RAGE - The Werewolf: The Apocalypse Collectible Trading Card Game
The Umbra Expansion
(90 cards, and 5 realms)  (30C, 30U, 30R, 5UR)

Long Card Info List
V1.3  2/27/96

Rage, The Umbra, Werewolf: The Apocalypse, and White Wolf are trademarks of 
White Wolf, Inc.  (c) 1995 White Wolf, Inc.  All rights reserved.  All card 
text (c) 1995 White Wolf, Inc.

List compiled and organized by: Richard Uyeyama (ruyeyama@best.com)
Contributors: Richard Uyeyama
              Mark Knapp
              Albert S. Wang


CHARACTER_CARDS: (by Renown)  (15 characters)  (0C, 13U, 2R)

Black Furies:
U     7   Cassandra Shadow-Watcher   Theurge   H: 3 7 4   C: 7 7 7
        Cassandra plays combat actions at +2 Rage when fighting Get of 
        Fenris.
        (Ron Spencer)

Bone Gnawers:
U     8   Shakey Mac   Theurge   H: 2 10 2   C: 6 10 7
        Spirits play combat actions at -2 Rage when fighting Shakey Mac.
        (Brian LeBlanc)

Children of Gaia:
U     6   Jennifer Moon-Wizened   Galliard   H: 2 5 3   C: 5 5 7
        In addition to her regular Gifts, Jennifer can use Theurge Gifts.
        (John Matson)

Fianna:
U     5   Runs-without-Pack   Ragabash   L: 2 6 3   C: 5 6 7
        Runs-without-Pack cannot participate in any pack actions.
        (SCAR)

Get of Fenris:
U     5   Bjorn-Blood-from-Stone   Ahroun   M: 5 4 5
        When Bjorn is alpha, spirits bound to other packs cannot refuse his 
        challenges.  Bjorn cannot bind a spirit.
        (Richard Thomas)

Glass Walkers:
U     6   Dr. Stephen "Mindbender" Garrison   Theurge   H: 3 7 3   C: 5 7 6
        Stephen is not affected by Gauntlet Fluxes.
        (Brian LeBlanc)

Red Talons:
U     7   Fireclaw   Theurge   L: 3 7 3   C: 4 7 5
        Any Rage 1 & 2 combat actions played by Fireclaw do aggravated damage.
        (William O'Connor)


Shadow Lords:
U     5   Nadia Wyrmfoe   Galliard   H: 1 5 2   C: 6 5 6
        Nadia cannot bind a Bane spirit.
        (Lawrence Allen Williams)

Silent Striders:
U     7   Sees-through-Stars   Philodox   H: 3 7 4   C: 5 7 8
        Sees-through-Stars can use the Gauntlet of any caern in play to step 
        sideways.
        (Jeff Miracola)

Silver Fangs:
U     5   Amanda Withers-in-Sun   Theurge   M: 4 7 6
        Amanda can only regenerate when she is in the Umbra.
        (James Daly & Hank Carlson)

Stargazers:
U     6   Seeks-the-Truth   Philodox   L: 2 7 2   C: 4 7 7
        When alpha, Seeks-the-Truth allows you to draw two new sept cards as 
        his alpha action.
        (Brian LeBlanc)

Uktena:
U     7   Naomi   Theurge   H: 2 8 3   C: 7 8 6
        At the controlling player's option, Naomi can begin any game in the 
        Umbra.  Naomi cannot be in a pack with any other Uktena.
        (Lawrence Allen Williams)

Wendigo:
U     6   Wahya-Ohni   Ahroun   L: 3 4 4   C: 6 4 7
        When in the Umbra, Wahya-Ohni can regenerate one additional damage 
        card during his Regeneration Phase.
        (Lawrence Allen Williams)

Other:
R     5   Laughs-at-Death (Nuwisha)   Ragabash   H: 2 5 3   C: 4 5 6
        When alpha, and in the Umbra, Laughs-at-Death must be challenged by 
        those who wish to attack her.  She has the option of declining.  
        Laughs can use any Ragabash or Uktena Gifts.  Laughs cannot frenzy.
        (John Matson)
R     7   Petrov Tzarovitch (Corax)   (none)     H: 2 6 5   C: 5 6 8
        When in the Umbra, Petrov can escape from any combat he is in after 
        the third round.  Petrov can use Ragabash, Theurge, and Silent 
        Strider Gifts.
        (Brian LeBlanc)


SEPT_CARDS:  (72 sept cards total)  (29C, 16U, 27R)

Allies: (by Renown)  (5 allies)  (1c, 2u, 2r)
U     0   Ka Spirit   S: 2 1 2   Req: Silent Strider
        The Ka Spirit (the soul of a Mummy) is truly immortal and can never 
        be destroyed.  If the Ka Spirit is killed, place it back into its 
        owner's sept deck and shuffle.  The Ka Spirit is not affected by 
        Gifts which specifically affect spirits.
        (Jeff Miracola)

R     2   Stormcrow   S: 2 2 1   Req: Any Garou in the Umbra
        Stormcrows are spirits that can automatically combine for pack attack 
        or defense.  Draw one additional combat card for every Stormcrow 
        after the first that is drawn into combat.  Stormcrows will not pack 
        combine when fighting a Shadow Lord.
        (Ash Arnett)
C     4   Kinfolk Shaman   H: 1 6 2   Req: any Garou
        The Shaman can use any Theurge or Lupus Gifts.  Spirits will not 
        attack the Shaman, but they will defend themselves against him if 
        attacked.
        (SCAR)
U     6   Childling   F: 3 5 3   Req: Fianna or Renown 1 Garou
        The Childling is a child faerie.  Any time a combat action is played 
        against a Childling, decide randomly whether it takes effect or is 
        discarded (equal chance of each).
        (Andrew Kudelka)
R     8   Dreamspeaker Mage   H: 4 10 3   Req: Uktena or Theurge
        Once per turn the Dreamspeaker can freely enter or leave the Umbra 
        during any phase of the game.  Once per turn, the Dreamspeaker can 
        cancel any one Gift.  The Dreamspeaker can use any Auspice Gifts.
        (James Daly & Hank Carlson)

Enemies: (by Renown)  (15 enemies)  (11c, 2u, 2r)
C     1   Pattern Spider   S: 1 3 2
        For every Pattern Spider in play raise the Gauntlet of all caerns by 
        1.  Pattern Spiders are spirits that exist only in the Umbra.
        (Richard Thomas)
C     3   Engling      S: 1 3 3
        If bound, this spirit can be discarded to raise the Gnosis of one 
        character in the pack by 3 until the next Redraw Phase.  If 
        discarded, the player loses any victory points gained for the 
        Engling.
        (Dennis Calero)
C     3   Jannok   WyrmS: 1 3 2
        These Wyrm spirits are ferocious hunters and often travel in groups.  
        For every additional Jannok in the Hunting Grounds, raise this 
        enemy's Rage by 1.
        (Richard Thomas)
C     4   Guardian Spider   WeaverS: 2 3 4
        These spirits are creatures of the Weaver.  They are fiercly 
        [fiercely] protective of their space in the Umbra.
        (Chris McDonough)
C     5   Bunyip Spirit   S: 4 3 4
        Enbittered by their betrayal at the hands of the Garou, these 
        restless spirits now hunt their foes.
        (SCAR)
C     5   Phantasmi       S: 4 5 7
        These spirits are the remnants of dead fomori.  The Phantasmi cannot 
        be bound.
        (Ash Arnett)
C     5   Serpentine      S: 3 4 5
        The Garou often bind these animal spirits into service.  Serpentine 
        can use any Galliard Gifts.
        (SCAR)

U     6   Nocturna   BaneS: 3 5 6
        This Bane spirit attacks humans as they sleep, corrupting their 
        dreams.  At the end of each Combat Phase, the Nocturna will corrupt 
        one [human] Kinfolk ally in play (decide randomly if there is more 
        than one Kinfolk ally).  The Kinfolk is then moved to the Hunting 
        Grounds and becomes an enemy.
        (SCAR)
C     6   Wyldling   WyldS: 5 4 5
        Wyldlings are unpredictable and dangerous spirits.  A Wyldling exists 
        only in the Umbra.
        (John Matson)
C     7   Drattosi          S: 7 5 5
        These spirit creatures cannot be attacked from the physical world.  
        They live in the Umbra and are surrounded by toxic pits.  Because of 
        this, anyone attacking them can only play Rage 1 and 2 combat actions 
        during the first round of combat.
        (Richard Thomas)
C     7   Glass Elemental   E: 6 4 7
        A spirit recently conceived from humankind's skyscraper cities, Glass 
        Elementals are every bit as potent as their traditional brethren.
        (Robert MacNeill)
U     8   Reject   S: 5 6 8
        These Wyld spirits are always unpredictable.  At the beginning of 
        every Combat Phase, when the Reject is in play, randomly select one 
        bound spirit in play and return it to the Hunting Grounds.
        (Brian LeBlanc)
C     9   Morozhki   S: 7 5 7
        These frost spirits are often Wyrm-tainted.  If the Morozhki is 
        attacked in the physical world, combat cards played on its behalf are 
        aggravated.
        (Jeff Miracola)
R     10  Nightmaster   ?: 8 10 8
        Any characters who fight the Nightmaster and retreat or escape will 
        lose their highest Gnosis fetish (if any).  Place all lost fetishes 
        under the Nightmaster.  A character who kills the Nightmaster will 
        get all of the fetishes for the duration of the game.  The 
        Nightmaster exists only in the Umbra and can use any Theurge or 
        Shadow Lord Gifts.
        (Brian LeBlanc)
R     17  Nexus Crawler   WyrmS: 8 8 13
        Nexus Crawlers bend reality and are one of the Garou's greatest foes 
        in the Umbra.  When fighting a Nexus Crawler, characters play their 
        combat cards randomly.  Although it is a Wyrm spirit, the Nexus 
        Crawler cannot be bound.
        (Ron Spencer)

Equipment: (by Gnosis)  (5 equipment cards)  (2c, 1u, 2r)
C     3   Wyldstone   Fetish
        This fetish adds 1 to a Garou's Gnosis for the purpose of using 
        Gifts.  Alternately, the character can discard this stone at any time 
        and immediately change into Crinos form.
        (SCAR)
U     4   Nightmare Coin   Fetish
        Once equipped, a character can discard this item as a combat event to 
        immediately end any one combat in which he/she is involved.
        (Robert Dixon)

R     5   Faerie Armor    Armor, Fetish
        This mystical armor protects its wearer from Rage 2 and 3 damage 
        cards.  Faerie Armor can be worn by any breed or form.  A character 
        can only have one Faerie Armor at a time.
        (Joshua Gabriel Timbrook)
C     5   Memory Ribbon   Fetish
        A character wearing a Memory Ribbon cannot frenzy.  Opponents facing 
        him in combat also cannot frenzy.
        (John Matson)
R     6   Heart of Midnight   Fetish
        The owner of this fetish cannot be affected by Gifts.  He can, 
        however, still use Gifts himself.  All enemies (creatures in the 
        Hunting Grounds) are at +1 Rage when fighting the owner of this 
        fetish.
        (Robert MacNeill)

Gifts: (by Gnosis)  (10 gifts)  (8c, 1u, 1r)
C     2   Scent of Distinction   Req: Galliard
        The Galliard can check any one character in play's Crinos statistics.  
        This can be done to another player's werewolf before they have 
        transformed.  This Gift is discarded after its effect takes place.
        (Barbara Armata)
C     4   Born to Nature               Req: Metis
        Use this Gift to make any spirit miss its next round of combat.  This 
        Gift is discarded after its effect takes place.
        (Robert MacNeill)
C     4   Parting the Velvet Curtain   Req: Theurge
        The Garou can choose one non-Garou and bring him into the Umbra when 
        stepping sideways.  This may include individuals who cannot normally 
        access the Umbra (like Kinfolk).  The "hitchhiker" must leave the 
        Umbra when the Gift user does.  This Gift is discarded after its 
        effect takes place.
        (Michelle Prahler)
C     4   Power of the Ways            Req: Philodox [in the Umbra]
        When in the Umbra the Philodox increases his/her Rage, Gnosis and 
        Health by 1.  Discard this Gift when he/she returns to the physical 
        world.  A character cannot use more than one Power of the Ways at a 
        time.
        (SCAR)
C     5   Deep Journey          Req: Lupus [in the Umbra]
        When in the Umbra, a character can use this Gift, which allows the 
        player to search through his/her sept deck and bring any one caern, 
        totem, spirit ally or fetish directly into play.  Reshuffle your sept 
        deck after using this Gift.  This Gift is discarded after its effect 
        takes place.
        (Aileen E. Miles)
U     5   Moon Bridge Assault   Req: Galliard, Silent Striders [& caerns]
        The character can "sneak attack" any other character or ally in play, 
        providing they and their target both have caerns.  This sneak attack 
        can also cross the Gauntlet, allowing a physical character to attack 
        an Umbral one.  This attack can be played at any time and is not 
        considered an alpha action.  This Gift is discarded after its effect 
        takes place.
        (Ron Spencer)

C     5   Purity of Spirit      Req: Ahroun [in the Umbra]
        The Ahroun protects himself from aggravated damage for one complete 
        turn when in the Umbra.  The Ahroun still takes any wounds; they 
        simply are not aggravated injuries.  This Gift is discarded after its 
        effect takes place.
        (Brian LeBlanc)
C     6   Gateway of the Hyena        Req: Ragabash
        The Garou can use this Gift to make any one Moon Bridge automatically 
        close.  This Gift is discarded after its effect takes place.
        (William O'Connor)
R     6   Opening the Silver Window   Req: Theurge, Uktena
        The Garou can create a lasting opening between the physical world and 
        the Umbra.  This opening allows characters to step sideways against a 
        Gauntlet of 5.  The portal lasts until the Gift is removed.  Only 
        characters who can step sideways can use the Silver Window.
        (William O'Connor)
C     6   World of Human              Req: Homid
        The Garou can use this Gift to raise the Gauntlet of any caern by 1.  
        A caern cannot have its Gauntlet raised by more than 4 in this 
        fashion.  This card remains in effect until the Gift is removed.
        (Robert Macneill [MacNeill])

Rites: (by Renown)  (5 rites)  (0c, 2u, 3r)
U     2   Rite of Binding
        Play this Rite on any spirit ally your character has just defeated.  
        The spirit ally is not dead, but instead has been bound and is now an 
        ally of your pack.  This spirit ally is worth half of its Renown in 
        victory points.
        (Jeff Miracola)
R     3   Rite of Return
        This Rite allows your character to immediately return to the physical 
        world in his/her breed form, regardless of the Gauntlet or closed 
        realm.
        (Jeff Holt)
R     4   Allies' Gateway   Req: Caern
        Select any caern in play.  If the owner of the caern consents, your 
        pack and his pack can benefit from both caerns' advantages until the 
        next Redraw Phase.
        (Brian LeBlanc)
U     5   Rite of Claiming
        When a character enacts this Rite you may choose any caern in play 
        and claim it as your own.  The owner of that caern selects one of his 
        Garou to defend his claim.  The characters immediately fight for 
        ownership of the caern.  If your character can kill the defending 
        character, your pack will take control of the caern (as well as 
        victory points for the slain character).  Return the caern card to 
        its owner after the game is over.
        (Brian LeBlanc)
R     6   Rite of Realm Binding
        This Rite binds its chosen target in the world in which he/she 
        happens to be.  The victim is trapped either in the physical world or 
        in the Umbra and cannot reach the Gauntlet without the assistance of 
        a Rite or action card.
        (Barbara Armata)


Quests:  (3 quests)  (1c, 2u, 0r)
U     Jackal's Quest
        A character undergoing this quest must convince a character from 
        another pack to give him a piece of equipment.  Play this card 
        immediately after the equipment has been traded.  This card is worth 
        2 victory points.
        (Barbara Armata)
C     Quest of Spirit
        A character must single-handedly bind a spirit whose Renown is at 
        least twice his/her own.  If successful, the spirit is worth its full 
        Renown in victory points.
        (Barbara Armata)
U     Quest of Valor
        A character undergoing this quest cannot refuse any challenges for 
        three turns.  If the character survives, this card is worth 1 victory 
        point per player in the game.
        (William O'Connor)

Events:  (10 events total)  (5c,3u,2r)

Events (generic):  (8 generic events)  (5c, 1u, 2r)
C     Close Gauntlet
        For the duration of the turn, all characters, allies and enemies in 
        play cannot step sideways.  Those in the Umbra must remain there 
        until the next turn.
        (Brian LeBlanc)
C     Gauntlet Flux (+1)
        Play on any one caern.  This caern's Gauntlet is at +1.
        (John Matson)
C     Gauntlet Flux (+2)
        Play on any one caern.  This caern's Gauntlet is at +2.
        (Jeff Miracola)
C     Gauntlet Flux (-1)
        Play on any one caern.  This caern's Gauntlet is at -1.
        (Andrew Kudelka)
C     Gauntlet Flux (-2)
        Play on any one caern.  This caern's Gauntlet is at -2.
        (Ron Spencer)
R     Stuck Sideways
        Select one character stepping sideways.  That character is trapped 
        until the next Redraw Phase and can be attacked by any alpha in play.  
        The character can take no actions during this time, but can play 
        combat actions (except Umbral Escape) if attacked.
        (Jeff Holt)
U     Umbral Wave
        All characters in the Umbra revert to their breed form.  Discard all 
        Gauntlet Fluxes in play.
        (William O'Connor)
R     Wyldstorm
        Each player selects his highest Renown character, discarding any 
        Gifts or equipment it may have.  These characters are then shuffled 
        together and randomly distributed to all players.  For the remainder 
        of the game, each character is part of a new pack.  Characters are 
        returned to their owners at the end of the game.  A player may not 
        play more than one Wyldstorm per game.
        (Dennis Calero)


Events (pack totems):  (2 pack totems)  (0c, 2u, 0r)
U     Hyperion   Req: any Garou [character] who has completed an Umbral Quest
        Members of your pack can regenerate aggravated damage.  Flame Spirits 
        will not attack members of your pack.  A pack may not have more than 
        one Pack Totem in play at any time.
        (Dennis Calero)
U     Phoebe     Req: any Garou [character] who has completed an Umbral Quest
        You can search through your deck and place any Lunar Phase into play 
        at any time (reshuffle your deck every time this is done).  No new 
        Lunar Phase can be played unless you permit it.  A pack may not have 
        more than one Pack Totem in play at any time.
        (James Daly & Hank Carlson)

Caerns: (by Gauntlet)  (13 caerns)  (0c, 0u, 13r)
R     3   Caern of Bygone Visions - Black Furies
        Every other turn during your Moot Phase, you may sort through your 
        sept deck and equip one of your characters with a fetish equipment 
        card.  Equipped characters must still meet the Gnosis requirements of 
        the fetish.  Reshuffle your sept deck each time this special ability 
        is used.  Only one Caern of Bygone Visions can be in play at any 
        time.
        (SCAR)
R     4   Caern of Awakening - Bone Gnawers
        Immediately after any Redraw Phase you may choose to discard all of 
        your sept cards and redraw five more.  Only one Caern of Awakening 
        can be in play at any time.
        (William O'Connor)
R     3   Caern of the Western Eye - Children of Gaia
        Any Kinfolk allies of the pack controlling this caern can now vote in 
        moots.  Each ally has additional votes equal to his Renown.  Only one 
        Caern of the Western Eye can be in play at any time.
        (Ron Spencer)
R     1   Caern of the Tri-Spiral - Fianna
        All members of the pack that controls this caern gain 2 Gnosis for 
        the purposes of using Gifts.  Only one Caern of the Tri-Spiral can be 
        in play at any time.
        (Jeff Holt)
R     3   Caern of the Bloodfist - Get of Fenris
        Members of a pack controlling this caern are at +2 Health when in the 
        Umbra.  Only one Caern of the Bloodfist can be in play at any time.
        (Brian LeBlanc)
R     5   The Council for Universal Trade - Glass Walkers
        The Gauntlet of this caern can never be "fluxed" higher than 6 or 
        lower than 4.  This caern is unaffected by Pattern Spiders.  Only one 
        Council for Universal Trade can be in play at any time.
        (Robert MacNeill)
R     4   Caern of the Weeping Daughter - Red Talons
        When members of the pack controlling this caern are attacked, the 
        attackers cannot frenzy and must play their combat actions at -1 
        Rage.  Only one Caern of the Weeping Daughter can be in play at any 
        time.
        (Chris McDonough)
R     1   Caern of Ichiyo Modoribashi - Shadow Lords
        Once in play this caern cannot be removed from the controlling pack 
        or destroyed in any way.  Only one Caern of Ichiyo Modoribashi can be 
        in play at any time.
        (Kathleen Ryan)

R     1   The Wheel of Ptah - Silent Striders
        The controller of this caern can always choose which Moon Bridges 
        affect his/her caern and which do not.  At his/her discretion, other 
        packs can use his/her caern to open Moon Bridges or step sideways 
        into the Umbra.  Only one Wheel of Ptah can be in play at any time.
        (Denis [Dennis] Calero)
R     2   Caern of the Crescent Moon - Silver Fangs
        You may choose one pack member and double his/her Renown during any 
        Moot Phase.  A character whose Renown is doubled this way may not act 
        as alpha during the following Combat Phase.  Only one Caern of the 
        Cresent [Crescent] Moon can be in play at any time.
        (Brian LeBlanc)
R     2   Caern of the Snow Leopard - Stargazers
        When one of your characters is killed in the Umbra, you may choose to 
        discard this caern and return the character to full health in the 
        physical world.  Only one Caern of the Snow Leopard can be in play at 
        any time.
        (Jeff Miracola)
R     2   Caern of the Waking Dream - Uktena
        Members of your pack gain the full victory points for any spirits 
        they bind.  Only one Caern of the Waking Dream can be in play at any 
        time.
        (SCAR)
R     4   Caern of the Painted Sands - Wendigo
        You may play any Pack Totem card even if your pack does not meet the 
        specified requirements.  Your pack may have more than one Totem.  
        Only one Caern of the Painted Sands can be in play at any time.
        (Chris McDonough)

Actions:  (3 actions)  (0c, 2u, 1r)
R     Fast Shift
        Your character can immediately enter the Umbra (ignore Gauntlet) 
        during any phase of the game.  However, this character must act as 
        alpha during the next Combat Phase.  If more than one pack member 
        uses a Fast Shift in a turn, decide randomly which will be alpha.
        (Ash Arnett)
U     Moon Bridge Attack
        A character with a caern can use a Moon Bridge to immediately attack 
        any character or ally in play whose pack also owns a caern.
        (Andrew Kudelka)
U     Step Sideways
        Play during the Combat Phase, before alphas are chosen.  Your 
        character steps sideways into the Umbra against an initial Gauntlet 
        of 3 (which is affected by any game modifiers).
        (James Daly & Hank Carlson)

Moots: (by Renown)  (3 moot cards)  (1c, 1u, 1r)
C     5   Opening of the Moon Bridges
        On a successful vote, Moon Bridges are opened between all caerns in 
        play.  Now alphas can directly attack any non-alpha character or ally 
        in play (providing the alpha and their target both belong to a pack 
        that has a caern).  The target of this attack no longer has the 
        option of declining.  Alternately, this moot can be called to close 
        Moon Bridges already opened.
        (Lawrence Allen Williams)

U     7   Pack Reprimand
        Choose a pack with a caern.  On a successful vote that pack is 
        punished for poorly managing their caern.  That caern is discarded.
        (Ron Spencer)
R     8   Banishment by the Council
        Select an enemy in the Hunting Grounds.  On a successful vote that 
        enemy is immediately discarded and worth no victory points.  Return 
        the enemy to its owner's discard pile.
        (James Daly & Hank Carlson)


REALMS:  (5 realms)  (0C, 0U, 0R, 5UR)
UR    The Battleground
        When defending, your character can replay any one exchange of cards, 
        once per combat.  This must be done immediately after the exchange in 
        question.  The cards being replayed are discarded.  Your pack can 
        only have one Realm in play.
        (Brian LeBlanc)
UR    Flux
        When defending, any time your opponent plays a card equal to your 
        combat action's Rage it is treated as a bluff - regardless of your 
        opponent's Rage.  Your pack can only have one Realm in play.
        (Denis Calero)
UR    Legendary
        While defending, your character's [characters'] lowest attribute 
        (Rage, Gnosis or Health) is increased by 2.  This will not affect a 
        character's change into Crinos form if his/her original Rage is 
        reached.  Your pack can only have one Realm in play.
        (Richard Case)
UR    Pangaea
        While defending, your characters are not affected by any non-fetish 
        equipment.  Your defending characters also gain 1 Gnosis.  Your pack 
        can only have one Realm in play.
        (Chris Moeller)
UR    Summer Country
        When an opponent attacks one of your characters, that opponent cannot 
        frenzy and plays combat actions at -1 Rage.  Your pack can only have 
        one Realm in play.
        (E. Allen Smith)


COMBAT_CARDS:  (3 combat cards total)  (1C, 1U, 1R)

Combat Actions: (by Gnosis)  (3 combat actions)  (1c, 1u, 1r)
C     4   Umbral Flurry   Damage 2
        All things possess a living energy.  A true warrior learns to harness 
        his - and his opponent's.  In the Umbra, spirit is energy.  This 
        combat action is only playable in the Umbra.
        (Ash Arnett)
R     6   Sap Spirit   Damage 3
        Sap Spirit cannot be Blocked.  This combat action is only playable in 
        the Umbra.
        (Andrew Kudelka)
U     7   Redirected Attack   Damage *   (Req: > Gn. than opp.)
        * If your Gnosis is greater than your opponent's, he is affected by 
        his own combat action.  This combat action is only playable in the 
        Umbra.
        (Ron Spencer)