advance the Blounts (card ideas)
16 Apr 2012 23:06 #28029
by Molloy
Sabbat. Animals, Wraiths and Zombies Molloy recruits or employs get an additional life.
advance the Blounts (card ideas) was created by Molloy
Edith Blount
Group 3
Advanced. Camarilla. While Enid Blount is ready and untapped, Edith may enter combat with a minion controlled by another methuselah as a +1 stealth action.
Edith may play cards as an Anarch Baron.
Enid Blount
Group 3
Advanced. Camarilla. While Edith Blount is ready and untapped, Enid may bleed at +2 bleed as a action.
Enid may play cards as an Anarch Baron.
Group 3
Advanced. Camarilla. While Enid Blount is ready and untapped, Edith may enter combat with a minion controlled by another methuselah as a +1 stealth action.
Edith may play cards as an Anarch Baron.
Enid Blount
Group 3
Advanced. Camarilla. While Edith Blount is ready and untapped, Enid may bleed at +2 bleed as a action.
Enid may play cards as an Anarch Baron.
Sabbat. Animals, Wraiths and Zombies Molloy recruits or employs get an additional life.
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17 Apr 2012 01:35 #28033
by Juggernaut1981
Baron of Sydney, Australia, 418
Replied by Juggernaut1981 on topic Re: advance the Blounts (card ideas)
These two are basically the one vampire with two identities right? Why not have something where if both vampires are merged, they can use any discipline either one has (as well as becoming Baron of X and Baron of Y)
Baron of Sydney, Australia, 418
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17 Apr 2012 03:38 #28041
by Molloy
Sabbat. Animals, Wraiths and Zombies Molloy recruits or employs get an additional life.
Replied by Molloy on topic Re: advance the Blounts (card ideas)
They are sisters. They are the Baronesses of Glendale but, "Since the [Anarch] Revolt, they have promised to happily stay out of Kindred politics, whether Camarilla or Anarch, and have stuck to this promise." This was the idea behind them being able to play cards requiring Anarch or Baron without actually having the title and the votes. It's not that strong a special, but it might have interesting possibilities that they can remain Camarilla while being able to use Anarch cards.
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17 Apr 2012 04:44 #28044
by Ohlmann
Replied by Ohlmann on topic Re: advance the Blounts (card ideas)
A 5-cap with dominate that can on relatively easy condition bleed at +2 ? No way this can backfire.
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17 Apr 2012 05:55 #28052
by Kiddo
Besides, if your goal is to make them anarch-related, perhaps you could give her some minor ability in that department. But i like the merged abilities for both girls.
Replied by Kiddo on topic Re: advance the Blounts (card ideas)
Yeah, I agree with that...A 5-cap with dominate that can on relatively easy condition bleed at +2 ? No way this can backfire.
Besides, if your goal is to make them anarch-related, perhaps you could give her some minor ability in that department. But i like the merged abilities for both girls.
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17 Apr 2012 13:43 #28074
by Molloy
Giving a minion an ability that's the same as a card they can already play is not such a big deal. She can already play Govern the Unaligned, or Legal Manipulations, or Public Trust -- so it's already relatively easy for her to bleed at +2.
Sabbat. Animals, Wraiths and Zombies Molloy recruits or employs get an additional life.
Replied by Molloy on topic Re: advance the Blounts (card ideas)
A 5-cap with dominate that can on relatively easy condition bleed at +2 ? No way this can backfire.
Giving a minion an ability that's the same as a card they can already play is not such a big deal. She can already play Govern the Unaligned, or Legal Manipulations, or Public Trust -- so it's already relatively easy for her to bleed at +2.
Sabbat. Animals, Wraiths and Zombies Molloy recruits or employs get an additional life.
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