V:EKN Clan Nosferatu Newsletter, November 1998

Of the Nosferatu's three clan disciplines (Potence, Animalism, Obfuscate),
Potence is the one that is most capable of building an effective and cohesive
deck around.  Not to say that Obfuscate and Animalism aren't useful
disciplines, but as they both are mainly support disciplines, they can be
difficult to use as the main crux of a deck.  Granted, Potence is a one
direction discipline--it is good for beating stuff up--so building a deck out
of Potence is building a combat deck.  Here is a look at the weapons in the
arsenal of the Nosferatu close range Potence combat deck.

Immortal Grapple:  As I have pointed out before, IG is what makes Potence
combat viable.  Without IG, combat is easily foiled by Strike:Combat Ends,
Dodge, and any number of other strikes.  With IG, Potence combat is dominant
enough to be a viable deck strategy.  There are a few other cards that have a
similar effect (Psyche, Hidden Lurker, Fast Reaction), but of those, Psyche is
really the only acceptable replacement, and the Nosferatu can't use this.  As a
result, effective Nosferatu Potence decks are going to need to be close range
decks.  To insure close range, the Nosferatu need to fall back on either
Drawing out the Beast or the few Obfuscate manuvers to make this work.  Now the
IG only works for one round, and the Nosferatu don't have access to multiple
strikes like their Brujah peers, the Nosferatu need to make their first hit
count, and failing that, have a lot of Immortal Grapples in their deck.  IG is
a card that you want to have as many as you can get your hands of on in your
deck.

Torn Signpost:  Currently the mainstay of the close range Potence deck.  TS,
combined with Undead Strength and Fists of Death will be how the Nosferatu kill
their opponents most effectively.  This, along with IG, is another card that
there should be many of in the Nosferau Potence deck.

Undead Strength:  A good 50%-50% mix of TS and Undead Strength will insure a
reliable amount strong strikes.  Torn Signpost augmented by Undead Strength
will cause 5 points of damage (assuming POT), which is usually enough to
torporize most opponents in one or two hits.

Fists of Death:  A strong card, as it is completely stackable, and allows the
Nosferatu to compete toe to toe with the Brujah in terms of total damage per
round.  A Nosferatu with POT who plays TS, FoD, and US will strike for 7
damage, using 3 cards and 1 blood.  A Brujah with POT and cel using TS, US, and
then a Blur will strike for 8 damage using 3 cards and spending one blood.  If
the Brujah has CEL, this will jump to 11 damage for the same expenditure of
resources, but it is harder (and more expensive) to get a vampire with POT, CEL
than just a vampire with POT.  You don't want to have nothing but FoD in your
deck, as you generally want to play a TS first, but the Nosferatu need to have
at least some of these in their arsenal.

Increased Strength:  This is usually a card that is better for backing long
range potence combat than close range potence combat, as you _need_ to have a
strike card for it to be worth playing (rather than just relying on Torn
Signpost and Fists of Death), but with a good supply of Undead Strength in the
deck, it could be very effective.  What it loses in conditionality, it makes up
for in playability.  IS is completely stackable and always playable, even if it
won't actually do anything, making it pretty safe to include in a close range
Potence deck if you don't have enough TS or FoD.  Again, it can help the
Nosferatu make up for their lack of Celerity by helping build up truly massive
first strikes.

Pushing the Limit:  The extra point of damage can help in competing with the
Brujah again, but the extra blood cost is steep if using smaller vampires.  Use
sparingly, unless playing with large vampires and a lot of Taste of Vitae.
Burning Wrath:  Theoretically, this should be a really good card, as it should
allow a strong Potence deck to burn vampires left and right.  It's 3 blood cost
is very steep, and often makes it very difficult to play, especially as you
need to play it _before_ you know if they can prevent the damage.  Again, use
sparingly.

Disarm:  The card that Pulled Fangs should have been all along.  Disarm is
incredibly poweful as its effect can't be prevented by Fortitude and it works
even if the vampire playing it is going to Torpor.  Once your opponent is on
the way to torpor, you have done what you needed to do, and can then use...

Decapitate:  Again, a very powerful card, as it allows you to burn an opponent
without fear of a Blood Hunt.  A good Potence deck with Disarms, Decapitates,
and Tastes to pay for it all should be pretty scary.

Peter D Bakija
PDB6@aol.com

"She's not playing with a full deck. That girl has no deck.
She has a three." 
-Buffy