VEKN Brujah Newsletter
July 2001

Introduction:
Welcome to the Final Nights edition of the Brujah newsletter. In the
following lines I want to start to explore the new possibilities the
Brujah got. This issue will cover only the obvious things, i.e. the
new cards for our in-clan disciplines and of course Theo Bell, the new
vampire. No strategy section this time, I will continue that in the
next newsletter after gaining some experience with the post-Final
Nights meta game - unfortunately I didn't get to play much recently
due to real life demands on my time.
Before I start I would like to apologize for the mistake I made in the
last edition about the sale-ability of Rumor Mill - it happened by
negligence from my side, but quite a few mails by confused readers
made it clear to me that errors of this sort are not tolerable. I
promise to be more thorough from now on (and still might fail, as that
is human nature, but anyway...).
Another thing: As my time right now is not permitting me to take part
in any ongoing discussions on the newsgroup, I would like to take this
chance and comment on the "play to win" vs. "play for fun" thread. Rob
Treasure wrote something I totally agree with in his June Ventrue
newsletter:

"As a final side note, I believe the game has a place for both types
of player AND the differing styles of decks that both types usually
play. One of the things that I love about the game is that ANY player
can win a game by making a few solid choices and playing their deck
well. In the dynamic sphere of meta-games, a deck can sweep one day
and be the first to turn into a grease spot the next. Deck choices are
at any given time a cross section of ideas, opinion, meta-games and
play-styles - I don't think we should be rubbishing any decks that
people choose to play in a competitive or non-competitive arena. Yes,
goddamnit that's right, sleaze has a place."

Amen. Fun and winning are related, but the real fun comes from
actually playing. Winning is the ultimate goal of the game, and
although our local play group is not really cut-throat competitive,
the highest reward for everyone coming to play is to win - not to show
off with goofy combos. Cool deck ideas are encouraged, but never at
the expanse of competitive play. Sleaze has a place, because we are
all on a learning curve, and playing against the tried-and-true
masters of cheesy effectiveness is the ultimate test for everything
new anyone may try. And - as has been observed repeatedly on this
newsgroup - there is no single überpowerful deck. Some are more
effective than others, but as Rob said and as I sadly found out in our
latest tournament, they "sweep one day and be the first to turn into a
grease spot the next".  A big part of the fun in V:tES comes from
adjusting your own playing style and deck to the challenges the other
players pose. So yes, we all want to win, we want to prove that our
ideas are valid and competitive in the arena. If we do it with
"style", so much the better - but here in Munich no one will ever
complain that his idea of stylishness is not compatible with the
general pace of the game. Sometimes we have a so-called fun-round,
where wild deck ideas are fielded, but they generally fall into the
same category as say a round of preconstructed - the sweets at the end
of a good meal, so to speak, but nothing you want to have as your sole
diet.
On an additional side note, I will not comment on the I guess
unavoidable "Card Limits" thread that (again) showed up on the
newsgroup. Or I will, but only briefly: Most of my life as a V:tES
player I spent in a group enforcing a 5-card limit. I want to tell you
one thing: I never really saw a reasonable Brujah deck in this
environment. Most obviously that doesn't mean that NCL Brujah decks
are degenerate, as is proven in many tournaments. On the other hand
most good Brujah decks will never work with a card limit. I have no
argument to add to what was already said, I just encourage each and
every one of you in doubt about NCL to try it - it takes a while to
change your playing habits, but it's worth it (*switch off pathos*).


Fiction:
The wind that sweeps through the endless rows of crosses brings a hint
of nocturnal coolness, still the air is humid and thick with the smell
of summer. The distant town is vivid with activity, as today the
fourth "etappe" of this years Tour de France ended here. But the
enormous memorial ground of Verdun lies almost deserted. It is the
principle of "security through obscurity" applied, and only a very
thorough investigator would ever find out that one grave looks a
little newer than all the others... Although tonight his job would
have been easier, thinks Dónal O'Connor as he cleans the dry earth
from his hands. Security is not the top priority at the moment as the
Don's Archons spread out to find out what exactly happened on the
Final Night of hertzBl00ds european tour. They had seriously
underestimated the Giovanni forces, so much was obvious, the end
result lying a few feet beneath  Dónal's polished leather shoes. And
what was now again covered by earth and grass had yielded no useful
information. He shares a bottle of Bushmills with Anvil as they wait
for the "brute force approach" - the dreaded Brujah Archons showing
their muscles to cover up whatever Cruez' real plans are.

After decryption the mail from cvinti@euronymous.com had read like
this:

From: cvinti@euronymous.com
Sent: July 01 2001 23.03 h
To: dconnor@euronymous.com, bloodlord@anvil.org,
volker.vanhelsing@web.de,
ilpapasympatico@getaway.com
Subject: Final Night's mayhem

Dear fellow Archons,
here is my preliminary report about the happenings on the final night
of our media influence campaign against the Ven/Gio conspiracy in Rome
three days ago. Apparently the Giovanni have not only gained strength
in numbers, they also seem to possess some new and frightening skills.
Towards the dead end of this night's partying - I was just outside for
a little refreshment - two sharp-dressed kindred crashed into the
backstage room and immediately attacked Yuri with utmost ferocity. The
Talon put on a brave fight, but nevertheless was completely destroyed
during the melee. Then a strange thing happened: When I, alarmed by
the noise, returned in a hurry I saw one of the Necromancers perform
some ghastly magick on the pulp that once was Yuri, and by forces
unknown a demonic possession took place, restoring him to unlife.
Those two tried to make their escape while the other kindred, already
badly hurt by Yuri's punches, stood in my way. After I finished him
off I hurried past Yuri and the necromancer, catching them as they
entered a black Alfa Romeo. A sewer lid I threw caught poor Yuri
straight on his
skull. The suit left him where he had collapsed and drove away at
break neck speed.
The torporous body of Yuri was sent to his haven in Verdun through the
usual Cold Dawn channels, and I strongly recommend a complete analysis
of the his bodily and mental functions before attempting to wake him.
Poor brother, he deserves his rest...
FYI I managed to find a link between the car's license plate and UBAE
Arab Italian Bank, presumably a key node set up by the
Ventrue/Giovanni secret operation (you all remember that the
sanguis.com investigation revealed links to UBAE and further on to
Lybia, right?). The Don himself is checking these links.

Love

C. (as in confused)

Indeed he did, and with some success. Theo Bell is racing his black
'68 Mustang over the straight roads of northern France. "Verdun, 16
km" reads a sign as it flies by. He feels like a special agent on a
mission, which is exactly what he should feel like. "Licensed to kill"
and all that, but while fear may spread in front of his approach, he
knows that this mission - his first in Europe since 1944 - should
better be a success. Nobody knows how much it cost the Don, but he
managed to convert one of the "new Giovanni". Grim negotiations took
place in the week following Constanza's mail, old favors were called,
new alliances formed, and in the end they had what Theo called "The Go
(tm)". And they knew were to begin, the "source" had given them all
necessary information. At last the Anathema on Carlotta Giovanni would
be fulfilled, and the whole conspiracy would be taken apart by the
tool Theo wielded best: terror. More precisely Theo was the tool, but
no one would dare to call him that into his face.

"I'll send Theo Bell. You will recognize him when you meet him," was
all the Don had said to Anvil on the phone. As soon as he and  Dónal
see the battered black sports car drifting through the gravel
underneath the monument that had struck Anvil a wee bit too "erect"
the whole evening, they know that the Don, as always, is right.
AC/DC's 'Hell's Bells' blasts from the stereo while the driver tries
to readjust his sun glasses. "He's not the subtle kind", remarks Dónal
as the car slides to a stop.


A discussion of new cards:

Final Nights, while an interesting expansion with many intriguing new
options, didn't offer too many new toys for the Brujah. The obvious
stuff consists of four cards: Theo Bell, the new Brujah vampire, and
one card each for Celerity, Potence and Presence. Some of the
equipment is very interesting for Brujah, as are some of the new
vampires - especially pot/dom decks look really interesting now, with
Jan Pieterzoon, all the new Giovanni and Theo Bell. More on that in
future issues, now I want to discuss the merits of the already
mentioned four cards.

Theo Bell
Bra 7, cel dom POT pre 
Camarilla: Theo may enter combat with any ready minion controlled by
another Methusalah as a (D) action. If you control a ready prince or
justicar, blood hunts may not be called on Theo.

At last! A vampire for the Brujah that has an inherent rush ability.
And if you have a ready prince or justicar he turns into a
full-fledged Archon. Plus: He has the often-mentioned fourth Brujah
discipline, Dominate. The downside? Well, paying 7 pool for just
cel/dom/POT/pre is nothing you do laughing, although after the first
successful diablerie that should change. At least he's got the stuff
he really needs - superior Potence. Theo will fit perfectly in any
classic Euro-Brujah deck, and he will make his way into almost every
"destroyer deck" also. Strangely he's also the first 7-cap. Brujah
ever. He's the best Final Nights has to offer for our clan. While
other cards can (and should) be adapted to the Brujah cause, his
general usefulness stands beyond doubt. Comparing him to Beast,
another (somewhat expensive) rush monster, is a close call, but in the
right Brujah environment his better fitting skill set makes him the
top candidate.

Relentless Pursuit
Combat, Potence, 1 blood
[pot] Press. 
[POT] Press, and if another round of combat starts, your hand size is
two cards larger for the remainder of combat.

Well, honestly, this card is almost wallpaper. It might have its
moments in mono Potence decks that need to go to second round in
combat and have card-cycling problems, but I fail to see any such
deck. For Brujah, which have Celerity and thus more presses than you
can count, it's more or less obsolete. The extra hand-size might be
interesting in some corner cases, but the cost of one blood... 'Nuff
said, I presume. The Giovanni might need it, but not the Brujah.

Stutter Step
Combat, Celerity
[cel] Strike: dodge. 
[CEL] Strike: dodge and inflict strength damage. This damage may be
modified by effects that modify hand damage. Only usable at close
range. Not usable as an additional strike, and this vampire cannot use
any additional strikes this round.

A very close relative of Acrobatics, Stutter Step shines if your
Brujah get into combat with anyone that threatens a nasty single
strike each round - that means all clans without anti-dodge cards
(which are quite common, if not excessively played these days) or
additional strikes. Acrobatics cost 1 blood from the vampire, but
gives you a full additional strike, which means you can play stuff
like Undead Strength or Burning Wrath. Stutter Step has advantages in
decks that rely on cards like Torn Signpost due to its lower cost, but
basically it suffers from the same drawback as Acrobatics: It doesn't
work if you played Immortal Grapple, which IMHO opinion is always the
preferable strategy in close-range combat when playing Brujah. Also
there are plenty of more versatile Celerity cards that offer a dodge
at inferior, and one or two additional strikes are nothing uncommon in
Brujah decks as well. All in all not a card I have wet dreams about,
although Legbiter and all !Gan aficionados might have a different
opinion here.

The Summoning
Action, Presence
+1 stealth action. 
[pre] Search your library for an ally or retainer. Show it to all
players and put it in your hand. Discard down to your hand size and
shuffle your library afterward. 
[PRE] Search your library for a ally. This vampire recruits that ally
(he or she must meet the requirements, if any, of the ally). Pay cost
as normal. Shuffle your library afterward.

The usefulness of this card is closely related to the usefulness of
retainers or allies. Marijava Ghoul is a retainer that naturally comes
to mind as it gives +1 stealth to all Presence actions. The Brujah
have quite many allies, so they might profit from The Summoning. As
soon as I come up with a killer Brujah allies deck be sure that The
Summoning features prominently, so far the only use I can see is in a
Presence bleed deck - a strategy Brujah can and should adopt
occasionally, if only for the intimidation value of being Brujah in
the first place.


Deck:

Hell's Bell
As already mentioned I think the Final Night's biggest addition to the
Brujah arsenal is Theo Bell. So here is a deck that uses him. It's an
enhanced version of February's Euro-nymous Investigation thing:
Euro-Brujah with Dominate, quite a few votes (and especially access to
the Traditions) and some intercept ability. This one is more combat-
and especially rush-oriented than its predecessor. I added Thoughts
Betrayed to make it even more immune to hostile combat strategies, and
in turn tuned down the aggressive kill potential of the earlier
incarnation - it is relying on Torn Signpost and Blur as its main
source of damage.

Crypt: (12 cards) [Min: 19, Max: 32, Avg: 6,58]
2  Anvil                         (dom CEL POT pre tha, Brujah, 6,
Primogen)
2  Constanza Vinti               (CEL DOM POT, Brujah, 8, Prince)
3  Dónal O'Connor                (CEL DOM POT, Brujah, 8, Prince)
1  Dre                           (cel pot, Brujah, 3)
2  Theo Bell                     (cel dom POT pre, Brujah, 7)
2  Volker                        (CEL pot, Brujah, 5, Prince)

Library: (88 cards)
Master (13 cards)
4  Blood Doll
1  Depravity
2  Dominate
4  Haven Uncovered
1  Information Highway
1  Zillah's Valley

Minion (77 cards)
5  Amaranth
2  Archon
6  Blur
7  Bum's Rush
4  Conditioning
1  Deflection
2  Disarm
5  Flash
3  Govern the Unaligned
6  Immortal Grapple
3  Pursuit
4  Second Tradition: Domain, The
1  Side Strike
3  Sideslip
7  Taste of Vitae
6  Thoughts Betrayed
9  Torn Signpost
3  Undead Strength

Final Note:
I have to admit that although at first glance the Brujah do not
benefit too much from Final Nights (apart from all the generally
useful cards like Zillah's Valley), a lot of intriguing new thoughts
circle in my mind. So again no promises for next month's issue, but it
seems likely that I will present another post Final Nights deck idea.
Any comments, suggestions or praise please send to
skaffen_amtiskaw@runbox.com
Any abuse please direct to /dev/null

Thanks for reading

Skaffen

Chantry Elder Of Munich

"Truly", said Sir Persant, "whatsomever he be, he is comen of a noble
blood."
(Sir Thomas Malory, 'Le Morte D'Arthur')