VEKN Brujah Newsletter
June 2003

VEKN Brujah Newsletter June 2003

Introduction

About a month has passed, and everywhere people are slowly digesting
the new stuff the Anarch expansion brought us. So far - as you will
see in the discussion of the new cards - I'm far from convinced that
the whole Anarch idea will lead to strong new deck archetypes, and the
best idea I had so far is one that abuses Anarchy... That on the other
side makes it safe to assume that this expansion will not threaten the
game balance in any drastic way, which is good IMO as long as it
offers new possibilities to play this game - these don't have to be
strong, they have to be fun if you ask me. And fun I had so far,
especially in the pre-release event - about the only time I played a
serious anarch deck so far. Which says alot about the deck I present
in this issue, I guess...


A discusion of new cards

This is a short view on the new cards from the Anarch set. It
discusses the general viability of the cards that are available to
non-anarch minions for the Brujah, and tries to answer the most
important question this new expansion poses: Is it worth it to Go
Anarch?

I guess as with all clans the Brujah's answer is: It depends. Some
generic cards like Anarch Railroad, The Anarch Free Press or Dummy
Corporation can help to stuff generic holes in many Brujah decks. This
is hardly new tech, Creepshow (only for undirected stuff though) and
the other media do the same. The advantage of the new toys, be it that
they are cheaper, more effective or both, has to be balanced against
the fact that you have to devote deck space and/or actions to make
some folks anarch. I can hardly see those cards alone justifying the
anarch way, especially since generic Brujah strategies have always
implemented or worked around the same.
It looks like there are two main fields were becoming Anarch looks
interesting: The Anarch/Fee Stake voting route, especially for a Free
States rant angle, but also effective for a 5 cap. horde strategy. And
the threeways that offer quite advanced effects at inferior discipline
levels and, if coupled with the right crypt, are extremely versatile.

I don't venture a final verdict on the pros and cons of Fee Staking
vs. the classic princely voting thingy. It's not that the Brujah are
massively short on votes, and actually having so many titled vampires
floating around limits the Go Anarch approaches. (Stuff involving Into
The Fire to get people rid of their titles to make them Anarchs to
possible give them a new title belong to La-La-Land, if you ask me.)
Being Independent is a necessity when sending Menele out to rant a
little on freedom etc., but Protect Thine Owns flying rapant in
certain areas might turn this into a not-so-good idea. Fee Stakes
being an action again is not such a massive bonus where Brujah are
concerned, as getting blocked is normally our bigger concern,
considering Presence, Bewitching Oration and stuff. In this light the
new vote modifiers Anarchs has to offcer - Emissary and Mob Rule -
don't offer a significant advantage. I'd rather get my votes for free
and/or only cancelable by cards.

For the Threeways, it all depends. Let's have a look at what we get,
card by card.

Diversion
Combat, requires a ready anarch
[cel] Gain one additional strike
[for] Prevent up to 2 damage.
[tha] Strike: ranged. Steal 1 blood with an optional maneuver.

This is a potential killer: a free additional strike at cel is
marvellous, and the extra "prevent 2" on for would make this so
outrageously good, except for the fact that out of the 8 Brujah with
Fortitude only 2 don't have a title: Brachah and Maxwell, and the
latter is happy with Resilience & Co. as he stands. Bummer... Or
should I say: Good design?

Improvised Tactics
Requires a ready anarch. Only usable before range is determined on the
first round. A minion can play only 1 Improvised Tactics each combat.
[aus] During the press step each round, draw one card. Discard down to
your hand size afterward.
[pot] At long range, each round, this minion may strike for 2R damage
each strike.
[pro] Once each round, this vampire may burn 1 blood to get one
maneuver.

Improvised Tactics is basically an improvised .44 only usable at long
range. Not completely bollocks, but rather cornercase. Especially
since the other two disciplines are rather exotic on untitled Brujah,
and their effects easily obtainable by very common cards (Flash and
superior Infernal Pursuit).

The Mole
Requires a ready anarch. Only usable when a non-anarch minion is
acting.
[ani] Only usable by a tapped vampire. This vampire untaps and
attempts to block.
[cel] +1 intercept. Not usable if the acting minion has Celerity.
[dom] Only usable when you are being bled by a younger vampire. Tap
this vampire to cause the action to fail.

The Mole's restriction on only being usable against non-Anarch minions
make the inclusion of a really massive ammount sort of risky, because
your opponents have a work around with he cardless Go Anarch action.
On cel it gives our clan much-sought-after intercept, albeit only
against non-celeritous non-Anarch vampires. That puts it in a league
with Kiss Of Ra, which obviously sees play, so I'll keep my optimism.
The ani effect is great, but see above. The Dominate stuff looks,
well, interesting. I guess I'll almost always prefer to have a
Deflection, but when the bounce war escalates, this is a good way to
put an end to the search for the sinking hole. Works great in
two-player end games as well. Only against younger folks though, and
only if the dom geezer is untapped...

Skullduggery
Action, requires a ready anarch
[obf] Bleed at +1 stealth, with an optional maneuver in the resulting
combat if the action is blocked.
[pre] Bleed at +1 bleed.
[pro] Bleed at +1 stealth.

While any of the three disciplines can be found on one or the other
anarchable Brujah, this card strikes me as rather redundant with
generic effects the respective disciplines generate anyway. The [obf]
version combined with bleed modifiers might do something for the
Brujah, as the optional maneuver certainly doesn't hurt.

Smash and Grab
Action, requires a ready anarch
[ani] +1 stealth action. Burn 2 life from an ally or retainer.
[dem] Bleed at +1 bleed.
[pot] +1 stealth action. Burn a location controlled by your prey or
predator.

Smash'n'Grab is a better Rampage at Potence and a very nasty
ally/retainer hoser on ani, which again is rather uncommon on untitled
Brujah (Raziya and, err, Raziya). Dementation? We don't have it at
all...

Other Anarch goodies:

The Status Perfectus
Well, the Brujah have never been huge on the intercept side of this
game, and since Second Tradition is hardly usable by a Brujah Anarch,
this card is quite cornercase. But since it looks like the best shot
on a fixed Fast Reaction-like mechanism, I expect to see it quite a
lot for a while, until time has proven whether it's any good.


Vampires that can go anarch:

In the light of these observations, who's worthy of going Anarch in
Clan Brujah? Big untitled fellers beg for Free States decks (that's
you, Menele, and probably Maxwell too). 5 caps are all good (apart
from Volker who is not allowed...), especially Brachah (think Anarch
guns together with Jimmy Dunn and Gustavo Morales). Them small ones
should be nice in all sorts of rabble decks that don't care much about
clan affiliations, Raziya is going to do an especially nice jobs in
more Nosferatu-sophic environments.
At the moment I'm not very convinced that Anarchism will change the
surface of the World of Darkness according to V:tES significantly.
Some of the mechanisms and cards offer a certain elegance, but the
whole effort in making your minions anarch more than counters this
IMO. Plus I can't really see myself devoting somewhere between 5 to 10
cards of valuable library space and/or a bunch of actions only for the
benefit of a few versatile or cheaper card effects.


Of course not all of the new cards are Anarch-only. Some stuff is
usable by any vampire or minion. I'll try and classify these cards and
give short comments from the Brujah point of view.

Holds:

No extensive comment on these, as I find them all too limited to use
in most cases. They really only stop one aspect of a deck, if that
deck relies excessively on one card and the minions don't have the
blood to pay. Obviously if there are many copies in your opponents
deck, he'll just do the discard thing and come back next turn. Plus
you'll have to know which hold is requiered. All in all even for those
that look good (Regarhagen's against Deflection/Wake for example), the
opportunity cost seems to high. 


Vehicles & Havens:

Delivery Truck has a certain appeal, but seems strangely obsolete in
times of disciplineless concealed weapons. The Stolen Police Cruisers
would definetely suit an Anarch Menele, and feverish dreams of Repo
Man handing out nicked cop cars to the frenzied masses have their
appeal - well, let's wait and see. It has something to it, but on the
other hand pseudo-stealth-bleeding Brujah is about the least
fashionable idea I had for a while. The Unlicensed Taxi Cab fails to
thrill me because there are no thrilling Brujah allies around. Come to
think of it, Ghouled looked really nice until I read more closely and
found the "only strikes" line... 
The Haven concept is nothing too exciting as well, if only because I
can't see any reason to play anything but Secure Haven. I mean, Body
Bag? C'mon...


Weapons and weapon-related stuff:

Blowtorch is a weapon I didn't really want to see: A non-unique,
affordable source of aggravated damage without a drawback. All combat
clans without access to damage prevention will have to look out for
this one. For the Brujah the situation is not that bad: Either you're
short range so you grapple them, or you go long and they can blow
their own ass. Sideslip also helps. 
The new swords are all amusing, if not much more (see comments on the
Sword of Troile in the last issue).
Molotov Cocktail can be very annoying in Trap or press decks, so keep
your fighters well stocked on presses. I might try and see how these
work in Brujah decks.
Magazine looks intriguing for CEL concealed .44 decks, though
experience dictates that by the time you reliably have this going, you
won't need it anymore. 
Finally although the Potence most brujah carry around were a good
deterent against Meat Hook extravaganza, I welcome the change the
card.

Other stuff, mostly masters:

Well, the potential of cards like Bleeding The Vine has already been
discussed on the newsgroup, and there's nothing Brujah-specific to
add. 
Filchware's Pawn Shop, being a Trifle and all, could be fun to throw
into any deck that can spare the slot, and most Brujah decks will at
least have an idea about what to do with weapons...
Seattle Committee IMO is the best card for decks that eventually plan
to "Go Anarch".
Dummy Corp. has the one problem that it eats valuable master slots.
Apart from that and especially for the not-really bouncing or
intercepting Brujah it gives a nice, extra layer to bleed defense.


Deck

Chaos Bound

I guess quite a few players started their "Anarch career" by just
throwing a bunch of neat-looking new cards onto a crypt not too heavy
on titled vampires. This is pretty similar, the core is actually
"Gravity's Rainboiw", a really old frisbee deck I published in the
April 2001 newsletter. That one doesn't have too many titled vampires,
and most importantly it's only 70 cards, leaving some space for extra
gizmos. What I did is adding Anarch Free Press, Seattle Committee and
a bunch of Galaric's Legacys. Combat consists of Improvised/Flash/Blur
for 4 to 6 R damage (at cel/CEL respectively) with 3 cards, which is
an improvement at CEL (cel was Gate/Blur/Sewer Lid for 4, CEL
Gate/Blur/Sewer Lid x2 for 7 at one card greater cost, all considering
CEL/pot vampires), and we haven't counted presses yet. Amazingly the
moment you start to weed out the titled folks, some most unusual
characters take the stage. I mean: I've never made a deck using
Adrianne (and probably shouldn't begin doing it now...).
The deck still doesn't like being bled a lot, but you can't have
everything. Too early to say if this is any better than the original,
though to be honest I doubt it - the whole "making folks anarch" stuff
eats to many action/card slots.

Crypt: (12 cards, Min: 16, Max: 24, Avg: 4,58)
----------------------------------------------
1 Adrianne (Toreador 6, aus cel pot pre)
2 Bianca (Brujah 6, CEL pot pre)
2 Black Cat (Brujah 5, CEL pot pre)
1 Dre (Brujah 3, cel pot)
1 Evangeline (Brujah Antitribu 4, cel pot pre)
1 Jacob Bragg (Brujah Antitribu 3, cel pot)
1 Jimmy Dunn (Pander 4, CEL for POT)
1 Radeyah (Toreador 6, CEL pot pre)
1 Uma Hatch (Brujah 3, cel pre)
1 Yuri, The Tallon (Brujah 4, cel pot pre)

Library: (90 cards)
-------------------
Master (16 cards)
4 Blood Doll
4 Haven Uncovered
1 KRCG Newsradio
1 Anarch Free Press
2 Seattle Committee
4 Galaric's Legacy

Action (14 cards)
5 Computer Hacking
8 Legal Manipulation
1 Smash and Grab

Reaction (6 cards)
6 Wake with Evening's Freshness

Combat (52 cards)
14 Flash
12 Improvised Tactics
5 Blur
5 Diversion
6 Psyche
6 Taste of Vitae
4 Sideslip

Equipment (2 cards)
1 IR Goggles
1 Sport Bike


Final Words:

Sorry for this being rather late, which makes a late July issue look
likely as well. If you've any ideas on stuff I should include or a
deck to publish, drop me a line at skaffen_amtiskaw"at"mail"dot"ru.

Thanks for reading

Skaffen
www.8ung.at/colddawn


"Eventually the revolutionaries become the established culture, and
then what will they do?"
(Linus Torvalds)