file Odd Couples (dual discipline cards)

28 Mar 2017 05:12 - 28 Mar 2017 05:14 #81227 by direwolf
I was giving some thought to some Dual-discipline cards that combine disciplines that are rare (or non-existent!) on vampires. I also considered some combinations that are easier to find on vampires, but might not make sense to combine them naturally.

Here are some of my ideas: The number of vampire's with the discipline combo is in [x].

[0]
Poison Counter
:action:
:qui: :vic: Give a minion a Poison Counter. If the number of Poison counters equals the minions life or capacity, burn the minion. If a Methuselah moves blood from this vampire to his or her pool, the Methuselah gains a Poison Counter.
:QUI: :VIC: :action: (d) Give your prey a Poison Counter. If any Methuselah has 20 Poison Counters, they are ousted.

[13]
Quick Tongue
:combat:
Only usable at close range. Usable when strikes are restricted to hands.
:cel: :ser: Play before strikes are declared. Steal 1 blood.
:CEL: :SER: Additional strike: steal 1 blood.

[22]
Nightmare Beast
:action:
1 :blood:
:ani: :obt: Recruit an animal retainer from your hand or ash heap (meet requirements and pay costs as normal) and put this card on the retainer. At the start of combat the minion opposing this vampire burns 1 blood or conviction.
:ANI: :OBT: As above, but you may search your library for the retainer and you may pay 1 pool to ignore clan or sect requirements.

[25]
Necro Magic (or Death, Magic Death)
:action:
+1 stealth action.
:nec: :tha: This vampire gains a level of necromancy or thaumaturgy until the end of the turn and untaps.
:NEC: :THA: Put this card on this minion. Cards that require Thaumaturgy or Necromancy cost 1 less blood. A minion may have no more than two Necro Magic.
(note: You may think it's not an "odd couple" but consider that a vampire might study necromancy or thaumaturgy, but rarely both.)

[21]
Beastial Mind
:action:
:ani: :dem: Put this card on a vampire. The vampire with this card must hunt or burn a blood, unless at full capacity. This vampire may burn this card by burning 2 blood during the untap phase.
:ANI: :DEM: As above, but this vampire has +2 bleed while at capacity and gains an additional blood when hunting.

[2]
Sssilence
:combat: :modifier:
:qui: :ser: :modifier: +1 stealth and the next reaction card this action costs an additional blood.
:QUI: :SER: :combat: Only usable before range is determined. Set range. The opposing minion declares strikes first.

[11]
Right in the Mummy-maker
:modifier:
Usable when announcing an action to recruit a Mummy.
:nec: :ser: Reduce the cost of the Mummy by 2 pool or blood.
:NEC: :SER: As above and put this card on the Mummy. The Mummy with this card can use cards that require basic Necromancy :nec: and Serpentis :ser: as a vampire capacity equal to cost. If a card would give this Mummy blood, give it life.

[15]
Uncanny Fists
:combat:
:chi: :pot: Strike: hands. If any damage from this strike is successfully inflicted on the opposing minion, he or she takes an additional 2 damage from this strike. If all of the damage is prevented you may shuffle this card into your library.
:CHI: :POT: As above, but you may shuffle this card into your library if no damage is inflicted from the strike.
(notes: It's kinda like target vitals but better. go figure.)

[2]
Hypnotic Illusion
:modifier:
2 :blood:
:chi: :ser: Cancel a block attempt. The blocking minion cannot attempt to block this action or play reactions.
:CHI: :SER: As above and move the bottom card of your crypt to your ready region. He or she does not contest any other minions 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 crypt card from the game at the end of combat. Continue with the action after resolving this combat.

[1]
Chest Burst
:combat:
2 :blood:
:ser: :vic: Strike: hand strike at +1 damage. Deals 2 additional damage if any minion played a grapple this round.
:SER: :VIC: Only usable when the opposing vampire is going to torpor. Burn the opposing vampire instead of sending it to torpor. (This is not diablarie.)
(Art notes: a snake form exploding through the chest of a vampire. Yeah, I went there.)

[11]
Snake Pit
:action:
:ani: :ser: Put this card in play. You may tap this card to reduce a bleed against you by 1. Ignore the pool loss from 1 Army of Rats. You may have no more Snake Pits in play then your predator has minions or Army of Rats (whichever is higher.) Any minion may burn this card as a (d) action.
:ANI: :SER: As above, and this vampire may burn a blood to untap. Each vampire may perform this action twice in a turn.

[9]
Ghost Claws
:combat:
1 :blood:
:nec: :pro: Strike: hands, aggravated. If range is close, the opposing minion does not untap as normal next turn, even if the damage is prevented.
:NEC: :PRO: As above, and damage from this vampire's hand strikes cannot be prevented.

[30]
Quick Step
:combat: :modifier:
:cel: :obt: :combat: :reflex: Cancel a grapple card as it is played.
:cel: :obt: :combat: Maneuver with an optional Strike: Dodge.
:CEL: :OBT: :modifier: +1 stealth and this vampire may burn a blood for an additional stealth even if not needed.

[3]
Hypochondria
:action:
:dem: :qui: Put this card on a vampire. Dementation :dem: and Quietus :qui: actions that target this vampire have +1 stealth and cost 1 less blood.
:DEM: :QUI: As above, and the acting vampire may place a Dementation or Quietus action on this vampire immediately as if this vampire had taken the action.

[3]
Gaze into the Abyss
:action:
:dem: :obt: +1 stealth action. Put this card on the acting vampire. The minion with this card may not block or cast votes. This minion must move this card to an untapped minion controlled by his or her prey as a +1 stealth (d) action.
:DEM: :OBT: As above, but put this card on an ally or younger vampire controlled by your predator or prey.

[34]
Primal Fear
:combat: :modifier:
1 :blood:
:obt: :pre: :combat: Strike: combat ends. May be played when strikes are restricted to hand strikes.
:OBT: :PRE: :modifier: +1 stealth. If this action is blocked,the blocking minion burns 1 blood or life. Cancel combat if the blocking minion is a younger vampire or non-wraith or non-zombie ally.

:tore: :pre: :tem: :aus: Independent Futurist. Contrarian (titled, X votes where X is the number of votes as the acting minion.) Target Vitals is always the better combat card.
Last edit: 28 Mar 2017 05:14 by direwolf.

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