Card
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Ability active in torpor
17
Ability usable in torpor
39
Action continue as if unblocked
15
Action continues not specifically from block
10
Action creating vampire
13
Action not replaced
7
Action only usable by vampire in torpor
5
Action provided to equipped minion
17
Action requirements from a card in play
75
Action targeting locked minion
14
Action targeting unlocked minion
6
Action targeting vampire in torpor
14
Adding costs to a strike or strike card
6
Adding costs to non-card strike
2
Adding damage to strikes
31
After Combat Ends
20
Allies that burn an ally when entering play
2
Allies who can play as a vampire
21
Allies with "lock this ally to" abilities
14
Allies with enter play effects
8
Allies with equip actions
3
Allies without a specified sect
22
Allocate points for pool damage
6
Animal
13
Automatic environmental press
2
Black Hand
66
Blood loss after combat ends
7
Burn blood for effect
42
Burn blood for effect (mandatory)
32
Burn blood to attempt to block
4
Can act the turn it is recruited
3
Can draw during action
4
Can steal minion during an action
2
Cancel
71
Cancel an action
19
Cancel as a reaction
16
Cancel with no action
3
Cannot be dodged
9
Cannot strike
8
Cards holding cards
14
Cards that replace themselves
2
Change the target of a bleed
8
Changes controller of location
3
Circle
20
Clan equipment
25
Continue combat
3
Cost X
10
Create vampire from Master: Discipline
2
Damage after combat ends
5
Damage before block resolution
3
Directed at a card
10
Discounts for rescue
9
Effect during press step
7
End of round effects that care about the range
2
Environmental damage
19
Equip or employ another card from hand
9
Equip/Employ/Recruit action
8
Equip/employ/recruit outside of an action
11
Exchange card with ash heap
4
Fail an action as announced
4
Forces Block attempt
20
From ash heap to deck
4
Ghoul
30
Hunt bonus
13
Immideate damage prevention
28
Immune to damage
10
Impersonating a title for political action
5
Impersonating requirements for cards not played normally
14
Impersonating requirements to play cards
13
Impersonating title for non-existent sect
5
Improve weapon before resolution
7
Increasing strike costs
3
Is affected by BCAN
3
Justicar title vote without Camarilla
5
Lock a minion during block attempt
11
Lock after combat ends
3
Lock to reduce cost
5
Locquipments
16
Make strike aggravated
16
Mandatory additional strike
5
Meets a single discipline
25
Meets inferior discipline
25
Meets missing disciplines
28
Minus Intercept
8
Minus stealth
7
Modifier after combat
4
Modifier as announced
33
Move or reveal card from crypt
11
Multi-discipline
194
Non-locking referendum ability
13
Once each turn
34
Optional press
41
Permanent not replaced
9
Permanents that increase bleed amount during an action
36
Personal titles
42
Play another action card as part of the action
2
Play stored card as if from hand
8
Playable "when combat would end" or "is about to end"
3
Played after resolution
19
Pool gain after referendum
2
Prevent discipline based prevention
7
Prevent non-aggravated
14
Prevent normal unlock
23
Prevents more than 1 damage
17
Prohibits additional strikes
6
Prohibits hunt as normal
3
Provide multiple actions
19
Put card in play ignoring requirements
13
Reactions targeting another player
13
Reduce votes
8
Reflex
14
Replace next turn
10
Require Gehenna
11
Require a Baron
7
Requires successful action
13
Retainer doing damage
12
Retainer that strike
9
Retainer with discipline level
12
Retainers and equipment put on different minion
5
Scarce
34
Set range
22
Shuffle when burned
7
Since your last turn
17
Special Hunt action
12
Steal blood as a Hunt action
4
Stealth from random effect
2
Strikes with optional maneuver
20
Targets card in Ash Heap
11
Temporary control
6
Title providing action
7
Title providing capacity
11
Triggered by block
8
True Brujah
10
Unconditional referendum ability
6
Unique Trifle
7
Unique cards with burn option
18
Unlocks and attempts to block
15
Usable during the polling step
58
Usable when going to torpor
4
Vote damaging multiple players
11
Vote playable once per game
3
Vote reduction
5
Wake
6
Weapon once per combat
6
Weapon once per round
5
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