------------


Appeal to Reason
Master Out-of-Turn
Playable only during a combat round before range is chosen.
Playable only by a Methuselah not involved in the combat.
The combat ends. All combatants remain/become tapped and
may not untap, perform actions, or block for the remainder
of the turn.


Coming Out of the Closet
Action
Acting vampire not of a bloodline is now of the bloodline of the
acting Methuselah's choice.
"I just couldn't do it anymore: holding in my true nature." -- Acting
vampire


Gene Wirchenko
genew{at}shuswap.net


-----------------------------------------------------


(no name)
Combat
Quietus
2 blood
Only usable at close range, before strikes are chosen.
The opposing minion may not Dodge as a strike.
*As above, and the opposing minion may not play Combat Ends as a
strike.


(no name)
Combat
Quietus
Only usable before range is chosen.
This vampire may burn 1 blood to cancel a maneuver card played by the
opposing minion. That minion may choose to play another maneuver.
*This vampire burns 2 blood to set the range for the current round of
combat. If she does so, skip the Establish Range step for that round.


(no name)
Action Modifier or Reaction
Assamite
Only usable at the end of combat if the opposing minion played Combat
Ends
as a strike. Untap this vampire.


AHMAD JANJALANI, ANSAR MIDDLEMAN
Assamite
Unique Ally
Ghoul Ally with 1 life, 1 strength, 0 bleed
- Tap Ahmad to move a Contact you have in play to another minion
controlled
by another Methuselah. You may choose a new Assamite for that
Contract.
- Tap Ahmad to choose an Assamite you control. That Assamite may enter
combat with a minion with a Contract you control as a +1 stealth D
action.
At the end of turn, burn that Contract.



smenkhkapep
<apostle{at}MAC{dot}com>


-----------------------------------------------------


Denial of Resources (2)
Master
1 Pool
When Denial of Resources is played, choose a location controlled by
another Methuselah. Place this card on the targeted location.
This location cannot use it's special abilities nor generate effects.
Any vampire(s) may burn this card with two +1 Stealth (D) actions..


NO PLACE TO RUN
Combat
Potence / Celerity
1 blood
Only usable at Long Range, and only if this Vampire is equipped with a
melee weapon.
pot cel: Strike: Ranged. This vampire's melee weapon strike resolves
as
if the strike were resolved at Close range. After strike resolution,
transfer this Melee Weapon to the opposing minion (if the minion is
still ready).
POT CEL: As above, but with First Strike


Dodge This! (2)
combat
Only usable before range is determined on the first round
Damage from this strike may not be dodged by minions without Celerity.


PEER PRESSURE (for lack of a better name)
Action
1 blood
(D) Bleed another target Methuselah at +1 Bleed.


BRING OUT YER DEAD
+1 Stealth Action
nec: This minion takes a (D) Action to go though a target
Methuselah's ash heap for any Retainer card. Gain life
equal to that retainer's life as if it were played at the
basic level. Remove targeted Retainer from the game.
nec dom: As nec above, for any ALLY card.
NEC DOM: As above and gain blood as if the targeted card
were played at Superior. Untap this minion during your
influence phase.


STRONG ARM TACTICS
Combat
2 Blood
- Only Usable Before Range Is Chosen
pot cel: Equipment may not be used during the
first round of combat.
POT CEL: If opponent plays Strike: Combat Ends,
Combat does not end and opponent takes no damage during
strike resolution this round of combat.


DOUBLE JEOPARDY
Combat
1 Blood
- Only Usable Before Range Is Chosen, only one DOUBLE
JEOPARDY can be played each combat.
pre obf: Damage received during strike resolution targets
another Vampire this Methuselah controls instead of the
Vampire in combat.
PRE OBF: As above, and can target any younger vampire
controlled by a Methuselah not involved in this combat.
The Targeted Vampire may attempt to prevent damage as
if it were in combat.


IN THE SHADOW OF SUTEKH
Action
2 Blood
+1 Stealth Action
ser: Untap target Ally you control
ser pre: Recruit the first Mummy from your Library
(working down from the top) and bring it into play.
Pay cost as normal. Shuffle your library afterward.
SER PRE: Gain 1 Pool for each Mummy in play


POWERBASE: DETROIT
Unique Master
1 Pool
The Controller of Powerbase: Detroit may tap this location to give
each
Vampire in play 1 blood if they control a Vehicle. Powerbase: Detroit
may be burned as a (D) Action by the controllers Predator or Prey.
"I have something planned for you worse than death.
Take him to Detroit!" - Kentucky Fried Movie


Storage Locker
Action Modifier
1 Blood
If this Vampire successfully equips a non-unique weapon which
has a pool cost, the Weapon's cost may be paid (in full) from the
equipping Vampire's blood instead.


READ THE FINE PRINT
Master: Out of Turn
Assamite
Only played if this Methuselah is bled for more
than 1 pool in a single action.
Place "Read the Fine Print" into play.
Any minion with a Contract may be targeted by any
Assamite as though that Contract in play were theirs.
"Read the Fine Print" and all existing Contracts are burned
during this Methuselah's next influence phase.


--> The idea being to make contracts more accessible to
all of the Assamites in play giving them strength in
numbers. Fidaf become a bit more useful, and people will
be REALLY cautious on bleeding Assamites for large.


CHAIN OF EVENTS
Reaction
Assamite
1 Blood
Only usable if this Assamite is targeted by a (D)
Action (whether or not the action is successful).
This Assamite may play a Master:Contract from your
hand on the acting minion as an Out-of-Turn Master.
This reacting Vampire's Methuselah has an additional
Master Phase during his or her next turn.


GONNA GET YOU SUCKA
Combat
Quietus
1 Blood
Only one of "GONNA GET YOU SUCKA" can be played each combat.
- Opposing minion burns one blood before strikes are chosen
+ Cancel a strike card played in combat by an opposing minion.
This Vampire Burns an amount of blood equal to the cost
of the card. The opposing minion may choose a new strike.


Bernie Bresnahan
bernietime{at}aol{dot}com


-----------------------------------------------------


BLOOD TRACKING (or VITAE MARKING or whatever)
Requires: Quietus
Cost: 1 blood
Only useable before range is determined.
<q>: This vampire may burn X blood to gain X optional maneuvers
or presses each round for the remainder of combat.
<Q>: This vampire may burn 1 blood to cancel the effect of any
strike that would end combat. The opposing minion regains any
blood spent on that strike and may choose another strike.


GET OF KAYIN (or something that inspires "The Assamites really hate
this guy")
Unique Master
Requires: Assamites
Cost: 2 Pool
Place this card on a vampire controlled by another Methuselah, you
still
control this card. If this vampire enters torpor burns 3 pool. You may
take
a Master Phase Action to burn this card. No Assamite you control may
attempt a Bleeding action while this card is in play.


THE KHABAR: BROTHERHOOD
Reaction
Requires: Assamites
Cost: 2 blood
Useable by a tapped vampire. This vampire may untap and attempt to
block
any action directed at another Assamite you control at +1 Intercept.


THE KHABAR: VENGEANCE
Action
Requires: Assamites
Cost: 2 blood
Enter combat with a minion that bled you for more than 2 pool last
turn.
The opposing minion does not receive a strike during the first round
of
combat. (Alternative: This acting minion may choose to set the range
for
the ensuing combat. If so, skip the Establish Range turn)


Kintaro Oe
<kabael{at}SOFTHOME.NET>


-----------------------------------------------------


Archon Investigation Advanced (for a nifty new name)
Master out of turn.
Only usable on a bleed of 3 or more. Reduce that bleed to 0
and put this card and 3 counters on the acting minion.
A minion with this card cannot bleed. A minion with this
card may take a D action to remove a counter. Burn this
card when all counters are removed.


Poison Pill.
Type Master (Unique)
Effect: Put into play and add one counter to it. Any minion you
control may
take a +1 stealth action to add a counter to the poison pill. you may
burn
a counter when a minion successfully bleeds for 2 or more pool, to
inflict 1
point of unpreventable damage to that acting minion.


Something Strange
assamite
Blood cost 2
Play before range, minions may only make ranged strikes this round of
combat, optional manuever.
SUP: as above with First Strike


David McCarty
<raille{at}MICH{dot}com>


-----------------------------------------------------


HIT AND RUN / DRIVE-BY SHOOTING
Action
No requirements
(D) Enter combat with a ready minion controlled by
your prey. Range at first round is automatically set
to long. Skip the determine range step for the first
round.


Nigel Tam
<spiderpattern{at}YAHOO.CO.UK>


-----------------------------------------------------


"Montano (capacity 11)
DOMINATE, OBTENEBRATION, POTENCE, PRESENCE, fortitude, obfuscate
Camarilla - Montano has three votes. He may attack any Sabbat
Lasombra with a (D) action at +1 stealth. Any Sabbat Lasombra
may attack him as a (D) action. +2 hand damage."


Titus


-----------------------------------------------------


Flailing Spirits
Combat
Only usable before range
Nec : the opposing minion takes one damage for each combat cards he
plays
during this combat, even if combat ends.
NEC : as above, and this card inflicts 1R damage this round.


Exceptionnally Intelligent Zombie
(picture of the zombie in Day of the Dead listening to the walkman)
Ally with 2 bleed, 1 life, 1 strength, cost 2 blood.
Nec : Burn a zombie from your hand, ash heap or a zombie in play to
put this
ally in play. The EIZ can prevent one damage each turn.
NEC : as above, with one more life.


Strenghten the Undead
+1 stealth action
[for][nec] Play this card on any Zombie or Wraith ally. This Zombie or
Wraith ally has +1 life and +1 strength
[FOR][NEC] As above, with 1 more life.


Strenghten the Undead V2
+1 stealth action
[for][nec] Play this card on any Zombie or Wraith ally. This Zombie or
Wraith ally has +1 life
[FOR][NEC] As above, with and +1 strength


Seing the Trails of the Dead
Reaction
[aus][nec] +1 intercept, and the opposing minion takes 1 unpreventable
damage before the resulting combat if this vampire successfully
blocks.
[AUS][NEC]As above, but with +2 intercept (and 2 damage ?).


Speaking with the Departed
+1 stealth D action
[aus][nec] Ask a question to the target methuselah, as per the Monocle
of
Clarity rules.
[AUS][NEC] As above, and this minion untaps if the action is succesful


Some Shite to Use the New Vamps (TM)
Combat
[cel][nec] Maneuver ; the opposing minion must burn one blood or life
for
each maneuver he plays this round.
[CEL][NEC] Only usable before range. Set the range for this round of
combat.


Moving Through the Veil :
Action Modifier
Nec : allies and younger vampires get -1 intercept
Myt : +1 stealth
MYT : as Myt above, and this action minion can burn a blood to give
the
blocking minion -1 intercept


Shroud of Mist ;)
Action Modifier
Requires an Anarch vampire
Nec : Choose an ally or youger vampire ; that minion cannot block this
action.
Obt : +1 stealth
Pro : Only usable at the end of a successful action (after resolving
the
action). Untap this anarch vampire.


Smell of Decay
Reaction
Nec : +1 Intercept
Thn : reduce a bleed against you by two
THN : as above, and if the bleed was succesful the acting minion takes
1
unpreventable damage


Deceptive Lunge
Action Modifier
(1 blood ?)
Obf : Only usable on a D action to enter combat with a ready minion.
Only
usable before combat. Cancel combat. This minion enters combat with
another
ready minion controlled by the same methuselah as the initial target
of the
action instead.
OBF : as above, but usable on any action.


Wooden Axe
Melee Weapon
Strength +1 Damage.
If used with an Aim card, apply the following effects :
- Target Hand : the opposing Minion gets -1 Strength Damage until he
burns 2
blood to counter this effect.
- Target Leg : the opposing minion cannot maneuver until he burns 2
blood to
counter this effect.
- Target Head : If the opposing minion goes to torpor as the result of
this
strike, burn him.


Wooden Axe III
Cost: 1 pool
Inflict Strength +1 damage as a strike, once per round.
If used succesfully with Target: Head, Target: Hand or Target: Leg,
reduce
the opposing minion's capacity by 1.


Burning Wand of Menokris
Unique Weapon
2 Pool
1R aggravated damage each strike, or burn an equipment on the opposing
minion in first strike. This bearing minion takes one unpreventable
damage
every time this weapon is used.


Burning Wand of Menokris II
Unique Weapon
2 Pool
1R aggravated damage each strike, or only usable at long range : burn
an
equipment on the opposing minion in first strike. This bearing minion
takes
one unpreventable damage every time this weapon is used.


Cloak of Warding
Unique Equipment
1 pool
This bearing minion is immune to damage and effects from ranged
strikes and
weapons (even at close range).


Cloak of Warding II
Unique Equipment
2 pool
This bearing minion is immune to R damage from weapons (even at close
range).
This minion can tap the Cloak to dodge as a strike.


Learning Curve
Action Modifier, 1 blood.
Pre
Only usable after a succesful referendum. This vampire gains in
superior a
discipline he had at basic level.
PRE As above, but usable during a political action.


Stability
Master
2 pool (?)
Put this card in play. When control of a _minion_ is about to change,
the
minion's controller can pay one pool and tap this card to retain
control of
that minion.


Inner Circle Envoy
Toreador
1 Pool (?)
Ghoul Ally with 1 life, 1 bleed, 0 strength
Once during your turn, if you control the Envoy, a Toreador you
control can
burn 1 blood to untap.
Burn the ICE if you control an Inner Circle.


Unseen Diablerie
Cel / Obf : Only usable by a vampire who can commit diablerie. Only
usable
when the opposing vampire should go to torpor. Diablerize the opposing
vampire instead. Not usable by a vampire going to torpor. No Blood
Hunt can
be called on this diablerie.
CEL / OBF : as above, and this vampire cannot be burned as a result of
his
diablerie [other wording : "is not considered as having committed a
diablerie"].


Asbolute Devotee
Toreador
2 Pool
Ghoul Ally with 1 life, 1 bleed, 0 strength
Once per turn, if no Toreador you control have untapped during your
minion
phase, tap the Devotee to untap a ready Toreador you control. No other
Toreador you control can untap this turn.


Jeremie Harper, Estate Manager
Toreador
2 Pool
Unique ally with 2 life, 0 bleed, 0 strength
If Jeremie is ready, you get 2 master phase actions (instead of 1)
during
your master phase.


Madeleine, the Dagger of the Giovanni
Independent 8-Cap
POT/CEL/PRO/Dom/Nec
Madeleine has +1 stealth on all enter combat D actions. If she tries
to
enter combat with another minion, put a "Vengeance" counter on that
minion ;
Madeleine cannot try to enter combat with any other minion with a D
action
until the minion with the Vengeance counter is burned.


Pietro Giovanni, Master of the Mausoleum
9-Cap independent with 2 votes
D actions against Pietro cost an additionnal pool.
DOM/NEC/POT/PRE/Aus
If the Mausoleum, Venice in in play while Pietro is controlled, Pietro
has
+1 vote and tapping the Mausoleum, Venice gives 1 more vote.


Dismember (of course a Disarm alternative)
Combat
[pot] Only usable at the end of a round of combat in which this
vampire
successfully inflicted more damage at close range than the opposing
vampire
or ally. Not usable by a vampire being burned or going into torpor.
Put this
card on the opposing vampire or ally and send that vampire into torpor
or
burn that ally.
[POT] As above, but the vampire with this card does not untap as
normal.
Burn this card at the end of your next Untap phase.


Drinking the Vessel Dry (somewhere between Taste and Amaranth)
Combat
Only usable at the end of a round of combat where this vampire is
ready and
the opposing minion isn't. Not usable on wraith or zombie allies. This
vampire gains an amount of blood or life equal to the amount lost by
the
opposing minion to damage during this round of combat. If the opposing
minion was a mortal ally, burn that ally.


Natural Born Leader (variation on Fame)
Master
Put this card on a ready Unique minion. When this minion leaves the
ready
region, this minion's controller loses 2 pool, and all his ready
minions
lose 1 blood or life.
A methuselah cannot have more than one minion with a Natural Born
Leader. If
he has two or more, he will choose one of his minions who will keep
the
card, and burn the other copies. Fame and Natural Born Leader cannot
be
played on the same minion.


Natural Born Leader (II)
Master
Put this card on the highest capacity or starting life ready Unique
minion a
methuselah controls. When this minion leaves the ready region, this
minion's
controller loses 2 pool, and all his ready minions of lesser capacity
or
life lose 1 blood or life.
A methuselah cannot have more than one minion with a Natural Born
Leader. If
he has two or more, he will choose one of his minions who will keep
the
card, and burn the other copies. Fame and Natural Born Leader cannot
be
played on the same minion.


Blood Escaping
Combat, Quietus
Play before range
If combat ends at the end of this round with both opponents ready, put
one
blood from the opposing minion to this striking minion.


Aim : Bollocks.
Your opponent can't strike you this turn, and might just whimper with
a very
high-pitched voice.


Target Foot
Combat
Aim. Play when choosing a strike
The opposing minion may discard two combat cards to cancel this card.
If any
damage from this strike is succesfully inflicted on the opposing
minion, put
this card on him or her ; a minion with this card cannot strike to end
combat. Burn this card when the minion gains 1 blood or life. If this
card
is played with First Strike and the opposing minion doesn't play First
Strike, he or she cannot dodge or strike to end combat.
A minion may play only one aim each strike.


Master : Sicilian
Archetype
Put this card on a Vampire you control. This Vampire gains one blood
when
they enter combat with a minion controlled by their ally, and two if
there
was no valid and logical way to do so.
"You look at me this way again I castrate your mamma... No, wait, I
meant..."


Master : French
Archetype
Put this card on a Vampire you control. This Vampire gains one blood
whenever more than 5 minutes elapse between the moment when this
vampire's
action is announced and the resolution of the action.
"Wait, we have to deal this right. Beginning with my Grand-prey. What
do you
think of the vote I'm calling, what terms would you deem reasonnable
and why
? You can cite Descartes to consolidate your arguments."


Master : Spanish
Archetype
Put this card on a Vampire you control.
Put this card on a Vampire you control. This Vampire gains one blood
when he
makes a D action or calls a vote targetting his prey. Burn this
vampire and
tear this card in two if another player breaks a deal made to this
vampire's
controller.
"You broke the deal again, puto, if you ever come to play in my town
again
you'll end up in the arena with my toros !!"


Master : American (Republican)
Archetype
Put this card on a Vampire you control. This Vampire gains one blood
when
any Assamite is burnt or sent to torpor. This vampire can rush
Husamettin in
D action at -4 stealth, but the action fails if any methuselah at the
table
discards a card from his hand. This vampire cannot make any deal with
a
player who doesn't attack an Assamite every turn (even if no Assamites
are
on the table). If this vampire takes any damage from a bomb, burn him.
*
"Yes, we're gonna improve quietus, sure, why not let arabs rule the
world
too ?! You morons..."

* this last one has to be taken with a grain of salt, we're dealing
with
caricature here, not making fun of dead people on either side.
Giovanni
don't make fun of dead people. They bring them back to their own side.


City of Lights
Master
1 pool
Paris By Night
Put this card on the ready, uncontested Prince, Archbishop or Baron of
Paris. If this Prince, Archbishop or Baron is ready, you get 2 master
phase
actions (instead of 1) during your master phase.


Chicago Blues
Master
Chicago By Night
1 pool.
Put on the uncontested Prince, Archbishop or Baron of Chicago.
This vampire makes +1 damage when striking with guns.


The City That Never Sleeps
Reaction
New York By Night
The uncontested Prince, Archbishop or Baron of New York can [insert
text of
Second Tradition]


Drinking the Lifeblood
Political Action
Los Angeles By Night
Requires the uncontested Prince, Archbishop or Baron of Los Angeles.
Choose a methuselah. If this referendum is succesful, that methuselah
looses
3 pool and you gain 3 pool.


Giving the Blood
+1 stealth Action
Montreal By Night
Requires the uncontested Prince, Archbishop or Baron of Montreal
Put this card into play and untap the acting vampire ; this vampire
can make
a +1 stealth action to put 2 blood from the blood bank on a vampire of
the
same sect in your uncontrolled region.


Absolute Ruler
Master Card
By Night
1 pool
Choose the uncontested Prince, Archbishop or Baron of any city among
the
ready vampires you control.
This vampire has +1 vote and +1 bleed.
All your other Princes, Archbishop or Barons have -1 vote.
A methuselah can only have 1 Absolute Ruler.


Bourg la Reine By Night
Master
By Night
2 pool
Only usable if Huruem is controlled and is the Prince, Archbishop,
Baron or
whatever of Bourre-la-Reine (et Choisis-le-Roi)
Once each untap, every infernal vampire can pay blood to untap instead
of
pool. Huruem owes me a pastaga.


Not Dead Yet (as a matter of fact I just feel like going for a walk)
Action Modifier, 2 blood
Only playable if this vampire is burned while acting or in the combat
following his action.
Nec : This vampire is not burned. Instead, put him in the uncontrolled
region with all his blood counters and cards.
NEC : as above, but put the acting vampire in torpor.


Compromising
Action (0 or 1 blood)
Dom + Pre : Bleed any methuselah at +1 bleed. No action modifier can
be
played to increase this bleed.
DOM + PRE : Bleed any methuselah at +1 bleed.


Ultimate Sacrifice
+1 stealth action
Only usable by a vampire in torpor with at least 1 blood.
If that action is succesful, burn the acting vampire and put this card
in
play. This card is now a 2-Cap vampire of the same clan and sect and
the
acting vampire. You can transfer up to two blood from the acting
vampire to
this card. Choose a discipline the acting vampire possessed in
superior :
this vampire possesse that discipline in basic.


Elder Protection
Only usable by an untitled vampire with Capacity above 8.
PRE action modifier : gain 3 votes.
ANI reflex : Cancel a Frenzy card as it is played
CEL reaction : burn X blood from this vampire to reduce a bleed by X+1


Oversize me (not the definitive title lol)
Action modifier
Only usable by a vampire above 6 [7 ?]. Put this card on a vampire who
succeeds in an action granted by his special card text if that action
isn't
a rush action. Once per turn, if he hasn't performed any other action,
the
vampire with this card can untap if he succeeds in using that specific
action, and cannot be untapped again this turn by any other means.
Burn this
card if that specific action fails.


Personnal Sacrifice
Reaction
Only usable by a non-Camarilla vampire above 8. Not usable if that
vampire
has Aus or Dom.
When a bleed against you is succesful, you can burn X blood from this
vampire to reduce the bleed by X+1.


Anticipation
Action Modifier
(1 blood ?)
Play as the action is announced.
Obf + Cel : only usable on cardless actions. If this action succeeds,
and
after all modifiers have been applied, untap this acting vampire.
OBF + CEL : After this action is resolved, untap the acting vampire.
Only
one Anticipation at superior can be used by a vampire each turn.


Blood Acceptance
+1 stealth Political Action worth 1 vote
If the referendum is succesful, choose a Bloodline (a Clan with no
clan-requiring Hunting Ground) [eventually: list of the Bloodlines]
and put
this card in play. All members of that Bloodline are considered as
belonging
to the same Clan and Sect as the acting vampire. This card remains in
play as
long a the acting vampire or a vampire of the same Clan by card text
is in play.


Anticipation
Action Modifier
(1 blood ?)
Play as the action is announced.
Obf + Cel : only usable on cardless actions. If this action succeeds,
and
after all modifiers have been applied, untap this acting vampire.
OBF + CEL : After this action is resolved, untap the acting vampire.
Only
one Anticipation at superior can be used by a vampire each turn.


General Amnesty
Event, Gehenna
Requires at least 1 other Gehenna event
All Red List minions lose their Red List trait ; all Blood Hunts and
War
Parties are cancelled.


Underdogs
Political Action worth 1 vote
Requires a titled non-Camarilla vampire
Allocate 3 points between your prey and another methuselah. If the
referendums passes, they lose the allocated points, and you gain as
much as
your prey loses.


Sucking the Life
Action Modifier / Reaction
2 blood
Nec : only usable when a vampire or mortal ally is burnt. Choose a
Zombie
ally you control. This ally is no longer a Zombie and is now
considered a
Ghoul.
NEC : Same as above, but the ally gains a life and can use basic
Potence as
a vampire.


[No Title]
Political Card - Worth 1 Vote. Called by any Archbishop, Priscus or
Cardinal.at +1 stealth. [OR : any non-camarilla vampire with 2 or more
votes.] Allocate 4 points between two or more target Methuselahs.
Allocate 4
points between 2 other beneficiary methuselahs. Succesful referendum
means
the target methuselahs lose as much pool as the allocated points, and
the
beneficiary methuselahs gain the pool as allocated.


Thinning the Veil
1 blood +1 stealth Action
Nec : put this card in play. All wraith allies [and vampires with 1 or
more Wraith retainers ?] gain +1 bleed. This card can be burned by any
minion as a D action.
NEC : as above, and the acting minion untaps if the action is
succesful.


Necromantic Sacrificial Lamb
+1 stealth Action, 1 blood
Nec : burn a minion in torpor.
NEC : as above, and gain all blood and equipement still on that
minion.
Other variants could include : 0 blood, no stealth, stealth just as
sup,
no getting back equipements (just blood ?) etc.


Tranquility
Card.
Put in play.
When this card is in play, all vampires can rest safely in their
havens, not
hurt anyone, not feed, not be hurt. All allies transform into hobbits
and
stay in their village offering gifts to each other. Players can go and
have
a drink, chat of movies, women and the pleasures of life while
drinking fine
wine.


Carlotta Giovanni (Advanced)
Cap 8, DOM NEC obf POT
Independent, Group 2
Actions that require Necromancy cost Carlotta one less blood.
[Merged] : If Carlotta succesfully takes an action to put cards from
your
ash heap in your hand, your library, or in play, untap her.


Divine Inspiration
Master, 1 pool.
Put this card on a controlled vampire.
The cards this vampire plays cannot be burned as they are played.


Infernal Plague
Event, Gehenna
Requires at least 3 Gehenna events in play
Choose a Clan. All minions of that Clan become Infernal.


Curse of the Father
Action. 2 pool.
Requires a vampire above 8.
Choose a Clan and put this card in play. As long as this card is in
play,
the chosen Clan is sterile and all the vampires of this Clan become
sterile.


Costly Progeny
Event
Do not replace until a vampire creates another vampire.
All the creations of vampires (Third Tradition, Creation Rites,
Embrace...)
cost an additional blood.


Joining the Ranks
+1 stealth Action
This Independent vampire becomes an Anarch, and gains X blood, where X
is
the number of Independent Titles this vampire has.
If this vampire had 2 votes, he becomes a Baron.


Sharing the Cause
+1 stealth action
Requires a non-titled, non-anarch vampire
The acting vampire becomes an Anarch. Choose another Anarch vampire
you
control if you don't control any other Anarch, ignore the following
effect).
This acting vampire learns one level of a discipline possessed by the
chosen
Anarch.


Unseen Follower
Action Modifier
Obf : +1 stealth, only usable on an actio to enter combat with another
minion
OBF : cancel a dodge or S:CE card played by your opponent in combat
(all
blood spent is recovered)


Thinning the Vein
Political Action
Requires a titled vampire with a capacity above 7
If this referendum passes, put 3 Thinning counters in any combination
on any
controlled minions. Each Thinning counter gives -1 cumulative bleed to
a
minion.


Chas's Boneyard
Unique location
1 pool
Tap to take a Master Card in your prey or predator's graveyard
to your hand; discard down to your hand size afterwards.


All the Time in the World
Unique Master, 2 pool
Requires a vampire above 7
Tap to allow a vampire above seven to pay one blood to untap at any
time
during your minion phase (not usable during an action). This vampire
cannot
bleed or call a political action for the rest of the turn. If this
vampire
is above 8, he burns no blood. If this vampire is above 9, do not tap
this
card. A vampire cannot be untapped by this card if he has already been
untapped during the same turn, and cannot untap again in the turn
where this
card has been used.
If this card already is in play, you may discard it during your untap
phase
to put one blood on a vampire above 7 in your uncontrolled region from
the
Blood Bank.


Gerontocracy (ok, maybe not...)
Unique Master
2 Pool
When this card is in play, 9-Cap vampires can pay 2 blood to untap
during
their minion phase ; 10-Cap vampires can do the same for only one
blood ;
11-Cap vampires don't have to pay any blood. This is not cumulative
with any
other way of untapping during one's minion phase.


Sharing Rites :
1 blood. Requires a ready Black Hand vampire. +1 stealth action.
Choose a
discipline this vampire has at superior. Put this card on a ready
Sabbat
vampire. The vampire with this card has the normal level of the chosen
discipline. If the vampire already had the discipline, he or she now
has the
superior level of that discipline. If the acting vampire is Seraph, he
can
give the superior version of the discipline to a Sabbat vampire with
no
level of that discipline. Cannot be played on a vampire with the
superior
version of the discipline. If the vampire with this card is a Black
Hand,
untap the acting vampire.


A Master Modifier can only be played as a Master Card is being played,
or on
a Master Card already in play. It occurs during the Master Phase but
does
not take a Master Phase Action. Only one MM can be played by each
player
during a Master Phase.


Planned Savings
Master Modifier
Put this card on a Master with at least one counter ; add another
counter to
that card.


Body Double
Unique ; 1 pool
Put this card on a Unique Master ; another copy of that Master card
can be
put into play without contesting.


Close Scrutiny
1 pool
Put this card on a Location ; using the effect of that location costs
an
additional pool ; if the effect is mandatory, you have the option of
not
using that effect. Any minion can burn this card with 2 +1 stealth
actions.


Trifle Masters
Put this card on a non-trifle Master card as it is played ; consider
that
Master Card as a Trifle.


The Old Woman From Upstairs
Master, 1 Pool
This card becomes an ally with 1 life (barely), 0 strength, 2 bleed.
Tap this card to wake (with endless and very loud chattering with the
folks
across the street) a sleeping vampire from torpor : he gains no blood
from
this, and no advantage whatsoever, and will not untap as normal during
his
next untap phase. If this event occurs right after the vampire comes
back
from an international tournament and needs a week of sleep to
compensate,
add one "I hate her guts" counter on the Old Woman. Any vampire who
wants to
get some rest may rush her by burning a "I hate her guts" counter.


R'lyeh
Unique Location
1.000.000 pool
Tap to rescue C'thulhu from Torpor.
bottom text : "That is not dead which can eternal lie, for with
Strange
Aeons even Death may die"


Schwarzennegator III
Unique Cyborg
1 Bleed, 3 life, 3 strength ; -2 stealth on every action ; + 2 damage
on
Sarah Connor.
The methuselah controlling Schwarzennegator III cannot use words with
more
than 2 syllables. He must say "Hasta la Vista Babe" everytime
Schwarzennegator sends a minion into torpor or burns him.
Schwarzennegator III can make a -3 stealth action to become Governor
of
California ; in that referendum, count the damage of any weapon he has
as
additional votes.
When Schwarzennegator III dies, put him back into your library and
shuffle
it afterwards, while saying "I'll be back".


I Wrote That !!
Master, 2 pool
Put in play when the script of a movie matches perfectly a story
published
by your company. That script is then contested for a million dollar
lawsuit.
Legal Manipulations costs one more blood when this card is in play.
Remove
this card when one of the parties agrees to pay whatever the lawyers
will
have decided to the other party, including of course their
(astronomic)
fees. The Bank never loses...


PAYBACK
Reaction, 1 blood.
Pot / Pre :
Only usable when the controller of this reacting vampire is
succesfully bled
for 3pool or more. Enter combat with the acting minion.
POT / PRE : same as above, and the acting minion can't use any strike
card
on the first round of combat.


Forced Improvisation (II)
Action
2 pool
Search your library hand or library for two allies. Put
these cards into play. Pay recruitment cost as normal. The acting
vampire may not take any further actions this turn. If the allies
require
Necromancy, you can also look in your ash heap. If the acting vampire
is
Giovanni, you can recruit up to 3 allies.


Raymond Poulidor
Ventrue (on a bike).
8-cap, camarilla, 1 vote.
DOM/FOR/Pre/Cel
If Raymond is ready, all Giovanni get +1 bleed, all Tzimisce +1
Intercept
and all Lasombra +1 vote. Raymond's controller may only come second at
any
table. If he tries to go for the Table Win, the player is immediately
ousted
with the rank of second.
Raymond gets -1 stealth on all actions if Charles de Gaulle is Prince
of
Paris.


Carlotta, Adv
Giovanni, 8
POT / DOM / NEC / Obf
Independent. While Carlotta is ready, any action to move a library
card from
your ash heap to your hand is at +1 stealth. Merge : when Carlotta
succesfully performs an action to exchange a library card in your ash
heap
for a card in your hand, untap her.


Isabel, Adv
Giovanni, 6
DOM/NEC/Pot
Independent. Isabel pays one less blood on all Necromancy actions.
Merge :
when Isabel performs an action to put an ally or another vampire in
play,
untap her.


Le Din Tho, Adv
Nagaraja, 5
Independent ; scarce.
Dom / Aus / NEC
Le Din Tho can perform a +1 stealth action to search your library and
equip
with the Monocle of Clarity. Pay the cost as normal. Merge : once per
turn,
if Le Din Tho performs an action per his special abilities, untap him.


Tallying the Polls (or whatever...)
Reaction, 1 blood
Only usable when the terms of a vote are announced, if applicable ;
only
usable if the vote is called by a younger vampire.
dom : choose the target of the vote instead of the acting vampire's
controller.
DOM : as above, and if applicable choose the exact terms of the vote
instead
of the acting Methuselah.


Investment Struggle
+1 stealth action, Unique, 1 blood
Put this card in play.
If you control a ready [the second best from Gios and Ventrue] : add
one
counter to all investment cards that you have or put in play.
If you control a ready [the first best from Gios and Ventrue] : same
as
above, but all the other players will pay one more pool to play or
keep in
play their Investment cards.
If you control a ready Malkavian : when you play an Investment card,
throw a
dice : on 1, double the pool cost ; on 2-3, nothing happens ; on 4-5,
add
one counter to the card ; on 6, do not pay the pool cost of the card.


Efficiency
Master Card, 2 pool
Tap this card when a minion you control takes an action granted by
his special ability [not sure if this should be rephrased mentioning
card text]. The acting minion may pay one blood to untap.


Erciyes Temple
Master : Unique Location
Requires a Giovanni or Harbinger of Skulls
2 pool
Tap this card and burn one blood from a Giovanni or Harbinger you
control to
exchange a card in your hand with a card from your ash heap.


Guardian Soul
+1 stealth Action, Nec, 2 blood
Put the Guardian Soul on the acting minion.
Nec : Opposing minions must burn one blood or decline to strike for
the
initial strike of a combat involving this vampire.
NEC : as above, but minions must burn 2 blood.


The Last Reward
+1 stealth action
1 blood [you already paid the cost + action for recruiting the
ally...].
Choose a ready mortal or ghoul ally ; this ally becomes a vampire of a
capacity equivalent to his starting life, and give him blood from the
blood
bank equal to his actual life. You can give this ally one discipline
card
from your ash heap, hand or library (reshuffle afterwards). This
vampire is
of the same clan as the acting vampire.


Spirit Shield
3 blood
+1 stealth action
Nec : put this card on the acting vampire and burn a minion in your
ash heap
; no more than 1 damage can be inflicted to this vampire every turn of
combat ; only non-aggravated damage can be reduced in this way. Burn
if this
vampire goes to torpor.
NEC : as above, but aggravated damage also can be reduced.


Ensnaring Darkness
Combat, 1 Blood
Obt : Strike : no damage in inflicted ; combat ends may be played by
opposing minion for the rest of the round.
OBT : as above, but no dodge or combat end can be played to avoid this
strike.


HELP FROM ABOVE
Master out-of-turn
1 pool
Only usable if you have no ready vampire and have no vampire below 7
in your
uncontrolled region.
Redirect a directed action to the target of your choice.
Only one Help from Above can be played in any turn.


PREMATURE AWAKINING
Reaction
1 blood
Only usable by an uncontrolled vampire with a capacity above 7. This
vampire
can react as if controlled for the rest of this action. The reaction
will be
resolved as normal, and then this vampire will go back to
uncontrolled. If
this reacting vampire is put into torpor or if he is brought below 1
blood,
he will be considered as in torpor when he enters the game. This
reacting
vampire can be burned in combat as a controlled vampire.


FROM BEYOND (1)
Action Modifier
Obt : Pay one blood to get +1 stealth
Nec : Give -1 intercept to any minion
NEC : +1 stealth


From Beyond (2)
+1 stealth Action, 1 blood
Aus : Take any card from your prey's or predator's ash heap and put it
into
your ash heap
AUS : as above, but take a card from any methuselah's ash heap.


VOICES FROM THE ETHER
+1 stealth D Action
Nec : Tap any minion
Obt : As Nec above, and that minion doesn't untap as normal during his
next
untap phase
OBT : as Obt above, and the card stays on that minion until he pays 2
blood
to burn it ; if he cannot pay the blood, that minion may burn the card
by
voluntarily going into torpor.


Orfeo Giovanni, the Traitor
8 Cap, Sabbat
DOM / OBT / NEC / Obf
Orfeo gets -1 intercept against Lasombra ; + 1 bleed against the
controller
of any ready Giovanni.


BETRAYER
+1 stealth Action, 1 Blood.
Usable by any Sabbat or Camarilla vampire. He or she leaves his or her
actual sect, and joins the opposite sect. He or she abandons all
titles
previously detained.
* ("opposite sect" is used for simplicity of text, but could be
replaced by
longer sentences if necessary ; or 2 different cards could be made,
one for
each sect...) *


INFILTRATION
+ 1 stealth action, 2 blood
Requires a titled Sabbat or Camarilla vampire with at least 8 in
Capacity.
This Camarilla or Sabbat vampire reveals himself or herself as a
member of
the opposite sect. He or she loses all previously detained titles, but
gains
the equivalent title, if any, in the new sect (Priscus or Inner circle
have
no equivalent...).


WELCOME TO THE SABBAT / JOIN THE CAMARILLA
+ 1 stealth action, 1 blood
This Independant vampire now becomes a member of the (Sabbat or
Camarilla).


Blood of Caine (or Cainite Manipulation, or Divine Inspiration...)
+1 stealth action
Cost : 3 blood.
This acting vampire choses a discipline he possesses ; he then changes
it to
the same level of a discipline of his choice for the remainder of the
game
(or until he plays another BoC).


Lucius Aelius Sejanus
Camarilla Prince
Cap : 10
DOM, OBT, POT, FOR, Pre, Cel
LAS can make a +1 stealth action to reveal himself as a Sabbat
Lasombra, and
be able to use all Lasombra or Sabbat cards ; he thus loses all titles
in
the Camarilla.


LUST FRENZY
Reaction
Cost : 1 Blood
Only playable when a vampire controlled by another Mathuselah sends a
vampire into torpor (even if that vampire is burned) : the acting
vampire
diablerizes that vampire.


Orpheus
http://necrobon...
orpheus.13{at}free.fr


-----------------------------------------------------


Removing the garbage
Burn a vampire from your uncontrolled region. If that vampire's
capacity is 8 or higher, you may name a card en remove all copies of
that card in your library from the game. Shuffle afterwards.


Assassin's precognition
qui: Only usable by the acting vampire after the opposing minion has
chosen his or her strike. Cancel this acting vampire`s strike and
choose a new one.
QUI: as above and if the opposing minion's strike ends combat, chose a
card you played during this round and take it back into your hand
(discard to hand size)


<stupid name>
2 blood, req. a vampire.
Only usable if you are being bled by a vampire not controlled by your
prey. Your Prey now becomes the target of the bleed. The amount of
the bleed is reduced to one and the stealth recuced to 0 (both can
still be modified as usual). If the acting vampire is older than this
reacting vampire, tap the reacting vampire.


Lust Frenzy [2]
OOT master
1 Pool
Only playable when a vampire controlled by another Methuselah sends a
vampire YOU CONTROL into torpor (even if that vampire is burned) : the
acting vampire diablerizes that vampire. You cannot vote in nor call
the following Blood Hunt (if any)


Lust Frenzy [3]
ani, reaction, 2 blood
(ani): Only playable when a vampire controlled by another Methuselah
who has less than 4 blood sends a vampire you control into torpor: the
acting vampire must burn 1 blood to refrain from diablerizing that
vampire. You cannot vote in nor call the following Blood Hunt (if any)
(ANI) As above, but playable when the targetted vampire has less than
6 blood and he/she has to burn 4 blood to refrain from diablerizing
that vampire.


'Inquisition'
Master: 3 pool, req. a ready vamp with True Faith.
Put this card on a ready vampire without True Faith,
this vampire is burned in his controllers next untap
Phase unless he burns 3 blood and (thereby)
learns True Faith.


"nana nana naanaa" (children's taunt)
Fortitude
(i) prevent 1 damage
(s) only usable if by the acting vampire and before range is chosen:
the
other vampire plays his combat cards first.


jeroen rombouts
jeroen.rombouts{at}pandora.be
joen_r76{at}hotmail{dot}com


-----------------------------------------------------


Head on Backwards
Combat
Req: Vicissitude, 2 blood
Rarity: Rare
Strike: 1 damage
Put this card on the opposing minion.
The minion with this card has there head twisted ALL THE WAY ROUND.
They do not untap as normal in there controllers untap phase unless
they pay
one blood
He or she may burn this card as an +1 stealth action costing 2 blood.
(S) As above, but the minion with this card has to pay 3 blood to burn
it.


Poisonous Blood
Combat
Req: Vicissitude
Play whenever an Opponent attempts to Steal Blood.
The blood is lost but the Opponent does not gain it. Opponent takes 1
damage
(S) as above, but deals damage equal to blood stolen


Vissitude Metamorphosis
Master
cost 2 pool
Place this card on a Vampire with Vissitude you control.
As a Action at +1 stealth this vampire may burn this card.
If the action is successful, discard the acting vampire and place the
top
card of your crypt into play, tapped.
attatch all cards on the discarded vampire to the new vampire,
transfer
blood
If the revealed vampire has a higher capacity than the blood upon it,
loose
the difference in pool to the blood bank (NOT the vampire)


Guide Dog
Animalism
Cost 0
Retainer with 2 life
allows blind / head on backward vampires to untap as normal
(S) 3 life


Faithful Hound
Animalism
cost 0
Retainer with 2 life
Burn to prevent all damage from one strike
(S) 3 life


James Moore
james{at}particle-systems{dot}com


-----------------------------------------------------


Off-shore Banking
Unique Master
Tap during your master phase to get one additional master phase action
this turn. This master phase action can *not* be used to play master
cards.


Johan Lundstrom
jolun{at}algonet.se


-----------------------------------------------------


Mistaken Identity
Out-of-turn Master
Cost: free
Play when a minion has taken an action to enter combat with one of
your minions. That action is now directed against any other minion of
your choice.


Blood Ties
Master
Cost: 1 pool
Choose an antitribu clan. You may consider this clan to be the same as
its parent clan when playing cards which require a ready minion of
either clan.


Title: Experience
Type: Wild Minion (a new symbol - perhaps an asterisk)
Cost: none
Text: You may play a minion card from your ash heap as if it had been
played from your hand. The card chosen may not be deeper in the ash
heap than the capacity or life of the minion playing it and the card
stays in that position unless it is put into play.


Winnebago
Equipment
Requires: Ravnos
Cost: 2 pool
Vehicle. The minion with this equipment may take a +1 stealth action
to break camp. If this action is successful, you may change seats
with another player and must burn all your locations.


Andrew S. Davidson
<ad{at}csi{dot}com>


-----------------------------------------------------


Lucita Inexperienced
Clan Lasombra
5 cap with pot dom obt cel
may burn 1 blood to untap and block actions directed at Anatole.
Lucita
gets a +1 intercept to block any actions directed at Anatole.


Faustus Maximus
<regret{at}INNOCENT{dot}com>


-----------------------------------------------------


Guns would be better if they had some way to deal with
S:CE and Dodge. Maybe something like.

Laser Sight
Equipment
Cost:1 Pool

When equipping, gun that is receiving laser sight must
be declared. If combat occurs at long range, a strike
from a gun with the laser sight can not be avoided with
dodge or strike:combat ends.


--
Gary J. Weiner \ "We've got a blind date with Destiny...and
webmaster{at}hatrack.net \ it looks like she's ordered the lobster."
http://www.h... \ -The Shoveler, "Mystery Men"
"Hang Your Web With Us!"

-----------------------------------------------------


Tracking
Master Card
requires Assamite
While this card is in play, no minion may play S:CE cards
when in combat with an Assamite you control. Any vampire
may take a directed action to destroy this card.


myrmidian
myrmidian{at}my-deja{dot}com

-----------------------------------------------------


Emptivity
Combat
Presence & Quietus
[pre][qui] Press.
[PRE][QUI] Look at the opposing minion's controller's hand
and discard any cards that can be used to end combat as a
strike you find there.


Momentary Delay
Action Modifier
Requires a vampire with capacity 7 or more.
Only usable at the end of a action blocked by an ally or a vampire of
capacity 5
or less (after any combats). Not usable if more than one round of
combat has
occurred or 3 or more damage was successfully inflicted on this
vampire. Not
usable if this vampire ended combat before the press step. The action
continues
as if unblocked.


Suprise Attack
Action
Enter combat with a minion controlled by another Methuselah.
The first round of combat, that minion cannot use any strikes.


L. Scott Johnson
vtesrep{at}white-wolf{dot}com


-----------------------------------------------------


Faceless Beauty
Giovanni
Capacity 3
pot dom pro
non-unique vampire
Faceless Beauty may not play action cards.


Omael Kuman
Rare
Ally
Free
1 blood
1 life
1 strength
Redlist - Omael can search your library for a location as a +2 stealth
action. Put that location in play and pay cost as normal.


Claim loyalty
+1 stealth action. requires a ready vampire.
Do not replace until the end of the action
Move up to 3 blood from the acting vampire to a younger vampire of the
same
clan in your uncontrolled region


Go Anarch MK2
+1 stealth action
Requires a non-titled, non anarch vampire
Put this card on the acting vampire. this vampire is considered
anarch. If
any minion attempts to block this action, the acting vampire is
considered
anarch until the end of the action. If this action is succesfull,
acting
vampire may burn one blood during your discard phase to untap.


Efficient Network
Master: Unique Location
Whenever a referendum called by a Ventrue you control is successfull,
gain
one pool.
Whenever a referendum called by a !Ventrue you control is successfull,
your
prey looses one pool


Show Off.
1 pool
brujah/!brujah
! Brujah: D. Enter combat with a younger titled vampire. If opposing
vampire
is not ready after combat, this vampire gains X Votes, where X is the
number
of votes the titled vampire had.
Brujah: Put one pool on each uncontrolled brujah you control


call for a friend
+1 stealth
1 blood
move up to 3 blood from this vampire to a younger, uncontrolled
vampire
of the same clan and sect as the acting vampire.


Financial sabotage
Master
2 pool
Requires a ready anarch. All anarchs you control may do a D action to
burn a
location controlled by another methuselah or an investment card in
play.
Discard a Computer Hacking from your hand to attempt this action.


Unauthorised march
Action, 3 way
1 blood
Requires a ready anarch.
pre: (D)Burn a location controled by another methuselah. If this
action is
blocked, opposing minion recieves 1 damage during each strike
resolution.
dem: (D) Enter combat with any titled vampire. That vampire cannot
play
strike cards during the first round of combat
ser: (D) Steal a mortal ally or retainer controlled by another
methuselah.
Princes and archbishops have -1 intercept when attempting to block
this
action.


Time of Judgement
Unique Master
3 pool
While this card is in play, all vampires get +1 bleed.
During each untap phase, that methuselah burns his youngest ready
vampire.
Burn this card if that methuselah has no vampire to burn. Only one
Time of
Judgement can be played during a game.


Whip
1 pool
Strenght damage, with an optional maneuver, only usable to move to
close
range. If it strikes opponent, opposing minion cannot press to end
combat or
maneuver to long range the next combat turn.


How do you dare to block?
Costs 2 blood
[aus] +2 intercept, only usable when attempting to block a
non-directed
action
[AUS] Only usable when a minion controlled by another methuselah has
successfuly blocked the acting minion. Tap this vampire. That blocking
attepmt fails, and that blocking minion may not attempt to block this
action. After action resolution, this vampire and the target of this
card
enter combat.


Surprise Assault
Cost: 2
Obfuscate
As a (D) action, enter combat with a tapped minion of your prey or
predator.
During the first round of combat, this minion's Strikes are with First
Strike. (S) During the first round of combat, opposing minion has no
strikes.


Ritual of Iron Will
1 blood
Tre/thau
Dementation, Dominate, Chimerstry and Presence cards played against
this
minion cost 1 additional blood. (S) As above, but cost is increased to
3
This card can be removed by another minion as a (D) action.


Smiling Tom
"Tom Mad & Co"
tom{at}almadrava.net


-----------------------------------------------------


Cannibal Thirst
Action
+1 stealth
Requires a ready vampire with no blood
Enter combat with another vampire with at least 1 blood on him. In
this combat you gain a maneuver and a press.
If this acting vampire is ready at the end of combat then he gains all
blood lost healing damage or preventing destruction by the opposing
vampire.


Jerking Your Chain
Action Modifier
Only usable when a reacting minion uses a card or effect that would
change the target of a bleed, the bleed is canceled, and the acting
minion enters combat with the reacting minion.


Bloody Knuckles
Combat
Potence
pot: hand strike for +1 strength
POT: Hand strke for +1 strength this vampire can burn one blood to
add one blood from the blood bank to a vampire in your uncontrolled
region.


Secret Admirer
Combat
Obfuscate
Only usable by a ready untapped vampire other than the acting minion.
Only usable after a combat between the acting minion you control and a
blocking minion.
obf: tap this vampire and add 1 blood to a minion in your uncontrolled
region
OBF: as above, but do not tap this vampire.


Faster than Bad News
Combat
Celerity
1 blood
cel: Additional Strike
CEL: Strike: Move 1 blood from the blood bank to a vampire in your
uncontrolled region.


Changing with the Times
Combat
Protean
1 blood
pro: Strike: move 2 blood from the blood bank to a vampire in your
uncontrolled region
PRO: This vampires hand damage is aggravated for the remainder of this
round


Twist of Fate
Combat
Viccitude
1 blood
vic: strike: put this card on the opposing minion, when the vampire
with this card gains a blood, the striking minion also gains a blood.
Any vampire can burn this card as an action
VIC:As above but the striking minion can take a +1 stealth action to
steal 1 blood from the vampire with this card.


Path of Revenge
Type: Master
Requires: None
Cost: 1 pool
Unique master.
Put this card in play. During this cards controller's directed actions
against your predator, cards cost 1 less blood. Any minion may burn
this card as a (D) action; if that minion is a vampire, he or she then
takes 1 unpreventable damage when this card is burned. During your
discard phase pass this card to your prey.


Thrall of Madness
Action Modifier
dem + dom +2 bleed
DEM + DOM +3 bleed


Insensible Direction
Reaction
aus+dom - Reduce a bleed by 2
AUS+DOM- Only usable when a minion is bleeding you after blocks are
declined. Choose another Methuselah other than the controller of the
acting minion. The acting minion is now bleeding that Methuselah.


Depths of Despair
obf + obt - +2 stealth not usable on a bleed action
OBF + OBT- +2 stealth and any minion attempting to block you must burn
a blood


Dynamic Flesh
vic + pro - For the remainder of the round, this vampire's hand damage
is aggravated.
VIC + PRO - +1 stealth and +1 bleed


Striking Serpent
cel + ser - for the remainder of this combat this vampire strikes with
first strike
CEL + SER- Strike: Combat Ends and this vampire may burn 1 blood to
continue this action at +1 stealth


Vitae Fastball
cost x
qui + pot: 2r + x only usable at long range if this minion. This
damage may not be prevented
QUI + POT: 3r + 2x only usable at long range. This damage may not be
prevented


Wheel of Judgement
qui + tha; 2r only usable at long range, this damage may not be
prevented. This vampire gains an amount of blood equal to the amount
lost by the opposing vampire to damage during this round
QUI + THA as above but 4r


B'hari Training
Combat
Only usable by a minion with strength greater than one
All strikes by this minion in this combat inflict an additional point
of damage. Only one B'hari Training may be played each combat.


Loose Lips Sink Ships
OOT Master Trifle
Only usable during an undirected action. Place this card on the
acting minion. While this card is in play, all the other minions
controlled by that Methuselah get -1 stealth. Burn one pool during
your untap phase or burn this card.


Blood is thicker than water
OOT Master
2 Pool
Only usable during a directed action. Place this card on the acting
minion. While this card is in play, all the other minions controlled
by that Methuselah pay an addtional blood for each action. Burn one
pool during your untap phase or burn this card.


Tradition-style cards (anti-traditions?) that require a Baron would be
nice


One for the Money
Action Requires Anarch Baron
Steal a pool from your prey


Two for the Show
Action Requires Anarch Baron
Put this card in play, all non-anarch titles are worth one less
(including Pricus)


Three to get ready
Reaction Requires Anarch Baron
Put this card on the reacting baron. During any action, any anarch
other than this baron can burn a blood to untap this Baron.


And four to go.
Action Requires Anarch Baron
Move a vampire in torpor from his controllers torpor region to your
torpor region or move a vampire from your torpor region to your ready
region. This vampire is now an anarch.


Five to stay alive
Master Out of Turn Requires Anarch Baron
Cancel a Bloodhunt called on an Anarch


Six is in the Mix
Action Requires Anarch Baron
Chose a vampire that vampire gains as much blood from the blood bank
as there are anarchs in play. Each anarch may move one blood to the
chosen vampire.


Lucky Seven we go to Heaven
Move an ally or vampire from any ashheap to your torpor region and
place this card on them. As an action, Any vampire may burn this card
to move that minion to your ready region or burn the minon with this
card.


Nothing Says, "I'm Important", like screaming, "I'm Important" into
your cell phone.
<picture of some jerk screaming into his cell phone in a library/
restaurant/golf tournament>
Master
Trifle
Play this card on a minion. When this minion leaves its controllers
the ready region, his controller burns 1 pool.


Ritual of Baal 3
Action
req: Baali
Cost: 1 blood
+1 stealth if the action is undirected
Rescue a non-baali from topor. Place this card on that vampire. Thas
vampire untaps and gains one blood. While this card is on this
minion, this minion becomes baali, gains one level of dai and becomes
infernal.
If this was done as a (d) action take control of that vampire.
If this minion is tapped during the master phase burn this card. If
this card is burned return him to his original controller's ready
region untapped.


"Hey! I was just kidding!"
Action requiring Gangrel/!Gangrel
Only usable against a vampire you bled you since your last turn.
Enter combat with that vampire, in that combat the targeted vampire
may not maneuver or strike. If either vampire is in torpor at the end
of combat then burn them. Untap all vampires that were involved in
this combat at the end of combat.


There's a Sale at J.C. Penny's
(picture of Jake and Elwood Blues driving through the mall with the
police in pursuit)
Cost Free
Usable by a tapped minon.
Only usable if you control a location and are currently being bled.
Choose another methuselah other than the bleeding minions controller,
THAT MINION IS NOW BLEEDING THE METHUSELAH OF YOUR CHOICE.
Burn the location you control.


Trophy: Scourge
Master Trophy
During your untap phase, you may burn a blood off of a vampire
controlled by another Methuselah.


Trophy: Fire-Eater
Master Trophy
This vampire is no longer affected by Frenzy cards.


Trophy: Weapon
Place this trophy on the minion. The minon with this trophy gets +1
strength and can prevent 1 damage each combat


Trophy: Ritual
Place this trophy on this minion. Once per turn, The minion with this
trophy may burn one blood to place a card requiring Thaumaturgy from
your library into your hand.


Secret Decoder Ring
Combat Card
Place this card on a vampire before range is chosen. This card is
considered as equipment.
The vampire with this card is considered Anarch.


Hangover (II)
Reaction
Requires an Anarch.
Usable by a tapped Anarch.
Playable after another non-anarch successfully hunts. Put this card
on
that vampire. That vampire does not untap as normal. That vampire
may
burn this card by burning a blood.


Atonement (Alt)
Type: Action
Requires: capacity below 6 or an Anarch Baron
Cost: 2 blood
Requires a ready vampire with a capacity below 6 or an Anarch Baron.
+1
stealth action.
Put this card on the acting vampire. This vampire gets +1 intercept
when attempting to block. He or she does not tap when blocking a
vampire of the same age or younger. Any vampire may burn this card as
a
(D) action; Followers of Set get -1 stealth when attempting that
action.


Mein Investment Uber
Master
Trifle
Ventrue Investment Cards are now considered Investment cards, even
though they have Investment in the card name, and up until now have
been unjustly discriminated against by LSJ, whose personal vedetta
against this card and the Ventrue Antitribu in general shall now be
lifted even though he has never admitted to hating them, but we all
know that he really does because secretly he hates the color yellow
and
their background is yellow which in turn leads us to the conclusion
that the sun is evil.
"And your point is...." LSJ


Downhill Skateboard Derby (Picture skaterat Democritus racing with
rollerderby Sir Walter Nash)
Only Usable Before Range is Determined
During the Maneuver step, if any Methuselah has played a card earlier
in the
current round or during the two previous rounds, the Downhill
Skateboard
Derby automatically provides a Manuever to long (either combatant can
maneuver to close).


Riding Shotgun
Cardtype: Combat
Cost: 1 Blood
Only useable after a minion with vehicle completes combat, by another
untapped minion with a vehicle controlled by the same Methuselah. Do
not
tap the second minion. The second minion enters combat with the
opposing
minion. There is an optional manuver given to your minion entering
combat.


Lance
Melee Weapon
Cost 1 pool
Does strength damage at range
and acts like a Wooden Stake


Halberd
Cost 2 pool
Does strength +1 damage at range


Mace
Cost 2 pool
Does strength +1 damage. 1 point of this damage may not be
prevented.


Hapless Peasant
Cost Free
Does strength +2 damage as a ranged strike or Hapless Peasant may be
used to
prevent all ranged damage for a round. Burn after either use.


Sanguinus: Gestault Form
Action/ Action Modifier
Requires viccitude
Cost: 1 blood
Basic: As an action this vampire merges with another vampire
to create a new non-unique vampire with capacity equal to the
total capacity of the vampires merged and all blood on the
vampires is combined on the new one. The new vampire has all
disciplines possessed by the vampires and any disciplines
shared by the vampires are considered to be at Superior.
The vampire also possessed any special abilities or flaws of
the merged vampires Any vampire that is contested in the gestault
form contests the entire gestault form.
Superior: as an action modifier the vampires may merge as above,
except may merge with more than one vampire.
Tap non-acting vampires that are merging.


Hangover
Dementia
Only usable on a hunting vampire
dem- vampire burns one blood to untap. if a vampire cannot do so
send them to torpor. burn this card after this vampire untaps.
DEM- as above but burn two blood.


Not Quite Long Enough Leash,
Equipment, 1 blood
If opposing minions are equipped with Barn Dog, they may
not maneuver and opposing minions take one damage if
combat is at long range.


Norman S. Brown, Jr.
Archon of the Swamp
XZealot{at}cox.net


-----------------------------------------------------


Firearms Specialist
+1 stealth action
If Firearms Specialist succeeds, acting vampire deals an
extra ranged damage when using a weapon capable of doing
ranged damage.

Iron Will
Reaction
May only be used by a minion attempting to block a bleed on you.
Minion gains +2 intercept. If Minion successfully blocks, opposing
minion may not bleed you during the controlling methusela's next
minion phase.

Corpore Sano
Reaction
Discipline: Obeah
Basic: heal one wound from an ally or retainer
Advanced: remove a vampire from torpor that has been placed in torpor
due to aggravated damage this turn. Place that vampire under your
control.

Rumors of Saulot
Master
All Salubri may be attacked as a directed action by a ready Tremere
for this round only. If a Tremere commits diablory upon a Salubri
while Rumors of Saulot is in play the Tremere may not be blood hunted.

More ideas to come, and, as ever, they're public domain.

Richard in Richardson
drkdrm2000{at}aol{dot}com

-----------------------------------------------------


Name: Display of Wicked Might
Type: Action Modifier
Discipline: Potence
Cost: 1 blood
Text: Only usable during a Referendum before votes are cast.
[pot]: Choose a younger vampire. If the chosen vampire's controller
casts any votes against the Referendum and this Referendum fails, the
chosen vampire takes 2 unpreventable damage.
[POT]: As above, and put this card on the acting vampire. This
vampire may burn this card during a Political Action to gain 1 vote.
A minion may only have one Display of Wicked Might in play at a time.
Card Image: (see Kill Bill vol. 1 for art example and flavor text)

Name: None given
Clan: Malkavian
Text: Master. Trifle.
Choose another Methuselah. You each reveal a card from your hand
simultaneously. Trade those cards.

Name: Enthrall
Type: Combat
Cost: None
Discipline: Presence
[pre] Strike: Opposing minion's strike is canceled, no additional
strikes may be gained by either minion for the remainder of this
round. Any blood or life burned by the opposing minion this round is
regained from the blood bank at the end of the round.
[PRE] As above, and neither minion may press to continue combat.

(Note: the strike is canceled and another cannot be played, as this is
resolved during strike resolution)


Combat, Who Needs Combat?
0 blood cost. Combat Card.
pre - Strike: Combat Ends, untap this vampire.
PRE - As above, but cards preventing combat from ending are canceled.


Mwahahahah!
-t!MmY
The_Timmy{at}yahoo{dot}com


-----------------------------------------------------


Corrupted Orderly
(Unique?) Ally
2 blood
Corrupted Orderly may tap to prevent an Imbued from leaving the
incapacitated region. Corrupted Orderly may take a +2 stealth action
to
add a blood from the blood bank to a vampire in torpor.


Your Money, or Your Life?
1 blood
Potence
Action Modifier
pot: After combat ends, the minion opposing this minion in combat
takes an
additional point of damage.
POT: During combat, if a minion uses a strike: combat ends or strike:
dodge, the controller of that minion loses one pool.


Consider the following hypothetical card:
Steely Tenacity of the Eldest
Action modifier
2 blood
Requires a Non-camarilla vampire with a capacity above 10.
Play after a combat between this vampire and a Camarilla vampire ends.
Only
playable if both combatants are ready. The opposing vampire is
burned.
Only one Steely Tenacity of the Eldest may be played by you each turn.


Archon Enquiry
Master (Out of Turn)
2 pool (more?)
Usable when a bleed against you is successful. The Methuselah
controlling
the bleeding minion burns one pool for each action modifier card
played
during the action.


Elysium Enforced
Political Action
Usable by a Methuselah with less than 10 pool. Until your next untap,
your
minions may not bleed. Your minions may not vote. Bleeds against you
are
reduced to zero. You may not be the target of a vote which would
result in
a loss of pool. A player may play only one Elysium Enforced per game.


Secretive Resources
Political Action
Usable by a Methuselah with less than 10 pool. If the referendum is
successful, put this card into play. While Secretive Resources is in
play,
bleeds against you are reduced by one. Burn Secretive Resources to
reduce a
bleed against you by three. A player may only have one Secretive
Resources
in play. Burn this card during your next untap. A player may play
only one
Secretive Resources per game.


Political Asylum
Political Action
Usable by a Methuselah with less than 4 minions in play. If the
referendum
is successful, put this card into play. (counts as a Haven for each of
your
minions). While Political Asylum is in play, minions you control may
not be
the target of D actions. Burn this card during your next untap. A
player
may only play one Political Asylum per game.


Evil FBI Sadist
Unique Ally
1 pool
3 life, 1 strength
Tap Evil FBI Sadist to do 1 damage to a mortal ally. Evil FBI Sadist
may
take a +2 stealth D action to send Keith to torpor.


Keith
1 cap
Caitiff
Ketih may take a +1 stealth action to tap Keith. If successful, untap
Keith
at the end of the current turn.
Quote: "Like his threads, utterly pointless..."


Ophidian Humour
Followers of Set
Master: Unique Trifle
Burn Icon
Put this card on a Follower of Set. This vampire now has Superior
Serpentis. Not playable on a vampire with Superior Serpentis.


Paradoxical Predilection
Ravnos
Master: Unique Trifle
Burn Icon
Put this card on a Ravnos. This vampire now has Superior Chimerstry.
Not
playable on a vampire with Superior Chimerstry.


Laundromat Hunting Ground [II]
1 pool
Requires a ready Caitiff
During your master phase, place a counter on Laundromat Hunting
Ground. You may tap and remove two counters from Laundromat Hunting
Ground to add a blood from the blood bank to a ready vampire you
control.


Laundromat Hunting Ground
2 pool
During your untap, place one blood from the bloodbank on any ready
Caitiff you contol.


Consider, I create an unique promo vampire for the Charlotte
group named as follows:

"Scoombs, the Confused. Ancient Antediluvain Malkavian with
14 Capacity and All Disciplines at Superior"

With the following stats

2 capacity, obf

Flavor text: "The Confused... because the Hungry, the Weak, the
Ignored, and the Repugnant were all taken."

The title makes no difference to the function of the vampire other
than to differentiate it from other vampires for the purposes of
contestation, etc. It is similarly so for library cards. As such,
you don't need to worry about standard written English. It wasn't
used or intended to be used in such a manner for CCG's...


"V:tM Fan-Boy Loses"
Text: "Master: Reduce a known whiny RPG player to zero pool.
Meth playing this card may poke fun at said player for the
duration of the game."



Regards,
R. David Zopf
Atom Weaver


-----------------------------------------------------


Boot Buffet
Strike: +2 hand dmg. Only usable against a minion wearing shoes.


Can of gasoline.
Equipment.
strike, 2 agg damage
Burn after use.
Burn this card and inflict 2agg damage to all combatants
if the minion with this equipment is struck with RPG or
flamethrower.


Internet Obsession
Master
Play on any minion with a laptop. That minion may only take
computer hacking actions. This card may be burned by any minion
taking a +1 stealth action. Burn the laptop when this card
is burned.


Kevin
kpram{at}my-deja{dot}com


-----------------------------------------------------


Pro Wrestler
!Toreador mortal Ally
2 Strength, 0 bleed
2 pool
Folding Chairs equipped by this minion cost 1 less pool.


Ken Shaw
ken{at}compinnovations{dot}com


-----------------------------------------------------


Big Momma's Fat Humpin' Orgy
Political Action, 1 blood
Fill a younger vampire that you control to capacity.


Arsonist
1 life, 1 strength, 0 bleed. Unique Mortal.
You may tap Arsonist when you burn a location controlled by another
Methuselah to cause that location's controller to burn 2 pool.
Arsonist
may take a (D) action to burn a location controlled by any other
Methuselah.


Torture Chamber
Unique Equipment
(insert template text about "this card represents a location, etc.).
If
this vampire sends an opposing minion to torpor during combat, its
controller may look at the opposing Methuselah's hand."


Folding Chair
Melee Weapon, Cold Iron
2 pool
Strength+3 damage each strike. Only usable once per round. A minion
striking with this weapon may not use presses to end combat.


Command of the Host
Action, 1 blood
+1 stealth action.
[dom] The owner of the house must immediately order and pay for one
large "supreme" pizza, no anchovies.
[DOM] As above, but move 2 pool from the owner's pool to yours while
he's in the other room on the phone.


Shameless Nepotism
+1 stealth action, 1 blood
If you control a ready vampire who is older than this acting vampire,
this
acting vampire gains the title of Primogen. Princes and Justicars may
not
block this action.


Fifth-and-a-Half Tradition
Cost: 1 brewski
Requires: Prince of Atlanta, or appointed representative
Fill any Methuselah visiting Atlanta to capacity with wings and beer
from Taco Mac. =)


Quick Draw
Combat
Celerity, 1 blood
<I> Strike: equip with a non-unique gun or melee weapon from your
hand. Do not replace this card or the weapon equipped until after
combat.
<S> As above, with an optional additional strike this round.


Spirit of Zippy
Celerity, 2 blood
Combat
(I) Maneuver, with an additional strike.
(S) As above, and this minion gains First Strike for their initial
strike this round.


Careful Preparation
Action Modifier
(discipline symbol to be decided later)
1 blood
(I) Only usable after a combat where the opposing minion played Combat
Ends as a strike. The opposing minion takes one point of
unpreventable damage.
(S) As above, and untap this acting vampire.


MAKE.MONEY.FAST
Action, requires Dominate
Cost: 2 blood
Bleed at +2. (S) Put this card on a younger vampire not controlled
by your prey. At the start of the controlling Methuselah's minion
phase, this vampire must bleed your prey with +2 bleed, and gains 2
blood if the action is successful. Burn this card afterwards. A
minion may only have one MAKE.MONEY.FAST.


Dead Chicken
Animalism
Unique Equipment
2 pool
The minion with this card may take a +1 stealth action
to wave Dead Chicken over his or her library. If this
action is successful, look at the top 7 cards in your library.
Take one into your hand, and discard down to your hand size.
Replace the remaining 6 cards on top of your library in their
original order.


Can of Beans
Unique Equipment
cost: 1 pool
If a Werewolf Pack is equipped with Can of Beans and is
in combat at close range, it may burn Can of Beans to do
2 unpreventable aggravated damage to the opposing minion
during strike resolution. If the owning minion is not a
Werewolf Pack, that minion also takes the damage.


Flame-Retardant Boxers
Equipment
Cost: 1 pool
Minion may prevent 1 point of aggravated damage each round of combat.


Iron Frying Pan
Melee Weapon
cost: 1 pool
Strike: strength damage, and if combat continues to another round,
opposing minion is dizzy and may only strike to dodge or end combat
in that round.


Small-Yappy-Dog
Gangrel
Capacity: 3
Sup: ANI
Text: The controller of Small-Yappy-Dog must bark twice
when this vampire takes an action.


Barefoot in the Park
Master, 1 pool, Location. Put this card into play.
As long as this card is in play, none of your minions
are wearing shoes.


Brer Rabbit
Gangrel, capacity 6
Disciplines: ANI DOM pro for
Brer Rabbit does not wear shoes, and is not affected
by any Briar Patch in play.


USENET Flame War
Out-of-Turn Master
1 pool
Only usable when a minion with a Laptop Computer attempts
to bleed you. The action is blocked, and the acting minion
takes one point of aggravated damage, which is not preventable
by cards requiring Fortitude.


Name: Beating of the Elders
Cost: 2 blood
Type: Combat
Text:
Only usable by a vampire of capacity greater than 7 who is in combat
with a vampire of capacity less than 6, before range is determined.
The opposing vampire takes 3 points of unpreventable damage
immediately.


-- Derek Ray
Jack-Booted Thug of Atlanta
lorimer{at}yahoo{dot}com


-----------------------------------------------------


Crossing Over
Master
Ahrimanes Only
The Methuselah who currently has the Edge gains 1 pool. If no
Methuselah is
currently in possession of the Edge, give it to another Methuselah and
that
Methuselah loses 1 pool.


Crossing of Paths
Action
1 Pool
The acting vampire may enter combat
with a vampire of opposite bloodline
as a +1 stealth D action. The acting
vampire gets an optional maneuver and
+1 strength during this combat. Only
one Crossing of Paths may be played
each turn.


Briar Patch
Master, 2 pool, Unique Location. Put this card in play.
As long as this card is in play, minions who aren't wearing
shoes cannot attempt to bleed you. This location can be
burned by any minion as a D action, Gangrel get -1 stealth
when atttempting this action.

Wabbit Season... No... Duck Season...
Unique Master, 1 Pool, Malkavian Only
When Wabbit Season... No... Duck Season... is played,
flip a coin. Heads results in all Rabbits being burnt.
Tails burns all Ducks.
Flavor Text: "Sorry, Sheldon, I know you liked your
flunky and all..." Gilbert Duane, Prince of Miami

Chinese Buffet
Master Out Of Turn, 1 pool
Burn one duck, goose or rabbit that has successfully
bled you this turn.

The Sky is Falling
Master
2 Pool
All chickens are removed from play, and placed at the
bottom of their owner's crypt. Any pool on these chickens,
goes to their respective Methuselah's blood pool.
"And you thought that I was cooked..." Goosy Loosy

Barn Dog
Unique Retainer, 1 Pool
2 Life
Minion equipped with Barn Dog nullifies the +2 intercept
bonus given to Foghorn Leghorn. In combat, Barn Dog does
1R damage after strike resolution to all poultry in combat
with equipped minion.
"Paint my tongue will you..."


oAFLORD & Mystelia
aka
Thomas Kuster & spouse
V:EKN Prince of Caledon
oaflord{at}sprint.ca


-----------------------------------------------------


Ashok Seth
6 cap Tremere
dom pot ser THA
Primogen
Ashok Seth and his controller may play cards as if he was a Follower
of Set.


Duck, Duck, Goose
Master, Nosferatu
Can be played on any ready vampire. If the vampire's name
is not "Duck," the vampire's name is changed to "Duck."
If the vampire's name is already "Duck," then the vampire's
name is changed to "Goose."


Noal McDonald
dharzhak{at}my-deja{dot}com


-----------------------------------------------------


Punch Them On The Nose
Action Modifier/Combat
1 blood
[pot] They play bounce, enter combat with them, blah blah blah.
[POT] Strike: 2R damage, with an optional press.


Scramble
Master: Trifle. Unique.
Put this card in play. You may burn this card during your influence
phase to gain 3 (2?) transfers. You may burn this card during your
influence phase to untap a ready minion you control. Burn this card
during your discard phase.


Action
[dis] (D) Bleed your predator or prey at +1 bleed. Get an
additional +1 bleed if they control an ally.
[DIS] (D) Burn an ally. Only one [this card] can be played at [DIS]
per turn.


Action, Anarch three-way
[dis1] Strike: +1 strength. Has an additional +1 strength against
mortals.
[dis2] Maneuver.
[dis3] (D) Steal an ally. This action is at +1 stealth if this
vampire is a Baron.


Feast on their Brains
Master / Event
Put this card in play. During your untap phase, put a Feasting
Counter on this card. During your untap phase, you may burn this
card to burn an ally with a cost less than or equal to 2X, where
X is the number of Feasting counters on this card. (Only one Feast
on their Brains can be played per game - inherent in an Event.)


Zombie Attack
Action, Necromancy, 0 or 1 blood (unsure)
[nec] (D) Bleed your prey at +1 bleed.
[NEC] As [nec] above, and if you control a ready wraith ally or
zombie ally, cards that require Dominate, Auspex or Vision cost an
additional blood or life for the rest of this action.


Bobby (Wraith)
Unique wraith retainer, 2 life
Requires Nagaraja
Once per turn, after a successful action performed by this Nagaraja,
you may add a blood to another vampire you control.


Spectral Augmentation
+1 stealth action, 1 blood
Requires Nagaraja
Search your library, hand, and/or ash heap for a wraith retainer.
Move that retainer to this Nagaraja (paying the cost as normal for
employment, but ignoring requirements (if any)). Put this card on
that retainer. Once per turn, after a successful action performed by
this Nagajara, you may add a blood to another vampire you control. A
Nagaraja can have only one Spectral Augmentation on all of its
retainers.


Smash Their Face In
Combat / Reaction
1 blood
Requires a vampire with a capacity above 3
[pot] Strike: hand damage + 1
[POT] [react] Play before you declare block attempts (or decline to
block) during a bleed action against you. Deal 1 damage to the acting
minion. If the acting minion is no longer ready, the action ends.


Skeletons in the Closet
Action Modifier, Necromancy, 1 blood
[nec] This vampire gains X votes for each unique wraith (ally or
retainer) you control. You can play only one Skeletons in the Closet
per turn.
[NEC] As [nec] above, and this vampire gains 1 additional vote for
each unique minion found in other Methuselahs' ash-heaps.


Really Cool Ghostly Power
Action, +1 stealth
[nec] Tap a unique wraith ally you control to <do something really
cool> .
[NEC] As [nec] above, but you may tap a unique wraith retainer
instead.


Really Cool Ghostly Power II
Action, +1 stealth
[nec] Tap a unique wraith ally you control to <do something really
cool>.
[NEC] Tap a unique wraith ally you control to <do something AWESOME>.


Card Name
Unique Master
Put this card on a ready vampire you control. During combat, this
vampire may discard an action modifier from your hand that would
increase his bleed (if he meets the requirements to play it to
increase his bleed, ignoring the blood cost). If he does so, he
gains [a combat benefit, or a choice of combat benefits].


Big Stick Diplomacy
Action Modifier
Requires a ready vampire. Play at the end of an action in which an
opposing vampire was sent to torpor in combat, or an opposing ally
was incapacitated in combat. Put this card in play. You can burn
this card during a referendum (excluding bloodhunt referendums) to
gain 4 votes in favour of the referendum. Burn this card at the end
of your turn. You can only play one Big Stick Diplomacy per turn.


The Usual Channels
Unique Master
Put this card on a minion you control. This minion can burn a blood
to get +1 bleed once per turn.
While this card is in play: 1) the first minion each turn to announce
a bleed against a Methuselah other than their controller's prey burns
a blood or life immediately. 2) if the terms of a referendum allows
the acting Methuselah to inflict damage on her prey and she does not
do so, the acting minion burns a blood or life immediately.


Braggart
Master: trifle. Archetype.
Put this card on a vampire you control and search your library, hand
and/or ash heap for up to X cards from the following list: Sabbat
Threat, Peace of Khetamon, Final Nights, Praxis Solomon, Camarilla
Exemplary, Sabbat Priest. Put them on this card. Once per turn, this
vampire can call a referendum from one of these cards without tapping
as
if played from your hand (and that card remains on Braggart). A
vampire
may have only one archetype.
--Where X is 2 or 3, perhaps.


Bleed Defence
Action Modifier / Reaction
[disc] Some simple, utilitarian, useful inferior. Say, gain 2
votes.
[DISC] Reduce a bleed against you by 2. Instead of moving this card
to your ash heap, you may move it to your Research area instead.
Potentially, give the card a keyword - say, "Gossip" - which can be
shared with other similar cards. Give it a self-limiting text:
[DISC] Reduce a bleed against you by 2. When you play this card,
you
may move it to your Research area (instead of your ash heap); if you
do so, move any other Gossip cards from your Research area to your
ash
heap.


Seductive Lies
Serpentis, 1 blood, Action Modifier / Reaction
[ser] [act mod] +1 bleed
[ser] [react] Requires a vampire older than 4. Playable by a tapped
vampire. Reduce a bleed against you by 2, and put this card on this
reacting vampire. The vampire with this card has +1 bleed. Burn
this card during your discard phase. A Methuselah can control only
one Seductive Lies.


On My Command
Political Action
X blood
Requires a Cardinal, Regent or Inquisitor
Choose a number, X (where X is less than 5). If this referendum is
successful, search your ash-heap and library for up to X non-unique
weapons costing less than 2 pool each. (Shuffle your library
afterwards.) Put each weapon on a Sabbat vampire you control (no
more than one per vampire).


On My Command II
Political Action
Requires a Cardinal, Regent or Inquisitor
If this referendum is successful, put this card in play. If a
Sabbat vampire you control in combat torporizes, burns or
incapacitates an opponent controlled by your prey, take a pool from
your prey's pool. Burn this card at the end of your next minion
phase.


I Predict A Riot
Action
+1 stealth action
Requires a Cardinal, Regent, Inquisitor or Seraph. Unique.
Put this card in play. Once per turn, each Sabbat vampire you
control can burn a blood to get +1 strength for the remainder of the
turn. You may burn this card to gain 3 votes against a referendum
to call a Blood Hunt on a Sabbat vampire you control. Any minion
may burn this card as a (D) action.


Hired Goon
Caitiff, 1 capacity, Group -ANY-
Independent. Non-unique.
When you influence Hired Goon into play, draw a card from your crypt
and select a vampire of 3 capacity or less controlled by your
predator; this Hired Goon contests that vampire (even if it is not
unique). If you control this card during your untap phase, remove
it from the game.


Edge of Insanity
Reaction, 1 blood
[dem] Reduce a bleed against you by two.
[DEM] Usable during the referendum of a political action. The acting
minion has four fewer votes for the rest of the action.


Blogosphere
Master: Unique Location. Trifle.
No pool cost
If you have the Edge at the end of your discard phase, put a Rumor
counter on this card. Tap this card and burn X Rumor counters on it
to grant a minion you control +X intercept.


Power Behind The Throne
+1 stealth action
Requires a Primogen
Put this card on the acting Primogen. When another vampire you
control calls a political action, this Primogen gets 2 additional
votes during the referendum.


Power Behind The Throne II
1 blood
+1 stealth action
Requires a Primogen
Put this card on the acting Primogen. When another vampire you
control calls a political action, this Primogen gets 2 additional
votes during the referendum. If a Prince calls a political action
and the referendum fails, you may burn this card to send the Prince
to torpor.


Hidden Knowledge
Master: Trifle
Put this card in play. During your discard phase, you may burn the
edge to put a Mastery counter on this card. During your master phase,
you may burn a Mastery counter from this card to play a Master:
Discipline card as a Trifle; if you control two Hidden Knowledges, you
may instead burn a Mastery counter to search your library or ash heap
for a Master: Discipline card and play it as a Trifle (shuffle library
after). Any vampire may take a (D) action to burn all Mastery
counters on this card.


Tax Deductible Losses
Unique Master
Put this card in play, or play this card to your ash heap to put a
counter on a Tax Deductible Losses you control. Whenever a minion
you control successfully equips and you pay the entire cost with your
pool, move half the pool cost of that card (round down) to this card.
During your untap phase, move a counter from this card to your pool.


Stoking the Beast
Reaction
Requires a vampire with a capacity of 8 or more.
ANI: The acting minion gets -1 stealth.
PRE: Reduce a bleed against you by two.
ANI+PRE: Playable by a tapped vampire. Only usable when you are being
bled (after blocks are declined). This reacting vampire burns a blood
to choose another Methuselah other than the acting minion's
controller. The acting minion is now bleeding that Methuselah. A
vampire can only play Stoking the Beast at ANI+PRE once per turn.


Best Laid Plans
Combat
Play before range is determined in a combat resulting from a
successful action by this minion. A vampire can play only one Only
one Best Laid Plans per combat.
[qui] Choose one strike card in the opponent's ash heap. Once during
this combat, if the opponent plays that card, this minion can
burn a blood to cancel it (no cost is paid by the opponent).
[QUI] As [qui] above, but choose two strike cards (or three if this
action came from a contract card), and this vampire can cancel each of
those cards once.


Shrouded Assets
Obfuscate
Reflex / Reaction
[reflex] [obf] Cancel a card (including combat and master cards) that
would destroy a piece of equipment on this vampire as it is played (no
cost is paid).
[OBF] Reduce a bleed against you by half (round down).


Decoy
Caitiff
Group: *
Capacity: 1
Independent. During your untap phase, draw a card from your crypt and
remove Decoy from play. If Decoy was ready, select a minion
controlled by your predator or prey. That minion is now Red List.


Trophy: Reimbursement
Master. Trophy.
When this trophy is awarded, remove it from the game. This vampire's
controller chooses up to 5 cards from his or her ash heap, and
shuffles them back into her library.


Speak Softly
Action Modifier
Requires Potence
Captivation.
Only usable after a successful referendum. Put this card on
this vampire; a vampire can only have one Speak Softly. Only
one Captivation card can be played on an action.
Pot: The vampire with this card has +1 strength.
POT: As [pot], and this vampire can burn this card to make a
hand strike at +3 damage.
The card art would, of course, have a picture of Theodore Roosevelt on
it: http://en.wikipedia.org/wiki/Big_Stick...


I Have a Dream
Action Modifier
Requires a title worth 2 or more votes.
Captivation.
Only usable after a successful referendum. Only one
Captivation card can be played on an action.
Put this card in play. This card is a UNIQUE vampire
with 1 capacity. You may search your hand, ash heap, or library
(shuffle afterwards) for a Discipline card and move it to this
vampire. You may move a blood to this vampire from one vampire
who voted against this referendum.


Cloture Motion
Action Modifier
Requires a title worth 2 or more votes.
Captivation.
Only usable after a successful referendum. Only one Captivation
card can be played on an action.
Move a blood from each vampire who voted against this referendum
to the acting vampire (remove the excess).


Go Even More Anarch
+1 stealth action
Requires a...
Put this card on this acting vampire, and untap this vampire.
The vampire with this card is Anarch (and Independent). When
you put this card on this vampire, you may go through your
library, find another copy of this card and remove it from the
game (shuffle afterwards). If this vampire changes sect, burn
this card.


Indoctrination
Unique Master
Put this card on an Anarch you control.
When this vampire successfully performs an action to put a
vampire in play, that vampire becomes Independent and Anarch at
the end of the action and loses any title they have (if any).
Titled non-anarchs have +1 intercept when this vampire is
acting.


Natural Born Leader (IV)
Unique Master
Put this card on a ready minion. If this minion leaves the ready
region, its controller burns X pool, and... During its controller's
untap phase, this minion gains, as appropriate, 1 blood or life (not
to
exceed its starting life).


Scandal: Crazed Serial Killer
Unique Master
Put this card on a ready minion. If this minion leaves the ready
region, its controller burns X pool... This minion has +1 strength.
If this minion has Dementation, or is a Malkavian or Malkavian
Antitribu,
it has +2 strength instead. A minion can only have one Scandal card.


Rapid U-Turn
Master: Out of Turn
2 pool
Burn a master card or event card as it is played by another
Methuselah.
Next turn, you get one fewer discard phase actions during your discard
phase.


Tasty, Tasty Blood (*slobber*)
Only usable at the end of a round of combat. Not usable by a vampire
being burned or going to torpor.
This vampire gains an amount of blood equal to one less than the
amount
lost by the opposing vampire to damage this round, or this vampire
gains
one blood if any damage was successfully inflicted on the opposing
ally.
A vampire may play only one Taste of Vitae each round.


Contract. Unique.
Requires an Assamite with capacity above 4.
(D) Put this card on a ready vampire you do not control, and enter
combat with that vampire. Tap this card. This Assamite is chosen for
this contract. This Assamite may enter combat with the vampire with
this card as a +1 stealth (D) action. If this card is untapped when
the
vampire with this card leaves the ready region during or immediately
after a combat with this Assamite, and this Assamite is still ready,
gain X-2 pool, where X is the capacity of the vampire with this card.


Sanguine Mastery
Action Modifier
Only usable after a combat involving this Assamite and an
opposing minion with a contract naming this Assamite. Only
usable if the opposing minion is not ready and this Assamite is
ready. Put this card on this Assamite. The Assamite with this
card pays one less blood for combat cards that require Quietus.
Burn this card if this vampire goes to torpor. A minion can
have only one Sanguine Mastery.


Making An Example
Artwork: Some thin-blood being hanged, or set fire to, or
something.
Crypt card back, but with a library card front that looks a bit
like The Embrace etc.
1 capacity, clanless Independent vampire
When this card is in play, it is a unique master card. If you
have controlled Making An Example before, burn this card. Put 3
counters on it when it enters play, and remove a counter during
your untap phase. Burn it if it has no counters. When vampires
of less than 4 capacity or minions with a cost less than 4 bleed
you or call referendums, you neither gain nor lose pool as a
result of that action if you control no minions.


Foo
Reaction, Requires a vampire
Only usable when you are being bled. The acting minion is now
bleeding your prey instead. Put this card on this vampire.
This vampire's bleed actions, political actions, and actions to
put a vampire in play are always at zero stealth (ignore the
excess); effects that add stealth to this minion cannot be used.


Freedom of the City
Requires a vampire with a city-based title
Political Action, 1 vote, 1 stealth
Unique
If this referendum is successful, put this card on the acting
vampire. If the vampire with this card is ready during your
untap phase... (Heart of Nizchetus text)


Killer
Master: archetype.
Put this card on a vampire you control. Once per turn, when
this vampire torporizes, burns, or incapacitates a minion who
has a Contract naming this vampire, he may burn a blood to move
a combat card played during this action from the ash-heap and
place it face-up in front of you. This card is still in your
hand, and your hand-size is one larger. When you play that
card, do not replace it and your hand-size is one smaller. You
may only have one card face-up in this manner from each Killer.
A vampire may have only one Archetype.


Inflaming the Beast
Abombwe
abo: Reflex. Cancel a frenzy card blah blah.
abo: Play before range is chosen. If the opposing vampire chooses a
Dodge or Combat Ends strike, the cost of that strike is
increased by 1 blood.
ABO: Play before range is chosen. The opposing vampire cannot select
Dodge as a strike, and Combat Ends strikes have their cost
increased by 2 blood.


Gangrel Card
Fortitude + Protean
1 blood
for pro: Play before range is chosen on the first round of combat.
This
vampire can prevent 1 damage each round for the rest of this
combat.
FOR PRO: Play after range has been determined, before strikes are
chosen, when range is close. If range is close, the opposing
minion cannot select Combat Ends as a strike.


Annexation
Title
Requires a ready, titled Independent vampire
(D) Choose a titled vampire whose title represents a City. Put this
card
on the acting vampire; while this card is in play, the chosen
vampire's
title is contested by this vampire. If this vampire wins the contest,
they
gain the city title (and it remains active, even if they are an
inappropriate
sect). Burn this card if this vampire yields the contest.


Concealed Threat
Action Modifier/Reaction
1 blood
[obf pot] [Act-Mod] +1 stealth on an undirected action, and if the
action is blocked, the opposing minion takes 1 damage during strike
resolution in the first round.
[OBF POT] [Reaction] Reduce a bleed against you by 2, and the acting
minion burns a blood.


Compromising Threat (II)
Action
Requires Assamite
Put this card in play. (You can only have 1 Compromising Threat in
play.) If you are being bled by a Methuselah who controls a ready
minion for whom one of your vampires has been chosen for a contract,
you
may tap this card to reduce the bleed by one. Burn this card if a
ready minion you control leaves the ready region.


Compromising Threat
Action Modifier
Requires Assamite
Play when you announce an action to enter combat with a minion using a
contract card. You cannot play this card if you have a Compromising
Threat in play. If that minion is no longer ready at the end of this
action, put this card in play; you may burn this card to reduce a
bleed
by that minion's controller by X. If that minion was burned during
this
action, you may burn this card to reduce a bleed by that minion's
controller by X+1 instead. If that minion is still ready at the end of
this action, burn a pool.


Swift Secrecy (a picture of a vampire quickly hiding the
books inside the washing machine when the police come knocking),
obf/cel: Maneuver
OBF/CEL: Reduce a bleed against you by 2.


Shrouded Assets.
+1 stealth action.
Obf: Put this card in play. (A Methuselah can only have one Shrouded
Assets in play at a time.) If you are being bled by a minion without
Auspex or Vision, you may tap this card to reduce the bleed by 1. Some
burn clause.
OBF: As above, but you may also tap this card if the
minion has inferior Auspex.


Propaganda Coup
Reaction
2 blood
Requires a ready vampire
Do not replace until your next discard phase
Play this card when a younger vampire, or any non-vampire, is
attempting
to bleed you. If this bleed is successful, and resolves for more than
one pool, tap a minion controlled by the Methuselah who bled you. If
the bleed resolves for more than three pool, you may tap an additional
minion controlled by that Methuselah.


<Some cool name about psychic surgery, introspection, personalities or
something>
+1 stealth action
1 blood
[dem] Search your library for a master: archetype card; reveal it to
all
players and put it into your hand. Shuffle your library and discard
down to your hand size.
[aus dem] As [dem], but put the archetype you draw onto this acting
vampire instead. Pay the cost, if any. Skip your next master phase.
[AUS DEM] Put this card on the acting vampire. The vampire with this
card may have and benefit from two archetype cards, ignoring
restrictions on any archetype cards to the contrary.


Succubus Club (alt 1)
Master: Unique Location
During your untap phase, you may tap this card to trade with a
Methuselah who agrees to trade. You may trade pool. You may burn 1
pool
to trade a card from your hand with a card in that Methuselah's hand.
You may burn 2 pool to trade control of a card you control. The trade
cannot result in either Methuselah have fewer cards in hand than his
or
her hand size. Any additional terms can be established, but none are
enforced by the rules.


Succubus Club (alt 2)
Master: Unique Location
During your untap phase, you may tap this card to trade with a
Methuselah who agrees to trade. You may trade pool. You may trade
cards
with that Methuselah on a one-for-one basic - one card in hand for one
card in hand, one controlled vampire for one controlled vampire, one
controlled library card for one controlled library card. The trade
cannot result in either Methuselah have fewer cards in hand than his
or
her hand size. Any additional terms can be established, but none are
enforced by the rules.


Succubus Club (alt 3)
Master: Unique Location
During your untap phase, you may tap this card and select a Methuselah
who agrees: one of you may move pool to the Club that the other will
receive; you may each move cards you control to the Club that the
other
will take control of; you may each move an equal number of cards from
your hand to the Club face-up that the other will draw. These cards
are
out of play. Do not untap this card during your next untap phase:
instead, the pool and cards moved, drawn and taken control of as
appropriate. If, before that time, the selected Methuselah is ousted
or
control of the Club changes, burn the Club and everything on it.


Interstate Ballistic Missile
Weapon
10 pool
Only usable at Ooi-Wisconsin range
Strike: Destroy target state


Someoneorother
Ventrue Antitribu
(3) AUS for
All actions cost Someoneorother an additional blood.


Sooper Dooper Enchanted Stick
Requires Tremere Antitribu
2 pool
Unique Melee Weapon
Strength +1 aggravated damage on each strike. [Up to here, it's a
!Tremere version of Femur of Toomler.] If the bearer is Goratrix, he
gains +1 strength on hand strikes, and his hand strikes are
aggravated.


Midnight Pop-Tart Run
Action
This minion gains one Munchies counter. During your untap phase, you
may burn a Munchies counter on a vampire you control to belch very
loudly, showing everyone in the room how satisfying your pop-tarts
are.


a retainer, Professor Trelawney, Tame Psychic. The vampire with this
retainer may play cards as though they had superior Auspex. If
Professor Trelawney is burned, the vampire she is on takes 2 damage
(not
preventable).


Last of the Summer Vitae (or Ever Decreasing Blood Banks)
Action
Thaumaturgy
2 blood
(D) Put this card on another vampire (you still control this card).
The
vampire with this card is Sterile. During its controller's untap
phase,
it may move one blood to this card. When this card has three blood
counters on it, burn it.
Sup: (D) Put this card on a vampire. That vampire cannot gain blood;
any blood this minion gains goes to the blood bank instead. Any minion
may burn this card as an action.


Flare
Combat
Disciplineless
1 blood
Only usable by a minion with a gun. Only usable before range is chosen
on the first round of combat.
Choose another minion you control. If this round lasts until the Press
step, end combat at the beginning of the press step; the chosen minion
enters combat with the opposing minion. (Flare cannot be played in
that
combat.) Place a Flare counter on a gun on this minion. Burn that gun
if it now has more Flare counters than its <damage/cost>.


Sniper Tactics.
Only usable by a minion with a gun.
Strike: +1R damage with a gun possessed by this minion, with an
optional
maneuver (only usable to maneuver to long range).


Wild at Heart
Animalism
Action Modifier
1 blood
Only usable when this acting vampire's action is announced.
[ani] This vampire has +1 strength for the duration of this action.
[ANI] As [ani] above and if, during the first round of any combat that
occurs during this action (including from blocks), the opposing minion
plays "Combat Ends" as a strike, this vampire may burn one blood to
cancel that strike; the opposing minion chooses another strike, which
may not be a "Combat Ends" strike.


Night Vision Goggles/Radar
2 pool
Equipment
Before range is chosen in the first round of combat, the vampire with
this equipment may set range to long (skip the Establish Range step).
If the opposing vampire has Obfuscate or the opposing ally may play
(some) cards requiring Obfuscate, you must burn a blood to use NVG's
set
range ability.
(Art: A vampire with night vision goggles leaning over the top of a
building, possibly crawling Spiderman like, with a target in view. Or
if radar, a vampire with a small portable radar (silence,
techno-geeks)
in their hands and the target at the other end of an alley.)


Traffic Jam
Unique Master
Put this card in play. Any card played which untaps a minion costs an
additional blood or pool as appropriate (minion cards without a cost
gain a blood cost). This card may be burned as a (D) action; Brujah,
Ventrue and allies get +1 stealth on that action.


Torpor Ward
Action
Thaumaturgy
2 blood
Put this card on the acting vampire. If this vampire would go to
torpor, you may burn this card to prevent them from going to torpor. A
vampire may have only one Torpor Ward.


The Crime Revealed (2)
Action
Auspex
+1 stealth action
aus: Put this card on a vampire that has successfully committed
diablerie <perhaps: Since your last turn? All game is a lot of book-
keeping>. Any vampire can enter combat with the vampire with this card
as a +1 stealth (D) action. Vampires with Auspex get an optional
maneuver during that combat. Burn this card if the vampire goes to
torpor.
AUS: As above, but vampires with Auspex get an optional additional
strike during that combat as well.


Big Bad-Ass Gangrel
Gangrel Justicar
Camarilla. Any ready Camarilla Gangrel vampire may take an
action to become Independent. If Xavier is Independent, he has
3 votes.


Gangrel Restlessness
Master
Requires a ready Gangrel with a capacity above 5 (or similar)
Put this card in play; all Gangrel are now Independent vampires for
the
rest of the game. (Later effects, e.g. Writ of Acceptance, may over-
ride this.) All options available to Independent vampires are now
available to the Gangrel. Any Independent Gangrel you control may take
an action to search your library for a Covenant of Blood and take it
to
your hand. Camarilla vampires have +1 intercept when blocking this
action.


Council Veto
Requires a Primogen
Action
1 blood (alter to taste)
(D) Put this card on a ready vampire/ready Prince/ready titled
Camarilla
vampire/ready titled vampire/whichever (you still control this card).
If you control more than one Primogen when you play Council Veto, the
acting Primogen untaps at the end of your turn.
If that vampire with this card attempts a political action, you may
burn
this card as the action is announced to cause it to fail (burn the
political action card, if any; that vampire remains tapped).


Freedom from the Hierarchy
Action Modifier
1 blood
Requires a vampire of capacity greater than 7. Cannot be used by a
vampire who has a title worth more than one vote or who is a Priscus.
Play this as the action is announced.
If this action is successful (regardless of whether any bleed or
referendum is also successful), this vampire untaps after it has been
resolved.


Well Earned Shopping Spree (You can think of a better name)
Action Modifier
Disciplineless
1 blood
Do not replace this card until the end of your next discard phase.
Only usable after a successful bleed action or referendum.
Equip this vampire with a non-unique weapon card (do not replace this
card until the end of your next discard phase); the cost of that
weapon
(in pool or blood) may not exceed this vampire's capacity. Pay the
cost
as normal. This does not count as an equip action.


Freedom from Bureaucracy
Action
+1 stealth
2 blood
Requires a vampire who is above 6 capacity who is not a Prince or
Justicar.
Put this card on the acting vampire. At the start of its controller's
next minion phase (before mandatory actions are taken), burn this
card;
this vampire then gains enough blood from the blood bank to take it up
to capacity. The vampire with this card cannot cast votes during
referenda.


Taking Control
Unique Master
You may tap this card and burn the Edge during your master phase
to gain an additional master phase action. You may tap this
card and burn the Edge to give a minion you control +1 stealth.
You may tap this card and burn the Edge to give any minion +1
intercept. If you gain the Edge whilst this card is tapped, it
remains uncontrolled instead; you do not get the Edge. This
card may be stolen by any minion as a (D) action.


Sniper Sight
Auspex
Combat
(aus) Strike: use a gun possessed by this minion at +1R damage.
[Something innocuous, making the inferior usable but not great.
Remember, it stacks with ammo so it could get quite nasty, but
it's not designed to be killer.]
(AUS) Strike: use a gun possessed by this minion. If the opposing
minion strikes to end combat, that effect occurs after damage
resolution, before additional strikes would be declared. (All other
effects of their strike occur normally.)


Ritual Warding
Thaumaturgy
Combat/Action Modifier combo card
2 blood
inf: Strike: Combat Ends
sup: +1 stealth; if this action is blocked, the acting vampire may
declare Strike: Combat Ends as their strike once during that combat.


Levitation
Thaumaturgy
1 blood
Combat
tha: Strike: Dodge
THA: Strike: Dodge, with an optional maneuver


Intrigue (slightly less abusive)
Master: Out of Turn
Requires Follower of Set
1 pool
Only usable following a successful referendum. Place this card on a
ready Follower of Set you control who cast 1 or more votes in favour
of
the referendum, with X counters on it. X is the amount of votes this
referendum passed by. During a referendum, the Follower of Set with
this card may burn the card to cast as many votes as there are
counters
on the card.


Trial by Combat
Action
You must control a ready titled vampire. This vampire need not be the
acting vampire.
(D) Enter combat with a vampire controlled by another Methuselah. If
that vampire goes to torpor (or is burned) during this combat, all
bleeds by that Methuselah are reduced by 1 until your next untap
phase.
If that vampire remains in the ready region at the end of this combat,
burn 2 pool.
"Two men enter, one man leave."
--The Crowd, Mad Max: Beyond Thunderdome


Magic Gun (Remote Targeting)
Thaumaturgy
2 blood
Action
This is a +1 stealth action.
Place this card on a gun this minion possesses. This gun now strikes
with First Strike.
(S) As above, but this gun's strike resolves before Strike: Combat
Ends.


Spit from the Shadows
Quietus
Combat
1 blood
Strike: 2R damage, with First Strike
(S) Strike: 2R damage. This strike resolves before Strike: Combat
Ends.


Psycho
Action
Dementation
/Control of this card is determined as if it were a master card./
Place this card on a minion. The minion with this card cannot play
"Strike: Dodge" as a strike. This card may be burned by that minion
as
a (D) action.
(S) As above, but this minion cannot play "Strike: Combat Ends" as a
strike.


Best Laid Plans
Combat
Auspex
1 blood
+1 intercept
(S) Play before range is determined in the first round of combat.
The opposing minion chooses his strike now instead of during the
Choose
Strike (or Establish Range) step. (Additional strikes are handled
normally.)


Psychic Taunt
Dementation
Combat
Play before range is determined.
If the opposing minion selects a "Strike: Combat Ends" effect for
their
strike, that minion takes 1 damage at the end of the Choose Strike
phase.
(S) As above, but this damage is not preventable.


Chow Down on Evil (erm, Good....)
Unique Master
Requires a ready Sabbat vampire
Put this card in play. Place three counters on it. Tap this card
during a Bloodhunt referenda to cast X votes to save a ready Sabbat
vampire from being burned. Remove a counter when you do this. Burn
this card if it has zero counters on it.


Repulsive Smell
1 blood
Action Modifier
A minion attempting to block you gets -1 intercept
(S) All minions attempting to block you get -1 intercept


Haqim's Will
Quietus
Combat card
2 blood
Inferior:
[Strike: +2 hand damage]
or
[Maneuver, with an optional additional strike this round.]
Superior: Play this card during the Choose Strike step after
both minions have chosen strikes. Cancel this minion's strike;
he does not strike during this Strike Resolution. The opposing
minion takes two damage.


Vulnerability of the Naive
Requires Setite
1 blood
Action
[No stealth?]
Put two Corruption counters on a vampire who has less
than four capacity [etc.]


Ritual Broken
Master
Put this card in play. Whilst this card is in play, disregard
card text on Assamite vampires restricting their ability to commit
diablerie.
[This card may be burned as a (D) action, which costs 2 blood.
If the vampire taking the action has Thaumaturgy, the action
costs zero blood.]
[If a Blood Hunt is called against an Assamite who commits
diablerie, this card casts an additional vote in favour of not
burning the vampire.] [Or something.]


Spatial Awareness
Action
+1 stealth
2 blood
Put this card on the acting vampire. This vampire may not play
cards before range is determined in the first round of any given
combat. This vampire may burn 1 blood during the Establish Range
step of combat (skip the rest of the step).


Punch and Judy
Combat
Chimerstry
1 blood
For the remainder of combat, all cards providing a Strike: Combat Ends
effect cost an additional blood to play.
(S) As above, but they cost an additional two blood to play.


Ascension to Power
Action
2 blood
+1 stealth action
Requires ready Primogen
Put this card on the acting Primogen. This vampire gets an additional
vote
during political action referendums. This vampire may play cards
requiring
a Prince. Burn this card if this vampire ceases to be a Primogen. A
vampire
may only have one Ascension to Power.
(Perhaps also: "Burn this card if this vampire enters torpor." )


Yellow Belly
Action
+1 stealth action. The acting vampire turns into a Chicken.


"Hit the Twat"
Master
When this card is in play, you may commit acts of violence
upon Wayne J. Rasmussen. This card may not be removed from
play nor Suddenly Reversaled.


James Coupe
vekn{at}zephyr.org.uk


-----------------------------------------------------


Stinkpalm
Combat
Only playable by a minion equipped with Dog Poo.
Strike : put this card on the opposing minion, minion with this card
may not
cast votes or play cards requiring Presence. Put three counters on
Stinkpalm, burn a counter during each of your untap phases. Burn
Stinkpalm
if it has no counters on.
Not playable if opposing minion has been Disarmed.
"I'm terribly sorry Emerson, it won't wash off." Ranjan Rishi,
Camarilla
Scholar. Clan Ventrue


Foghorn Leghorn
(War Rooster)
Cap 6 POT DOM pre
+2 Intercept vs any 'Enemy of the poultry'
"Well I, I, I say put that chickn' down"


Aerosol n' Zippo
Equipment
1 agg damage
Only usable at close range. Flip a coin, if it comes
up heads the aerosol explodes all minions in combat
take 1 agg damage.


Rob Treasure
Rob.Treasure{at}btinternet{dot}com


-----------------------------------------------------


Get on with it
Master Out of Turn
Opponent's turn immediately ends and your turn begins.
Playable only if, in your opinion, opponent is playing
too slow.

Chris Arthur
theventrue{at}my-deja{dot}com


-----------------------------------------------------


Chitinous Armour
1 Blood
Only usable before range is determined. Only one Chitinous Armour can
be played each combat.
[vic] Prevent up to 1 damage each round of this combat
[VIC] As above, but prevent up to 2 damage each round.


Rapid Morphing
Combat,
Play before strikes are chosen in the initial strike phase. You may
only play 1 Rapid Morphing each combat.
[cel] [vic] Viscissitude strike cards do an additional +1 damage this
combat. [CEL] [VIC] As above and gain an Additional Strike each round
of combat. You may only strike with cards requiring Vicissitude with
this additional strike.


Pit Trap (II)
Auspex
Cost 2 Blood
Reaction (Trap)
Basic:
Only useable when younger vampire or ally attempts a directed action
against you. Tap this vampire. The action fails and the acting vampire
remains tapped.
Superior:
As above and put this card on the acting vampire. Any minion can enter
combat with this vampire as a D action. This minion can burn this card
as a +1 stealth action.


Mantrap
Equipment (Trap)
Cost: 1 pool
When this equipment is successfully equipped it becomes a location.
Tap this location when a directed action is declared against you to
give the acting minion -1 stealth. If the action is blocked, you may
burn this location to inflict 2 unpreventable damage on the acting
minion before range is determined. A Methusula may only have one
Mantrap in play.


Survival Club
Unique Location
Brujah Antitribu
Tap to give +1 stealth when equipping with Trap equipment. Tap to
reduce the cost of Trap Equipment by 1 blood or pool (but the action
will never cost less than 1 blood or pool).


Caltrops
Equipment (Trap)
Burn this card as an action is declared. If the minion with this
equipment is blocked, the opposing minion takes one damage before
combat begins and has -1 intercept for the rest of the current turn.


Trip Wire
Equipment (Trap)
If the combat is at close range, you may burn this equipment so that
the opposing vampire must pay an additional blood to strike and cannot
use additional strikes this round. When you burn this equipment, your
minion has a press to end combat.


Booby trap
Equipment (Trap)
Cost: 2 Pool
Burn this card when a directed action against you is declared. The
acting minion takes 4 unpreventable damage if he continues the action.
The acting minion may cancel the action and take no damage, but
remains tapped.


Pit Trap
Auspex
Cost 2 Blood
Reaction (Trap)
Basic:
Only useable when a directed action is declared against you. Tap this
vampire. The action fails and the acting vampire remains tapped.
Superior:
Tap this vampire and put this card on the acting vampire. The action
fails. Any minion can enter combat with this vampire as a D action.
This minion can burn this card as a +1 stealth action.

Trap cards. A nice idea...


Minesweeper
Ally
1 life 0 bleed 0 hand damage
Burn Minesweeper to burn a trap card in play
Minesweeper may take a +1 stealth action to remove any Trap card in
play.


Perceptive Eyes
+1 Stealth Action
aus
Burn a Trap card in play
AUS
As above but at +3 stealth


Show of Power
Action
1 Pool
+1 stealth
Playable by a vampire of capacity greater than 7.
(D) Enter combat with a minion controlled by another methuselah. The
acting vampire gets an optional maneuver during that combat. Untap
this vampire at the end of the action.


Spirit Rift [2]
4 Blood
nec - Burn a vampire in Torpor. This is not considered Diablirie. Gain
blood equal to the capacity of the vampire and any equipment the
vampire was carrying.
NEC - Burn all vampires in Torpor (this is not considered Diablerie)
and place this card on the acting vampire. During your next untap
phase, burn this vampire.


Feral Sabotage
Combat
2 blood
Only usable before range is established on the first round of combat.
Only One Feral Sabotage can be played each combat.
Ani
The opposing vampire takes 1R damage during each round of combat.
ANI
The opposing reacting vampire cannot play pre-range combat cards.


Ghouled Rat
Ally
2 Pool
Requires !Nosferatu
0 Bleed, 1 Hand Damage, 1 Life
You may tap Ghouled Rat during your master phase to move 1 blood from
a vampire your prey controls to a vampire you control.
Ghouled Rat has -1 Intercept and +1 Stealth


Insider Dealing
Action
1 Blood
pre
Put this card on a ready titled vampire controlled by another
methusula. During a political action, you may burn this card to chose
how the vampires votes are cast.
PRE
As above, but during any referendum (including the prisci
sub-referendum).


Misfire
OOT Master
Play when a minion controlled by another methusula attempts to strike
with a gun. The strike fails and combat ends immedeately. The minion
using the gun takes damage equal to that of the gun's strike (modified
if the gun was using an ammo card) and must burn the gun.
"Whaddaya mean "it's still loaded"?" - Pug Jackson.


Rush of Blood
Combat
Pot
3 Blood
Only useable before range is set. Do not replace this card until after
combat
Basic: Discard x cards from your hand. For every 2x cards you discard,
gain an additional strike. Do not replace these cards until after
combat.
Superior: As above with +1 strength each strike


Rush of Blood (2)
Combat
Cel
3 Blood
Only useable before range is set. Do not replace this card until after
combat.
Basic: Discard 2x cards to gain x additional strikes, each round for
the remainder of combat. Do not replace these cards until after
combat.
Superior: As above, but discard x cards to gain x additional strikes,
each round for the remainder of combat. Do not replace these cards
until after combat.


Raid
Action
D action
Steal a counter from any card in play that is not a Minion or
Retainer, requiring counters, controlled by another methusela. Place
it on a card you control that is not a Minion or a retainer and
requires counters.


Dumb Luck
OOT Master
1 Pool
Playable in your minion phase
Only useable during a non-bleeding action, if the acting vampire has
been successfully blocked. The reacting vampire burns 4 blood before
combat begins.


Blood Bank Raid
For
Action
+1 Stealth
Basic: This acting vampire gains 2 blood
Superior: Tap the acting vampire and another minion you control and
burn a blood or life from both minions. A minion you control gains 4
blood or life.


Technomancy
Tha
Action
+1 Stealth
2 Blood
Basic: Put this card on the acting vampire. This vampire has +1 Bleed.
A vampire can only have one Technomancy.
Superior: As above, and the vampire pays one one less for cards that
require Thaumaturgy.


Technomancy (2)
Tha/Aus
Action
+1 Stealth
2 Blood
Basic: Put this card on the acting vampire. This vampire has + 1
Bleed. A vampire can only have one Technomancy.
Double Superior: As above, and the vampire pays one less for cards
that require Thaumaturgy or Auspex. ;)


Armoured Limo
Vehicle
Cost: 1 pool
Requires Ventrue
Prevent all damage from a strike once per combat and put a damage
counter on the limo. If the limo has more than 3 damage counters on
it, burn the limo, and the minion with this card takes 2 agg damage
(non preventable). The limo can be burned by the controlling minion as
a +1 stealth D action


Luxury Limo
Vehicle
Cost: 1 pool
Requires Toreador
+1 Intercept. +2 Intercept for D actions targeting this vampire.


Humm Vee
Vehicle
Cost: 1 pool
Requires Brujah
Optional press, once each round of combat


<whatever it was called>
Unique Melee Weapon
Cost: 4 pool
+1 Strength damage, aggravated
Once each combat, at the end of a round of combat, the vampire with
this weapon may gain x blood from the blood bank where x is the amount
of damage inflicted with this weapon.


Daytime Camerilla Ghoul Raid
Action Modifier
Requires a Camerilla Vampire
Cost - 2 blood
Only useable if this action is blocked. For the duration of combat,
this card becomes an ally with 4 life, 2R aggravated damage, and has
one press only useable to continue combat. At the end of combat, the
reacting vampire takes 1 aggravated damage (unpreventable). The
reacting vampire may elect not to block this action. Instead of
entering combat with the acting vampire, the reacting vampire enters
combat this ally. Burn this ally after combat.


Preferential Rates
Unique Master
Cost 1 pool
When this vampire succesfully performs an equip action, all equipment
costs 1 less pool or blood.


Bulk Purchase
Action
Costs 2 blood
+1 Stealth
Bring any amount of non unique, non location equipment cards from your
hand into play (pay cost to equip as usual). Play them onto any
vampire(s) you control. This action is not considered an equipping
action.


Independant Thought (3)
Master
Cost 3 pool
Play on a controlled vampire. That vampire returns to his controllers
uncontrolled region. All cards controlled by the vampire remain with
the minion. Each Methusula can only play one Independant Thought in a
game.

i.e. Banishment, but in a master. After all, if a minion has
independant thought, he is effectively uncontrollable and therefore
should be uncontrolled.

Or how about

Independant Action
Master
Play on a controlled vampire. Whilst this card is on a vampire, the
vampire cannot act, react, or block. This vampire cannot act during
his methusulas next turn. Burn this card during the controllers next
untap phase instead of untapping the vampire.


Surprise Attack
Master: Out of Turn
Cost: X pool
Only playable at the end of another Methusulas turn. Untap X vampires
you control. These vampires may now act as if it were your turn.
During your next untap phase, each vampire you untapped in this manner
must burn a blood or go to torpor.


Intrigue
OOT Master
Requires Setite
1 Pool
Only useable if a vote passes and one of this Methusulas minions
successfully
voted for the motion. Burn this card to gain all the votes of the
acting
Methusula during another political referendum.


Eye of Hazimel
Unique Weapon
Cost: 3 pool
Strike: 2R (Aggravated)
The minion with this weapon must enter combat each turn as a D action.
The minion with this weapon may not hunt. The minion with this weapon
takes one point of aggravated damage (unpreventable) each untap phase.
The minion with this weapon is immune to non-aggravated damage.
Any minion can attempt to steal the Eye of Hazimel as a D action.
Followers of Set get +1 stealth when attempting this.


Gangrel Exodus
Vote, called at +1 Stealth.
If this vote is successful, all Gangrel are now considered
independent for the rest of the game. Each Gangrel gets an
addtional vote in this action.


Etchings of Anatole, Prophet of Gehenna
Master
Burn any Malkavian with a capacity less than 6. Only one Etchings
of Anatole, Prophet of Gehenna can be played in a game.


Powerbase: Watford, England
Unique Location
During your untap phase, tap this card to move one blood from the
bloodbank
to each your controlled vampires. You can not exceed a vampires
capacity in
this way. Any minion can steal this location as a D action.
Cost - 1 blood.
With a picture of the Flag pub looking all gothic.


Wiping the Grin off their Face
Out Of Turn Master
Only useable if your prey is being smug or conceited.
Your prey loses a pool


Feeding Frenzy
Political Action
Playing this card is a +1 Stealth Action
Nominate a Methusulah. If this vote is successful, this
methusulah has to go and get snacks and drinks for
everybody, or forfeit 3 pool. Game restarts upon his return.


Superior Willpower
Action
Requires fortitude
+1 Stealth action
Basic: Only useable after 1 hour of playing. Put this card
into play. If your prey has to go to the toilet during the
game, he loses a pool
Superior: As above, but your prey loses 2 pool


Powers of the Unseen
Reuqires Obfuscate, cost 2 blood
Put this card into play. For the remainde of the game,
anyone talking directly to the acting methusulah loses
a pool. If the acting methusulah talks to anyone else,
he loses 2 pool.
"Shaddapaya face"
Joe Dolce


David Hammond
hamdamcwa{at}my-deja{dot}com


-----------------------------------------------------


Boxed Inn (formerly known as Boxed In)
Master - Malkavian
Unique location.
Only useable when a Malkavian you control is in combat with another
minion.
Tap this location before range is determined to trap the opposing
minion in
an invisible box. The minion's controller must "mime" the remainder of
combat.

Growing Furry (formerly known as Growing Fury)
Combat - Protean
Normal: Only useable before range. The opposing minion takes 1 damage
during
strike resolution due to an allergic reaction with "kindred dander".
Effects
are negated if the opposing minion has animalism.
Superior: As above, but the damage can not be prevented.

Aaron's Nail Clipper (formerly known as Aaron's Feeding Razor)
Unique Equipment - 1pool
Once each combat, the minion equipped with Aaron's Nail Clipper may
cancel
the effect of a Wolf Claws or Claws of the Dead played by an opposing
minion.

Talbot's Riding Lawnmower (formerly known as Talbot's Chainsaw)
Unique Equipment - Vehicle - 3 pool
The minion equipped with Talbot's Lawnmower may take a +1 stealth
action to
burn a location. A minion may have only one vehicle.


Greg Faulkner
gfaulkner{at}austin.rr{dot}com


-----------------------------------------------------


Melinda Melons
Toreador [6]
PRE cel mel
Lord of the Domain of Swindon (1 Vote). Melinda can take a D action to
take control of an untapped male vampire controlled by another player.
Unless they must hunt, this vampire must take an action to search your
library for either Giant Growth, Immense Size, Poker, Grasp the Python
or Beast Meld and put it in your hand.


Habib
Blood Brother [7]
SAN for pre qui
Non unique. Windsor and Eton Circle. Master of the Ten Keys of Slough
(Habibs have a number of votes equal to the number of Habibs in play).
Any minion using a bomb to burn a location you control does so at +2
stealth and their bomb does not burn.


We Suck Hard.
Combat
Only usable by an Infernal Vampire
thau: Strike: Steal 4 blood or life from the opposing minion and take
3 unpreventable damage at the end of combat.
THAU: Strike: Tap X other infernal vampires you control of capacity
above 4 with Thaumaturgy. Steal 2X blood or life from the opposing
minion.


We're bad, we're bad, you know it.
Reaction
1 blood
Only usable by an Infernal Vampire
thau: Only useable after a successful bleed for 1 by your predator.
The acting vampire takes 2 unpreventable damage. Tap this reacting
vampire.
THAU: Only useable after a successful bleed by your predator. Tap X
other infernal vampires you control of capacity above 4 with
Thaumaturgy. The acting vampire takes 2X unpreventable damage. Tap
this reacting vampire.


Unbreakable Will
Action
2 blood
Put this card on the acting vampire, this vampire may not change
controller. If any card or ability would cause this vampire to be
controlled by another Methuselah, that card or ability is cancelled.
Any
other Methuselah contesting this vampire must play an additional blood
each turn, or yield control.


"Ritual of the Unstable Camarilla Toadies"
Action
+1 Stealth Usable by a ready Primogen
Inferior:
Put this card on the acting vampire. This vampire can enter combat
with
any vampire without thaumaturgy controlled by your prey. Presses to
end
combat may not be played by either vampire. If combat ends before the
press step in a round of combat involving this vampire move this card
to
another Tremere primogen and combat resarts in the second round with
the
new vampire. This card may not be moved to a vampire that has already
been involved in this combat. This vampire can end combat as a strike
and has one additional strike each round.
Superior:
As above with an optional maneuver


Deal with the Punter
Master OoT (Tremere)
Discard your hand, library, ashheap and all cards you own in all
zones.
Burn all Tremere. No really- burn them. With matches. Construct a deck
using a another clan. If the new deck contains more than 1 Ravnos,
your
prey may take an action to give you a 'Good Slappin'. Play continues
as
normal.


Matt Green
mgreen02{at}bcuc.ac.uk


-----------------------------------------------------


Yeah, that's what I needed ; an old Wayne Gretzky card.

Wayne Gretzky
Ally, 2 pool
Wayne can play cards that requires Superior Celerity as if he
was a 3 capacity vampire. In combat, he can steal a bullet (ammo)
card and can strike with it if he's equiped with a hock... a gun.

: )

Remy Auclair
rafid{at}videotron.ca


-----------------------------------------------------


Attack from the Shadows
Obfuscate
Action
1 blood
obf: (D) Enter combat with a minion controlled by your predator or
prey.
OBF: As above, and the opposing minion may not use their first strike
during the first round of combat.

or how about:

Unseen Approach
Obfuscate
Action Modifier
Only usable when the acting minion is about to enter combat. Do not
replace until after combat.
obf: The first round of combat is automatically at close range. Skip
the
Establish Range step for this round.
OBF: The opposing minion may not use their first strike during the
first
round of combat.


James Hamblin
hamblin{at}MATH.WISC.EDU


-----------------------------------------------------


You Lookin' Fer Trouble?
Combat
Potence
Only usable before range is determined. Only usable once per combat.
[pot]: If this minion inflicts more than 3 damage in any round this
combat, put this card in play. When a minion (vampire?) successfully
takes a (D) action against you, you may burn this card at the end of
the action to inflict 1 damage on the acting minion.
[POT]: As above, but you may choose to burn this card to reduce a
bleed by 2 instead.


Bum's Rush++
Action
+1 stealth
(D) Enter combat with a minion. If this minion inflicts more damage
than the opposing minion in the resulting combat, burns the opposing
minion, or sends the opposing vampire to torpor, this methuselah may
switch seats with any other methuselah at the table.


Clip o' Many Bullets
Combat
Put into play when you have played an ammo card from your hand. Place
this
card and the ammo card on the gun being used for the strike. All
strikes
with the gun inflict the increased damage indicated by the ammo card.


Bees in their Mouths
Combat
Animalism
1 blood
Strike: 1R aggravated damage. This minion also takes 1 unpreventable
damage during damage resolution. (S) Strike: 2R aggravated damage.
This minion also takes 1 damage during damage resolution.


Pass the Cheese?
Political Action
+1 stealth
All Kindred
Before the referendum, all players have 5 seconds to name any
of the other decks at the table that they consider to be broken,
cheesy, or "unfun". The acting Methuselah's deck may not be named.
If this referendum passes, all Methuselahs playing the named decks
are instantly ousted. If this referendum does not pass, all
Methuselahs playing the named decks still lose 5 fun.


Xian
xian{at}waste.org


-----------------------------------------------------


New Love Interest
Master, 1 pool
Put on one of your prey's minion and choose an effect:
a. The minion is distracted and has less free time, tap the minion.
The minion does not untap as normal.
b. The minion has become the love interest of a demon, choose a ready
demon on the table, who may enter combat with the minion as a D
action.
c. The minion was cursed, and true happiness will remove that curse.
If it happens, the minion will revert to his earlier demon form.
This card can be burned as a D action.


Stake
Melee Weapon
Strike: Burn vampire.


Magic Shop
Master: Unique Location, cost 1 pool
When this card is brought in play, if you have any unemployed
ex-Watchers,
search through your library, hand or ashheap, and give them "Something
to
do (tm)"
When this card is in play, your hand size is increased by 1.
You may tap a minion and research your library, hand or ashheap for
any
Prophecy, Magic Spell or Demon Description card and put it in play for
free. Any demon may attack your researching minion as a D action.


School Library
Master: Unique Location, cost 2 pool
When this card is in play, your hand size is increased by 2.
You may tap a minion and research your library, hand or ashheap for
any
Prophecy, Magic Spell or Demon Description card and put it in play for
free. You may burn this card to burn a major demon.
Only one School Library may be played per game.


The Bronze
Master: Unique Location, cost 1 pool
When this card is in play, vampires may choose to hunt normally, or
they
may hunt at 0 stealth, but get enough blood to fill them up.
Additionaly, the Slayer and any young Slayerette may tap and spend an
evening here. During their next untap, if they haven't been attacked,
or blocked an action, they gain enough life to bring them to capacity.


Buffy
Slayerette, 11 life
aus, CEL, FOR, OBF, POT, pre
Slayer. Buffy may enter combat with any demon or vampire as a +1
stealth
D action. +1 hand damage.


Willow
Slayerette, 5 life
CHI, THA
She may strike with a flying pencil for 1R damage, aggravated to
vampires.


Xander
Slayerette, 5 life
for
Xander can make use of any Weapon or Military card.
You may tap Xander to search your library, hand or ashheap to find a
New
Love Interest card, then put it on him for free, with the b effect.


Giles
Slayerette, 5 life
aus, chi, THA
Watcher. You may tap Giles to research your library, hand or ashheap
for any Prophecy, Magic Spell or Demon Description card and put it
in play for free.


Bleu (Philippe Richer)
legrand{at}generation.net


-----------------------------------------------------


Arbitrary Card Name
Unique Master
2 pool
Put this card in play. Once per turn, after performing a successful
action,
any vampire with a capacity greater than 7 may burn 1 blood to untap
at the
end of the turn. This card may be burned by any vampire with capacity
above
7 as a (D) action.


Conference Room
Master: Unique Location
Cost: 1 pool
Card text: Tap this location and choose a titled vampire controlled by
another Methuselah. If the targeted vampire votes with you on the
current referendum, that vampire gains 1 blood and the controlling
Methuselah gains 1 pool.


Stepping on Insects
Action
1 blood
+1 stealth
Playable by a vampire of capacity greater than 7.
(D) Enter combat with a younger vampire or ally controlled by another
methuselah and untap this vampire. The acting vampire gets an optional
maneuver during that combat. Only one Stepping on Insects may be
played
by a vampire each turn.


Shiftwork
Modifier/Reaction
Only playable by an ally
[mod] This action cannot be blocked by vampires. If blocked, this ally
gets
an optional maneuver. This ally does not untap on your next untap
phase.
[rea] This ally can block vampires as though untapped. If combat
starts,
this ally gets an optional maneuver. This ally does not untap on your
next
untap phase.


Indenture
Action
Followers of Set - 1 blood
(D) Put this card on a younger vampire controlled by your prey. During
the
acting vampire's controller's next minion phase, if this vampire is
ready,
he or she must call a vote to burn this card. Burn this card during
your
next untap phase.


We've been expecting you...
Reaction
Obfuscate
Blood Cost: 1
<obf> +1 intercept when blocking a bleed action
<OBF> Untap and block a bleed action directed at you with +1 intercept


Assamite Schism
Master
Requires: Assamite
Pool Cost: 1
Put this card in play. Each Methuselah with a ready Assamite must tap
one of
the highest capacity Assamite he or she controls during his or her
master
phase. Each Assamite gets an optional maneuver each combat and +1
intercept
against bleeds.


Strike from the Shadows
+1 stealth action
[obf] [qui] (D) Enter combat with a ready minion controlled by another
Methuselah. This acting minion gets an optional maneuver in that
combat.
[OBF] [QUI] As above, and untap this vampire at the end of your turn.


Sabotage
Assamite
+1 Bleed. If this action is successful, put this card in play. The
player
controlling this card can burn this card to cancel the effect of an
action
modifier played by his or her predator. A methuselah may only have one
copy
of Sabotage in play at any time.


The Hunger
Master Out-of-Turn
You may play this card during your turn. Place this card on a vampire
that
has a capacity above 7 and has less than 3 blood on her. The vampire
with
this card taps and enters combat with a vampire controlled by another
methuselah with a capacity below 4. The vampire with this card has +2
strength for the duration of this combat. Any blood lost by the
opposing
vampire goes to the vampire with this card at the end of each round.
If the
opposing vampire is not ready at the end of this combat, this vampire
untaps. Burn this card at the end of combat.


Protection Money
Action Modifier
Playable when a bleed is declared.
2 blood
<dom><pot>
+2 bleed. If blocked, the opposing minion cannot inflict damage from
hand
strikes for the first round of combat. After playing this card, you
cannot
play another action modifier to further increase the bleed for this
action.
<DOM><POT>
As above but additional action modifiers may be played after this card
is
played to increase the bleed.


Forethought
Reaction
1 blood
<aus><dom>
Only usable when you are being bled. Choose another Methuselah other
than
the one controlling the minion bleeding you. The acting minion is now
attempting to bleed that Methuselah.
<AUS><DOM>
As above and the methuselah now being bled may not play reaction cards
until
this action is resolved. Tap this reacting vampire.


Daywalker
Action at +1 stealth. This vampire goes to torpor immediately after
this
action is played. A vampire can have only one Daywalker in play.
<for><pro>
Put this card on the acting vampire. Vampires get -1 intercept when
blocking
this vampire.
<FOR><PRO>
As above and if a card or effect would normally send this vampire to
torpor,
this vampire may burn 1 blood to ignore the effect and remain in the
active
region.


Pet Dragon
Action
3 blood
<ani><chi>
Burn a retainer on the acting vampire and replace it with this card.
This
card is now considered a retainer with 2 life. The vampire with this
retainer gets +1 bleed and one optional maneuver each combat. This
retainer
inflicts 1R damage each round of combat during strike resolution
<ANI CHI>
As above but this retainer inflicts 1R aggravated damage each round of
combat during strike resolution.


Defile
Action Modifier
1 blood
<pre><ser>
Playable after a successful non-bleed action. If your prey has lost at
least
one pool due to this modified action you gain the Edge.
<pre><SER>
As above but you may assign the Edge to another Methuselah immediately
after
you gain it.
<PRE><SER>
As above and your prey loses an additional two pool.


Tendrils of Darkness
Combat
2 blood
<obt><pot>
Only usable before range is chosen. Vampires without Potence may not
strike
during this round of combat.
<obt><POT>
As above and destroy one piece of equipment on the opposing minion
after
strike resolution.
<OBT><POT>
As above and this vampire gains an additional strike.


Praise of the Du'at
Action Modifier
Only usable after a combat involving this vampire and an older
vampire. Only
usable if the opposing vampire is not ready and this vampire is ready.
<cel><qui>
This vampire gains 2 blood and untaps at the end of the minion phase.
<CEL><QUI>
As above but you have the option of gaining 2 pool instead of 2 blood.


Devil Made Me Do It
Unique Master
1 Pool
Put this card on a non-infernal vampire controlled by any Methuselah.
This
vampire is now considered infernal. If the vampire with this card
belongs to
another Methuselah, that Methuselah can burn this card by paying 3
pool at
any time.


Dev Null
Malkavian
5 capacity
DEM DOM
If Dev Null is ready, all Malkavians gain inferior DEM and all
!Malkavian
gain inferior DOM. If they already have those disciplines at inferior,
they
gain them at superior.


Ransack
Celerity
2 blood
<obf> +2 stealth
<cel> +2 stealth, only usable when equipping
<CEL> as above but reduce the cost of the equipment by 1 pool or 1
blood


Primogen Veto
Action Modifier
Requires a Primogen
1 blood
Play during a political action before votes are cast. Only Primogen
and
Bishops are allowed to vote in this referendum. Untap this minion if
the
referendum passes.


The Halls of Power
Master: Unique Location
3 Pool
Each Methuselah selects one tapped vampire of capacity 8 or greater
during
their discard phase. That vampire untaps at the end of the turn.
This location can be burned by any vampire of capacity 8 or greater as
a (D)
action. Vampires of capacity 7 or lower cannot block this action.


Elder Privilege
Action Modifier
Only usable by a vampire of capacity 6 or greater. [Or, alternatively,
Only
usable by a Primogen]
Only usable immediately after this vampire performs an action that is
not
blocked. Untap this vampire.
SUP: As above, but usable even if the action is blocked.


Dark Alley
Master: Unique Location
Cost: 1 pool
Your prey burns an extra blood to play S:CE cards.
(Maybe a (D) burn clause too... dunno)


Slug
-Follower of Set
-4 capacity
-SER obf pot
-Sabbat. Slug cannot bleed or block bleeds. Slug can enter combat with
a
Camarilla vampire controlled by your predator or prey as a +1 stealth
(D)
action.


Trailer Park
Master: Unique Location
Requires: Ravnos
Cost: 2 Pool
Tap to give a hunting Ravnos 2 blood from the blood bank Any minion
may take
an action to place a tornado counter on Trailer Park. If Trailer Park
ever
has three counters on it, burn it and do 1 damage to all Ravnos
(unpreventable).


Debt Repaid
Action Modifier
Follower of Set
1 Blood
Only usable when this vampire plays a politcal action before votes are
cast.
Untap the acting vampire. An untapped titled vampire belonging to
another
Methuselah untaps and performs this political action instead of the
acting
vampire. The votes of the newly acting vampire automatically support
the
referendum. The original vampire may play other action modifiers as if
it
were the acting vampire.


Plague of Locusts
Card Type: Combat
Cost: 1 blood
Discipline: Animalism
Only playable before range is chosen.
(INF) Vampires opposing this minion must pay an extra 2 blood to use
strikes
that require Presence.
(SUP) Vampires opposing this minion must pay an extra 3 blood to use
strikes
that require Presence.


The Oddjobs--Sabbat Enforcers
Card Type: Vampire
Clan: Blood Brothers
Capacity: 9
POT FOR SAN
(Use the picture right out of the Sabbat Guide; it shows a few BB
skinheads
brandishing tire-irons and such and goofing off)
The Oddjobs can take a (D) action to enter combat with a vampire with
a
capacity above 8. They cannot block cards that require Dominate.


Mistaken Target
Card Type: Reaction
Discipline: Obfuscate
Cost: 1 blood
A younger vampire that has rushed this reacting vampire is now rushing
another ready vampire belonging to another Methuselah. The new target
must
not belong to the acting Methuselah. Tap this reacting vampire.
(S) As above, but the rush action is now at +1 Stealth.


Stolen Taxi
Card Type: Equipment-vehicle
Cost: X Pool
Usable by any minion. This card can be burned when declaring an action
to
give the acting minion +X stealth. This card can also be burned before
range
is chosen to end combat.


Bulletproof Hummer
Card Type: Equipment-vehicle
Cost: 2 Pool
Usable by any minon. The equipped minion may cancel the effect of any
one
strike by an opposing minion in combat. Strikes that target equipment
are
not included in this ability. This equipped minion has -1 stealth for
all
actions while equipped with this vehicle.


Shovel Party
+1 Stealth (D) Action
Only usable by a Sabbat vampire.
Choose a vampire that is not Sabbat. That vampire is now considered a
Sabbat
vampire. This vampire loses access to any Camarilla cards but gains
access
to Sabbat cards. They are still considered to be the same clan.


Wes-rael
Baali
6 capacity
OBF PRE
Can spend 1 blood to do 1R aggravated as a strike


Share the Pain
Combat
Sanguinus
Cost: 1 blood
This vampire can give any damage taken to any other vampire controlled
by
the same Methuselah who also has Sanguinus. That vampire must be able
to
spend the blood, take damage, be controlled, etc.


What's that smell?"
Reaction
No cost, playable by any minion.
This reacting minion blocks an acting minion who has Dog Poo equipped.
The
reacting minion gets three optional maneuvers, only usable for staying
at
long range.
"Don' come near me! You thtink!" Jimmy Dunn, with nose pinched.


SPAM FILTER
Reaction
Playable only when in reaction to a card that contains the text
'This is not spam' or 'This is solicited mail'. Reduce that bleed
to 0 and slap acting Methuselah hard.


Drive-by-Shooting
Action
+1 Stealth
Only usable if the acting minion is carrying a ranged weapon.
Inflict the acting minion's weapon damage on the targetted
minion. The weapon does an extra 1R damage.


City By-Law #6102
Master
All vampires with Dog Pack must take an action to remove any Dog Poo
cards
from table. Any Methuselah whose vampire refuses to follow this must
pay a 1
pool fine for each offense.
"*grumble* Stoop'n'scoop my ass...", Wynn


Andrew 'Wes' Weston
ghost{at}mnsi.net


-----------------------------------------------------


Strength in Numbers
Action Modifier
Serpentis
Cost: 2 Blood
Inferior: Requires a Follower of Set with a capacity above 6.
Tap X Followers of Set you contol. Gain X votes during this
referendum.
Superior: As above but gain 2X votes during this referendum.


Gaze of the Snake
Action
Requires: Followers of Set
Cost: 1 pool
Text: +1 stealth. Gain X votes for the next successfull referendum you
call,
where X is the number of ready Followers of Set you control.
Only one Gaze of the Snake can be played each turn.


Thwarting the Powers that Be
Action Modifier
Serpentism
Costs: 1 Blood
Inferior: Only usable during a referendum
Cancel the votes of a younger Camarilla vampire.
Superior: Cancel the Votes of 2 Camarilla vampires.


Behind the Scenes
Polical action, requires a ready Primogen
Worth one vote
Card text: If this referendum is successfull this Primogen gains
the title of Prince and make one Prince in play yield her title.
If this referendum fails or is cancelled, this Primogen loses her
title and cannot gain a title for the remainder of the game.
Behind the scenes can only be called once per Primogen per game.


Tim Eijpe
(tim.eijpe{at}MailAndNews{dot}com)


-----------------------------------------------------


antoinette Duchamp [advance]
caitiff
groupe 2
Camarilla.
pre
If you pay one pool during your untap phase, Antoinette gains one
additional
vote until your next discard phase.
[special merge]
If you control Marie Faucigny and Antoinette, put the two vampires
together.
They becom a single card, Marie Antoinette. Any anarch can decapitate
Marie
Antoinette as a -1 stealth D Action.


Dramatic Upheaval v2.0
Political Action
Political Card - Worth 1 Vote. Called by any *titled* vampire at +1
stealth.
Choose another Methuselah. Successful referendum means you switch
places
with that Methuselah. *No action modifiers can be played during or
after
this action* *If the referendum fails or is cancelled, the acting
vampire
goes to torpor*


Kindred Restructure v2.0
Political Action
Political Card - Worth 1 Vote. Called by any prince or justicar at +1
stealth.
Choose a new seating order. *Successful referendum means you put this
card
in play. At the beginning of your next untap phase, burn this card and
each
Methuselah takes his or her new seat. Any vampire can call a vote to
burn
this card as a +1 Stealth action. If a methuselah is ousted fom the
game
while this card is in play, burn this card with no effect*


sharing the cause V2
+2 stealth action [juste because]
This acting vampire become independant and anarch. If you control
other
ready anarch vampires, you may choose a discipline possessed by one of
them.
This acting vampire now possess this discipline at inferior level.


Join us !
+1 Stealth action
Requires an anarch vampire
Choose an untitled vampire you control. The chosen vampire becomes
independant and anarch. If this acting vampire is a baron, he can burn
one
blood when the action is succesful : if he does so, the chosen vampire
also
gains the inferior level of one of this acting baron's discipline. At
the
end of the turn, untap the chosen vampire.


Yeah. the tremere created gargoyles . the tremere antitribu created
robots.
you don't read clanbooks ?? =)

Great Robot
Ally
!tremere
3 pool
2 life, 2 hand damage, -1 bleed. Robot can block action directed at
you,
regardless the current amount of stealth of the acting minion. If a
robot
succesfuly blocks an action at stealth, burn him at the end of combat.
quote : 'with this new sensor and spy camera, i doubt it would fail to
detect a single ant in my haven'


Small Robot
Retainer
!tremere
1 pool
2 life. The !tremere with the Small Robot can burn X blood to get X
intercept during an action. If the block is successful and combat
occurs,
that tremere gains X-1 blood after combat if he's still ready.
quote : 'takes hour of programmation but it's so rewarding when it
works !'


Disruptive Robot
Retainer
!tremere
3 blood
2 life. Minions opposing the !tremere with this retainer take 1,
unpreventable damage each time they try to use equipment in combat.
quote : 'the interferences are normal, it's a new way to use static
electricity'


Giant Robot
ally
!tremere
4 pool
5 life, 4 strength. You can tap a !tremere you control and giant Robo
to
prevent all damage to a minion you control. Giant Robo may move a
!tremere
from any torpor to your active region as an action.
quote : 'giant robo ! my hero !'


'Zak' Asimov
10
!tremere
THA AUS DOM obt
Priscus. 'Zak' can take a +1 stealth action to put a Robot from your
ash
heap or library into play. (Pay the cost as normal. Place the robot on
'zak'
if it is a retainer.shuffle afterward.)


Dual Rush
tap another of your untapped, controlled vampires when you play
this card. Both this acting vampire and the chosen vampire. Both
vampires
enter combat with a ready vampire of your predator and prey. During
this
combat, only this acting vampire and the defending vampire can play
"before
range" cards. The defending vampire can choose to strike this acting
vampire
or the chosen vampire, but not both. At the end of combat, if one of
your
vampires is burned or in torpor, the other burns 2 blood.


Mouth Shut !
Master
Put this card in play. From now on, if a player whines about how
broken a
card is, slap him on the forehead. This includ whining about Kiss of
Ra,
Parity Shift, Disarm, or whatever. Shut Up and PLAY , for caine's sake
!!
You can play this card as an out of turn in response to someone
whining,
gaining one pool in the process.


No Need for Novelty
political action, requires a ready rulemonger
Put this card in play. Once No Need for Novelty has been put into
play, it
affects all further games unitl the end of the jyhad. No one is
allowed to
post any new card idea on this newsgroup, one still can certainly
continue
to do so on one of the numerous websites or mailing lists about card
creation. But not here !


Opéra Bastille
Master : Unique Location
2 Pool
During your Untap, Pay one pool or burn Opéra Bastille.
Tap to add up to two blood to a Daughter of Cacophony you control, or
Tap to
add one blood to any Toreador in the game.
"of course it's not a total waste of money, cause the accoustic is
good !
but parisians are still paying the design mistakes and bad materials
they
used to build it."


Anna Kournikova, volley master
Daughter of Cacophony
Cap 6 Primogen
Mel, pre, CEL
Anna can pay a blood to redirect a bleed against you to another
methuselah.
This doesn't tap Anna.


Pamela Anderson, babe watch
Gangrel
Cap 5
PRE, pro, ani
Pamela can prevent up to two damage each combat.


Claudia Schiffer, safety cushion
Toreador Antitribu
Cap 4
pre, aus, dem
Tap Claudia to end combat between two male vampires


reaction card : Inner Peace
Assamite
play when entering combat
Opposing vampire cannot play cards requiring Animalism
for the duration of this combat.


combat card : Haqim's will
Assamite
2 blood
2 damage. If combat ends before strike resolution, opponent
takes this two damage after combat ends.


Master card : Grand Contract
1 pool
put this card on a ready minion and choose an assamite
the chosen assamite can burn a blood to enter combat with
the chosen minion as a +1 stealth D Action.
If not blocked, the minion with the contract on him cannot
play "strike: combat ends" during that combat.
any methuselah can burn a grand contract by giving 2 pool
to the Methuselah controlling it.


Khadija Kebir
SER pre OBF
capacity 8
as a D action, Khadija can put a corruption counter on a minion
controlled by your prey.... blah blah...
Khadija gets -1 bleed on bleeding actions


Reyda
reyda{at}noos.fr


-----------------------------------------------------


Dog Poo
Equipment
Cost 2 Pool
Vampires in combat with a minion equiped with Dog Poo may not play
S:CE.
If any of your minions have a Dog Pack, cost to equip with Dog Poo is
0.
"Oh, what have I just trodden in." - Gideon Fontaine, Clan Ventrue


D'og Pu
Nosferatu
Capacity 3
Superior Animalism
As a +1 Stealth (D) action, D'og Pu may take
a card from your library with 'dog' printed on it
and put it in your hand. Discard to normal
handsize afterwards.
"No. Printing 'dog' in felt tip on all your cards
doesn't count".


john hickman
<john.hickman{at}bigfoot{dot}com>


-----------------------------------------------------


Hangover Cure
Equipment, requires an anarch
The vampire with this card may burn it to ignore a hangover, or may
burn a hangover card on another vampire as a +1 stealth D action which
burns this equipment card, whether the action is successful or not. If
you are Norman Brown aka XZealot or have any other credible claim to
involvement in the Hot Pepper Sauce industry, your vampires gain +1
stealth on the actions either to equip this card, or to take the +1
stealth (D) action to remove a Hangover on another vampire ;-)


Cotton-eye Joe
Master: Unique: Trifle.
When you play or gain control of this card, put a card from your hand
underneath it [redraw to your hand-size]. At any time when you could
normally do so, you may play the card underneath Cotton-eye Joe as if
it were a card in your hand. If and when you do this, control of
Cotton-eye Joe passes to your prey.
"Eighteen, nineteen, twenty years ago, Uncle Bob beat the devil outa
Cotton-Eye Joe."


Demosthenes of Trebizond, The Embalmer
Setite, group 3 [or 4]
Capacity 7
SER nec obf pre
Whenever a vampire successfully plays Mummify, or a Mummy ally is
successfully recruited, you gain one pool if Demosthenes is ready.


Department of Egyptology, British Museum.
Master.
Unique Location, Cost 1 pool.
Requires Setite.
Whenever a vampire successfully plays Mummify, or a Mummy ally is
successfully recruited, you gain one pool. The Prince of Cairo may
take
a +1 stealth D action to take control of this location.


"She's a Witch! Burn her!"
Political action, cost 1 blood
+ 1 stealth
Called by any vampire of capacity greater than 10. May not target a
vampire of the same sect as the acting vampire. Name a younger
vampire. If this referendum passes, that vampire is burned. Once
during this referendum, the target vampire may burn X blood to gain 2X
votes.
Flavour text: "She turned me into a newt!" <sceptical silence> "...i
got better."


The President of the USA
Mortal Ally, 4 life, cost 5 pool, 0 bleed, 0 strength
Tap the President to gain 4 votes during a political action.
The President may play cards that require pre as if he were a vampire.
Any cost is paid with his life. Once per combat, the President may
burn 1 life to prevent all damage from his opponent's strikes.
There can only be one President of the USA. If a second president
comes into play, a referendum is called to decide which president is
burned; neither president can be tapped for votes in this referendum.
In the case of a tie, burn any Presidents whose brothers are not
Governor of Florida ;-)


Mage
Mortal Ally, 3 life, 2 bleed, 2R damage
Cost 7
The Mage may play any card that requires a discipline or disciplines
at inferior as if he were a vampire of the required sect and capacity
[if any]. Each time he does so, place a paradox counter on the Mage.
Whenever the number of paradox counters on the Mage equals his current
life, burn him, and the Mage's controller burns that many pool.


Experience (3)
Unique [?] Master, cost 1 pool
Play this card on a Vampire you control with a capacity greater than
7. Burn this card if this vampire goes to torpor. [If this card was
not to be a unique master, i think you would have to add "a vampire
can have only one experience card"].
Burn three blood from this vampire during an action to move a card
from your ash-heap and place it on this vampire. For the rest of the
current action, this vampire may play this card as if it had been
played from your hand. Remove this card from the game at the end of
the current action.


Alternatively,
Dog Poo, equipment, cost 1 pool.
Requires Werewolf Pack, renegade garou, Black Spiral Buddy or minion
with
Dog-pack retainer.
The minion with this card gets -1 stealth on all actions and may not
play
cards requiring presence. When a minion takes a D action gainst you or
any
card you control, you may transfer this equipment to that minion. If
that
minion is a Toreador it goes to torpor. A Toreador with Dog Poo may
take no
actions and may not block.


Brain of Darkness,
Action,
requires dementation,
costs 1 blood.
<gruesome Anson Maddocks picture of Legbiter rousting out
his own brain and hiding it in a jar>
inf: If this action is successful, hide your hand in one of two target
pockets of your clothing. Your prey guesses which pocket your hand is
in.
If s/he guesses correctly, your hand size is -1 for the rest of the
game;
if incorrectly, it is +1 for the rest of the game.
sup: As above, at +1 stealth.


Reproachful Look Of Eagles,
requires Justicar or Archon.
Intercept/Combat card.
Force opposing minion to play a different card.


Hat, combat card.
Cost 0.
Only playable during strike resolution when this vampire would
otherwise be burned by a Decapitate played at superior potence.
This vampire does not burn and stays in the active region.
This card remains on the vampire and counts as
equipment. A vampire may only have one hat.

"If you want to get a head, get a hat."


Tribute to the Black Dog Game Factory
Requires Ventrue
D Action, Cost x blood
If this action is not blocked, name a card. Search that Methuselah's
library for all copies of that card and pay x blood, where x is the
number of copies you find. If you cannot pay the cost, the action is
not successful. If the action succeeds, put the cards into your hand
and discard down to your maximum hand size.


Legbiter
legbiter{at}my-deja{dot}com