If you want some, come get some! [6 cap]
If you want some, come get some! [6 cap]
Nach dem kläglichen ersten Versuch, würde ich mich gerne nochmal verprügeln lassen!
Luck is not a factor.
Hope is not a strategy.
Fear is not an option.
Hope is not a strategy.
Fear is not an option.
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Re: If you want some, come get some! [6 cap]
Biete mich zur Abwechslung mal als Judge an.extrala wrote:Nach dem kläglichen ersten Versuch, würde ich mich gerne nochmal verprügeln lassen!
sk.
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Thoughts Betrayed sup (2 blood):
[DOM] Only usable before range is determined on the first round. Opposing minion cannot play any strike cards for the duration of this combat.
Weather Control sup :
Only usable at beginning of combat. [tha] Both combatants and each of their retainers take 1 damage before range is determined each round. This damage cannot be prevented. [THA] As above, but the amount of damage inflicted increases by 1 each round.
Reverend 3/6 (2 blood, 1 damage)
Jeremiah 5/6 ( 1 damage)
[DOM] Only usable before range is determined on the first round. Opposing minion cannot play any strike cards for the duration of this combat.
Weather Control sup :
Only usable at beginning of combat. [tha] Both combatants and each of their retainers take 1 damage before range is determined each round. This damage cannot be prevented. [THA] As above, but the amount of damage inflicted increases by 1 each round.
Reverend 3/6 (2 blood, 1 damage)
Jeremiah 5/6 ( 1 damage)
Als ich den @!*!! Reverend gesehen habe, wusste ich das der ?#§$ TB spielen würde ... aaarggh.
OK, dann wollen wir mal:
Pre-Range:
Darkness Within (obt)
Increased Strength (POT) (bringt zwar nichts, der Vollständigkeit halber).
Torn Signpost (POT)
Reverend 3/6
Jeremiah 4/6 (1 blood)
OK, dann wollen wir mal:
Pre-Range:
Darkness Within (obt)
Increased Strength (POT) (bringt zwar nichts, der Vollständigkeit halber).
Torn Signpost (POT)
Reverend 3/6
Jeremiah 4/6 (1 blood)
Luck is not a factor.
Hope is not a strategy.
Fear is not an option.
Hope is not a strategy.
Fear is not an option.
- the scavenger
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Darkness Within
Cardtype: Combat
Cost: 1 blood
Discipline: Obtenebration
[obt] Put this card into play before range is determined. Once each round, during strike resolution, move 1 blood (or life) from the opposing minion to this card (even at long range). Burn this card when combat ends. This vampire gains half of the blood (rounded up) from this card when it is burned. A minion can play only one Darkness Within each combat.
[OBT] As above, with an optional maneuver.
gehe "short" mit Rapid Thought [cel] -- hmm reimt sich fast sogar ..
Rapid Thought
Discipline: Celerity
[cel] Maneuver or press.
[CEL] Only usable during the Choose Strike step, and only if this vampire would choose his or her strike first. Instead, the opposing minion chooses his or her strike before this vampire.
Luck is not a factor.
Hope is not a strategy.
Fear is not an option.
Hope is not a strategy.
Fear is not an option.