OFFICIAL VEKN BLOOD BROTHERS NEWSLETTER
VOL 1 ISSUE 1
FEBRUARY 2002

OFFICIAL VEKN BLOOD BROTHERS NEWSLETTER VOL 1 ISSUE 1 FEBRUARY 2002

"You're not supposed to be here.  We will show you the way out; piece
by piece, if necessary."

Our secrets are our own.  If you are reading this, then you are a
member of the Circle.  If you are not, then I feel pity for what will
happen to you when you are discovered.  I will assume for your sake
that you are a member of the Circle, so read carefully, my Brother. 
This is a new beginning for you, and for all of us.  We were created
with one purpose, to serve the Circle, and our patron.  Do not forget
that.

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Contents
i. INTRODUCTION
ii. FICTION
iii. BLOOD BROTHERS IN VTES
iv. FOCUS ON SANGUINOUS - san card reviews
v. LIFE SUPPORT - other card reviews
iv. DECK BUILDING
-------------------------------------------------------

i. INTRODUCTION

Welcome to the brand new Blood Brothers newsletter.  I've tried to
keep it short and to the point, and have tried not to ruin the mood
too much.  Those who oppose us in this, as everything else, shall be
eliminated.

The Blood Brothers are a very enigmatic clan.  It's tempting to
compare them to the Brujah Antitribu, until you understand their
quiet, brooding personalities.  If you are not a part of the Circle,
then there is nothing to say to you.  You will seldom hear a Blood
Brother speak more than a sentence aloud, most likely because you will
be dead or dying by then.  They don't like to get as excited as the
!Bru, nor do they share any zealotry for the Sabbat, or even for their
clan as a whole.  This does not, luckily, stop them from being as
sadistic and deadly as any dress-wearing !Malk with blood dribbling
down his chin.

----------------------------------------------------------
ii. FICTION
The Fragment, part i: Some Enchanted Evening
...
It is dark.  The streets outside the Federal building are quiet.  The
streetlamps are not on tonight, haven't been for years.  A dark form
falls from an impossible height.  All forms are dark at 3am, but this
one seems to suck the dim moonlight into itself and generate a
darkness of its own.  It lands on its feet, five yards from the steps
of the building.  It's the form of a man.  He is bald, and a wretched
symbol has been carved into his scalp, a symbol that one could find
spray-painted in various slums, all over the city.  No one bothers to
clean it off anymore.

The dark figure walks slowly up the steps, a dark purpose in his eyes.
 Eyes that suddenly change character as he approaches the
computer-locked door.  They roll back up into his head as he seems
lost in some unknown ecstasy, then roll back, a different colour, and
more intense.  His hands grow slimmer, almost feminine, as he reaches
up to the keypad.  A few deft movements.  The lock beeps.  The door
opens.

The figure continues walking almost without missing a step, flinging
the door out of his way with a sudden savagery.  He glares upward into
the distance, as though listening for a faint sound, and executes a
sharp left turn.  There, 15 paces forward and about 20 feet up, a
large scroll of paper is displayed behind a glass case mounted on the
wall.  He stops in front of it, crouches down, as if to leap.  The
leap is surely impossible for a man of his size, but he doesn't get a
chance to try just yet.  A noise comes from behind.  The squeak of
dress-shoes on marble.  A hurried shuffling sound of a gun pulled from
its holster.  A soft click.  Then a coarse shouting voice.

"Halt, there!  One move and I'll decorate that wall with your brains."

The figure freezes, but only for a second.  He leaps into the air, and
promptly disappears, as though swallowed by the deep shadows.  The
cop's eyes dart to the left and right, above and behind, but no one is
there.  The tense silence shakes in anticipation.

He hears a crow cawing, just outside the still-open front door.  He
straightens up stiffly, a look of frozen fear in his eyes.  And then
the world explodes in a flash of colour.  A steel-toed boot strikes
him in the back of the head, knocking him to the floor.  He shakes his
head clear, quickly rolls to the side.  With a mixture of practiced
grace and desperate fury, he leaps to his feet, swinging his arms
wildly in an attempt to subdue the intruder.  What his hands connect
with, however, is as unyielding as as a cement wall.  He stops,
nursing his bruised fist, and looks up into a terrifying visage.

The intruder laughs maniacally.  His hands still on his hips, he grows
another set of arms from his shoulders and grabs the policeman with
them.  The cop is lifted up, about a foot off the ground, his feet
dangling limply.  All sense of resistance has gone from his suddenly
ghostly-white face.  Something terrifying sparkles in the dark
figure's eyes as his lips draw back into an expression halfway between
a smile and a snarl.

"Now," he says, "I will squeeze the life from your body, and you will
scream."
...

---------------------------
iii. BLOOD BROTHERS IN VTES
A New Beginning

Bloodlines is the beginning for us.  We have been given strength, and
we have been given numbers.  What more could we need?  There are 10
Blood Brothers in the set, more than any other bloodline.  Only the
Gargoyles, also a pot/for bloodline, join us in getting more than 5
vampires.  

[archivist's note: The Samedi received 6 vampires in Bloodlines.]


But they are useless slaves, so who cares.  On the other
hand, we're really just 2 clans of 5 vampires each, with the same
in-clan disciplines.  Sanguinus is very nearly useless without the
bonus of having more vampires of the same Circle.  So to maximize this
benefit, mono-Circle decks are the rule.  We have a phenomenal bleed
card, a decent intercept card, an amazing rush card, and more combat
than you can shake 3 or 4 sticks at, even if you held each in a
different hand.

Move over Nossies and Brujah.  For a standard pure rush deck, there is
(arguably) only one reason to play any clan other than the Brothers,
and that is vampire size.  You can't build a weenie deck with Blood
Brothers, and that's probably for the best, because if you could, it
would roll over tables like a drunken elephant.  The Chicago Circle is
all 5's except for little Tom, and the Torrance Circle is even worse,
with all 6's.  And their disciplines are a little spread out for my
tastes.  Each clan member, other than Tom, has at least one
out-of-clan discipline, and no two vampires in the same Circle share
an off discipline (cel and dom are each shared by 2 cross-Circle
Brothers, but a cross-Circle deck is a tough beast to manage).

As for which Circle is better...  they're actually remarkably
balanced.  Torrance Circle vampires are, in general, slightly better
than just taking a Chicagoan and adding one discipline (which balances
them well for their size).  The question then boils down to deck
style, with Chicago being slightly more weenified.  As far as
disciplines go, all members of both Circles, except for Terry, have
all 3 disciplines.  Terry doesn't have for, thus causing some (ok,
just me, really) to dub her "the Suckmistress."  Her built-in press
could be very useful, but not without a fortitude skill card.  For
superiors, Chicago has 2 with SAN, and 1 with POT, with no vampires
with FOR.  Torrance has 3 SAN, 2 POT, and 2 FOR.  Torrance Circle also
has a single vote, with "His Grace, Bishop Mark", who also has SAN,
and +1 intercept against bleeds - possibly the best vampire we've got,
in stiff competition with Jerry.

Our main drawback is a lack of maneuvers.  Basically, the only
unconditional maneuver available to us is Unflinching Persistance at
FOR, but as FOR is the least common in-clan superior, you'd better
include some skill cards, or a bunch of Fake Outs.  You could, of
course, use Bum's Rush instead of Coagulated Entity, but relying on
the maneuver from Bum's Rush is poor form, as sooner or later they
will block you.  It's better to include enough maneuvers to ignore
Bum's Rush, assuming you have a million Coagulated Entities (which is
where we have a problem, due to rarity).  Maybe even add in a couple
of IR Goggles, if you think you can afford the wasted action, or are
packing some Freak Drives.  Don't water down the combat too much
though, as that's been the downfall of many a Brothers deck.

There are, of course, ways to use Blood Brothers with other clans,
mixing them in rather than playing a mono-Brothers deck, but I'll save
those for another issue.  The best way to use them, unlike other
bloodlines, is to play with just Brothers, and in fact with just one
Circle.  Learn the ways of the Circle, Live for the Circle, LOVE the
Circle.


-----------------------
iv. FOCUS ON SANGUINOUS 
Friends help you move, real friends let you borrow their arms and
occasionally legs.

Coagulated Entity
Action, Sanguinous
Choose X ready Blood Brothers you control who belong to the same
circle as this acting vampire. [san]: (D) Enter combat with a ready
minion controlled by another Methuselah. This acting vampire has +X
strength and +X capacity. Before combat begins, each chosen vampire
must move 1 blood to the acting vampire or this action is canceled.
[SAN]: As [san] above, and this vampire may prevent up to X damage
this combat.

This card practically defines the word "power rare".  In the words of
Legbiter, "if [Coagulated Entity] were a girl, I'd get its number." 
+X strength and +X capacity?  You've got to be kidding me.  And
prevent X damage at superior?  This is the ultimate get-into-combat
card.  Granted, it'd be much better at stealth.  But unlike most other
Sanguinous cards, it doesn't really cost anything, assuming you either
a) Use a vampire who is low on blood, so the X blood doesn't drain off
after combat, or b) Spend a bunch of blood on combat cards.

Unfortunately, all that cheesy goodness just means that it's all the
more likely to get blocked.  However, that's not really such a bad
thing.  If you Bum's Rush (or Ambush) a tapped vampire, and your
opponent really doesn't want you to get your maneuver, then he'll have
to either waste a Wake (always a good thing) or block with an untapped
vampire.  Either way, you win.  However, Bum's Rush is kind of a 50/50
deal.  If he doesn't want you to get the maneuver, and he's *able* to
block, he will.  But if he doesn't care about the maneuver, he'll just
let it through, leaving you with no real bonus from the Bum's Rush
(because you won't need the maneuver... if he's gonna maneuver to
long, he'll block).

On the other hand, Coagulated Entity, which has no restrictions (as
opposed to Bum's Rush and Ambush), will always be blocked if its
possible.  According to Derek Ray, this is a bad thing, but you have
to remember that Bum's Rush will also always be blocked if possible,
*if* you're going to need the maneuver from it.  So essentially,
you're getting a rush card that can be aimed at any vampire, tapped or
not, and is replaced immediately.  If your prey is foolish enough to
not block, or unable to block, you really get to go to town. 
All-in-all, this is the best thing since sliced werewolf on toast
(which is very tasty, or so the Nagaraja tell me).  Nose of the Hound
(for aus/spi) can be a better rush card in some situations, but
Coagulated Entity is still mighty nice.


---------------
v. LIFE SUPPORT
What makes a Blood Brother tick, besides that bomb strapped to his
chest?

This issue, we look at a couple of no-brainer fortitude cards. 
Nothing too insightful here, but you gotta start somewhere, and I'm
really itching to get back to doing some smashing.  Perhaps next month
we will have some useful commentary in this space.  Until then, SMASH,
SMASH, SMASH.


Unflinching Persistance
Combat, Fortitude
[for] Prevent 1 damage. [FOR] Maneuver and prevent up to 1 damage
later this round. Only usable when choosing range.

There you have it...  the one maneuver card available to Blood
Brothers (other than disciplineless).  The main problem here... no
vampire in Chicago Circle and only two in Torrance Circle have FOR. 
So, get used to seeing skill cards popping up in your hand during
combat.  You could use Sanguine Instruction, but do you really want to
waste an action on it?  Personally, I've had to be careful not to add
too many Unwholesome Bonds, as they tend to gum up the deck with
useless actions.  It'll be a cold, cold day in Mexico City before I
put SI in a Brothers deck.  The good part about UP... it's easily
cyclable.  Most non-combat decks will just hit you for 1 after you IG
them, and you can throw out Unflinching Persistance if you've got
them.  Most combat decks, on the other hand, will give you more than
ample opportunity to use as much prevention as you've got... as long
as they aren't the hated Tremere or the Assamites (who pretty much
can't unpreventably hit you after IG anyway, except for Dagon's Call,
which at least lets you cycle to prevent the hand strike).  Other than
UP, you're gonna need Fake Outs.


Rolling With the Punches
Combat, Fortitude
[for] Prevent 1 damage. [FOR] This vampire burns 1 blood to prevent
all damage from the opposing minion's strikes this round of combat.

This is my favourite fortitude card, and very underrated IMHO. 
Inferior Skin of Rock, superior Skin of Steel.  I don't even use Skin
of Steel anymore.  It's all Rolling With the Punches and Superior
Mettle (and Unflinching Persistance, of course, but I've begun to
think of it as more of a maneuver card than a prevention card).  Skin
of Rock has pretty much gone the way of the dodo, as the ability to
prevent 2 damage at superior is not sufficiently better than the
inferior in the fairly uncommon instances where you are taking more
than 1 damage that isn't a strike.  Some people have replaced Skin of
Rock with Resilience, and I can see the wisdom in that, but
personally, I'd rather just play RWtP, and use 3 prevention cards if I
really need to.  YMMV.  But here's one last drink to Skin of Rock,
which has been overlooked in a world that has passed it by.  Lost in
Crowds and Enhanced Senses have similar problems, but are still
occasionally useful to splash, but SoR is just SOL.

--------
vi. DECK BUILDING
This month, we have a basic Torrance Brothers rush deck.  It's been
slightly toolboxed, but is mostly a straight-ahead rush deck.  I
played this deck, minus the Coagulated Entities (which I don't have)
and Info Highways (which I didn't decide to add until later), and it's
pretty much as good as advertised.  It has the usual problems of
getting vampires out, but once it does, no one, and I mean NO ONE,
wants to get into combat with you.  The exact proportions could stand
to be tweaked a bit, but I'll leave that as an exercise to the reader
(consider it your first service to your new Circle).

Next month, I have a special treat for you...  a new combo that will
amaze and confuse you!  It's not a game-breaker, but it's ever so much
fun.  Until then, have fun bashing stuff.

Deck: Brotherhood of the Fist
Created By: Chris Berger

Crypt: (12 cards, Min: 24, Max: 24, Avg: 6.00)
----------------------------------------------
3  Truman  dom FOR pot SAN  6,  Blood Brother
3  Mark    for obf pot SAN  6,  Blood Brother, Bishop
2  Karl    FOR POT pre san  6,  Blood Brother
2  Jack    cel for pot san  6,  Blood Brother
2  Ilse    for POT pro SAN  6,  Blood Brother

Library: (90 cards)
-------------------
Master (11 cards)
3  Information Highway
2  Blood Doll
3  Fortitude
1  Potence
2  Haven Uncovered

Action (13 cards)
2  Ambush
1  Bum's Rush
6  Coagulated Entity (can be replaced with 4 Bum's Rush and 2 Ambush)
5  Unwholesome Bond

Action Modifier (7 cards)
3  Freak Drive
4  Walk of Caine

Reaction (5 cards)
2  Gestalt
3  Wake with Evening's Freshness

Combat (54 cards)
4  Octopod
2  Coordinate Attacks

7  Immortal Grapple
4  Increased Strength
1  Fists of Death
4  Torn Signpost
7  Undead Strength
2  Mighty Grapple

6  Unflinching Persistence
5  Rolling with the Punches
3  Superior Mettle

3  Fake Out
5  Taste of Vitae