file New Thaumaturgy Cards

20 Apr 2017 07:52 - 20 Apr 2017 09:30 #81549 by Vrumfondel
Yes i know that Thaumaturgy / Tremere already have some good cards and they don't need new cards that urgent but i was realy surprised that the first and the third power of the main path of thaumaturgy (path of blood) is not represented in the card game.
I think if we want to recruit some new players from the world of darkness some orientation on the p&p can be a good thing. So my ideas:

A taste of blood:
Action modifier / combat card
Only usable when you get blood from a minion controlled by an other player (e.g. theft of vitea).
thau: Look at the opposing players hand.
Thau: as above and put this card in play. You can burn this card to look again at the same hand.

Blood of potency:
Undirected Action +1 Stealth
Cost X
thau: Increase your Capacity by X until the end of your minion phase, were X is 1-4. Untap after the successful action.
Thau: as above, but pay X-1 blood for this action.


I am also not very happy with blood rage, because is has nothing to do with the original idea and it is wallpaper.
Last edit: 20 Apr 2017 09:30 by Vrumfondel.

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20 Apr 2017 16:01 #81553 by cordovader
Replied by cordovader on topic New Thaumaturgy Cards
Tell Baba-Yaya if Blood Rage is wallpaper. :)
The following user(s) said Thank You: talonz

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21 Apr 2017 07:53 #81559 by Vrumfondel
Replied by Vrumfondel on topic New Thaumaturgy Cards
Perhaps Wallpaper was a little bit to harsh.

Here are the P&P disciplines for the players who don't know it:

A Taste of Blood

This power was developed as a means of testing a foe's might - an extremely important ability in the tumultuous early nights of Clan Tremere. By merely tasting the blood of his subject, the thaumaturge may determine how much vitae remains in the subject and, if the subject is a vampire, how recently he has fed, his approximate generation and, with three or more successes, whether he has recently committed diablerie.

Blood Rage

This power allows a vampire to force another Kindred to expend blood against his will. The thaumaturge must touch her subject for this power to work, though only the lightest contact is necessary. A vampire affected by this power might feel a physical rush as the thaumaturge heightens his Physical Attributes, or may even find himself on the brink of frenzy as his stores of vitae are mystically depleted.

System
Each success forces the subject to spend one blood point immediately in the way the thaumaturge desires. Note that blood points forcibly spent in this manner may exceed the normal "per turn" maximum indicated by the victim's generation. Each success gained also increases the subject's difficulty to resist frenzy by one.

Blood of Potency

The thaumaturge gains such control over his own blood that he may effectively "concentrate" it, making it more powerful for a short time. In effect, he may temporarily lower his own generation with this power. This power may be used only once per night.


And here my idea for Blood Rage:
(I need a new name for this card)

Combat Card
Only usable before range is chosen. Only one "Blood Rage" can be played each combat.
thau: The opposing vampire burns one blood and gets one of the following advantages of your choice: Optional maneuver, +1 Strength, Addional Strike, Optional press
Thau: As above, but for two blood and the controller of the opposing minion can choose the advantage.

Especially against S:CE the Sup version is very good.

What do you think are the ideas to strong or wallpaper?

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25 Apr 2017 07:12 #81607 by jamesatzephyr
Replied by jamesatzephyr on topic New Thaumaturgy Cards

Blood of potency:
Undirected Action +1 Stealth
Cost X
thau: Increase your Capacity by X until the end of your minion phase, were X is 1-4. Untap after the successful action.
Thau: as above, but pay X-1 blood for this action.


Could you expand on what you think the deck is here?

There are certainly a few decent cards that rely on targeting younger vampires, and quite a few are in Dominate, but:

- Soul Gem of Etrius turbo decks are already annoying as all hell, and don't really need another enabler

- If this is for Seduction, so that you can stop that big wall deck from blocking you on the subsequent action, they probably just block you on this instead.

- If this is for Govern or Scouting Mission etc., that's a potentially really very large amount of blood you've just spent, and in terms of being useful for crypt acceleration that's only particularly good at the start of the game.

- For a few of the somewhat weaker reaction cards like Redirection, Murmur of the False Will, and Pulling Strings, this doesn't work because it lasts to the end of the minion phase. (It probably wouldn't significantly help them if it lasted longer, such as to your next untap, because the blood cost would mean you'd just rather play Deflection anyway, and Pulling Strings isn't great regardless.)

- If you want to increase your capacity so you can steal loads of blood from people, you have to use that blood by the end of the minion phase or it's lost, so your window of opportunity is quite narrow.

- Banishment might be interesting, but requires a solid vote strategy. Presence for Voter Captivation could offset the blood cost too. But Tha/Pre isn't a super-strong deck, and it would seem a bit off lore-wise if that was the killer feature of the card.

- Soul Scan and Precognizant Mobility would be something of a reach, and also quite expensive. Fallback Aus on Blessed Audience might be interesting, but you might well be splurging a whole heap of blood.

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25 Apr 2017 11:29 - 25 Apr 2017 11:32 #81608 by Kraus
Replied by Kraus on topic New Thaumaturgy Cards
You could combine this with other referendums than Banishment. Think Ancient Influence and Reins of Power.

Reins of Power for 9 pool damage... BOOM.

Of course you'll have to press the vote through (not impossible with !Tremere vampire abilities), get the actions through (well, G4 is loaded with Obfuscate), have the blood for it (1 blood transfers into 1 pool damage here; but when was blood a proper issue for big caps and Thaumaturgy per se?), and set the combo up in hand (well, with 60-70 card, highly compressed deck...).

Just a thought.

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Last edit: 25 Apr 2017 11:32 by Kraus.

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25 Apr 2017 18:18 #81610 by self biased
Replied by self biased on topic New Thaumaturgy Cards
maybe make it into an action modifier and/or reaction?

cost: 1 blood
:tha: :modifier: Only usable as the action is announced. Increase the capacity of this vampire by 3 until the end of the action.
:THA: :reaction: Increase the capacity of this vampire by 3 until the end of the action.

I'm not sure about the blood cost because this seems like a super cornercase idea. Thematically, Generation is a HUGE deal in the fluff, but is rarely used in V:tes mechanically. Maybe if we also had Thaumaturgy cards that exploited generation, it would be neat.

Soul Rage
Combat
Only usable at close range.
:tha: Strike: hand strike, with an optional press, if the opposing minion is younger. This damage cannot be prevented by cards that require Fortitude :for:. If the opposing vampire attempts to strike with a weapon this round, he or she does no damage.
:THA: As above, but for strength+1 damage.

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