Gangrel Newsletter
July 2001

Contents
Section 1.0  Welcome
Section 1.1  Feral Whispers
Section 1.2  Talking point
Section 1.3  Vampire of the month
Section 1.4  Card of the Month
Section 1.5  Deck of the Month
Section 1.6  Ritual Challenge
Section 1.7  Conclusion

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Section 1.0
WELCOME
Come, brother, sit by my fire and listen to our tales of old. We are Gangrel 
and we are the beast.
Hmmm... I have a worry. I’ll tell you, things are gonna be very different as 
a result of one card in Final Nights. Us Gangrel are going to be amongst the 
clans most affected by it, and it is going to be either very good or very 
bad for us. The more I think about it, the more I worry about exactly how 
things are going to change in the upcoming months. What am I talking about? 
Check out card of the month and see what I mean. Also a new competition this 
month - enjoy.

Enjoy!

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Section 1.1

FERAL WHISPERS

Well, the results of last month’s competition are... nobody entered, so I win. 
Hurrah! I’d like to thank members of the academy, etc etc. I had a nice 
prize lined up to. Ah well, I get to keep it.

No letters either. Feel free to comment either to the group or to my email 
address: davecrazy@hotmail.com

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Section 1.2

TALKING POINT

A Bluffer’s Guide to Table Dealing, part one...

Well, this is speculative, but I have given a lot of thought around the way 
the game works lately, and have come to a few conclusions which I will be 
writing up over the next few newsletters. Hopefully, this fabulous part-work 
will form an invaluable reference guide that the whole family can enjoy. ;)

Part 1 - Feel the Deal

When it comes to playing, your passage to victory is typically a lot 
smoother if you actively go and seek table deals. A good player is typically 
a confident player. He is in control of his cards, pays attention to the 
table, and gives off "I am a good player" vibes. He knows this, but the rest 
of the table won’t, especially when you meet a new crowd for the first time, 
and it is just not done to go around saying "I’m gonna beat you coz I am a 
great player, far better than you amateurs". You have to do it subtly.

VTES is predominantly a sociable game, where interaction between players is 
encouraged, so it is easy to demonstrate to other players that you are in 
control, and therefore a force to be reckoned with. The best way to do this 
is by actively seeking sensible deals - for example "I won’t bleed you next 
turn if you don’t block this action" or "You can borrow my Rumour Mill if 
you want, but I’ll have to ask you to help me out with the next vote". By 
offering table deals, this demonstrates you are a good player. In being a 
good player, you win more games. In winning more games, you become more 
confident. In being more confident, you offer more table deals. Etc.

Although dealing is to be encouraged, remember a few points:

1) Don’t be stupid. Don’t offer deals that will help your predator oust you 
unless you absolutely positively have to.

2) Deal often, but little. The more comfortable people get dealing with you, 
the more credible you become, so when you REALLY need some help, it gives 
you a little more bargaining power. So try to get involved with other 
peoples play as often as possible by offering Votes, Stealth, Intercept, or 
by jiggering with Combat if you can. The more you add to play outside of 
your turn, the higher your table credibility will be.

3) Spread it around. Deal with everyone on the table. Obviously, your 
preferred dealee should be your Grand Predator or Grand Prey. However, if 
either your predator or prey are particularly powerful, it could help to 
deal with them (helping them a lot) or dealing with anyone else AGAINST them 
(to fight off a common enemy). Either way, try not to show favouritism 
unless there is a clear target.

4) Pick on the unpopular kid. Sneak Bleed. Power Vote. Nasty Rush. Weenie 
Anything. All these decks are very unpopular, and usually get the whole 
table’s attention. Wherever these decks appear, the people either side just 
groan. Deal all around the table to make sure that the threat is neutralised 
and that you are considered a safe bet to deal with.

5) Golden Rule. There are actually two parts to the Golden Rule. The first 
is Stick to Your Deals. Whenever you cut a deal, keep it. If you break a 
deal, it could take some time before people forget it. If it’s with your 
regular playgroup, it is not so bad, since they can always get you next time 
or whatever. However, at a tournament you only have 3 or 4 games to last it 
out. You will almost certainly be playing with the same folks in later games 
and they will remember. The taint of "deal breaker" can also mean people 
take seemingly unprovoked actions against you if you look like you are on 
the rise.

6) The second part of the Golden Rule is If You Are Going to Break A Deal, 
Don’t Get Caught! Claim it was an accident, or you forgot, or you had to. 
Try and bring the other person down. However, remember that this newsletter 
does NOT recommend deal breaking at all. Honest!

More next time.

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Section 1.3

VAMPIRE OF THE MONTH

Haakon Mortensen

Clan: Gangrel Antitribu
Capacity: 8
Ability: During your untap phase, you can move 1 blood from Haakon to any 
Gangrel or Gangrel-Antitribu in your uncontrolled region. Haakon can take an 
action to move 1 blood from the blood bank to any untapped vampire.

Artist(s): Christopher Shy

Disciplines :
Superior Animalism
Superior Fortitude
Superior Protean

Haakon is a Gangrel Methusula’s dream. If he is used in conjunction with the 
Ecoterrorists, the Zoo Hunting Ground,  and maybe the Twisted Forest, you 
will never have to pay for a vampire ever again! Up to three blood 
transferred to vampires each turn, which also becomes a great source of 
blood gen later in the game. This really IS a special!
The skills too are excellent for us country gangrels - a perfect fit in 
fact, which gives far better options for a !Gangrel / Gangrel deck, 
especially using Genevive, Monique, and Luther. He is on a par with Gitane 
St Claire, who is one of my favourite Gangrels, and he costs about the same 
too.
Cost, in fact, is one of only two dowsides I can see to him, and the reason 
why he might not appear in every deck I make: he costs 8 pool and has no 
votes. For 1 pool more, you could buy Ingrid Rossler, who also has 2 votes 
and an equally cool special, as well as Dominate. 1 Less buys you Gitane who 
is the same without the skills. It seems, therefore, that you are paying 
solely for that special. It does seem worth it, but it is a little costly. 
Also, he is not a Gangrel, he is a !Gangrel. This means either a clan 
impersonation, or you may have to do without some of the really useful stuff 
(Backways for stealth, Ritual Challenge for punch, no Dog Pack or Rengade 
Garou). This means you could loose some focus.
Nonetheless, I expect he will be a big hit amongst Gangrel lovers.

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Section 1.4

CARD OF THE MONTH
King of the Mountain

Type(s): Combat
Discipline: Fortitude
Blood Cost: 2
Rarity: Common
Artist(s): Brian LeBlanc

Card Text:
Basic
Prevent all damage from the opposing minion's strike. If the strike was made 
with a melee weapon, that weapon is destroyed.

Superior
Play after range is determined and before strikes are chosen. If the 
opposing minion inflicts damage with a hand strike this round (even if the 
damage is prevented), he or she takes an equal amount of damage during 
strike resolution as well

Well, this changes everything. Fortitude now has a chance to become an 
offensive discipline! The superior of this could revolutionise combat in 
that environmental damage and weapons become more important in the game.

What do I mean? Well, this one, single, common card means that all those 
with rush decks using potence or protean hand strikes facing a Fortitude 
Heavy deck will be screwed unless they are able to pack damage prevention to 
cover the hits back! Brujah and !Brujah can’t, Nossies and !Nossies (on the 
whole) can’t, !Gangrel can’t, but Gangrel can, so most rush decks could be 
railroaded by this card.

It also causes even more trouble for those who use Melee Weapons. Anybody 
trying an attack with Kalis Fang, the Sengir Dagger, the Crimson Sentinal, 
or the Sword of Judgement has to be very careful with the inferior, or 
expensive hardware bites the big one.

Of course, it still depends who you are rushing, but most Ventrue or 
!Ventrue (two of the most popular clans at the moment in my area) have 
Fortitude in spades,  giving the player choosing them a huge advantage -
votes, unblockable (Big) bleeds, and now anti Rush.  The Tremere also have 
quite a few bigger vamps with Fortitude, as do the Assamites, and of course 
the Ravnos have always had plenty of Fortitude. Most interestingly, Aabt 
Kindred all have Fortitude at basic - how about weenie Setites with anti 
combat!

So what can be done? Well, for the Gangrel, it means that you just pack a 
few more Skin of Rocks, just in case (to deal with any damage coming back). 
But for the other clans... I can certainly seeing a rise in Euro-Brujah 
Frisbee decks using Thought Betrayed to get around vampires using this card 
(loose 3 blood from the Sewer Lid, or 2 from the prevention card!). The 
Nossies and some !Gangrel can use animalism to use environmental damage such 
as Carrion Crows, or retainer damage via Murder of Crows or Wolf companions. 
However, all these options upset the card balance in a tightly focussed rush 
deck.

The big downside to the card for its user is the cost: 2 blood is not easy 
to deal with on a regular basis. However, there is nothing to stop you using 
a Taste of Vitae.

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Section 1.5

DECK OF THE MONTH

This is sort of a comedy deck, designed to thwart all but the Assamites or 
the Tremere...

Deck Name: Hit me... harder... again... again!!!

Crypt: (12 cards) [Min: 23, Max: 35, Avg: 7.25]
2  Badger                        (ani FOR pot PRO, Gangrel, 6)
1  Camille Devereux              (ani FOR PRO, Gangrel, 5)
2  Emerson Bridges               (DOM FOR pot PRE, Ventrue, 8, Prince)
1  Ingrid Rossler                (ANI dom FOR PRO, Gangrel, 9, Prince)
1  Jan Pieterzoon                (DOM FOR pot pre, Ventrue, 7)
1  Nakova                        (FOR pot, Ventrue, 6, Primogen)
2  Suhailah                      (FOR OBF pot ser, Ventrue, 9, Prince)
2  Timothy Crowley               (ani dom FOR PRE, Ventrue, 7, Prince)

Library: (90 cards)
Master (14 cards)
4  Blood Doll
1  Creepshow Casino
1  Direct Intervention
2  Hostile Takeover
1  Island of Yiaros
3  Potence
1  Sudden Reversal
1  Ventrue Headquarters

Minion (76 cards)
6  Archon
3  Bewitching Oration
4  Conditioning
1  Cryptic Rider
3  Deflection
5  Disarm
1  Disputed Territory
4  Drawing Out the Beast
3  Govern the Unaligned
3  Graverobbing
6  Immortal Grapple
3  Kine Resources Contested
6  King of the Mountain
1  Kiss of Ra, The
2  Parity Shift
1  Praxis Seizure: Berlin
1  Praxis Seizure: Glasgow
5  Second Tradition: Domain, The
3  Skin of Rock
5  Skin of Steel
3  Taste of Vitae
3  Unflinching Persistence
1  Ventrue Justicar
3  Voter Captivation

A silly idea: become an Archon, attack a vampire, Draw out the Beast if they 
have Animalism, or not but keep it close. Then Grapple. Then prevent. Then 
King of the Mountain. Then Disarm. Then, if you can, Graverob! A silly deck, 
but it might work... especially against Rush decks!

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Section 1.6

RITUAL CHALLENGE (or COMPETITION CORNER)

What is the most damage a named vampire can do, in a single strike turn, 
using a maximum of one of any particular card (e.g. only one Increased 
Strength, not 20)?

Answers to the usual address. I have a prize for the first person to produce 
a correct answer, giving an explanation of how they got to that figure! 
Extra disciplines are aloud, but remember - a maximum of 90 cards in a deck, 
and the vampire will have to pay any blood costs (so no good it the combo 
needs 30 blood to play - unless, of course, they can pay it!).

Best of luck.

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Section 1.7

CONCLUSION

Thanks for reading.

As before, any comments or ideas, feel free to post, or mail to me at 
davecrazy@hotmail.com. Any abuse, mail to ghoulsbestfriend@hotmail.com.

See y’all

David Hammond
UGPOW