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All Nosferatu and Nosferatu Antitribu in the game pay 1 less blood to play cards requiring Obfuscate.
Once during each of your master phases, you may look at any Methuselah's hand, and he or she discards one card of your choice.
Each time a minion successfully bleeds you, you burn the top card of your library.
All Toreador and Toreador Antitribu in the game pay 1 less blood to play cards requiring Presence.
If a vampire you control with a capacity above 7 is blocked, the controller of the blocking minion burns 1 pool.
You burn 1 pool each time a vampire you control successfully blocks a vampire with superior Presence.
All Giovanni in the game can play cards requiring Necromancy as though they had the superior level of that Discipline.
During your master phase, you may move two cards of your choice from your ash heap to your library. Shuffle your library afterwards.
You cannot discard as normal during your discard phase.
All True Brujah in the game pay one less blood to play cards requiring Temporis.
Your hand size is two cards larger. Once during your minion phase,you may untap a ready minion you control.
Blood Hunts cannot be called against a Brujah or Brujah Antitribu successfully diablerizing a vampire you control.
All Harbingers of Skulls and Samedi in the game pay 1 less blood to play cards requiring Necromancy and Thanatosis, respectively.
During your master phase, burn the top two cards of any other Methuselah's library.
During your discard phase, you must discard 1 card from your hand.
All Ravnos in the game can play cards requiring Chimerstry as though they had the superior level of that Discipline.
When any of your vampires performs a successful (D) action, you may exchange the card played to perform that action (if any) for another (D) action card in your hand. The former action is cancelled, and the latter is resolved. Draw to your maximun hand size afterwards.
Any minion successfully blocking a vampire you control gains 1 blood or life [from the blood bank].
All Gangrel and Gangrel Antitribu in the game can play cards requiring Protean as though they had the superior level of that Discipline. All Ahrimanes in the game pay one less blood to play cards requiring Spiritus.
All your vampires may prevent 1 damage each round of combat.
Bleed actions cost your vampires 1 additional blood.
All Assamites in the game can play cards requiring Quietus as though the had the superior level of that Discipline.
Your vampires get +1 stealth on each non-bleeding (D) action they perform.
Your vampires cannot attempt to bleed unless they have entered combat (at least once) with a minion controlled by your prey.
All Lasombra in the game can play cards requiring superior Obtenebration as though they had the superior level of that Discipline.
Your vampires can take a +1 stealth (D) action to put an abyssal counter on any vampire controlled by your prey. If the number of abyssal counters on a vampire equals his/her capacity, move that vampire to the bottom of his/her controller's ash heap. His/her controller gains X pool, where X is that vampire's capacity.
When you move a vampire from uncontrolled to controlled, burn 1 pool.
All Malkavian and Malkavian Antitribu in the game pay 1 less blood to play cards requiring Dementation.
Your vampires may bleed any other Methuselah as a (D) action. Gain an additional pool each time one of your vampires bleeds successfully.
Your vampires do not untap as normal. During your untap phase, they may burn 1 blood to untap.
All Tzimisce in the game may play cards requiring Vicissitude as though they had the superior level of that Discipline.
During your untap phase, put a food counter on a vampire you control. If the number of food counters on a vampire equals his or her capacity, burn that vampire and gain 1 pool. Your ready vampires get +X intercept, where X is the number of vampires you have burned this way.
All Followers of Set in the game may play cards requiring Serpentis as though they had the superior level of that Discipline.
Each time a vampire you control puts a corruption counter on any minion controlled by another Methuselah, you gain 1 pool.
Your titled vampires get 1 less vote during referenda.
All Tremere and Tremere Antitribu in the game pay one less blood to play cards requiring Thaumaturgy.
Your hand size is one card larger. As a master phase action, you may exchange a chosen card in your library for any card in your hand. Shuffle your library afterwards.
As a master phase action, any Methuselah may tap a vampire you control.
All Brujah and Brujah Antitribu in the game pay 1 less blood to play cards requiring Celerity.
During your untap phase, if you control a Brujah or Brujah Antitribu, your prey burns 1 pool.
Titled vampires controlled by another Methuselah get +1 bleed when attempting to bleed you.
All Ventrue and Ventrue Antitribu in the game pay 1 less blood to play cards requiring Dominate.
Your ready titled vampires get 1 additional vote during referenda.
Your vampires get -1 stealth when hunting, and if blocked while attempting to hunt, they burn 1 blood.
All Salubri, Salubri Antitribu, and Baali in the game pay 1 less blood to play cards requiring Obeah, Valeren and Daimoinon, respectively.
Once during any Methuselah's turn, you may look at the top five cards of your library, and may play one of those five cards as if it were in your hand.
Vampires with a capacity above 7 get +1 bleed when bleeding you (Tremere -regardless of their capacity- get an additional +1 bleed).
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Absimilliard,
the Hunter
Arikel, the Rose
Ashur, Lord of Death
Augustus Giovanni, the
Necromancer
Brujah, The Philosopher
Ennoia, the Beast
Haquim, The
Judge
NEW Lambech,
The Master of the Night
NEW
NEW Malkav,
The Moon NEW
NEW Ravanna,
The Wanderer NEW
NEW Saulot,
The Illuminated One NEW
Set, The Serpent
Tremere, the High Wizard
Troile, the Diabolist
NEW Tzimisce,
The Shaper NEW
(by Franck Bernard aka ZBA) |
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POT CEL PRE aus dom
+2 strength,+1 bleed, +1 intercept, +1 stealth
Troile may enter combat with any ready minion controlled by
another Methuselah as a +2 stealth(D) action.
Troile gets two additional strike per round of combat.
During your untap phase, if you control a Brujah or a Brujah
Antitribu and Troile is ready, your prey burns one pool.
POT TEM PRE aus pro
+2 strength,+1 bleed, +1 intercept, +1 stealth
Your hand size is two cards larger.
If Brujah is ready during your minion phase, he can untap
another ready minion you control.
As long as Brujah is ready, cost for 'Scarce' feature for
True Brujahs is reduced by 2.
Brujah cannot use cards that require Celerity.
NEC DOM POT tha thn
+2 strength,+1 bleed, +1 intercept, +1 stealth
Augustus doesn't tap when playing cards that require
Necromancy and cards that require Necromancy cost Augustus 2
less blood to play.
Augustus may prevent one damage and gets one optional
maneuver each round of combat.
During your influence phase, if Augustus is ready, you may
move two cards from your ash heap in your library. Reshuffle
your library afterwards.
FOR DOM PRE aus pot
+1 strength,+2 bleed, +1 intercept, +1 stealth
If Veddartha is ready, she may pay one blood to gain 5 votes
in any referenda.
Veddartha can not be targeted by (D) actions.
If Veddartha is ready, all your ready vampires get one
additional vote during all referenda.
OBE AUS FOR val obf
+1 strength,+1 bleed, +1 intercept, +2 stealth
If Saulot is ready, he may burn one blood to heal any other
minion during his Saulot's controller's minion phase. The
healed minion gain 4 blood (or life) from the blood
bank.
Saulot may prevent 2 damage each round of combat.
If Saulot is ready, and you are bled, he may pay one blood
to reduce the bleed amount by three.
POT OBF ANI for aus
+1 strength,+1 bleed, +1 intercept, +2 stealth
During your master phase, if Absmiliard is ready, you may
look at any Methusela's hand and discard one card of your
choice.
Absmiliard may prevent two damage and gets an optional press
each round of combat.
During your influence phase, if Absmiliard is ready, you may
move two blood from Absmiliard to any Nosferatu or Nosferatu
Antitribu in your uncontrolled region.
ANI AUS VIC dom tha
+2 strength,+1 bleed, +1 intercept, +1 stealth
Combat cards cost Mekhet 1 less blood to pay.
Damage from Mekhet's hand strikes is aggravated.
Once each round, Mekhet may burn 1 blood to treat aggravated
damage as normal.
SER PRE OBF pro aus
+1 strength,+1 bleed, +1 intercept, +2 stealth
Set may prevent one damage each round of combat.
During your minion phase, if Set is ready, he may pay two
blood to untap a vampire of capacity less than 5 and take
control of him or her until the end of your turn.
During your influence phase, if Set is ready, you may move
two blood from Set to any Followers of Set in your
uncontrolled region.
CEL AUS PRE dom obf
+1 strength,+2 bleed, +1 intercept, +1 stealth
Arikel gets an optional maneuver, and may pay one blood to
get one additional strike each round of combat.
If Arikel is blocked, the controller of the blocking minion
must burn one pool and the blocking minion takes one damage
(not preventable) before combat begins.
If Arikel is ready, she may burn one blood to gain 4 votes
in any referenda.
THA DOM AUS obe vis
+1 strength,+2 bleed, +1 intercept, +1 stealth
Tremere does not have to burn blood to pay the cost of
Thaumaturgy cards he plays.
As a master phase action, if Tremere is ready, you may
exchange one card in your hand with a chosen card in your
library.
Tremere may steal up to 3 blood from any younger vampire as
a (D) action.
NEC DOM THN for obf
+1 strength,+1 bleed, +1 intercept, +2 stealth
During your master phase, if Ashur is ready, a Mathusalem of
your choice burns the top card of his or her library, if
that card is a master card, all your minions gain 1 blood or
life from the blood bank (ignore excess blood).
If any vampire has been burned since your last turn, Ashur
may move that vampire from any ash heap to your ready
region, untapped with two blood from the blood bank on him
or her, as an action that costs 1 blood.
Rescuing Ashur from torpor costs 1 less blood.
ANI FOR PRO spi pre
+2 strength,+1 bleed, +1 intercept, +1 stealth
Damage from Ennoia's hand strikes is aggravated.
Ennoia may prevent one damage and may pay one blood to get
one additional strike each round of combat.
Ennoia can search your library for a Garou ally (ignore clan
restrictions) and put it in play at no cost as a +1 stealth
action. If the ally is a Cry Wolf, the action is
unblockable.
+1 strength,+2 bleed, +1 intercept, +1 stealth
CHI FOR ANI aus dom
Cards that require Chimerstry cost Dannae 2 less blood to
play.
Before range is chosen, tap Dannae (if she is ready) to end
any combat that does not involve her. This inflicts 1 damage
to each participating minion and retainer after combat.
Dannae can send a vampire into torpor as a strike that costs
her three blood.
QUI CEL OBF pre pot
+2 strength,+1 bleed, +1 intercept, +1 stealth
Blood hunts cannot be called on Haqim.
If Haqim is ready, the Blood Curse no longer prevents
Assamite from committing diablerie.
Haqim gets two additional strike per round of combat.
Haqim can place a bond counter on any vampire (except an
Antediluvian) as a (D) action. A vampire with a bond counter
cannot attempt to block Assamites. A vampire may remove his
or her bond counter by burning three blood during his or her
controller's minion phase.
OBF DOM AUS dem pre
+1 strength,+1 bleed, +2 intercept, +1 stealth
Malkav can bleed any Methuselah as a (D) action.
During your untap phase, check your pool total. All cards
cost Malkav an additional blood to play if your pool total
is even and Malkav does not have to burn blood to pay the
cost of cards he plays if your pool total is odd.
Malkav can cancel the effect of a combat card the opposing
minion plays by burning one blood and discarding a
Dementation card from your hand (which is not replaced until
after combat). If the card is a strike card, the opposing
minion chooses a new strike.
OBT DOM POT aus pre
+1 strength,+1 bleed, +1 intercept, +2 stealth
If Lucian is ready, he can search your crypt for a vampire
with Obtenebration as a +1 stealth (D) action. Show it to
all players and place it face down in your uncontrolled
region and move 1 blood from the blood bank to that
uncontrolled vampire. Shuffle your crypt afterward.
Any minion opposing Lucian in combat takes one damage (not
preventable) each round before range is chosen.
Once per turn, when Lucian successfully hunts, untap him at
the end of the action.
DAI OBF PRE pot dom
+2 strength,+1 bleed, +1 intercept, +1 stealth
As long as Baal is ready, cost for 'Infernal' feature for
all Infernal minions is reduced to 0.
Baal may prevent two damage and gets an optional maneuver
each round of combat.
Once during your minion phase, Baal can burn a blood to
untap.
SAN POT FOR vic pro
+2 strength,+1 bleed, +1 intercept, +1 stealth
As long as Arnold is ready, all Blood Brothers in play
belong to the same Circle (Arnold too).
Cards that require Sanguinus cost Arnold 2 less blood to
play.
During your influence phase, if Arnold is ready, you may
move one blood from Arnold to any Blood Brother in your
uncontrolled region.
THN NEC OBF dom for
+1 strength,+2 bleed, +1 intercept, +1 stealth
Claudius does not have to burn blood to pay the cost of
Thanatosis cards he plays.
Once per combat, before range is determined, Claudius may
equip with a non-unique weapon from your hand at no
cost.
At any moment, Claudius can pay two blood instead of going
into torpor.
Evrard Soza, Protector of the Unaligned
POT FOR cel pro
+1 strength,+1 bleed, +1 intercept, +1 stealth
Anarch.
All Caitiff and Pander in play get Soza's bonuses and are
considered Anarch.
If a Caitiff or Pander you control is blocked, Soza can tap
to untap the acting vampire, and enter combat with the
blocking minion instead. Soza cannot commit diablerie.