Published by Black Chantry (2018- )
Release date: May 5, 2018
Total cards: 120 cards, 41 new- 23 crypt and 18 library cards
Boosters: no
Rarity: no
Decks: 1 deck
Black Chantry Productions has made their first three Vampire: The Eternal Struggle products available for print on demand on Drivethrucards.com. It is one brand new expansion, designed by the VEKN Design team, illustrated by top notch artists and carefully tested by hundreds of playtesters for more than one year. The other two products are reprint bundles of Keepers of Tradition cards that are highly desired by players who could not get their hands on enough of them back when they were originally printed. Congratulations VTES players all over the world - our beloved game is back in print!
Order on www.drivethrucards.com
Lost Kindred: Samedi - The Samedi are vampires of especially unwholesome ilk, and dreadful to look upon. Their bodies resemble corpses, and those who see them sometimes mistake them for zombies or other revenant horrors.
Thought to have originated in the Caribbean, the Samedi have strong ties to the region´s voodoo legacies. They practice a unique Discipline that allows them to manipulate the energies of death, albeit in a much more temporal manner than Giovanni Necromacy. Indeed, the Giovanni have very little good to say about the Samedi, and the enmity between these Kindred runs deep.
Samedi often involve themselves with occult or illegal activities in a city, becoming powerful houngans and mambos or trafficking with superstitious immigrant criminal elements. Given their apparent voodoo roots, the Samedi seem content to garner influence in immigrant ghettoes, practicing their dark magic and preying upon a populace used to the dead walking among them.
Lost Kindred: Harbingers of Skulls - The bloodline calling itself the Harbingers of Skulls claims a history of treachery, for which it seeks to extract a hellish vengeance. Members of the bloodline are quite powerful without exception, and they claim to have returned from their banishment to the realms of the dead. Long ago, they whisper, a rogue society of sorcerers hunted them for their blood, stealing immortality to futher their own arcane lust for power. Few Sabbat believe this fairy tale of ancient injustice in these modern nights, but the Harbingers are afforded a wide berth nonetheless, given the immense potency of their magics and their discomforting eccentricity.
Cursed by Caine´s blood with the countenances of corpses, the Harbingers often flay the tattered, grave-tainted flesh from their heads, leaving them with the grinning rictus of their namesake. Masks and ceremony play are an important part in the bloodline´s culture, and elders among these Cainites maintain vast collections of ritual masks and implements that they wear and use in their necromantic rites.
Lost Kindred: Blood Brothers - Conceived and created in crumbling Old World castles and chantries by the Tremere antitribu and a few twisted Tzimisce sorcerers, the Blood Brothers are an artificially engineered bloodline of shock troops and servitors. The Blood Brothers are the dubiously successful result of extensive experiments in blood bonding, intended to create a cell of servants that thought and acted as one.
To some degree, the Blood Brothers are a hive mind, sharing the same conscious thoughts and experiencing their surroundings vicariously through other members of their individual “chapters”, known as circles. This link allows them to work effectively apart from each other – the bloodline excels at coordinated combat missions and espionage, provided no one realizes what they are (which, due to their rarity and the difficulty of their creation, is unlikely). They practice an unusual, disturbing Discipline that allows them to “loan” their limbs to one another, heal their compatriots and even capitalize on their shared minds.
Lost Kindred: Salubri antitribu - The Salubri antitribu serve the Sabbat as reluctant warriors, easily distracted by their own internal quests. The rest of the Sabbat considers them anomalies, useful allies in times of war, but intolerable proselytizers when not in combat. To the Sabbat Salubri, this is fine – unlife is a hell of endless torment, ameliorated only by glorious death or victory in battle.
Lost Kindred: Gargoyles - In the early days of the Middle Ages, the newly founded Tremere line was in grave danger. Hounded from all sides by agents of the Inconnu, even the power of the recently created Circle of Seven did not seem enough to save the line from extinction. Though they were individually mighty, they simply did not have the hordes of lesser shock troops that they needed to fend off their enemies.
It is rumored to have been the Clan founder himself who thought of a solution. Capturing several other Vampires and mystic creatures, including a Gangrel and a Nosferatu, Tremere and his Circle used their extensive alchemical knowledge to synthesize a race of new Vampires, ones which would serve the Tremere. Deep beneath the Carpathians, the first Gargoyle rose from the steaming ichor of their cauldron. In a mocking parody of the Bible, they commanded it; "Go forth and multiply."
Rules and clarifications:
Rule change: Limited effects
Most bleed-increasing action modifier cards prevent other bleed-increasing action modifier cards from being played. This is now the default, and is reminded by a "(limited)" reminder.
Updated rulebook text:
Bleed Action Modifiers: A minion cannot use more than one action modifier card to increase a bleed during a bleed action. This is reminded by the "(limited)" reminder. Some bleed action modifiers explicitly state that they do not count against this limit. They can be played before or after limited modifiers.
Additional Strikes: [...] A minion cannot use more than one card or effect (a source) to gain additional strikes per round of combat. This is reminded by the "(limited)" reminder. Some additional strike sources explicitly state that they do not count against this limit. They can be played before or after limited additional strike sources."
Rule change: Anarch is a sect
The anarch trait was tightly associated to the Independent sect until now: if an anarch vampire changed sect, it would lose the anarch trait, and some titles are anarch titles.
Anarch is now a sect on its own (alongside Camarilla, Sabbat, Independent and Laibon). For compatibility, all cards that were previously available to Independent (except for Rise of the Nephtali*) will now also be available to Anarch: Banner of Neutrality, Community Justice, Exclusion Principle, Free States Rant, Haqim's Law: Judgment, and Reckless Agitation. Future cards that require an Independent vampire will not be usable by an Anarch vampire (unless if it is explicitly stated that they can use it too).
*The title of liaison provided by Rise of the Nephtali is an Independent title: only Independent vampires can hold that title.
Effects that would affect (or ignore) Independent vampires now affect (or ignore) Independent and Anarch vampires:
Banner of Neutrality
Requires an Independent or Anarch vampire. Only usable when a Camarilla or Sabbat vampire is bleeding you. Reduce the bleed amount by 1.
Community Justice
+1 stealth action. Requires an Independent or Anarch vampire. (D) Burn a vampire who has diablerized a vampire of the same clan as this acting vampire since your last turn.
Exclusion Principle
Successful referendum means each Methuselah gains 1 pool for each ready Independent or Anarch vampire he or she controls.
Free States Rant
Requires an Independent or Anarch vampire. Allocate X points among one or more ready vampires, where X is half this acting vampire's capacity rounded up. No 4 or more points can be allocated to each vampire. Successful referendum means each vampire burns 1 blood for each point assigned. In this referendum, non-priscus titles are worth 1 less vote each, priscus title is worth 1 less ballot, and burning the Edge is worth 1 additional vote.
Haqim's Law: Judgment
Contract. Trifle. Lock a ready Independent or Anarch Assamite you control to put this card on a younger vampire. Every Independent or Anarch Assamite is considered chosen for this contract. Any Independent or Anarch Assamite can enter combat with the attached vampire as a +1 stealth (D) action.
Reckless Agitation
Requires an Independent or Anarch vampire with capacity 5 or more. Allocate 6 points among two or more other Methuselahs. Successful referendum means each Methuselah burns 1 pool for each point assigned. Count Germaine Independent. Red List: Germaine gets +2 bleed against a Methuselah who controls a titled non-Independent, non-Anarch vampire.
Hillanvale
Once each action, Hillanvale can burn 1 blood and discard one card requiring Melpominee to get +1 bleed. She gets -1 intercept against non-Independent non-Anarch vampires.
Jan Pieterzoon ADV
Independent: Jan can burn 3 blood to cancel a Gehenna card as it is played. While Jan is Independent or Anarch and there are any Gehenna cards in play, he gets +3 votes.
Matthew Romans
Sabbat: During your unlock phase, Matthew can burn 1 blood to lock a younger non-Independent, non-Anarch vampire controlled by your prey.