Buffy the Vampire Slayer CCG Card Spoilers – Skills and Items

November 4, 2002 (dgjedi)

 

Skills

 

Set

#

Name

Requires

Text

PP

25

Animal Intensity

 

Assign to a Minion.  Minion is now considered a Villian.

PP

26

Varsity Training

 

Assign to a Companion. Companion is now considered a Hero.

PP

95

Watcher Training

 

Character gains +2 Butt-Kicking.

PP

96

Off-the-charts Smart

 

Character gains +2 Smarts.

PP

97

Expert on the Weird

 

Character gains +2 Weirdness.

PP

98

Babe-li-tude

 

Character gains +2 Charm.

PP

99

Power of the Black Mass

1 – WE

Character gains the Spellcraft Trait.

PP

100

Technopaganism

1 – SM

Character gains the Computer Trait.

PP

101

Scully Me

1 – SM

Character gains the Occult Trait.

PP

102

Demonology 101

1 – WE

Character gains the Demonology Trait.

PP

103

Gone Binary

2 – SM

Once per turn, fatigue this character during the Resource Step to draw a card.

PP

104

Morning Person

 

Character gains +1 to all talents during the day and –1 to all talents during the night.

PP

105

Pack Rat

 

Assign to a Hero or Villian.  This character can now carry an additional item.

PP

106

Fast Pace

 

Character may move to any location during the Movement Step.

PP

165

Real Literary-like

 

This character doesn’t fatigue to attach new skills.

PP

184

Primal Connection

 

While this character is at Sunnydale Park and your opponent has no characters there, you are considered to have 2 extra Destiny Points you can use to ascend characters and/or win the game.

AC

12

Gypsy Curse

 

Character needs Occult to attach.  Fatigue this character to fatigue a Minion.

AC

13

Machiavellian Ingenuity

 

When resolving a fight or challenge, discard Machiavellian Ingenuity to replace this character’s Butt-Kicking with his Weirdness.  Talent stacks are excluded from this effect.

AC

14

Ritual of Restoration

 

Character needs Spellcraft to attach.  Fatigue assigned character to take a character from your discard pile and shuffle it back into your Resource Deck.

AC

16

The Look

3 – CH

When resolving a fight or challenge, discard The Look to replace this character’s Butt-Kicking with her Charm.  Talent stacks are excluded from this effect. 

AC

18

Wisdom

3 – SM

When resolving a fight or challenge, discard Wisdom to replace this character’s Butt-Kicking with her Smarts.  Talent stacks are excluded from this effect. 

AC

54

Black Lagoon Aromatherapy

 

During a challenge, this character gains the Occult Trait, +1 Weirdness.  If assigned to Gill Monster, it gains an additional +2 Weirdness when facing challenges.

AC

55

Diana’s Touch

 

Character needs Spellcraft to attach.  Fatigue this character to give a chosen character +3 Charm for the remainder of the turn.

AC

59

Wavering Power

 

Drusilla only.  Whenever Drusilla uses her character card power to draw cards, she draws 1 additional card.  Limit 1 per deck.

AC

60

Weapon’s Expert

2 – BK

During a fight, choose one of the items attached to this character and double its Butt-Kicking bonus for this fight.  You can choose a different item each time you fight.  Each character may only have 1 Weapon’s Expert attached.

AC

110

What Doesn’t Kill You …

 

Spike only.  Spike gains +1 Butt-Kicking, Smarts and Weirdness.  Limit 1 per deck.

AC

119

Ritual of Acathla

 

Character needs Demonology to attach.  During the End Step, you may fatigue this character and another character here with the Spellcraft Trait to send Ritual of Acathla to the Crypt, and search your Challenge Deck for any challenge and place it in play at an eligible location.  Shuffle your Challenge Deck afterward.

AC

P5

Everyday Vamp Hijinks

 

Assign to a Vampire.  Discard Everyday Vamp Hijinks during a challenge and choose a talent.  This character gains +2 to that talent for the remainder of the challenge.

‘99

19

Cross-Referencing

 

Assign to a character with the Computer Trait.  If this character defeats a challenge requiring Computer, you gain 1 extra Destiny Point.

‘99

20

Demonology, Ph.D

 

Assign to a character with the Demonology Trait.  If this character defeats a challenge requiring Demonology, gain 1 extra Destiny Point.

‘99

21

Knife Practice

1 – BK

During the Resource Step, fatigue this character to give another character at the same location +X Butt-Kicking for the remainder of the turn, where X is the attached character’s current Butt-Kicking.

‘99

22

Necronomenclature

 

Assign to a character with the Occult Trait.  If this character defeats a Challenge requiring Occult, gain 1 extra Destiny Point.

‘99

23

Slayer’s Fortitude

 

Assign to a Slayer.  Whenever your opponent is facing a challenge at this character’s location, you may draw 2 additional cards during the Challenge/Draw Step.

‘99

24

Slayer’s Training

 

Assign to a Slayer.  During any step, you may discard this skill.  If you do, this character’s level is +1 for the remainder of the turn.

‘99

25

Spells, Cursies and Whammies

1 – WE

During the Resource Step, fatigue this character to give another character at the same location +X Weirdness for the remainder of the turn, where X is the attached character’s current Weirdness.

‘99

26

Telekinesis

2 – WE

Assign to a character with Spellcraft.  Once per turn during the Resource Step, you may reassign items on this character and one other character you control at the same location.

‘99

27

Telepathic Block

 

If ths character is refreshed, you don’t have to show your opponent any cards in your hand because of card effects.

‘99

28

Tutoring

1 - SM

During the Resource Step, fatigue this character to give another character at the same location +X Smarts for the remainder of the turn, where X is this attached character’s current Smarts.

‘99

96

Channeled Aggresion

3 – BK

You may discard this skill to have this character use her Butt-Kicking to meet a Charm or Smarts talent requirement on an action card.

‘99

97

Charming

3 – CH

During the Resource Step, fatigue this character to fatigue another character at this location with a lower Charm.

‘99

98

Gourmet Cuisine

3 - BK

Assign to a Villain.  During the Conflict Step, you may fatigue this character to discard a Companion at the same location with a lower Butt-Kicking than this character.

‘99

99

Homecoming Queen

1 - CH

Character gains the Seduction Trait.

‘99

100

Invulnerability

3 - WE

Assign to a Villian.  If this character is defeated in a fight while refreshed, discard this skill and fatigue this character.  The character isn’t discarded or sent to the Crypt.

‘99

101

Scoring Well

 

You may fatigue this character and another character at the same location during the Challenge/Choose stage.  The chosen character is placed at the challenge’s location to participate in the challenge even though she is fatigued.

‘99

102

Warding

 

Assign to a Hero.  You may discard this skill and fatigue this character during the Movement Step.  Demons and Vampires cannot move to this location for the remainder of the turn.

‘99

152

Verbal Non-Verbal

 

This character ignores Smarts talent requirements for attaching skills and items.

‘99

171

A Thing

 

If this skill is attached to your Main Character, you may discard this skill whenever your opponent tries to unattach an item from a Hero or Companion.  The item stays attached and cannot be swapped for the remainder of the turn.

‘99

172

Class Protector

3 - BK

This character can Stunt-Double for your Companion at a different location.  Place this character at that Companion’s location.

‘99

173

Demon Hunting

 

This character can move to any location with a Demon as if it were an adjacent location.

‘99

177

Quality Rage

 

If this skill is attached to your Main Character, you may discard this skill whenever your opponent tries to unattach an item from a Villian or Minion.  The item stays attached and cannot be swapped for the remainder of the turn.

‘99

205

Hallway Scene-making

 

Once per turn, if this character is at a school location, you may fatigue her during the Resource Step to give another character at this location a +1 to all of his talents for the remainder of the turn.

‘99

206

Major Wiggins

 

Assign to one of your opponent’s characters without fatiguing him.  This character cannot refresh.  A player may send this card to the Crypt by fatiguing X Characters at this location.  X equals this character’s level.  Limit 1 per deck.

‘99

207

Trade Talks

 

During the Conflict Step, this character may take a legally attachable item from any character here with a lower Butt-Kicking and attach it.  Afterward, fatigue the attaching character.

‘99

P2

Chaperone

 

While this character is refreshed, your opponent may only start fights with characters at this location that have Chaperone attached.  If your opponent starts a fight with this character, this character becomes fatigued at the beginning of the fight/discard stage.

 

 

 

 

 

 

Items

 

Set

#

Name

Requires

Text

PP

27

Electrical Tunnels Schematic

 

Discard this item during the Movement Step to move this character to any location.  This counts as a move for the character.

PP

28

Empty Puppet Case

1 – SM

Fatigue this item during the Resource Step and discard a card.  Draw a card.

PP

107

Stake & Crossbow

1 – BK

Character gains +1 Butt-Kicking.  If the character is fighting a Vampire, the character gains and additional +1 Butt-Kicking during the fight.

PP

108

Lucky 19 Baseball Jersey

1 – WE

Character gains +1 Weirdness.

PP

109

May Queen Dress

1 – CH

Character gains +1 Charm.

PP

110

Tome of Moloch

1 – SM

Character gains +1 Smarts.

PP

111

Fire Axe

 

Character gains +1 Butt-Kicking.

PP

112

Ring of Prophecy

 

If a Vampire has this item, the Vampire may also move once during day turns.

PP

113

Bat Sonar

1 – SM

Character gains +1 Weirdness.  During a fight or a challenge, the character may discard Bat Sonar to give this character +2 Weirdness until the end of the fight or challenge.

PP

114

Metal Robot Body

 

Must be assigned to a Minion.  The Minion may Stunt-Double during fights even when fatigued.

PP

115

Sledgehammer

 

If another item is giving this character a bonus, Sledgehammer gives the character +1 to that talent.

PP

116

Sentient Cheerleading Trophy

 

Assign to a Hero or Companion.  Discard this card during the Resource Step to discard any Minion with the Spellcraft Trait.

PP

117

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