Wednesday, November 28, 2012

How would you change VTES? 6A

6.1 Types of Actions

There are a number of actions which a minion may take without requiring any cards. Any minion may declare a bleed action. In addition there are some actions, which do not require a card from the Methuselah's hand, which can be taken by vampires and others by Imbued.
There are a number of types of actions:
  • bleed,
  • hunt,
  • equip,
  • recruit,
  • political,
  • diablerie,
  • rescue,
  • enter combat and
  • become anarch.
Each of these actions will have more detail below.

6.1.0 Special Conditions on Actions

Some actions have special conditions or terminology, they may be on a variety of cards on their own or as key phrases. These are listed below.

6.1.0.1 Non-repeatable Actions

There are some actions which a minion may only attempt once during a minion phase. A minion may only attempt:
  • any one bleed action
  • any one political action
  • to use an action card from the hand or in play with a specific name
  • to use an action provided by a card in play (such as a vampire's card text or a master card in play)
This rule can be referred to as "the NRA rule" or the "No Repeat Action rule".

6.1.0.2 Mandatory Actions

Minions can have mandatory actions. If not explicitly referenced as a 'mandatory action', any action which include "must take an action to" as part of its text creates a mandatory action. 
All mandatory actions must be taken before any non-mandatory actions are declared. They may be taken in any order.
If a mandatory action occurs during a Minion Phase (e.g. a vampire loses blood so it has 0 blood and is untapped during a minion phase) then it must be taken before any further non-mandatory actions.
If a minion has more than one mandatory action to take in a turn, they cannot take any actions (since there is no way to prioritise the mandatory actions) and remain untapped.

Examples of mandatory actions on cards are:
Lunatic Eruption
Type: Action
Requires: Dementation
Cost: 2 blood
[dem] (D) Put this card on any ready minion. During his or her minion phase, the minion 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). Any minion may burn this card as an action.
[DEM] As above, and the minion taking the action to burn this card takes 1 unpreventable damage when this card is burned.


Phillipe Rigaud Clan: Gangrel antitribu (group 4)
Capacity: 7
Disciplines: DOM OBF PRO ani aus obt
Sabbat. Black Hand: Phillipe cannot block undirected actions. When any older vampires are in torpor that Phillipe may diablerize, he must attempt a diablerie action (unless he must hunt).


6.1.0.3 Directed Actions

Directed actions are actions that target one or more other Methuselahs. A directed action may target every other Methuselah.
An action is a Directed action if:
  • it chooses a card in play which is controlled by another Methuselah (e.g. a minion they control, an item of equipment, a location in play)
  • it chooses the Methuselah specifically (e.g. "Choose any number of other Methuselahs.")
  • it chooses a Methuselah's pool
  • it chooses a card in a Methuselah's hand or ashheap
  • it chooses a counter or other play token which is controlled by another Methuselah.
The target of a Directed action is the thing or things which are chosen to be affected by the action.
If you declare a Directed action which targets yourself, it becomes an undirected action.
Only the minions of a Methuselah targeted by a Directed action may attempt to block that Directed action.

6.1.0.4 Undirected Actions

Undirected Actions are actions which have no specific target or are actions which would be directed but are directed at you. Some actions are undirected by default.
If you declare a directed action which targets yourself, it becomes an undirected action.
Undirected actions can be blocked by minions controlled by your Prey and Predator; your Prey has the first opportunity to declare block attempts (as per the Sequencing Rule).

6.1.1 Bleed

Bleed actions are an attempt by your minions to destroy resources controlled by another Methuselah. By default a bleed action targets your prey.
Bleed actions are affected by the Non-Repeatable Actions rule (See 6.1.0).
To declare a bleed action, you tap a minion you control and announce the current total bleed amount; vampires and Imbued bleed for 1 by default while Allies will have their default bleed printed on their text.
If this action is not blocked (it is a successful action) then your prey will burn pool equal to the bleed amount.  If a player is forced to burn pool for resolving a bleed action taken by one of your minions, you will gain the Edge.
A bleed action is considered a "successful bleed" if it resolves and causes damage to any player's pool.  A bleed action is considered a "successful action" if it is not blocked by another minion.

6.1.2 Hunt (+1 stealth)

Hunt actions can only be attempted by vampires. It is their own efforts to gain resources such as blood to power their abilities but also limited amount of money or other intangible resources.
Hunt actions have +1 stealth by default.
Vampires who have no blood have a mandatory action to hunt.
To have a vampire hunt, the vampire taps and declares a hunt action. If it is successful, then the vampire gains 1 blood from the blood bank.
If a vampire would gain more blood than their capacity, then the additional blood is lost.

6.1.3 Equip (+1 stealth)

Equip actions are attempts by a minion to gain equipment like electronics, weapons, vehicles, property or protective clothing.
You may Equip with equipment card that are in your hand. To do so, tap the chosen minion and reveal the chosen equipment card (or other action which provides the Equip action). If this action is not blocked, then the chosen equipment will be placed on the acting minion.
A minion may also Equip with equipment cards that are currently in play on another minion you control. To Equip equipment that is on another minion, tap the acting minion and declare the minion which has the equipment and which equipment you will be moving to the acting minion. You may move more than one equipment card in a single equip action.

6.1.4 Employ (+1 stealth)

Employ actions are attempts by a minion to gain a retainer, similar to a personal assistant or a specialist pet. They give bonuses to the minion with the retainer.
Employ actions are at +1 stealth and undirected by default.
You may employ a retainer from your hand. To do so, tap the chosen minion and reveal the chosen retainer (or other action which provides the Employ action). If this action is not blocked, then the chosen equipment will be placed on the acting minion.

6.1.5 Recruit (+1 stealth)

Recruit actions are attempts by a minion to gain another minion, usually mortals, werewolves, or other non-vampiric supernatural creatures.
Recruit actions are at +1 stealth and undirected by default.
You may Recruit an ally from your hand. To do so, tap the chosen minion and reveal the chosen ally (or other action which provides the Recruit action). If this action is not blocked, then the chosen ally will be placed in the uncontrolled region until the end of your Influence Phase when it enters the Ready region.

6.1.6 Political Action (+1 stealth)

Political Actions are attempts by a vampire to utilise the power they have over vampiric society to gain all sorts of benefits for themself.
Political Actions are +1 stealth undirected actions. To do so, tap the chosen minion and reveal the chosen Political action from your hand (or nominate a political action provided by a card in play). If this action is not blocked it resolves into a Political Referendum. A Political action is a successful action regardless of the outcome of the Referendum.

6.1.6.1 Political Referendum

Political Referendums represent the debate between the politically powerful vampires in society.
The first step of a Political Referendum is to declare the terms of that referendum. Once the Methuselah who controls the acting minion declares the terms of the referendum, they cannot be changed. By asking other Methuselahs how they vote, the acting Methuselah has by declared that the terms of the referendum have been set.
For the Referendum to be successful, there must be more votes in favour of the terms of the Referendum than against it. If the Referendum is successful, then the effects declared in the Terms of the Referendum are done.

6.1.6.2 Gaining Votes During a Political Referendum

During a referendum, after the terms have been declared, players may gain votes from a variety of sources.
Some vampires have titles which provide them votes. For more details on titles see (insert reference here).
During a Political Referendum, a player may discard a Political Action from their hand to gain +1 vote. The Methuselah of the acting minion gains +1 vote from any Political Action Card they played to cause the Political Referendum.
During a Political Referendum, a player may burn the Edge to gain +1 vote.
Methuselahs can have their minions react, if they are not the acting minion, to gain votes.

6.1.7 Rescue

Rescue actions are attempts by a vampire to wake another vampire from the state of torpor; which for some vampires has lasted centuries or even millennia.
A vampire that is in the Torpor region can take an action to attempt to rescue themself. This is a +1 stealth undirected action that will cost them 2 blood. If this action is unblocked, then the chosen vampire moves to the ready region after paying the cost. If this action is blocked, the blocking minion may choose to do nothing else or may diablerise the acting minion.
A ready vampire may attempt a Rescue action to move a minion in the Torpor region into the Ready region. This action is a +1 stealth directed action (which will become undirected if you control the target vampire) which costs a total of 2 blood; the cost of this action can be paid in any combination between the acting minion and the target minion.

6.1.8 Diablerie

Diablerie is an attempt by a vampire to permanently destroy a vampire by drinking all of their blood. This action can only be attempted by a ready vampire.
A ready vampire may attempt a Diablerie action on any vampire which is in Torpor; this action cannot be attempted by allies even if they may act "as a vampire". This action is a directed action by default with +0 stealth. However, if you attempt a Diablerie action on a vampire you control it becomes a +1 stealth undirected action. If this action is successful, then the acting vampire will Diablerise the target vampire.

6.1.8.1 Diablerie at other times

Vampires may be Diablerised at other times, such as during a combat and when a vampire is blocked rescuing themself from torpor.
Only a vampire can Diablerise another vampire; allies even acting as vampires or with the ability to act as a vampire may not Diablerise. If a vampire does Diablerise another vampire, the vampire performing the Diablerie takes all of the blood on the other vampire and may take any equipment on the diablerised vampire.
When a vampire is Diablerised, after resolving the Diablerie a Blood-hunt referendum is called.

6.1.8.2 Blood Hunt Referendum

After resolving a diablerie, there is a Blood Hunt Referendum. If a Minion is Immune to Blood Hunts or have the text "Blood hunts may not be called on [this minion]" and have committed diablerie then after resolving that diablerie there will be no Blood Hunt Referendum.
There is no acting minion during a Blood Hunt Referendum.  The terms of a Blood Hunt Referendum are "Burn the vampire who committed diablerie". The vampire is only burned if the referendum is passed by a vote majority.
Since there is no acting minion, no action modifiers or reactions may be played during the referendum. Methuselahs may use effects which are usable during a "referendum" but not a "Political Action" to gain, reduce or alter the votes of minions. They may also burn Political Actions or the Edge as normal for a referendum.

6.1.9 Enter Combat

Enter Combat actions are an attempt by the acting minion to engage the target minion in combat.
A ready vampire may attempt an Enter Combat action only by playing a card from your hand or using the text of a card which is already in play.
If this action is not blocked, then a combat begins between the two minions. For more details on Combat, refer to section (insert reference here).

6.1.10 Become Anarch (+1 stealth)

Any untitled vampire may choose to leave behind their sect and join the Anarch movement; a sect focused on personal freedom above all else.
A ready untitled vampire can attempt a +1 stealth undirected action to become an Independent Anarch vampire. If you do not control an Anarch vampire then this action costs 2 blood. If you already control an Anarch vampire, then this action costs 1 blood.  If this action is unblocked, it is as if the card text of the vampire replaced its current sect and replaced it with "Independent Anarch."
For more details about the Anarch keyword see (insert reference here).

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