tag:blogger.com,1999:blog-41765208852855993912024-03-25T22:42:20.194+11:00Juggernaut Of VTESThis is the ramblings, observations, thoughts and sometimes rants of a Sydney Methuselah. I'll talk about Games, Clans, Cards, Decks, Play-Techniques and Storylines. Feel free to zing me a message here if you want to chat.
"Carpe Praeda"Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.comBlogger174125tag:blogger.com,1999:blog-4176520885285599391.post-44060973211958882662014-11-16T11:33:00.000+11:002014-11-16T22:21:58.710+11:00A long gap and a lot of images.<span id="goog_1698411940"></span><span id="goog_1698411941"></span>Some updated card images so I can link them easily. There has been a lot of talk about 'full bleed' style cards and redesigning VTES cards.<br />
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<br />Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com7tag:blogger.com,1999:blog-4176520885285599391.post-61680362789980638782014-02-27T10:54:00.002+11:002014-02-27T10:54:46.054+11:00VTES Mk 2 - Doing a RebuildI've had more time on my hands lately, and I have been thinking that VTES could get a rebuild and maybe a rebuild would get us away from problems associated with Copyright. So, the plan is this... propose a rebuild of VTES so that:<br />
<ol>
<li>It will work along side and basically retcon WW/WotC cards.</li>
<li>Goes for a very graphic format, so that language problems are limited.</li>
<li>Remove a bunch of odd bits and pieces that don't quite Gel with the Canon.</li>
</ol>
I'll knock up some designs and show them. As I said, this isn't just meant to be a 'fuss around the edges'... I'm talking Rule Book, Card Looks, Requirements, the whole box and dice. Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com1tag:blogger.com,1999:blog-4176520885285599391.post-22057891611753833192013-11-07T09:39:00.002+11:002013-11-07T09:39:18.799+11:00It's been a long time... so time for an idea...I've been thinking a little bit, after the recent play-testing round, that it might be worth doing a VTES set themed around the combat specialists of VTES.<br />
<br />
Settite Warriors<br />
Archons of the Camarilla<br />
The Lead Goons of the Sabbat<br />
The Salubri Antitribbu<br />
Thugs in the Guruhi<br />
<br />
I'm sure almost all of the clans, in the canon, have at least one or two vampires who were kept around in the power structure because they were really good at beating other people up.<br />
<br />
So, if you have some vampires from Canon that you think I should go look at (and maybe turn into a VTES style card) let me know. I'm going to dig around the obvious culprits: Paladins, Archons, Warrior Castes, Salubri Antitribbu, Giovanni Thugs & etc.<br />
<br />Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com1tag:blogger.com,1999:blog-4176520885285599391.post-34784586210072204002013-07-18T10:58:00.005+10:002013-07-18T10:58:49.606+10:00Quietus - Blood Mist<div class="separator" style="clear: both; text-align: center;">
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<br />Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com0tag:blogger.com,1999:blog-4176520885285599391.post-86512995615460626672013-07-16T19:53:00.003+10:002013-07-16T19:53:30.690+10:00An Assamite Card<div class="separator" style="clear: both; text-align: center;">
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<br />Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com0tag:blogger.com,1999:blog-4176520885285599391.post-47185155934717937772013-07-12T11:54:00.000+10:002013-07-16T13:38:52.042+10:00Necromancy IdeasNow, I am not quite sure if these are exactly "VtM" necromancy powers. It seems like the game had deliberately vague spells that players were meant to use in creative ways. So I am going to wing-it a bit on these.<br />
<br />
<br />
This idea is unfortunately wordy, I can't spot a great way to clean it up.<br />
<strike><i>Vigor Mortis</i></strike><br />
<strike>Ally</strike><br />
<strike>Requires Necromancy</strike><br />
<strike>[nec] Choose an ally or retainer in any ashheap. Untap the acting vampire and put that ally or retainer in play with this card on them and their starting life. If it is an ally it may use its own text. If it is a retainer it gains any permanent effects that it would give to its employer (i.e. +1 bleed, +1 intercept) ; it has 1 strength, 1 bleed. After it takes an action which resolves burn the ally or retainer.</strike><br />
<strike>[NEC] As above but put a blood from this acting vampire on this card. When an action by the minion with this card resolves burn a counter off this card or the minion. During your untap one vampire you control may transfer 1 blood to this card.</strike><br />
<br />
<i>Vigor Mortis</i><br />
Action<br />
Requires Necromancy<br />
[nec] Choose a mortal in any ashheap. Untap the acting
vampire and put that mortal in play with this card on them and
their starting life; it has 1 strength and 1 bleed. It may use cards as
if it had [pot] and use its life instead of blood. When it successfully
blocks or after it takes an action which resolves, remove this minion
from the game.<br />
[NEC]
As above but put a blood from this acting vampire on this card. When an
action by this minion resolves or it successfully blocks, burn 1
counter from this card or remove this minion from the game. In your untap phase you may transfer 1 blood from a ready vampire to this card.<br />
<br />
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Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com0tag:blogger.com,1999:blog-4176520885285599391.post-55429964703662816132013-07-10T14:33:00.000+10:002013-07-10T14:33:02.801+10:00VEKN Set #2 - Independent ClansSo, when we think of the "Proper" Independents (Assamites, Followers of Set, Giovanni, Ravnos)... what is it that they need?<br />
<br />
<i>Assamites</i><br />
For the 'most feared killers' of the vampire world, who required an elaborate Tremere ritual to put the Genie back in the bottle (so to speak)... Assamites blow chunks at combat. It all comes way up front, has basically no way to get around S:CE and barely anything to get around S:D. All bark, no bite. Loss helped give them some steroids, but honestly Quietus combat blows chunks. Consequently I think they should get:<br />
<ul>
<li>Improvements to Contracts (and we can easily dovetail on kickers for Black Hand)</li>
<li>"Reactive Combat" (instead of their telegraphed in advanced stuff that requires 3 or 4 cards to beat 1 card)</li>
<li>Some very "Assamite" tools. For instance, a Clan-based Secure Haven, Death-Seeker-for-Assamites and maybe a weapon other than Kali's Fang.</li>
<li>Clan + Discipline required cards to represent things that may have been taught by Assamites to other Assamites.</li>
</ul>
<i>Followers of Set</i><br />
Followers of Set have been given a number of interesting cards lately. Corruption is a weak tactic, and could do with things to improve the effects. They tend to be action-intensive and result-low (as a global trend). There are a few things, like Revelation of Desire, which benefit from the Corruption counters and the obvious Nakhtoreb shennanigans.<br />
<ul>
<li>Cards which utilise Corruption counters but leave them in play to gain other effects such as:</li>
<ul>
<li>Reduced Intercept (effectively 'blackmailing' the blocker)</li>
<li>Increased Bleed</li>
<li>Burning Blood (al la Enticement but also not)</li>
<li>Political Influence either by reducing votes, cancelling votes, changing votes OR gaining votes</li>
<li>Screwball effects </li>
</ul>
<li>Defences are badly needed in FoS decks.</li>
<ul>
<li>Intercept is badly needed, but thematically problematic</li>
<li>Passing off part of the damage to others (setting up suitable decoys)</li>
</ul>
</ul>
<i>Giovanni</i><br />
Giovanni don't need much in the way of allies or retainers. Most of the good retainers and allies have already been given to the Gios; Necromancy needs these more than Giovanni. What they do seem to lack is the ability to get things done. Block denial/prevention via Seduction and Call of the Hungry Dead are basically the only two options, unless you are one of the blessed few to have a pile of Spiritual Divinations laying around.<br />
I'd naturally lean towards improving Necromancy since that also improves the plight of Harbingers, Samedi and Nagaraja.<br />
<ul>
<li>Necromancy needs:</li>
<ul>
<li>Delivery systems (continuing actions, actions from the ashheap, start combat but action succeeds like Gift of Bellona)</li>
<li>Allies that don't just beat up things</li>
<li>Retainers that are more useful than Masquers</li>
</ul>
<li>Ash-heap management</li>
<ul>
<li>Interfering in others ash-heaps (See argument about (D) actions and ash-heaps below)</li>
<li>Culling cards out of your own ash-heap for benefits other than replay or making fatter allies</li>
</ul>
</ul>
<i>Ravnos</i><br />
Ravnos have become victims of their own Breed X success (Clown Car, Ravnos Laibon Vote, Trapparition Weenies) and other than a few decks utilising Mata Hari (for her impersonation text), Gabrin (Cheap Chimersty is AWESOME)... most of the really commonly seen Ravnos decks seem to breed.<br />
<ul>
<li>Chimerstry needs:</li>
<ul>
<li>Something to make big-caps attractive other than Reality</li>
<li>Focussed go-forward that is NOT Week of Nightmares (but it aware of the WoN problem)</li>
<li>Defensive illusions</li>
</ul>
<li>Ravnos needs:</li>
<ul>
<li>Non-Breed angles for winning</li>
</ul>
</ul>
Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com5tag:blogger.com,1999:blog-4176520885285599391.post-27125973285441132272013-07-03T13:11:00.000+10:002013-07-03T13:11:05.852+10:00A logo for Independent VampiresSo, the Independent Vampires are the only ones 'without a club' so to speak. From a quick look over the Lore, they seem to be independent either:<br />
<br />
<ol>
<li>They didn't sign onto the Camarilla. (FoS, Assamites)</li>
<li>They got a deal from the Camarilla. (Giovanni)</li>
<li>The Camarilla had no idea what to do with them and kind of left them alone (i.e. Ravnos) </li>
</ol>
Since it all seemed to be about deals, or not making deals, then I thought the best symbol for the Independent Clans would be parchment, quill and ink.<br />
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And on a sample Giovanni (who I made up mostly because Ben Peal has told us all the next set will be Indies)... you can see it below under the name and next to the Clan logo.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxv2e85idycyl6V9yYn9DH1qUGwaM7p7c4lDvuXd_uaIYNK2FLdWjEv4soUObCHq3DrPZqX7iNzfe7miRsNRGFG3tigEuunaHHrxxBPHk-sdWp43RfjAOkGSqoVggScUBDla5_hZS-H3Gr/s1049/Theophilus_Indie+Marker.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxv2e85idycyl6V9yYn9DH1qUGwaM7p7c4lDvuXd_uaIYNK2FLdWjEv4soUObCHq3DrPZqX7iNzfe7miRsNRGFG3tigEuunaHHrxxBPHk-sdWp43RfjAOkGSqoVggScUBDla5_hZS-H3Gr/s640/Theophilus_Indie+Marker.jpg" width="460" /></a></div>
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<br />Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com1tag:blogger.com,1999:blog-4176520885285599391.post-26762578363961472502013-07-02T11:04:00.001+10:002013-07-03T13:13:04.859+10:00Logos in VTESI was thinking that maybe it would be worth removing some of the labels which tend to appear on VTES cards and turn them into Logos. For instance:<br />
<br />
Black Hand <br />
Primogen<br />
Prince<br />
Justicar<br />
Inner Circle <br />
Bishop<br />
Archbishop<br />
Priscus<br />
Cardinal<br />
Regent<br />
Anarch<br />
Laibon<br />
<br />
It seems easier to do for Black Hand, Anarch and maybe Laibon. It would be more difficult for the titles, since the Prince and Archbishops need their Domains listed.<br />
<br />
So here is a possible logo for Black Hand.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXaGUATczWDbAwONWrgQbOOENkNfqFgK3SkdBEF3DPNFOHrEf2t05enRVpTfi9sBbJfEDO0N7ZpFItJQYGtZXMmHpQvx6Q1zoE3AzekVrSgWJ7Fa-RbumtpvN5iIfpErxf5e_S3lyh-TMu/s100/Black+Hand+Icon.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXaGUATczWDbAwONWrgQbOOENkNfqFgK3SkdBEF3DPNFOHrEf2t05enRVpTfi9sBbJfEDO0N7ZpFItJQYGtZXMmHpQvx6Q1zoE3AzekVrSgWJ7Fa-RbumtpvN5iIfpErxf5e_S3lyh-TMu/s1600/Black+Hand+Icon.jpg" /> </a></div>
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I've also added in a little Sabbat Icon. </div>
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<br /></div>
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On a Sample card they would look like this:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijv7kP-5Kg6UFgUvF7iS_YZZbs2f6MRD8hwBC7hpu8BNYpB904dFF6soz-Ee304XPzg72NCby_5ZUfghBDXWQXlDVafZQENMow31vibHTBj5nwnI8LPEstqaHWqedP_eFhSKAMVnMGNl0c/s1041/Teofil_Modified.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijv7kP-5Kg6UFgUvF7iS_YZZbs2f6MRD8hwBC7hpu8BNYpB904dFF6soz-Ee304XPzg72NCby_5ZUfghBDXWQXlDVafZQENMow31vibHTBj5nwnI8LPEstqaHWqedP_eFhSKAMVnMGNl0c/s640/Teofil_Modified.jpg" width="460" /></a></div>
Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com0tag:blogger.com,1999:blog-4176520885285599391.post-88457198141496847982013-05-22T21:03:00.000+10:002013-05-22T21:03:26.306+10:00Stealth of WillDecided I should have a non-standard S&B deck... Rather than going for the PRO-FOR road, which I've seen used really well, I decided to see what I could do with the Nos/!Nos that I saw with for-obf... A little ARDB-fu later...<br />
<br />
Deck Name : Stealth of Will<br />Author : Juggernaut1981<br />Description : Multi-acting S&B with Force of Will & Retainers.<br /><br /><br /><br />Crypt [12 vampires] Capacity min: 4 max: 6 average: 4.83333<br />------------------------------------------------------------<br /><br />2x Louis de Maisonneu 5 FOR aus dom obf !Ventrue:4<br />2x Skidmark 5 FOR OBF aus pot !Nosferatu:4<br />1x Macoute 6 FOR NEC obf thn Samedi:4<br />1x Janni 5 cel for obf qui Assamite:4<br />1x Maria Stone Adv 5 FOR cel obf pre pro spi Ahrimane:3<br />2x Maria Stone 5 FOR cel obf pro !Gangrel:3<br />1x Aaron Bathurst 4 for obf pot !Nosferatu:4<br />1x Little Willie 4 for obf pro !Ventrue:4<br />1x Wolfgang 4 for obf pot Nosferatu:3<br /><br /><br />Library [66 cards]<br />------------------------------------------------------------<br /><br />Action [16]<br /> 8x Force of Will<br /> 8x Rapid Healing<br /><br />Action Modifier [24]<br /> 4x Cloak the Gathering<br /> 4x Faceless Night<br /> 12x Freak Drive<br /> 4x Lost in Crowds<br /><br />Action Modifier/Combat [4]<br /> 4x Swallowed by the Night<br /><br />Equipment [4]<br /> 4x Laptop Computer<br /><br />Master [16]<br /> 4x Dreams of the Sphinx<br /> 1x Giant's Blood<br /> 2x Heidelberg Castle, Germany<br /> 4x Life in the City<br /> 1x Powerbase: Montreal<br /> 4x Wash<br /><br />Retainer [2]<br /> 1x J. S. Simmons, Esq.<br /> 1x Tasha MorganJuggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com4tag:blogger.com,1999:blog-4176520885285599391.post-44063444638432177842013-02-16T20:57:00.000+11:002013-02-16T22:03:02.244+11:00Halim's Laibach Treaty<h3>
What is this deck...?</h3>
The idea is to basically make a part Blood-Grinder and part Temptation/Minion Theft deck. It is to try exploit the synergy between Temptation, Corruption Counters and Cryptic Mission effects. The wide variety of actions, and low stealth, should be counteracted by minion numbers and Change of Target. With access to Dominate (through both Tremere and Halim Bey) it seemed a no-brainer to pack a good wad of Deflections. There is a distinct combat weakness, only running Theft of Vitae. Truth of 1k Lies is part offense and part multi-act. Hopefully being able to use it with things like Cryptic Mission to offset its otherwise prohibitive cost.<br />
<br />
<h3>
Attack Plan:</h3>
Regular frequent bleeds for 1 or 3.<br />
Minion Deprivation by minion theft from my prey and Minion Borrowing from my Predator.<br />
Superior Numbers (aka The Russian Method... 5 men, 1 gun)<br />
Action Overload.<br />
Vampiric Disease. This is all about dropping blood off minions by proxy. Putting it on minions with Temptation will give me a way to potentially deliver the Disease Counters forwards. Also, the untap from Temptation will drain blood faster and get the minions to the point where they can be taken most turns, forced to hunt and then borrowed by me to go forwards. <br />
<br />
<h3>
Defence Plan: </h3>
Deflection, deflection, deflection...<br />
Don't Spend. Cheap minions with Govern the Unaligned. It is not really intended as a bleed card except maybe in a lunge.<br />
Minion Borrowing. Use my predator's minions to go forward. That potentially drains my predator's blood and can buy me time.<br />
<br />
<h3>
Deck Name : Halim's Laibach Treaty</h3>
Author : Juggernaut1981<br />
Description : See above.<br />
Crypt [12 vampires] Capacity min: 3 max: 6 average: 5.66667<br />
------------------------------------------------------------<br />
<br />
3x Halim Bey 6 DOM SER obf tha Follower :4<br />
3x Muhsin Samir 6 DOM THA aus pot Tremere:4<br />
2x Black Lotus 5 DOM aus obf ser Follower: 4<br />
2x Masika St. John 3 THA Tremere:3<br />
1x Ankh-sen-Sutekh 6 PRE SER obf Follower :4 <br />
1x Cohn Rose 5 THA aus dom pre Tremere:3<br />
<br />
<br />
Library [76 cards]<br />
------------------------------------------------------------<br />
<br />
Action [22]<br />
6x Cryptic Mission<br />
6x Govern the Unaligned<br />
6x Revelation of Ecstasy<br />
4x Temptation<br />
<br />
Action Modifier [24]<br />
6x Change of Target<br />
4x Mirror Walk<br />
8x Truth of a Thousand Lies<br />
6x Venenation<br />
<br />
Combat [8]<br />
8x Theft of Vitae<br />
<br />
Master [14]<br />
3x Dominate<br />
5x Treaty of Laibach<br />
4x Tribute to the Master<br />
2x Vampiric Disease<br />
<br />
Reaction [8]<br />
8x Deflection<br />
<br />Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com0tag:blogger.com,1999:blog-4176520885285599391.post-69111131943219214982013-01-08T21:25:00.001+11:002013-01-08T21:25:33.055+11:00Dissolution - Blacktown Qualifier NSW Australia<div class="separator" style="clear: both; text-align: center;">
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<br />Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com0tag:blogger.com,1999:blog-4176520885285599391.post-64920783848906013212013-01-03T21:24:00.000+11:002013-01-03T21:24:35.062+11:002013 Plans (not resolutions)<ol>
<li>A bunch of local tournaments</li>
<li>A good variety of prize-loot for players at my tournaments (I'm thinking some more Deck Backers, Custom Pool Counters, Card Counters and maybe other stuff as well)</li>
<li>Build at least 1 new deck before each tournament</li>
<li>Rebuild my "newbie decks"</li>
<li>Increase my local playgroup and keep it more stable (i.e. higher regular turnout to social games and push the size of local tournaments over 10 and to around 15).</li>
<li>Build a stronger business/working relationship with the venue where I currently run tournaments.</li>
</ol>
Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com0tag:blogger.com,1999:blog-4176520885285599391.post-7856060042153503552012-12-07T14:48:00.001+11:002012-12-10T22:11:44.141+11:00Which cards do you think are the "Benchmarks" of VTES? [Edited][Edit added due to the usual insightfulness of ICL] <br />
<h3>
What do I mean by Benchmark Card?</h3>
These are the cards that I would want to compare new cards against. Some of them are "the staple cards" (middle-of-the-road power), some are examples of "nearly broken but not banned cards" (Pentex Subversion and Voter Cap are DEFINITELY here) and some are "much lower and they are useless". When I try create ideas for cards, these are some of the cards (or concepts) I test my creations against. [End Edit]<br />
<h3>
Actions</h3>
<u>Govern the Unaligned.</u><br />
This seems to be the benchmark bleed action. The only other bleed action I would posit as a benchmark would be Social Charm/Kindred Spirits.<br />
Govern provides a 2 pool increase (by recycling 1 pool which was spent as blood) or a +2 bleed.<br />
Kindred Spirits (and Social Charm) are both benchmark bleed cards to my mind because they are some of the more powerful free bleed cards. 2 bleed and +1 pool for no cost at Superior Disciplines.<br />
<h3>
Master Cards</h3>
<u>Minion Tap</u><br />
I would rate this is a benchmark Master card in VTES. It has strong power (converting as much blood as desired into pool) but has a reasonable cost (1 MPA plus making vampires weak).<br />
<br />
<u>Misdirection</u><br />
As underused as this card can be, I think that this is a lower bound for acceptable power for a Master card. This card (and it is far overshadowed by the opportunity power of Pentex Subversion) is reasonably, but not spectacularly priced, for the chance to lunge.<br />
<br />
<u>Dreams of the Sphinx</u><br />
For general utility, few cards beat Dreams of the Sphinx. +2 hand size for a turn. +1 free pool via transfers. And the rarely used +1 pool for the Edge (which is completely overshadowed by the hand size option).<br />
<br />
[Edit to address Pentex]<br />
<u>Pentex Subversion</u><br />
This card is basically close to broken. It's one of the few cards I really think should be banned. Playing this card can basically give someone a VP. I don't think this card should be played, and I don't think more cards should be made which for fairly minimal effort and not much investment, give someone a VP. [End Edit] <br />
<h3>
Reactions</h3>
<u>Redirection</u><br />
This is one of my benchmark reactions, <u>mostly because I think Deflection is drastically overpowered</u>. [Deflection] is one of the few cards people will consider when making crypt decisions regardless of the native disciplines of the deck. Players choose crypts to give them access to [Deflection]. That is telling. Redirection is slightly more powerful than Telepathic Misdirection, which is a strong card, but only because of the difference in cost. Generally Redirection seems to be a more balanced option.<br />
<br />
<u>Confusion of the Eye</u><br />
This card is far towards the top of the power curve in my mind. The advantages given to Malkavians by this card is far too strong. The other clans with Obfuscate (Assamites, Settites in particular) have access to other ways to get similar results, albeit with more than a single card.<br />
<h3>
Combat</h3>
<u>Taste of Vitae</u><br />
This is a fairly good benchmark for blood gain cards in combat. Some decks intend to use this (or similar blood generating cards) to later convert to pool (say via vampires like Nikolaus Vermeulen, Menele and Ayo Igoli). Others use it to get greater longevity from their minions.<br />
<br />
<u>Earth Meld</u><br />
Earth Meld is again, possibly the closest to broken of any of the combat cards. I still think it should possibly cost 1 blood.<br />
<br />
<u>Pushing the Limit</u><br />
Pushing the Limit is probably a benchmark for a handstrike. [Edit] 1 blood to deal +3 damage with a hand or weapon strike is very good. Few cards should have a comparable damage output without some kind of drawback. [End Edit]<br />
<h3>
Equipment</h3>
<u>Weapon: .44 Magnum</u><br />
The benchmark in general for weapons seems to be:<br />
1 pool for a 2 damage weapon.<br />
+1 pool for adding a maneuver<br />
+1 pool for adding a press or additional<br />
+1 pool for +1 damage<br />
+1 pool for aggravated damage<br />
-1 pool for clan requirements<br />
-1 pool for unique <br />
-X pool for misc. penalties<br />
<br />
.44 Magnum is a very solid weapon. It is it's own combat package. Far and away the mainstay of weapon combat. It does have some rivals in Joumlon's Axe, Baseball Bat and Ivory Bow. Ivory Bow is potentially under-priced, even though it is unique.<br />
<br />
<u>+bleed: Laptop Computer</u><br />
Spend 1 pool to get +1 bleed... fair trade usually but the unique retainers are spiffy.<br />
<br />
<u>Vehicles: Sports Bike</u><br />
I do think that the Sports Bike is a good benchmark. It's about in the middle. It gives intercept to clans who usually struggle blocking. It isn't conditional intercept. Its cost is fairly low (1 pool) and its only downside is that many of the clans with Fortitude already have a block discipline, so those clans who benefit most from the Sports Bike can't maintain forward pressure while grabbing the bike.<br />
<br />
<u>Bowl of Convergeance</u><br />
The Bowl is Broken. More than the Heart of Cheating (which should be 2 pool and unique in my mind). You give an already strong blocking discipline a free intercept for the cost of an action AND the ability to gain cardless intercept for the otherwise paltry cost of 1 blood. Seems nuts to me.<br />
<h3>
Action Modifiers (Edited in later)</h3>
<u>Voter Captivation</u><br />
Broken. This card is one of the only cards which gives disproportionate reward for risk. It also adds massive amounts of resource into the game. The game starts with 150 pool of resources (5 players x 30 pool) and one play of this card can result in commonly 8-13 pool of resources. That's an increase of approximately 5-9% of the initial resources for each Voter Cap played. It is easy for this card to create a net increase of 50% of the initial resources in a game throughout a game. Broken. The one card I really want to nerf.<br />
<br />
<u>Conditioning</u><br />
This is at the top of the "bleed modifier" curve. I think there should potentially be a 'pool generating' Presence bleed modifier of comparable power (i.e. +2 bleed & +1 pool at [PRE] for 1 blood).<br />
<br />
<u>Neutral Guard</u><br />
This card, and also to a lesser extent Will-o-Wisp and [Insert name of that irritating Maleficia card], are way towards the top of the curve. Anything that tends to deny interaction should be classed as high on the power curve unless it has some SERIOUS drawbacks (i.e. Day Op/Dawn Op/Daring the Dawn).<br />
<br />
<u>Crocodile's Tongue</u><br />
This card is solid. Above the middle on action modifiers.<br />
<br />
<u>Lost in Crowds</u><br />
This is the top of the OBF-stealth curve. 2 stealth on any action for no cost. More powerful than this without serious limitations (and even Forgotten Labyrinth might be a little easy on restrictions) and its probably close to broken. [End Edit]<br />
<h3>
Your benchmark cards are...?</h3>
Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com3tag:blogger.com,1999:blog-4176520885285599391.post-64524747427496546362012-12-05T11:18:00.001+11:002012-12-05T11:18:10.678+11:00Deck Idea: I'm Gonna Stake You GoodDeck Name : I'm Gonna Stake you Good!<br />Author : Juggernaut1981<br />Description :<br />
The idea is to basically grab Muddled Vampire Hunters and Wooden Stakes, then tag the irritating blockers while you keep gradually bleeding forward at moderate to high stealth. It's not meant to bleed fast. It is meant to slow down decks around you and especially irritating minions (e.g. Cesewayo, Saulot, Maris Streck, etc) get eaten via Sacrificial Lamb to get back the Stake and also get the blood. There are deliberately low numbers of masters to avoid hand jam because Cloak the Gatherings should cycle out of this deck very fast. Especially since you will need to give the Muddled's stealth so their rushes hit the right target.<br /><br /><br /><br />Crypt [12 vampires] Capacity min: 4 max: 6 average: 5.1<br />------------------------------------------------------------<br /><br />3x Morel<br />3x Florentina Lengaue<br />2x Evan Klein<br />2x Dr. Douglas Netchurch<br />
2x Antoine, The Lost<br /><br /><br />Library [88 cards]<br />------------------------------------------------------------<br /><br />Action [20]<br />4x Call, The<br />6x Kindred Spirits<br />4x Nose of the Hound<br />6x Sacrificial Lamb<br /><br />Action Modifier [16]<br />16x Cloak the Gathering<br /><br />Ally [6]<br />6x Muddled Vampire Hunter<br /><br />Combat [18]<br />6x Concealed Weapon<br />6x Fake Out<br />6x Lucky Blow<br /><br />Equipment [6]<br />6x Wooden Stake<br /><br />Event [2]<br />2x Unmasking, The<br /><br />Master [8]<br />4x Blood Doll<br />2x Charisma<br />2x Fame<br /><br />Reaction [12]<br />6x On the Qui Vive<br />6x Telepathic Misdirection<br />Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com3tag:blogger.com,1999:blog-4176520885285599391.post-28487077213678372902012-11-30T09:19:00.003+11:002012-11-30T09:19:45.587+11:00How would you change VTES? 8<h3>
8. Discard Phase</h3>
In your Discard Phase you receive, by default, one Discard Phase Action.
You may use <i>only one</i> Discard Phase Action <i>per Discard Phase </i>to put an event card in play. <strike>or to</strike> <i>You may also use a Discard Phase Action to </i>discard a card from your hand (and draw
to replace it as usual); <i>you may use as many Discard Phase Actions in this way as you wish</i>. Some effects may change the number of discard
phase actions you receive or may give you alternate ways to use your
discard phase actions. Discard phase actions not used in this phase are
lost; they cannot be saved for later.Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com0tag:blogger.com,1999:blog-4176520885285599391.post-47925365766189727002012-11-29T13:09:00.000+11:002012-11-29T13:28:24.687+11:00How would you change VTES? 6B<h3>
6.2 Attempting, Blocking and Resolving Actions</h3>
<i>During a Minion Phase, minions may attempt actions and these actions may be blocked by other minions. This is the core of a game of VTES: minions taking actions, either having them succeed or having them blocked and personal combat.</i> <br />
<h3>
6.2.1 Attempting Actions</h3>
<i>A minion may attempt any action for which they meet the requirements. These requirements also include enough blood to pay for the cost of the card when the action is declared (it may lose blood during the action to the point where it cannot fully pay for the cost of a card).</i><br />
<i>To attempt an action you must tap the acting minion and declare the action that minion will attempt.</i><br />
<i>Declaring an action requires the following:</i><br />
<ul>
<li><i>Either play an action card from your hand OR you nominate a card in play which provides an action your minion can attempt</i></li>
<li><i>If a target must be chosen, then when you declare your action you must declare its target and any other details of the action (e.g. how much blood you will spend, how much blood would be lost by a chosen minion, etc).</i></li>
<li><i>You must pause play momentarily to see if an action card played from your hand will be cancelled 'as it is played'. If you do not play an action card from your hand, then you may ignore this step.</i></li>
</ul>
<i>Once the card has been successfully played (i.e. it was not cancelled as it was played) and you have replaced it, you may play any cards that are played as the "action is announced". Below is an example of such a card.</i><br />
<i><b>Seduction</b> </i><br />
<i>Type: Action Modifier<br />Requires: Dominate <br /><u>Only usable as the acting vampire's action is announced.</u>[dom] Choose a younger vampire. That vampire cannot block this action.<br />[DOM] As above, but you may choose a vampire the same age or older. </i><br />
<br />
<i>Once all of these cards have been played, along with any cards which may be played "before block attempts are declared" you may then choose to not play any cards at the moment and ask for block attempts.</i><br />
<h3>
6.2.2 Blocking Actions</h3>
<h3>
6.2.2.1 Which Minions May Attempt to Block?</h3>
<i>During a Directed action, only the minions controlled by the Methuselah who is being targeted by that action (either as a player directly or by targeting any card controlled by that Methuselah, counter in play, card in the ashheap or by card text) may declare a block attempt.</i><br />
<i>During an Undirected action, both the Prey and Predator of the Methuselah who controls the acting minion may have their minions declare block attempts. The Prey of the acting Methuselah gains the first opportunity to block, as per the Sequencing Rule (insert reference here). After the Prey of the acting Methuselah has declared they will not attempt to block ("declined to block") then the Predator of the acting Methuselah may declare their block attempts, if any.</i><br />
<i>If a card or effect changes the target of a Directed action, then any minions of the Methuselah who is the new target of that action may declare block attempts. If a Directed action changes target to a Methuselah who has previously declared no more block attempts, then as a new target of the Directed action, they may declare new block attempts using any minions including those which previously declared block attempts. Any intercept that minion has had from previous block attempts is retained by the minion until the action ends (either by resolving or being canceled).</i><br />
<h3>
6.2.2.2 Making a Block Attempt</h3>
<i>Once a Methuselah's minion has been chosen to make a block attempt, any card which may be played "When a minion attempts to block" may be played. For an example of such a card, see below.</i><br />
<i><b>Crocodile's Tongue</b><br />Type: Action Modifier<br />Requires: Auspex <br />[aus] <u>Only usable when an ally or a younger vampire attempts to block.</u> That block is canceled (the minion is not tapped). The blocking minion's controller cannot attempt to block this action again. The blocking minion can cancel this card by burning a blood or life.<br />[AUS] As above, but canceling this card requires an additional blood or life. </i><br />
<br />
<i>At this point, the acting Methuselah may play action modifiers again. Methuselahs can only play cards that grant additional stealth (e.g. "+1 stealth") if the acting minion has stealth which is not greater than the current intercept of the minion attempting to block. Cards cannot be played to gain stealth if the action would already be unblocked. Other players may respond to each action modifier played using the Sequencing Rule (insert reference here).</i><br />
<i>A minion attempting to block may play any reactions they wish, but can only play reactions that grant additional intercept (e.g. "+2 intercept") if the minion attempting the action has greater stealth than the blocking minion has intercept. Cards cannot be played to gain intercept if the action would already be blocked.</i><br />
<i>Once both the acting minion and blocking minion have finished playing cards, using the Sequencing Rule (insert reference here), then a check is made to see if the acting minion has more stealth than the minion attempting to block has intercept. If the acting minion does have more stealth than the minion attempting to block has intercept, then the action will be successful. Otherwise, the minion attempting to block successfully blocks.</i><br />
<i>If one minion fails to successfully block, other minions may attempt to block the action. If a Methuselah declares that no more of their minions will attempt to block, then the next Methuselah (using the Sequencing Rule) may declare attempts to block the action or declare they will not attempt to block.</i><br />
<i>Some cards can be played or have their effects trigger when a minion blocks another. Examples of these are:</i><br />
<i><b>Change of Target</b> </i><br />
<i>Type: Action Modifier<br /><u>Only usable when this acting minion is blocked (play before combat, if any).</u> Untap the acting minion, do not tap the blocking minion, and end the current action (it is not successful). This minion cannot perform the same action again this turn.<br /><b>Ghoul Escort</b><br />Type: Retainer<br />Ghoul with 4 life. Requires a ready vampire.<br /><u>When this vampire is blocked,</u> he or she may burn this retainer and untap instead of entering combat. (This does not untap the blocker.) </i><br />
<i><br /></i>
<i>When an acting minion is blocked, the two minions will begin a combat. See the rules for Combat below (insert reference here) for more details on how to resolve a Combat between two minions.</i><br />
<br />
<h3>
6.2.3 Resolving Actions</h3>
<i>Actions can only resolve two ways: successfully or unsuccessfully.</i><br />
<i>Before an Action can resolve, its cost must be paid. Once the cost is fully paid, the action immediately resolves; no other effect can prevent the action from resolving.</i><br />
<i>Actions which are canceled, do not resolve either successfully or unsuccessfully by default. However, many of cards which will cancel actions taken by other minions change this. Cards which check for the resolution of an action (either as successful or unsuccessful) cannot be played if the action is canceled. </i><br />
<h3>
6.2.3.1 Successful Actions</h3>
<i>When an action is not blocked and the cost of the card is fully paid, an action is resolved successfully. It has the full effect as declared. Any card or effect which works after a successful action will be playable now.</i><br />
<h3>
6.2.3.2 Unsuccessful Actions</h3>
<i>There are two main ways an action can be unsuccessful: blocked or not fully paid.</i><br />
<i>If an action is blocked by another minion, then that action resolves unsuccessfully.</i><br />
<i>If an action is unblocked but the acting minion cannot fully pay its cost, then that action resolves unsuccessfully. If a minion has less blood than is required to fully pay the cost of an action, then whatever blood or pool that is available is paid and the action resolves unsuccessfully.</i><br />
<i>For any unsuccessful action, the declared effects of the card do not occur.</i><br />
<h3>
6.2.3.3 Unsuccessful Bleed Actions that are not Blocked</h3>
<i>An action that is not blocked is successful. A bleed action that is not blocked, but does not result in pool damage to another player, is not a successful bleed but it is a successful action. Cards and effects that require a successful action will be playable after a bleed action that resolves for 0 pool damage. Cards and effects (including the Edge) that require a successful bleed are not playable after a bleed action that resolves for 0 pool damage.</i>Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com0tag:blogger.com,1999:blog-4176520885285599391.post-49661933284418767672012-11-28T21:27:00.000+11:002012-11-29T11:36:38.625+11:00How would you change VTES? 6A<h3>
6.1 Types of Actions</h3>
<i>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.</i><br />
<i>There are a number of types of actions:</i><br />
<ul>
<li><i>bleed,</i></li>
<li><i>hunt,</i></li>
<li><i>equip,</i></li>
<li><i>recruit,</i></li>
<li><i>political,</i></li>
<li><i>diablerie, </i></li>
<li><i>rescue,</i></li>
<li><i>enter combat and</i></li>
<li><i>become anarch.</i></li>
</ul>
<i>Each of these actions will have more detail below. </i><br />
<h3>
6.1.0 Special Conditions on Actions</h3>
<i>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.</i> <br />
<h3>
6.1.0.1 Non-repeatable Actions</h3>
<span style="font-weight: normal;"><i>There are some actions which a minion may only attempt once during a minion phase. A minion may only attempt:</i></span><br />
<ul>
<li><span style="font-weight: normal;"><i>any one bleed action</i></span></li>
<li><span style="font-weight: normal;"><i>any one political action</i></span></li>
<li><span style="font-weight: normal;"><i>to use an action card from the hand or in play with a specific name</i></span></li>
<li><span style="font-weight: normal;"><i>to use an action provided by a card in play (such as a vampire's card text or a master card in play)</i></span></li>
</ul>
<span style="font-weight: normal;"><i>This rule can be referred to as "the NRA rule" or the "No Repeat Action rule".</i></span><br />
<h3>
<span style="font-weight: normal;"><b>6.1.0.2 Mandatory Actions</b></span></h3>
<span style="font-weight: normal;"><i>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. </i></span><br />
<span style="font-weight: normal;"><i>All mandatory actions must be taken before any non-mandatory actions are declared. They may be taken in any order.</i></span><br />
<span style="font-weight: normal;"><i>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.</i></span><br />
<span style="font-weight: normal;"><i>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.</i></span><br />
<br />
<span style="font-weight: normal;"><i>Examples of mandatory actions on cards are:</i></span><br />
<span style="font-weight: normal;"><i><u><b>Lunatic Eruption</b></u><br />Type: Action<br />Requires: Dementation <br />Cost: 2 blood<br />[dem] (D) Put this card on any ready minion. <u>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).</u> Any minion may burn this card as an action.<br />[DEM] As above, and the minion taking the action to burn this card takes 1 unpreventable damage when this card is burned.</i></span><br />
<br />
<span style="font-weight: normal;"><i><u><b>Phillipe Rigaud </b></u>Clan: Gangrel antitribu (group 4)<br />Capacity: 7<br />Disciplines: DOM OBF PRO ani aus obt <br />Sabbat. Black Hand: Phillipe cannot block undirected actions. <u>When any older vampires are in torpor that Phillipe may diablerize, he must attempt a diablerie action (unless he must hunt). </u></i><u><b><br /></b></u></span><br />
<h3>
<span style="font-weight: normal;"><b>6.1.0.3 Directed Actions</b></span></h3>
<span style="font-weight: normal;"><i>Directed actions are actions that target one or more other Methuselahs. A directed action may target every other Methuselah.</i></span><br />
<span style="font-weight: normal;"><i>An action is a Directed action if:</i></span><br />
<ul>
<li><span style="font-weight: normal;"><i>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)</i></span></li>
<li><span style="font-weight: normal;"><i>it chooses the Methuselah specifically (e.g. "Choose any number of other Methuselahs.")</i><b></b></span></li>
<li><span style="font-weight: normal;"><i>it chooses a Methuselah's pool</i></span></li>
<li><span style="font-weight: normal;"><i>it chooses a card in a Methuselah's hand or ashheap</i></span></li>
<li><span style="font-weight: normal;"><i>it chooses a counter or other play token which is controlled by another Methuselah.</i></span></li>
</ul>
<span style="font-weight: normal;"><i>The target of a Directed action is the thing or things which are chosen to be affected by the action. </i></span><br />
<span style="font-weight: normal;"><i>If you declare a Directed action which targets yourself, it becomes an undirected action.</i></span><br />
<span style="font-weight: normal;"><i>Only the minions of a Methuselah targeted by a Directed action may attempt to block that Directed action.</i></span><br />
<h3>
<span style="font-weight: normal;"><b></b></span></h3>
<h3>
<span style="font-weight: normal;"><b>6.1.0.4 Undirected Actions</b></span></h3>
<span style="font-weight: normal;"><i>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.</i></span><br />
<span style="font-weight: normal;"><i>If you declare a directed action which targets yourself, it becomes an undirected action.</i></span><br />
<span style="font-weight: normal;"><i>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). </i><b><br /></b></span><br />
<h3>
<span style="font-weight: normal;"><b>6.1.1 </b></span>Bleed </h3>
<i>Bleed actions are an attempt by your minions to destroy resources controlled by another Methuselah. By default a bleed action targets your prey.</i><br />
<i>Bleed actions are affected by the Non-Repeatable Actions rule (See 6.1.0). </i><br />
<i>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.</i><br />
<i>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.</i><br />
<i>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.</i><br />
<h3>
6.1.2 Hunt (+1 stealth)</h3>
<i>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. </i><br />
<i>Hunt actions have +1 stealth by default.</i><br />
<i>Vampires who have no blood have a mandatory action to hunt.</i><br />
<i>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.</i><br />
<i>If a vampire would gain more blood than their capacity, then the additional blood is lost.</i><br />
<br />
<h3>
6.1.3 Equip (+1 stealth)</h3>
<i>Equip actions are attempts by a minion to gain equipment like electronics, weapons, vehicles, property or protective clothing.</i><br />
<i>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.</i><br />
<i>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.</i><br />
<h3>
6.1.4 Employ (+1 stealth)</h3>
<i><span style="font-weight: normal;">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.</span></i><br />
<i><span style="font-weight: normal;">Employ actions are at +1 stealth and undirected by default.</span></i><br />
<i><span style="font-weight: normal;">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.</span></i><br />
<h3>
6.1.5 Recruit (+1 stealth)</h3>
<i>Recruit actions are attempts by a minion to gain another minion, usually mortals, werewolves, or other non-vampiric supernatural creatures.</i><br />
<i>Recruit actions are at +1 stealth and undirected by default.</i><br />
<i>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.</i><br />
<h3>
6.1.6 Political Action (+1 stealth)</h3>
<i>Political Actions are attempts by a vampire to utilise the power they have over vampiric society to gain all sorts of benefits for themself.</i><br />
<i>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.</i><br />
<h3>
6.1.6.1 Political Referendum</h3>
<i>Political Referendums represent the debate between the politically powerful vampires in society.</i><br />
<i>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.</i><br />
<i>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.</i><br />
<h3>
6.1.6.2 Gaining Votes During a Political Referendum</h3>
<i>During a referendum, after the terms have been declared, players may gain votes from a variety of sources.</i><br />
<i>Some vampires have titles which provide them votes. For more details on titles see (insert reference here).</i><br />
<i>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.</i><br />
<i>During a Political Referendum, a player may burn the Edge to gain +1 vote.</i><br />
<i>Methuselahs can have their minions react, if they are not the acting minion, to gain votes.</i><br />
<h3>
6.1.7 Rescue</h3>
<i>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.</i><br />
<i>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.</i><br />
<i>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.</i><br />
<h3>
6.1.8 Diablerie</h3>
<i>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.</i><br />
<i>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.</i><br />
<h3>
6.1.8.1 Diablerie at other times</h3>
<i>Vampires may be Diablerised at other times, such as during a combat and when a vampire is blocked rescuing themself from torpor.</i><br />
<i>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.</i><br />
<i>When a vampire is Diablerised, after resolving the Diablerie a Blood-hunt referendum is called.</i><br />
<h3>
6.1.8.2 Blood Hunt Referendum</h3>
<i>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.</i><br />
<i>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.</i><br />
<i>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.</i><br />
<h3>
6.1.9 Enter Combat</h3>
<i>Enter Combat actions are an attempt by the acting minion to engage the target minion in combat.</i><br />
<i>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.</i><br />
<i>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).</i><br />
<h3>
6.1.10 Become Anarch (+1 stealth)</h3>
<i>Any untitled vampire may choose to leave behind their sect and join the Anarch movement; a sect focused on personal freedom above all else.</i><br />
<i>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."</i><br />
<i>For more details about the Anarch keyword see (insert reference here). </i>Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com0tag:blogger.com,1999:blog-4176520885285599391.post-76251898331057452172012-11-25T09:54:00.001+11:002012-11-25T09:56:54.565+11:00Gemini's Mirror - Tournament ReportIt was nice to have a tournament with 8 people! (Last two local tournaments have had 7 people so they haven't been reported!)<br />
<br />
<u>Round 1</u><br />
<i>Table 1</i><br />
Martin Hall (!Gangrel Wall) <br />
Paul Azzopardi (G1/2 Brujah Gun Rush)<br />
Michael Tomkins (G2/3 Brujah w/ for Anathema/Archon/Alastor) <b>2VP</b><br />
Tim Smith (Edward Vignes) <b>2VP</b><br />
<br />
<i>Table 2</i><br />
Will Allison (Weenie DEM bleed) <b>1VP</b><br />
Brendan Healy (G2 Tzim Vote)<br />
Nick Miller (Ahrimanes Bleed Toolbox) <b>3VP+GW</b><br />
Andrew Chirgwin (Tor Aching Beauty Bleed)<br />
<br />
<u>Round 2</u><br />
<i>Table 1</i><br />
Nick Miller<br />
Martin Hall <b>0.5VP</b><br />
Andrew Chirgwin <b>2.5VP+GW</b><br />
Paul Azzopardi<br />
<br />
<i>Table 2</i><br />
Michael Tomkins<br />
Will Allison <b>1VP</b><br />
Tim Smith<br />
Brendan Healy <b>3VP+GW</b><br />
<br />
<u>Round 3</u><br />
<i>Table 1</i><br />
Tim Smith <b>3VP+GW</b><br />
Nick Miller<br />
Brendan Healy <b>1VP</b><br />
Martin Hall<br />
<br />
<i>Table 2</i><br />
Andrew Chirgwin<br />
Michael Tomkins <b>3VP+GW</b><br />
Paul Azzopardi<br />
Will Allison <b>1VP</b><br />
<br />
<u>FINALS</u><br />
Since Michael and Tim entered the finals with identical rankings
(including TP) they were separated by a die roll which was won my
Michael.<br />
<br />
<i>Seating</i><br />
Nick Miller > Brendan Healy > Andrew Chirgwin > Michael Tomkins > Tim Smith<br />
<br />
The game kept on struggling its way forward with everyone balancing
itself out with the one exception that Brendan kept a lot of pool and
had minimal pressure from Nick. Most of the players were on 5 or less
pool at one stage, when Brendan ousted Andrew and Tim with an Ancilla
Empowerment. He then later took out Michael Tomkins and Nick with 8min
left on the clock before the timeout of the final.<br />
<br /><br />
Final Rank Name Prelim GWs Prelim VPs Final VPs TPs<br />
1 Brendan Healy 1 4 4 126<br />
2 Michael Tomkins 1 5 1 132<br />
2 Tim Smith 1 5 0 132<br />
2 Nick Miller 1 3 0 96<br />
2 Andrew Chirgwin 1 2.5 0 96<br />
6 Will Allison 0 3 144<br />
7 Martin Hall 0 0.5 84<br />
8 Paul Azzopardi 0 0 54 Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com2tag:blogger.com,1999:blog-4176520885285599391.post-75615781299294029282012-11-24T16:01:00.001+11:002012-11-24T16:01:43.699+11:00Quotable Quotes: Gemini's Mirror Tournament"Well, my deck flowed better until [all of my vampires] died..." - Will AllisonJuggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com0tag:blogger.com,1999:blog-4176520885285599391.post-18985763520981447982012-11-21T19:15:00.000+11:002012-11-23T09:45:16.101+11:00I'd like some artwork...I'd love to actually get some unique artwork for my <a href="https://sites.google.com/site/juggernaut1981svtesdownloads/home/vtes-card-creations/vtes-counters" target="_blank">VTES Counters</a>... mostly because if I ever considered selling these (instead of making them loot prizes for my own tournaments) then I should get artwork with stronger copyright permissions than just attribution. But at the moment, the best I could offer you is kudos and credit not cash.<br />
<br />
Example card<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://bba89af2-a-62cb3a1a-s-sites.googlegroups.com/site/juggernaut1981svtesdownloads/home/vtes-card-creations/vtes-counters/HostageCounter.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://bba89af2-a-62cb3a1a-s-sites.googlegroups.com/site/juggernaut1981svtesdownloads/home/vtes-card-creations/vtes-counters/HostageCounter.jpg" width="355" /></a></div>
<br />
So, if you are an artist who thinks they could make some gothic/horror style art that fits the ideas for each of these counters... then I'd love to hear from you. Just follow the link there on the <strike>left</strike> other left, you know the right...Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com2tag:blogger.com,1999:blog-4176520885285599391.post-13818830580560989462012-10-16T08:48:00.001+11:002012-10-16T08:48:53.585+11:00Aching CrocodilesDeck Name : Aching Crocs<br />Author : Juggernaut1981<br />Description :<br />Aching Beauty + Croc Tongue bleeder.<br /><br /><br />Crypt [12 vampires] Capacity min: 6 max: 9 average: 7.41667<br />------------------------------------------------------------<br /><br />4x Annabelle Triabell 9 AUS CEL PRE dom for primogen Toreador:3<br />2x Lucina 7 AUS PRE cel pro primogen Toreador:3<br />2x Antoinette, She Wh 6 AUS PRE cel obf primogen Toreador:3<br />2x Sigrid Bekker 6 AUS cel pot pre Toreador:2<br />1x Fleurdumal 8 AUS DEM PRE cel tha prince Toreador:3<br />1x Ira Rivers 7 AUS CEL ani pre prince Toreador:3<br /><br /><br />Library [62 cards]<br />------------------------------------------------------------<br /><br />Action [8]<br /> 4x Enchant Kindred<br /> 4x Public Trust<br /><br />Action Modifier [14]<br /> 6x Aire of Elation<br /> 8x Crocodile's Tongue<br /><br />Combat [14]<br /> 6x Charismatic Aura<br /> 8x Majesty<br /><br />Master [13]<br /> 6x Aching Beauty<br /> 2x Art Museum<br /> 2x Direct Intervention<br /> 1x Powerbase: Montreal<br /> 2x Wash<br /><br />Political Action [1]<br /> 1x Ancient Influence<br /><br />Reaction [12]<br /> 6x Eyes of Argus<br /> 6x Telepathic Misdirection<br />
<br />
<br />
I gave a variation of this (turns out I didn't own as many Charismatic Auras as I thought, so I put in some more Enchants Kindreds and Public Trusts) a test run last night. Bled 10 pool in a turn between two actions without playing the Action cards. Seems like it could be a good lunge deck, but needs some better blood management potentially.Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com0tag:blogger.com,1999:blog-4176520885285599391.post-46481556740788348702012-10-13T14:37:00.001+11:002012-10-13T18:56:54.983+11:00VTES Loot: Discipline TrackersThe next bit of VTES Loot I'm planning to make is Discipline Trackers. Basically they are there to help track things like: (You can find them <a href="https://sites.google.com/site/juggernaut1981svtesdownloads/home/vtes-card-creations/vtes-counters" target="_blank">here</a>)<br />
<ul>
<li>Sanguine Instruction</li>
<li>Disciplines of The Great Beast</li>
<li>Spontaneous Power</li>
<li>Agent of Power</li>
<li>Cloak of Blood</li>
<li>Infernal Pact</li>
<li>Reliquary: Akunanse Remains</li>
<li>Trophy: Discipline</li>
<li>Vial of Elder Vitae</li>
</ul>
So, below is a little draft copy... They would be printed with a different discipline each side. The plan would be to make them in "Clan Sets". For example, the Brujah Set would have Celerity, Potence and Presence on the different sides in different combinations to allow you to play them as needed in different decks.<br />
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Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com0tag:blogger.com,1999:blog-4176520885285599391.post-89092263220948775842012-10-08T15:10:00.000+11:002012-10-08T15:10:52.604+11:00Australasian Continental ChampionshipsWell congratulations go to Stuart Jaques for winning the Australasian Continental Championships.<br />
Commiserations have to go to Ben Szymkow for entering the Finals with 3GWs & 10VPs and not winning.<br />
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<br />Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com0tag:blogger.com,1999:blog-4176520885285599391.post-1849798003450000182012-10-01T09:02:00.002+10:002012-10-01T09:02:54.684+10:00AUSNZ ChampionshipsThe AUSNZ Continental Championship are just 5 sleeps away...<br />
I've got my Saturday and Sunday decks planned.<br />
<br />
I'm not sure exactly how many people will be there, I'm guessing about 30. Just going to be a little out of it (getting a 7am flight to get to Melbourne at about 8:30am so I've got a chance of checking in my stuff or getting something to eat and a coffee from a laneway cafe before the beginning of the tournament) so I'll have to sleep early Friday night to make sure I'm on my game.Juggernaut1981http://www.blogger.com/profile/09770878317522688714noreply@blogger.com0