Vous êtes sur la page 1sur 14

Nergal Promo-Only Card

Infernal Plague: The Return of Nergal

Helena moved with blinding speed within the Abyss and searched out the darkest places in
creation. She peered into the physical world and witnessed a murder in a darkened alley and a
secret conceived in a motel room. She sped past earthly prison cells, lightless caves and inner
chambers, until she came to a place as dark as the sun is light--the blackness of an impossible
midnight. From this place Helena called out, "Come forth Nergal, Prince of Hell. You have been
freed from your shadow prison so that you may sate your thirst on the blood of Menele."

In the Fall of 2004, players participated in Part 1 of the Infernal Plague storyline and set the stage
for this Fall's exciting conclusion. We previously learned of a centuries-old Baali campaign
involving the conniving infernalist, Barbaro Luchesse, who had manipulated both Sela and
Helena towards his diabolical goal--the release of Nergal from an Abyssal prison. Will Nergal's
return herald a bold new era of infernalism or will an envigorated Camarilla or Sabbat rise above
their internal chaos to overcome this increasing threat?

Between October 1 and December 18th of this year, players around the world will participate in
the latest storyline event, Infernal Plague: The Return of Nergal. Each player attending one of
these special events will receive a copy of the Nergal promo-only card as well as a copy of the
Alan Sovereign (Advanced) and Helena (Advanced) promo-only cards.

Infernal Plague II Storyline Event


The Return of Nergal

Prologue: Alan Sovereign could follow a paper trail like no other. Of course, his ability to
obscure financial transactions was also unparalleled. Alan's new responsibilities in Rome pushed
even his limits, however, and he struggled to secure the Camarilla's remaining financial resources
and to fund the coming war.

As he reviewed the wire transfers that had wiped out Camarilla investment accounts around the
world, Alan could trace most of the transactions back to specific turncoats—identifying by name
each traitor and recording their transgressions on a legal pad. All of the names were at least
familiar to him, but he was genuinely shocked by a few that made his list. Alan figured that at
least a couple were not willful in their treachery, either brainwashed Manchurians carefully
placed within the Camarilla's ranks or possibly even unwitting accomplices. In addition, Alan
reasoned that at least a few others were probably not turncoats at all. Up until this point, everyone
had assumed that anyone who went missing that night had defected. He realized that some could
have been tortured for their information and killed afterward. At least he hoped this was true,
since it would mean that the infernal infiltration was not as pervasive as had been initially feared.

Alan also suspected that a handful of traitors probably remained within their ranks. Whether or
not this was actually the case, there was now so much latent suspicion and fear that few princes
were cooperating outside their own ranks of trusted advisors. The infernalist threat would require
a unified response from the Camarilla—a prospect that was becoming increasingly unlikely.

Alan rose from his high-backed leather chair and turned to face an ill-fitting area of brick that had
once been a window when the building was first constructed.

A knock on the office door went unacknowledged, as one of Alan's new associates entered.
"Mister Sovereign?" Stephen said. "Sir?"

"Yes," Alan responded, paying only partial attention.

Stephen moved forward cautiously. The gravity of Alan's new responsibilities created a
remarkable transformation in his demeanor and in the way others related to him. Nothing
remained of the bookish accountant, and now even his former peers were reluctant to meet his
gaze.

"Sir, we have a report that Barbaro has left Rome and has traveled to Amman. It would seem
more than a coincidence considering the Vatican's reports of a break-in and theft of what they are
calling 'documents of historical significance.'"

"Leave me," Alan said quietly without turning around. He still didn't completely trust his new
staff, and even though Hardestadt had hand-picked them all, one just couldn't be careful enough
these nights.

Once the office door closed, Alan moved back to his desk and retrieved a report that had once
seemed unimportant yet now took on new meaning. The report described minor raids by
infernalists in Damascus and Chorazin but it concluded that the targeted locations were merely
symbolic and wouldn't provide any strategic advantages.

Alan quickly modified an order for 500 Austrian Steyrs, and redirected the weapons shipment to
the port of Aqaba.

"I don't know what they're up to," Alan conceded, "but I'll be damned if we won't be there to meet
them."

Beneath towering sheer cliffs Barbaro, Sela, and Helena walked through the narrow and twisting
path that would lead to Petra. Working their way deeper into the heart of the mountain, they
proceeded through the ravine and only occasionally glimpsed moonlight as it entered from
between the tall peaks. The seemingly endless trek eventually opened into a view of magnificent
buildings, carved directly into the red, pink, and orange cliffs. The ruins of Petra were still
impressive and retained architectural traces of their Roman heritage. As their elevation increased,
the three passed countless tombs cut directly into the mountain. While traversing a narrow path
up the rocky face, Barbaro was awash in memories. He reflected on his role in the centuries of
planning that were about to come to fruition.

Barbaro remembered with regret the exact moment the teachings of his mentor and fellow priest
had taken an odd turn, and how his split-second decision to not end the lesson had paved the way
into curiosity and eventually, interest in occult rituals. He recalled his own Embrace and rebirth
within the walls of the Vatican and his struggle to reconcile his new nature with his old God. He
would also never forget the night he realized that he too was just a tool—nothing more than a
minor player on a grand stage. In a larger sense, he recognized that his story was not much
different than that of Helena or Sela. All three had been sought out specifically for the task at
hand. Helena's hatred of Menele and her willingness to pay any cost for even a weak and
convoluted form of revenge made her an easy mark for Barbaro's manipulations, while Sela's
naked ambition was even easier to mold. Barbaro wondered what his own flaw was that allowed
him to be so easily manipulated those centuries ago, though that mattered little to him anymore.
Warmed by the knowledge that he was about to earn his damnation rather than having it thrust
upon him, Barbaro clutched the ancient text describing the Lasombra's ritual.

The flattened top of the peak revealed an ancient holy place. Centuries of wind and rain had
served to smooth every sharp stone surface while deepening and refining every crevice. Barbaro
was pleased to find the altar basically intact. In times past, death cultists, and the Nabateans
before them, would slaughter their sacrifices upon the altar while the blood flowed through
carved channels into smaller reservoirs. Additional canals would handle heavier run-off and
distribute the blood to the furthest reaches of the plateau.

As the three stood near the altar, Barbaro produced the ancient text. He had rehearsed with
Helena many times and was confident that she'd perform perfectly. Sela, however, would be able
to play her part without rehearsal.

Helena stood silent and motionless for a moment, and a single black tentacle soon reached out
from her hands and danced before them. While Barbaro's outstretched arms held the ancient text
for Helena to read from, the moon's light transformed the scene around them—covering
everything in an ever-deepening shade of purple. As Helena began to read aloud from the text, the
tentacle leapt into her mouth and acted as a tongue while she mouthed the powerful words.
Barbaro displayed an almost fatherly smile as he witnessed the power of Helena's potent blood.

Helena ceased speaking, and she and Barbaro turned toward Sela. As Sela began to speak, the
tentacle retreated from Helena and jumped into Sela's mouth. The words she spoke were
unintelligible, however, and seemed to be directed by the black tongue itself. Though her ears
couldn't understand the words she spoke, Sela knew that she spoke of an Abyssal prison, and of
doors… and keys… and sacrifice. Sela's eyes widened with understanding. Fear enveloped her as
the ebony tongue rapidly sprouted offshoots that sprung forward and wrapped themselves
completely around her. Sela let loose a garbled scream before her pitch-black body burst into a
lightless flame that whirled around and displaced the moon's remaining light. Barbaro and Helena
observed their sacrifice as the remnants of Sela formed a black pool upon the altar. The black
sludge quickly filled the shallow reservoirs to capacity and the excess moved throughout the
canals across the entire plateau.

The earth trembled as a sea of grey rats poured from an expanding pit in the center of the plateau.
Helena advanced toward the opening and the fleeing rats parted for her. Helena's confidence grew
with each step, and she descended the chasm without fear. In a flash of darkness, she stepped into
the void.

Barbaro's warnings had been accurate, for the attacks came almost immediately. Helena steadied
herself as she sensed the Abyssal creatures' attempts to possess her. She could feel their desire for
such a powerful host, and she steeled her will against them. The gift of Lasombra flowed from
her, and Helena repelled each attack with ease.

Helena moved with blinding speed within the Abyss and searched out the darkest places in
creation. She peered into the physical world and witnessed a murder in a darkened alley and a
secret conceived in a motel room. She sped past earthly prison cells, lightless caves and inner
chambers, until she came to a place as dark as the sun is light—the blackness of an impossible
midnight. From this place Helena called out, "Come forth Nergal, Prince of Hell. You have been
freed from your shadow prison so that you may sate your thirst on the blood of Menele."
Between October 1st and December 18th, 2005 results of special Vampire: The Eternal Struggle
tournaments from around the world will create the final chapter of this story.

Each player attending a designated storyline tournament will receive a special promo-only card of
Nergal, Alan Sovereign (Advanced), and Helena (Advanced). These promo-only cards will
remain in limited circulation for at least one year before being released into general support
packages.

THE RULES
=========

Except as noted in these instructions, the tournament will follow the Standard Constructed
Tournament format and current V:EKN rules.

* At least 75% (e.g., 9 out of 12) of the vampires in a player's crypt must be the same clan.

* Each player will receive one Nergal, Alan Sovereign (Advanced), and Helena (Advanced)
promo-only card. Players may add one Alan Sovereign (Advanced) and one Helena (Advanced)
promo-only card to his or her crypt before play begins. Only one Alan Sovereign (Advanced) and
one Helena (Advanced) may be used in each crypt. For purposes of this event only, the group
number of these two promo-only cards is ignored, and may be mixed with any otherwise legal
crypt. The resulting crypt must still meet the 75% rule.

* Recalled to the Founder, True Faith, and Seeds of Corruption are banned.

* During his or her untap phase, Nergal's controller may burn a card played by any other
Methuselah on Nergal.

* The final round will be played using a specially designed Nergal, Prince of Hell deck. All cards
in this deck are illegal for play outside of this event and are clearly identified as such. The
operation of this deck and rules for the final round are presented here in detail.

FINAL ROUND SETUP


==============

Before seating and order of play is determined for the Final Round, one finalist will be selected to
play a specially designed Nergal, Prince of Hell deck. The option to play the Nergal deck will be
offered first to the top-seeded player. If the top-seeded player refuses the opportunity to play the
Nergal deck, the option passes to the second-seeded player and so on through the fourth-seeded
finalist. If none of the first four seeded finalists choose to play the Nergal deck, the fifth-seeded
player must play the deck instead of the deck with which he began the event.

Only the players NOT playing the Nergal deck will choose their seats and determine the order of
play in the normal fashion. The Nergal deck player will play last in the turn order.

PREDATOR AND PREY


===============

The Nergal deck is the predator and prey of every other player. To make this easier to visualize,
the Nergal deck can place its controlled cards in the center of the table. We'll refer to the Nergal
deck as the virtual prey and virtual predator while we'll refer to the prey and predator who sit to
the left and right of each player as each player's natural prey and natural predator.

Seating Example:

Aaron, Brian, Chad, Darby, and Eric are our five finalists. Eric, the top seed has accepted the
Nergal deck and will play fifth in the turn order. The remaining four players choose seating as
normal. Darby ends up preying on Aaron who preys on Brian who preys on Chad who preys on
Darby. Darby is randomly selected to go first in the turn order. Eric, the Nergal deck player, sits
between Chad and Darby and takes his turn fifth in the turn order (after Chad and before Darby).

Darby Aaron
Eric
Chad Brian

Each player has two prey and two predators (save for Eric who has four prey and predators).
Brian preys on Chad and on Eric. Darby preys on Aaron and on Eric. Chad's predators are Brian
and also Eric.

TARGETS
=======

Since all players now have multiple predators and prey, the Methuselah **playing a card** or
**taking an action** may need to clarify which prey or predator their action or effect is
targetting. Other effects are resolved using turn order to temporarily determine prey and predator.

Examples:

Aaron wishes to bleed with one of his vampires. The default bleeds action is directed at Aaron's
prey. Since Aaron has two prey, a natural prey (Brian) and a virtual prey (Eric), he may choose to
bleed either Brian or Eric with his bleed.

Chad plays a Night Moves action card, and one of his vampires may now bleed his predator or
prey. Chad may choose to target his prey Darby, his predator Brian, or his virtual predator and
prey, Eric.

Brian controls Afifa, The Herald and puts a Gehenna card in play. His prey burns 1 pool. Since
Afifa's effect is not a card play or cardless action, her controller cannot choose who to target with
the damage. Brian's natural prey, Chad, burns the 1 pool.

Darby is being bled by one of Chad's minions. Darby plays My Enemy's Enemy and may choose
to send the bleed to Brian or Eric.

Darby is bled by Eric. Darby plays My Enemy's Enemy, and may choose to send the bleed to
Aaron, Chad, or himself (since all are Eric's predators).

Reins of Power - The player who plays before the Nergal deck in the turn order is considered the
Nergal deck's predator. The player following the Nergal deck in the turn order is considered its
prey.
Millicent Smith, Puritan Vampire Hunter - Millicent moves to the natural predator.

WHO MAY BLOCK


==============

When any non-Nergal deck player takes an undirected action, the option to attempt to block is
first given to his natural prey and then his natural predator. The acting player's virtual prey and
predator—the Nergal deck player—has the next option to block.

When the Nergal deck player takes an undirected action, any player may block the action. The
first opportunity is given to the player following the Nergal deck in the turn order and then the
next player in the turn order and so on.

Who may normally block a directed action is not changed—the player being targetted by the
directed action may attempt to block. Other players using cards such as Eagle's Sight may make
block attempts beginning with the player following the acting player in the turn order.

NERGAL VICTORY CONDITIONS


========================

The Nergal deck wins if it is the last player standing. If the Nergal deck wins, its player may keep
the Nergal deck. If the Nergal deck loses, the event's winner keeps the deck.

THE NERGAL, PRINCE OF HELL DECK


=========================

All of the library cards in this deck are variations of existing library cards and have been modified
in various ways to represent Nergal's power. Read the card texts carefully and don't assume the
cards work the same way as legal-for-play version. The crypt consists of only one vampire which
is also illegal outside of this event.

THE WINNING CLAN


==============

We will keep a tally of the winning clans from each event. The clan that obtains the most
storyline victories will be rewarded with a special card in the next available expansion.

REPORTING
=========

After your event, please complete the "INFERNAL PLAGUE: RETURN OF NERGAL
STORYLINE QUESTIONNAIRE" (to be sent to the Prince list at a later date) and email it to
vtesstory@white-wolf.com. For your event to count in the official tally, we must receive a
Storyline Questionnaire that contains at least the name of your event's winning clan. A fully
completed Storyline Questionnaire gives your event the opportunity to have additional impact on
the developing storyline.

Library:
-------------------
2 x Nergal's Blood Doll
Cardtype: Master
Master. Trifle.
Put this card on a vampire you control. During his or her master phase, the Methuselah
controlling the vampire with this card may move up to 2 blood from the vampire to his or
her blood pool or from his or her blood pool to the vampire. Tap to move any number of
cards from your ash heap to your library. Reshuffle afterwards.

1 x Nergal's Fragment of the Book of Nod


Cardtype: Master
Unique master.
Tap to draw two cards from your library. Discard down to your maximum hand size. Tap
to move any number of cards from your ash heap to your library. Reshuffle afterwards.

1 x Greater Haven Uncovered


Cardtype: Master
Master.
Put this card on a ready vampire. Any minion not controlled by that vampire's controller
may enter combat with that vampire as a +1 stealth (D) action. That vampire can burn
this card with two +1 stealth (D) actions.

1 x Demonic Minion Tap


Cardtype: Master
Master.
Move any amount of blood from one of the vampires you control to your pool.

1 x Infernal Perfectionist
Cardtype: Master
Master: archetype.
Put this card on a vampire you control. Once per turn, when this vampire successfully
performs an action and no reaction cards are played, he or she gains 1 blood after the
action is resolved. A vampire can have only one archetype. Tap to move any number of
cards from your ash heap to your library. Reshuffle afterwards.

1 x Greater Rotschreck
Cardtype: Master
Master: out-of-turn. Frenzy.
Put this card on a vampire when an opposing minion attempts to inflict aggravated
damage on him or her, whether the damage would be successfully inflicted or not.
Combat ends. This vampire is tapped and sent to torpor. This vampire does not untap as
normal. During this vampire's next untap phase, burn this card. You may play this card
during your turn.

1 x Nergal's Giant's Blood


Cardtype: Master
Master.
Restore a vampire to full capacity with blood from the blood bank.
1 x Infernal Ruins of Charizel
Cardtype: Master
Clan: Baali
Master: unique location.
Put pool you burn for the infernal penalty of your infernal minion on this card. Once each
action, you may burn X counters from this card to reduce a bleed against you by X. Burn
all counters from this card during your predator's discard phase. Tap to move any number
of cards from your ash heap to your library. Reshuffle afterwards.

3 x Baleful Bum's Rush


Cardtype: Action
(D) Enter combat with a ready minion controlled by another Methuselah. The acting
minion gets an optional maneuver during this combat.

2 x Nergal Calls the Great Beast


Cardtype: Action
Clan: Baali
Cost: 1 blood
+1 stealth action.
Put this card on the acting Baali and put X ritual counters on it, where X is the capacity of
this Baali. This Baali may put a ritual counter on this card as a +1 stealth action. When
this card has more than 10 ritual counters, burn this Baali and choose three Disciplines.
This card becomes a unique clanless independent infernal vampire with 9 capacity, 4
strength and 3 bleed. The Great Beast has the chosen three Disciplines at superior. Move
9 blood to him from the blood bank. The Great Beast can enter combat with any ready
minion controlled by another Methuselah as a (D) action and can prevent 1 damage each
combat.

2 x Nergal's Concordance
Cardtype: Action
Cost: 1 blood
Discipline: Daimoinon/Serpentis
+1 stealth action.
[ser]: (D) Bleed.
[dai]: Requires an infernal vampire. Put this card on the acting vampire. This vampire
treats aggravated damage as normal damage and has +1 strength.
[DAI]: As [dai] above, and this vampire has Flight and may untap during your influence
phase.

1 x Demonic Condemnation: Betrayed


Cardtype: Action
Discipline: Daimoinon/Serpentis
+1 stealth action. Condemnation.
[ser] (D) Tap a younger vampire.
[dai] Requires an Infernal vampire. (D) Put this card on a ready minion. Bleed actions
cost the minion with this card an additional blood.
[DAI] As [dai] above, and the minion's controller burns the top card from his or her
library during each of his or her untap phases.

1 x Demonic Condemnation: Doomed


Cardtype: Action
Discipline: Daimoinon/Obfuscate
+1 stealth action. Condemnation.
[obf] (D) Tap a younger vampire.
[dai] Requires an Infernal vampire. (D) Put this card on a ready minion. The minion with
this card has -1 stealth.
[DAI] As [dai] above, and the minion's controller burns 1 pool each time the minion is
successfully blocked.

1 x Demonic Condemnation: Languid


Cardtype: Action
Discipline: Daimoinon/Presence
+1 stealth action. Condemnation.
[pre] (D) Tap a younger vampire.
[dai] Requires an Infernal vampire. (D) Put this card on a ready minion. The minion with
this card has -1 strength.
[DAI] As [dai] above, and the minion cannot use presses in combat.

1 x Demonic Condemnation: Mute


Cardtype: Action
Discipline: Daimoinon/Chimerstry
+1 stealth action. Condemnation.
[chi] (D) Tap a younger vampire.
[dai] Requires an infernal vampire. (D) Put this card on a ready vampire. The vampire
with this card has -3 votes.
[DAI] As above, and this vampire burns 1 blood each time a referendum passes.

1 x Infernal Contagion
Cardtype: Action
Discipline: Daimoinon
+1 stealth action. Unique.
[dai]: Requires an infernal vampire. Put this card on the acting vampire. During each
other Methuselah's untap phase, he or she burns 2 pool if this vampire is ready.
[DAI]: As [dai] above, and once per combat this vampire can put a corruption counter on
the opposing minion as a strike. If the number of corruption counters on the minion
equals or exceeds the capacity of that vampire or the cost of that ally, you may burn all of
your corruption counters on that minion to gain control of him or her after strike
resolution (ending combat).

1 x Form of Demonic Corruption


Cardtype: Action
Discipline: Serpentis
[ser] Put this card in play. Each time your prey gets the Edge anew, put a counter on this
card. During your master phase, if the number of counters on this card equals or exceeds
the amount of blood on a vampire controlled by your prey, you may burn this card to take
control of that vampire. A Methuselah can have only one Form of Corruption in play.
[SER] As above, and your prey burns 1 pool when you burn this card.

1 x Demonic Pulse of the Canaille


Cardtype: Action
Cost: 3 blood
Discipline: Auspex
+1 stealth action.
[aus] For the remainder of this turn, you may look at all Methuselahs' hands.
[AUS] Put this card on the acting vampire. The vampire with this card gets +2 bleed. A
vampire can have only 1 Pulse of the Canaille.

1 x Rutor's Infernal Hand


Cardtype: Action
Cost: 1 blood
Discipline: Thaumaturgy
+1 stealth action.
[tha] Put this card on the acting vampire. The vampire takes 1 aggravated damage
(damage not preventable). Beginning with your next turn, the vampire gets one additional
untap during each of your minion phases for the remainder of the game. A vampire can
have only one Rutor's Hand.
[THA] As above, but the aggravated damage may be prevented by burning 1 additional
blood.

1 x Infernal Regeneration
Cardtype: Action
Discipline: Fortitude
+1 stealth action.
[for] The acting vampire gains 4 blood from the blood bank. (Remove excess blood.)
[FOR] As above, but the acting vampire gains 5 blood from the blood bank.

2 x Greater Faceless Night


Cardtype: Action Modifier
Discipline: Obfuscate
[obf] +1 stealth.
[OBF] +2 stealth, and any vampire that attempts to block this action is tapped when the
block succeeds or when that vampire's controller decides not to block.

7 x Demonic Freak Drive


Cardtype: Action Modifier
Cost: 1 blood
Discipline: Fortitude
[for] Only usable at the end of a successful action (after resolving the action). Untap this
vampire.
[FOR] As above, but usable even if the action is blocked (play after combat, if any).

2 x Infernal Psychomachia
Cardtype: Action Modifier
Cost: 1 blood
Discipline: Daimoinon/Presence
Only usable when an ally or younger vampire successfully blocks before tapping the
blocker.
[pre] Cancel the current action and untap this acting vampire. The blocking minion is not
tapped.
[dai] +1 stealth. The block fails. The blocking minion cannot attempt to block this action
again.
[DAI] As [dai] above, and the blocking minion takes 2 damage (damage not preventable).

1 x Demonic Confusion of the Eye


Cardtype: Reaction
Discipline: Obfuscate
[obf] Reduce a younger vampire's or an ally's bleed against you by 2.
[OBF] Only usable during a referendum before any votes are cast. Not usable on a
referendum that is automatically passing. The referendum fails.

2 x Infernal Ecstasy
Cardtype: Reaction
Discipline: Serpentis
[ser] Reduce a bleed against you by 2.
[SER] As above, and if the bleed resolves for 0 (or less), the acting minion burns 2 blood
or life at the end of the action.

2 x Greater Telepathic Counter


Cardtype: Reaction
Discipline: Auspex
[aus] +1 intercept.
[AUS] Reduce a bleed against any Methuselah by 2.

4 x Greater Telepathic Misdirection


Cardtype: Reaction
Cost: 1 blood
Discipline: Auspex
[aus] This reacting vampire gets +1 intercept.
[AUS] Only usable when you are being bled. Choose another Methuselah other than the
one controlling the minion bleeding you. The acting minion is now attempting to bleed
that Methuselah.
4 x Greater Wake with Evenings Freshness
Cardtype: Reaction
Only usable by a tapped vampire. This reacting vampire can use reaction cards and
attempt to block as though untapped until the current action is concluded.

1 x Walk of Infernal Flame


Cardtype: Combat
Discipline: Thaumaturgy
[tha] Strike: 1R damage, aggravated.
[THA] Strike: 2R damage, aggravated.

2 x Greater Catatonic Fear


Cardtype: Combat
Cost: 1 blood
Discipline: Presence
[pre] Strike: combat ends.
[PRE] As above, and inflict 2 damage to the opposing minion once combat ends if the
range is close. This vampire may burn 1 blood to untap.

5 x Infernal Conflagration
Cardtype: Combat
Cost: 1 blood
Discipline: Daimoinon/Potence
[pot]: Strike: 2R damage.
[dai]: Strike: 2R aggravated damage, with an optional maneuver.
[DAI]: As above, and this strike cannot be dodged.

2 x Greater Fear of the Void Below


Cardtype: Combat
Cost: 1 blood
Discipline: Daimoinon/Obfuscate
[obf]: Maneuver.
[dai]: Only usable before range is determined. Each round of this combat defaults to long
range, and this vampire gets an optional press each round, only usable to end combat.
[DAI]: As [dai] above, and the opposing minion's controller discards three cards at
random from his or her hand during the initial strike resolution phase of each round.

1 x Nergal Ignores the Searing Flames


Cardtype: Combat
Discipline: Daimoinon/Serpentis
[ser] This vampire treats all aggravated damage from the opposing minion's strike as
normal damage. Only usable when an opposing minion inflicts aggravated damage to this
vampire.
[dai] Prevent all aggravated damage from the opposing minion's strike.
[DAI] This vampire is immune to aggravated damage for the remainder of the combat.
2 x Skin of the Infernal Adder
Cardtype: Combat
Cost: 1 blood
Discipline: Serpentis
[ser] Play before range is determined. This vampire may prevent 2 damage each round. A
vampire can play only one Skin of the Adder each combat.
[SER] As above, and this vampire's hand strikes inflict two additional points of damage
for the remainder of combat.

1 x Demonic Trap
Cardtype: Combat
Only usable before range is determined on the first round of combat.
During the press step, if any Methuselah has played a card earlier in the current round or
during the three previous rounds, the Trap automatically provides a press to continue
(either combatant can press to end).

1 x Greater Undead Persistence


Cardtype: Combat
Discipline: Fortitude
[for] Only usable when this vampire should go into torpor. This vampire gets an optional
press and will not go to torpor until combat ends (although he or she is still considered
wounded and can be burned as normal). If 3 rounds of combat pass with no cards played,
combat ends. This vampire is sent into torpor after combat.
[FOR] Prevent 4 damage.

1 x Demonic Herald of Topheth


Cardtype: Ally
Clan: Baali
Cost: 3 pool
Demon with 5 life. 3 strength, 2 bleed, flight.
The Herald may enter combat with a ready minion controlled by another Methuselah as a
(D) action. The Herald may play cards requiring basic Daimoinon [dai], Potence [pot]
and/or Presence [pre] as a vampire with a capacity of 5. Any cost in blood is paid with his
life. If a card would give him blood, give him life instead. If the Herald has less than 5
life during your untap phase, add 1 life. During your influence phase, burn 1 pool or burn
the Herald.

2 x Sense the Infernal Sin


Cardtype: Reaction/Action Modifier
Discipline: Daimoinon/Auspex
[aus]: Only usable when a younger vampire is acting. +2 intercept.
[dai]: +2 intercept, +3 intercept if the acting minion has a corruption counter.
[DAI]: After playing this card, you cannot play another action modifier to further increase
the bleed for this action. +3 bleed. Minions with corruption counters get -2 intercept
when attempting to block this action.
2 x Swallowed by the Demonic Night
Cardtype: Action Modifier/Combat
Discipline: Obfuscate
This card may be used as an action modifier card or a combat card.
[obf] +2 stealth.
[OBF] Maneuver, with an optional press.

Crypt
----------------------------------------
Nergal, Prince of Hell
Baali
Group: 5
Capacity: 4
AUS DAI FOR OBF PRE SER THA
Independent: Nergal's capacity is increased by 6 while he is controlled. Cards cost Nergal
one less blood to play. If Nergal would leave your controlled region, place him in your
uncontrolled region instead. +2 bleed. Infernal.

Vous aimerez peut-être aussi