Official VEKN Tremere Antitribu Newsletter
November 2002

Official VEKN Tremere Antitribu Newsletter - November 2002
Volume 1, Issue 8

By Halcyan 2
Halcyan2@aol.com

[Legal stuff to the tune of: I wrote all this, 
so please give credit where it's due, etc.]

--------------------------

Contents -
1.1 - Editor's Note
1.2 - Reclaim the Eye of Hazimel! (IC)
1.3 - Forbidden Lore: Rebuilding the Clan, Part I
1.4 - Deal Making and Deal Breaking
1.5 - Vampire of the Month
1.6 - Card of the Month
1.7 - Deck of the Month

--------------------------

[1.1 - Editor's Note]

Greetings and salutations! Welcome to the latest edition of the Official 
VEKN Tremere Antitribu Newsletter! As I mentioned before, my sincerest 
apologies for the long period of time since my last newsletter. You see, 
the Tremere Antitribu have been experimenting with Temporis and this has 
had some unfortunate... side-effects. This is also why it may be slightly 
confusing why this is Issue #8 when the last officially released newsletter 
was Issue #2. Their tinkerings with temporal mechanics have resulted in 
all sorts of temporal anomalies, including time dilations and whatnot. 
Yeah, that's the ticket...

Honestly speaking, I've just been so caught up in the minutia of that 
"real life" thing. In addition, I'm a perfectionist and thus the type 
of guy who only wants to publish top-notch quality newsletters. I want 
to provide an in-depth look at the !Tremere as well as provide insightful 
information that only helps to enrich the background of the clan and the 
game. Thus I usually have to devote a great deal of time and effort to 
every newsletter I write and up till now, I just haven't had much of an 
opportunity to do so. I have several editions of the !Tremere Newsletter 
(issues between #2 and #8) that have been started (and some are even 
almost finished) but I just haven't had the chance to actually polish 
them up for publication. Maybe some day...

Well, hopefully you'll find this particular issue up to the industry 
standard. Even better, maybe you'll actually enjoy it! The Tremere Antitribu 
may be down but they're certainly not out for the count just quite yet!

--------------------------

[1.2 - Reclaim the Eye of Hazimel! (IC)]

The Eye of Hazimel has been unearthed and the city of San Diego is now 
in upheaval. While the other clans bicker amongst themselves, now is 
the perfect opportunity for us, brothers and sisters, to regroup and 
bring the Tremere Antitribu back to the forefront where we belong! 
I understand that the conflagration in Mexico City was a major, if not 
nearly fatal, setback for our clan. But we are a very resilient clan. 
We are survivors. With our mastery of Blood Magic and our unrivaled 
subterfuge, the House of Goratrix will live on!

I understand that during the recent struggle for control over Baltimore, 
many of you were hesitant to expose yourselves by revealing your identity 
to Kindred society. But now, with the Eye of Hazimel at stake, perhaps it 
is time for the Tremere Antitribu to make their presence felt once again! 
If you recall, the Eye of Hazimel was last controlled by one of our very 
own - the neonate Leopold. Unfortunately, he was murdered by a wretched 
Gangrel bitch and a sneaky Setite managed to make off with the Eye. 
Perhaps it is now time to reclaim the Eye and offer a little "payback."

The possession of such a powerful artifact would surely be of great 
assistance in re-establishing our clan. So I beseech you, my brethren, 
in the name of blessed Goratrix himself, to do your utmost in securing 
the Eye for the Tremere Antitribu. I know that it may be tempting to help 
another one of the clans secure this item instead and probably much more 
convenient at times. But this clan needs you. Even now, the fiendish 
Tzimisce strive for control of the Eye but we cannot allow them to have 
an item of such great power. If you are unable to claim the Eye for our 
own clan, then perhaps we'd be better off if the Eye was won by a pack 
of Gangrel or some scheming Ventrue. For we most do our best to deny 
such a victory to our sworn enemies the Tzimisce. And I suppose we should 
also be alert in case our wayward Tremere cousins require our assistance. 
Though they hunt our kind mercilessly, it is due to ignorance not malice. 
Perhaps one day the estrangement between our two clans can finally come 
to an end.

The Final Nights are upon us and we must do what we can to keep our clan 
alive. Glory to the House of Goratrix!

--------------------------

[1.3 - Forbidden Lore: Rebuilding the Clan, Part I]

There are some out there who do not support the Tremere Antitribu. They 
believe that the clan is completely, permanently, and irrevocably destroyed
and that it is futile to attempt to re-establish it. They feebly cling to 
the canon story-line, unable to accept the mere possibility that a single 
!Tremere might have survived or that House Goratrix might one day be re-built. 
They wonder why one should bother playing the !Tremere in story-line 
tournaments when they have been utterly destroyed.

This new section of the newsletter is devoted to exploring the myriad of 
ways that House Goratrix might continue on. It is intended to provide 
possible theories and other bits of forbidden lore to those who wish to 
learn the secrets of the !Tremere. And most importantly, it serves as a 
bastion of hope for those Jyhad/VTES players who want to re-introduce 
the !Tremere into the Vampire storyline.

First off, we'll just briefly summarize some of the more common 
possibilities as well as some of the theories that have already been 
discussed in previous newsletters. Goratrix, the founder and uber-Tremere 
Antitribu, was not destroyed in Mexico City. Tremere has possessed his 
body and Goratrix's soul is temporarily held in some magic mirror 
(according to Transylvania Chronicles IV). It is possible that once 
Tremere no longer needs Goratrix's body, Goratrix might be returned to 
his former self and from there, completely rebuild the !Tremere pyramid 
from the bottom up (actually top down but you get the idea). In the 
quasi-canon clan novels, there was at least one survivor of the Mexico 
City disaster - Nickolai. Nickolai sires Leopold. Leopold finds the Eye 
of Hazimel, causes some havoc, and is then killed by Ramona. And Cock 
Robin then kills Nickolai at the end of the series. But the mere fact 
that there was one survivor (Nickolai) implies the possibility that 
there might have been others. And of course there's always the simple, 
logical question of "what about !Tremere vampires who couldn't 
logistically reach Mexico City in time?" Not being able to arrive in 
time, being in torpor, and being imprisoned are all possible ways that 
an individual !Tremere might not have been able to attend the grand 
convocation. Furthermore, if Nickolai managed to sire Leopold during 
the clan novels, who knows if he sired other vampires as well and 
maybe even Leopold sired a few whelps during his short unlife as a 
vampire... And finally we have the case of Valerius Maior, one of 
the most notorious Tremere/!Tremere. The Camarilla fears Valerius 
so much that it has placed him on the infamous Red List. The Anathema 
Valerius started as a Tremere, later joined the Tremere Antitribu, and 
after that left the Sabbat, presumably becoming Independent. 
(So he's something between Tremere, Tremere Antitribu, and Independent. 
His history is detailed more thoroughly in Kindred's Most Wanted). 
Valerius managed to survive the Mexico City purge as well (as confirmed 
in Midnight Siege). As a former Tremere Antitribu, Valerius could always 
return to the fold. And if an ex-!Tremere survived, that implies that 
other ex-!Tremere could also have survived (any of which could also 
re-establish House Goratrix). And of course there are always other 
far-out possibilities such as True Brujah with Temporis and Oracles 
of Time messing around...

In addition, it is also important to note that one of the *real* reasons 
for the Tremere Antitribu's disappearance and continued non-existence 
is due to the current Vampire the Masquerade developer - Justin Achilli. 
Not that I'd ever advocate such a thing, but in the future, if some 
other individual took over this position, an individual much more 
sympathetic to our cause, the Tremere Antitribu might very well return 
to the World of Darkness.

But in this month's installment of Forbidden Lore we are going to shed 
light upon another avenue with which House Goratrix can be re-created. 
Though Goratrix is currently indisposed and the vast majority of his 
line are but pillars of ash, there are still those of his blood who 
live their undead lives in the World of Darkness. This month we will 
reveal the continued existence of Goratrix's first child - Epistatia.

Well before The Becoming in 1022, Epistatia had long been a mage of 
House Tremere. Her particular specialty field dealt with soul migration 
and the nature of the soul. Many of her experiments involved temporarily 
separating a soul from its body and attempting to manipulate it. 
At Goratrix's behest, Epistatia used her expertise to aid him in 
formulating the ritual of transformation. After the ritual was performed 
in 1022, Epistatia was Embraced by Goratrix, thus having the honor of 
becoming the first Tremere vampire outside of Tremere and the Inner 
Council of Seven.

Epistatia accomplished much during those early years. During the time 
when Goratrix reigned over Ceoris, Epistatia, working alongside with 
Goratrix, Virstania, and Malgorzata (another of Goratrix's childes) 
was able to perfect the gargoyle creation process. It was this creation 
that was able to turn the tide against the rampaging Tzimisce hordes. 
Later on, after Goratrix was sent to the Paris chantry and Etrius took 
over Ceoris, Epistatia served as the Mistress of the Hunt, providing 
the residents of Ceoris with the kine necessary to slake their thirst.

In 1282, Epistatia mysteriously disappeared. During this time Clan Tremere 
was warring with various mages from the Order of Hermes so it was suspected 
that Epistatia had been captured by such mages. The truth however was that 
even during her days as a mortal mage, Epistatia had suffered from a fairly 
severe form of amnesia. Her disappearance in 1282 was a result of completely 
succumbing to that amnesia. She utterly forgot about her membership in 
Clan/House Tremere and managed to survive during the ensuing centuries. 
In 1932, Epistatia opened a nickel and dime convenience store in Baltimore, 
Maryland and she remains there to this very day, occasionally slating her 
blood thirst with unsuspecting shoplifters.

(Source: House of Tremere, December 2000)

So there you have it! Not only one of Goratrix's childes but Goratrix's 
*first* childe and the first Tremere vampire to be Embraced - is still in 
existence even in these Modern Nights. Perhaps one day Epistatia will 
recall her lineage and help re-establish the bloodline of her sire. 
Now of course, this would have been the perfect way to re-introduce the 
Tremere Antitribu during the Meddling of Semsith Story-line Tournament, 
since that involved the struggle for control of Baltimore. Think about 
how fitting it would have been if Epistatia, childe of Goratrix, had 
participated in the Jyhad and won Baltimore for the Tremere Antitribu! 
But nonetheless, one should still take solace in the fact that we have 
a potential sleeper agent in Baltimore and that some of Goratrix's very 
blood live on. And, I suppose, this also serves as sort of a warning to 
those who might be tempted to shoplift while in Baltimore!

--------------------------

[1.4 - Deal Making and Deal Breaking]

Recently, events at the Portsmouth, U.K. story-line tournament have 
re-ignited the difficult issue of deal making and deal breaking. 
I thought that it might be neat to include a section in this month's 
newsletter to put my two cents in. So as a *casual* Jyhad/VTES player 
who has seen this issue erupt several times on the newsgroup in the 
past, here's my two cents:

The simple answer is that there is no single, right answer. I'm not 
going go off and say that you should always keep all of your deals 
nor am I going to say that you should always break a deal whenever 
it's in your interest. How a Jyhad/VTES player deals with deals is 
part of their personal playing style. If you want to be known as 
always being true to your word and are willing to martyr yourself 
then that's your choice. That's nice. How noble of you. And if you 
want to be known as a treacherous bastard who would gladly stab your 
mother in the back, sell your soul, and give up your first new-born 
son just for an extra VP and maybe a table win, then that's also your 
choice. More power to you. Different players play Jyhad/VTES for 
different reasons and I don't think it's right for someone to simply 
get on a soapbox and tell everyone how they should be playing the game 
(and remember that, it IS only a "game").

All in all, I think a major factor in how deals are dealt with is based 
on geography. This is why some players from some regions are utterly 
horrified by stories about deals from other regions. And why sometimes, 
at the larger conventions, we end up with more disputes and conflicts. 
When some players who deal with this aspect of this game one way end 
up playing with other players who tackle the same issue in a completely 
different manner, of course it's not going to be as simple as "everyone 
just gettin' along." Let's pretend there's a scale from 1 to 10. A region 
with a 10 is full of honest, well-meaning do-gooders. In places with a 
rating of 1, you really gotta watch your back. For example, from my 
experiences and from what I've heard, L.A. and England (apparently) tend 
to be populated by some of the most ruthless Jyhad players known to mankind. 
And the games are just as cutthroat as the players! Definitely a "1". 
In Quebec, Canada however, deal keeping is some sacred sacrament that 
fits somewhere between communion and confession - clearly a 10. I'd have 
to rate the Chicago scene to be somewhere around an 8. Generally, deals 
are kept. Deals are usually only broken when the entire game depends on 
it. When this is done, it is understandable, though not necessarily 
without consequences.

Another area of possible contention is following the letter of a deal as 
opposed to its spirit or intent. I'm sure that in the more upright regions, 
a deal with poor wording might still be kept as a matter of honor. But even 
in playgroups which generally honor deals (such as around Chicago), honoring 
deals only goes as far as honoring the exact terms of the deal. If someone 
can find a loophole with the wording, more likely than not, they're going to 
exploit it. When playing in such regions, even if you make a deal with 
someone with a good reputation, be careful that you haven't left enough 
ambiguity to be taken advantage of.

If I had to choose between the two extremes, I'd probably prefer playing 
with deal keepers as opposed to deal breakers, if only because they tend 
to be more reliable, dependable, and predictable in such matters. I find 
such environments to be more conducive to my enjoyment of the game as well 
as cooperation and community among the VTES players. The cutthroat aspect 
of deal making isn't always compatible with such friendly goals. Of course 
I am not intending in any way to criticize the L.A. (or possibly U.K.) 
playgroups for their playing style. Over the summer at GenCon 2002, some 
of the coolest and best VTES players I met were from the L.A. region (such 
as Alex Harmon, Stephan Fazio, and even the *treacherous* Mr. Goudie). 
But nevertheless, after playing with the likes of Hugues Bertrand and 
Christian (both from Quebec) I couldn't help but appreciate how I could 
let my guard down a bit and relax for a while at times.

However, another danger for groups that place a high priority on deal 
keeping is that sometimes it can have unfortunate effects on a game. 
A game may linger on and on due to inactivity if players are too fearful 
of even appearing to want to break a deal. In addition, the threat of 
being labeled as a deal breaker may be used to coerce or intimidate other 
players. Take for example a while back when I was playing in a Jyhad 
sealed-deck tournament. During the final round it was down to me, my prey, 
and my predator (who had already gotten 2 VP's). My predator called a nasty 
vote that I didn't have enough intercept to block. My prey however had the 
intercept and asked me if I wanted him to block it. Considering how the only 
thing I could do was try to oust my prey next turn and that I didn't mind 
him tapping out his last untapped minion, I told him that I'd really like 
him to block it if he could (no mention of not bleeding him during my turn 
was made). Thus he successfully blocked the political action and then on my 
turn I announced that I was going to try to bleed him out. My prey was a bit 
surprised since he had *assumed* that I wasn't going to bleed him in return 
for blocking the vote (despite the fact that no actual deal was ever made) 
and went off about how I could bleed him out but if so, then he would always 
remember me as a deal breaker, wouldn't make deals with me in the future, 
etc. At this point, I was getting really annoyed since I hadn't broken any 
deal at all yet this guy was trying to pin me with a bad rap. However, since 
this was supposed to be a friendly tournament, I decided that it probably 
wasn't worth the hassle and decided to not bleed out my prey. Nonetheless, 
let this be a lesson to all you deal keepers. Never allow deal keeping to 
become so important that players can manipulate each other by threatening 
to give them the scarlet letter.

Similarly, you should always be prepared for the worst when you make a deal 
with the devil, as they say. At the North American Championship at GenCon 
2002, my second round I ended up with Goudie the Betrayer as my grandpredator. 
He was playing some sort of Malkavian deck relying on Mask1K tricks. 
My predator was playing some sort of Malkavian dominate deck with some Setites. 
My prey was playing Lasombra. And my grandprey was playing a Ventrue fattie 
deck based on multiple 1st Traditions and Parity Shifts. The beginning wasn't 
too bad since Goudie was bleeding fairly responsibly (not throwing on massive 
bleed modifiers) since his prey (my predator) had quite a few Deflections. 
Eventually it reached a point where it seemed that my grandprey was going 
to get close to sweeping. My predator was kind of a moron and kept trying 
to screw up the table balance. He was taking some pretty heavy bleeds from 
Goudie but Goudie was willing to hold back a bit if he didn't put so much 
pressure on me. But my predator goes on to Corrupt a pair of my minions, 
ignoring the imminent danger of the 1st Traditions. Absolutely frustrated 
with my predator, I knew that he had to go though I wasn't sure if Goudie 
would be much better. When Goudie bled for a pretty hefty amount (maybe 
around 6) that would ensure an oust, my predator deflected the bleed to me. 
I also had a Deflection in my hand but instead of deflecting to my prey I 
made an offer to Goudie. I would deflect the nasty bleed back to my predator 
(thus ensuring his oust) if he would give me a little time (i.e. he wouldn't 
bleed me for two of his turns not including that one). He agreed and my 
predator was ousted. Knowing that I had a little breathing room, I tapped 
out my minions trying to put as much pressure on my prey as I could. 
Unfortunately, my grandprey was able to get his wheels into motion on his 
turn and on his turn Goudie figured that the only way to keep the 1st Tradition 
deck from getting the Table Win was by breaking the deal and trying to bleed 
me out. He apologized for having to break the deal and then attempted to 
bleed me. I was able to Wake and Deflect the first big bleed but the other 
one was enough to oust me. Goudie, you treacherous bastard!   =)

Of course, during the course of this game I was well aware that Goudie was 
from L.A. and that the L.A. players had a certain reputation for breaking 
deals. When I made my deal with Goudie the Betrayer, I was well aware of 
the possibility that he might attempt to stab me in the back. But it still 
was the best decision I could make in that position and anyway, it makes a 
great story. Truth be told, I don't think that Robert really knew who I was 
at the time - he probably thought he was just betraying some unknown, old, 
homeless bum! And I honestly don't think it would have made too much of a 
difference. At best, I would have gotten a single VP which wouldn't have 
done much good for me and would actually have *excluded* me from membership 
to the Triple-Zero Club. I understand Goudie's position and decision during 
that game and I don't really hold it against him... too much that is. 
And anyway, now I get to refer to him as "Goudie the Betrayer!"

So that's the end of that story. Overall, most players' styles will be 
heavily influenced by the regional group that they play with. Of course, 
some particular individuals may be inclined to go against the grain in 
their group and if you choose to, then more power to you but be aware of 
possible consequences. My advice to new players (and even more experienced 
ones) is to just play in whatever way you find to be most enjoyable and 
also in the way that you want to be perceived (due to your reputation). 
And when you make deals with others be aware and be prepared in case they 
prefer a different playing style. And once again, never forget that 
Jyhad/VTES is only a game and that the goal is to have Fun!    =P

--------------------------

[1.5 - Vampire of the Month]

Alfred Benezri [CE]
Cardtype: Vampire
Clan: Pander
Group: 3
Capacity: 6
Discipline: aus dom PRE THA
Sabbat Bishop: Alfred gets -1 strength in combat with an ally.


In the World of Darkness, the Pander are supposed to be the Sabbat 
equivalent to the clanless Caitiff except that they have actually 
gained acknowledgment as a cohesive clan. If that is so, then it 
shouldn't be too hard to figure out which clan Alfred can trace 
his lineage too!

According to the official canon storyline, Alfred Benezri was Embraced 
in 1769 in Damascus. Early on in his unlife, he moved to Montreal, 
a city ripe with powerful demons and rampant infernalism. Benezri 
served as a Sabbat inquisitor for quite some time and even helped 
develop the structure of the Inquisition as it stands today. During 
2nd Edition Vampire, Benezri was the leader of the Shepherds of Caine 
coven and was also one of the three Bishops of Montreal during the 
reign of Archbishop Carolina Valez. (Source: Montreal By Night). 
According to Nights of Prophecy, Archbishop Valez apparently abdicates 
her position and Benezri supposedly takes over as Archbishop of Montreal.

Although some players have displayed some consternation that Benezri's 
Jyhad/VTES representation is "merely" a Bishop, I do think that it was 
done for the best. I don't want to delve too much into this since it can 
be a bit of a touchy subject but, while I do respect the official Vampire 
storyline, I do not think that Jyhad/VTES should be straitjacketed into 
matching every detail. Anyway, Polonia is no longer Archbishop of New York, 
Quentin King III is no longer Prince of Boston, Vitel is no longer Prince 
of Washington D.C., and Saxum, Luma, and Fidus won their freedom from the 
Tremere long ago, and that doesn't even begin on all the Kindred who have 
crypt cards despite having met Final Death. And most importantly of course, 
a 6-cap Archbishop might introduce some balance issues. The Pander should 
already be thankful that they are getting a Bishop and rest assured that 
the Tremere Antitribu are more than happy with Benezri as he already is!

Alfred Benezri truly is an honorary Tremere Antitribu. With auspex, 
dominate, and thaumaturgy, Benezri can easily fit into a standard !Tremere 
deck. In particular, his superior thaumaturgy proves to be a big boon 
for the clan since so many of its members are lacking um... "big pentagram." 
I mean, if you go straight with clan disciplines (4 points), he's on par 
with other mid-caps such as 5-cap Kurt Strauss (aus DOM tha) and 6-cap 
Reverend Blackwood (DOM THA). And at this point we've only begun to 
explore his uses.

Another important area that Benezri helps supplement the !Tremere with 
is the area of Sabbat political influence. For far too long, the !Tremere 
have been excluded from the innermost circles of the Sabbat hierarchy 
(not the least due to the supposed "demise" of the clan). Many players 
might easily write off the Bishop title since in so many cases, Primogen 
and Bishop titles are marginal add-ons at best. But at least for !Tremere 
voting decks, every vote counts. Although technically a Pander, Benezri 
essentially functions as a 6-cap !Tremere Bishop, a rough complement to 
the good Reverend.

And finally, Benezri also further opens up the possibility of Presence 
for the !Tremere. Currently, the only !Tremere with Presence are Ayelea, 
the Manipulator and Bryan van Duesen (with the addition of Ian Forestal 
who can play Presence cards). Benezri, with his PRE, helps make this 
discipline mesh much more viable. The other members of the clan will 
probably need to rely on discipline cards, Infernal Familiars, or Infernal 
Pacts but a !Tremere deck with Presence really opens an entirely new 
dimension on !Tremere political decks. Instead of being at the whim of 
table dynamics, !Tremere can be more proactive with the use of Bewitching 
Oration and Awe, the latter of which is much more easily accessible now 
due to the Camarilla Edition. Presence S:CE can also greatly supplement 
the combat defense of !Tremere voting decks, something which I have found 
rather lacking in my personal experience. Manuevering to long and Thefting 
vitae is a good tactic, but often isn't enough to save you when up against 
heavy combat decks. Similarly, Bond with the Mountain's dodge is nice, but 
sometimes the !Tremere really need that S:CE. Furthermore, Voter Captivation 
can help offset the use of Awe to push votes through as well as provide 
some pool gain. Of course Presence does have other uses, but I feel that 
its politically related cards combined with more reliable combat defense 
are the greatest boon for the !Tremere. Most of the bleed cards are redundant 
since Dominate already provides similar options. The Summoning might be useful 
for some !Tremere decks relying on Succubi or Nephandi. The !Tremere also have 
the Auspex necessarily to use Soul Painting, which might keep your opponent's 
minions busy. And another great card with both defensive and offensive 
capabilities is Mind Numb. With PRE, Alfred is the perfect choice to tap out 
your prey's only untapped minion or to keep your predator's ravenous Beast, 
villainous Tariq, or (after CE) the dastardly dangerous Tyler off your back. 
Or at least for a turn or two.

Despite being a lowly Pander, Alfred Benezri has the skill set and political 
connections that could greatly serve the interests of the Tremere Antitribu. 
During our clan's struggle for survival, it would be foolish to overlook this 
valuable resource solely because he is not of our blood. Anyway, in the 
eternal Jyhad, some details such as this are only trivial at best.

--------------------------

[1.6 - Card of the Month]

Wind Dance [Promotional?]
Cardtype: Combat
Discipline: Thaumaturgy
tha: Strike: dodge
THA: Strike: dodge with an additional strike: dodge this round


In case you missed it, Wind Dance is a future promotional card that, due to 
some slipup with the printer, ended up in a few very lucky Camarilla Edition 
pre-constructed starters. Wind Dance isn't widely available at the current 
moment, but hopefully that will change soon, as this card will prove to be 
quite a major boon for the Tremere and !Tremere. [Bad_Joke] And White Wolf 
isn't even asking you to take a bleed for them in return! [/Bad _Joke] 
If you want more details, see:


From: LSJ (vtesrep@white-wolf.com)
Subject: Xaviar, Eye of Hazimel, and Wind Dance 
Newsgroups: rec.games.trading-cards.jyhad
Date: 2002-08-26 07:23:33 PST 

There are three cards floating about that are the topic of quite
a few conversations:

Xaviar
Eye of Hazimel
Wind Dance

Officially, those cards don't exist, since they have not been officially
released yet. But apparently there was a slip up at the printer and 
a very small number of those cards have been accidentally included in
various Camarilla Edition preconstructed starters.

So, they aren't fakes, but they aren't official, either. 

They will not be legal for inclusion in any VEKN tournament (until
such time as they are officially released, of course).

If you have rules questions about using them in your house games,
I'll be happy to field those.

Questions about the timetable for the official release of those will
have to wait until the official answers are available, of course. We'll
announce the release schedule when it is ready.

Sorry for the confusion,
Scott

-- 
LSJ (vtesrep@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to V:TES news, rules, cards, utilities, and tournament calendar:
http://www.white-wolf.com/vtes/


I'll be honest with you - I am simply drooling over Wind Dance. 

Bond with the Mountain is a great card but the 1 blood cost can sometimes 
be a pain. A single blood might not seem like a steep price to pay when 
you've just influenced out a 10-cap, but believe me it makes all the 
difference when your empty 10-cap is blocked while hunting. The blood 
cost hurts the !Tremere much more than the mainstream Tremere due to the 
scarcity of THA, which means your weenies and mid-caps usually only steal 
1 blood instead of 2 with Theft. Of course Bond with the Mountain is still 
useful even with the presence of Wind Dance but I simply see them as having 
different functions. Bond with the Mountain is a great boon to 2nd round 
Thaumaturgy combat. While Thaumaturgy has plenty of nasty 2nd round combat 
cards, I'm sure any Tremere/!Tremere player can tell you that sometimes 
it's hard enough surviving to the 2nd round. Bond with the Mountain provides 
a dodge to help you get through round one, and also comes with a built-in press. 
In the period after Bloodlines but before CE, the press was essential since 
Apportations were scarce but even now with much more abundant Apportations 
(finally!), the built-in press lets you save the Apportations for maneuvers. 
Another use for Bond with the Mountain is for !Tremere decks that are 
utilizing gargoyles (since Bond with the Mountain has several Visceratika 
effects).

But if you intend to play a straight !Tremere deck and really want focused 
combat defense, Wind Dance is now your card. It really is past time for 
Thaumaturgy to get a free, replaceable dodge. The Dodge card only gets you 
so far and ever since Bloodlines gave Dominate(!) an outferior dodge with 
Absorb the Mind, Thaumaturgy's been feeling rather left out! At first glance, 
the superior version of Wind Dance might seem rather corner-case or frivolous, 
but it only further adds to the defensive capability of Wind Dance. The THA 
version provides some modicum of protection against Celerity decks. The Assamites, 
City Gangrel, and Brujah pitch decks are going to need to work a bit harder 
to catch the !Tremere now. Before Wind Dance, the !Tremere had absolutely no 
defense against and no cards that provided additional strikes. Wind Dance 
provides protection from most non-CEL vampires (since celerity cards can 
only provide one additional strike at inferior - for more you need superior 
Blur, Quickness, or Lightning Reflexes). Another nifty aspect is that Wind 
Dance also provides protection against those nasty Obtenebration shenanigans 
involving Arms of the Abyss + Entombment. Now you can scoff at the Lasombra 
while you dance right past them! Overall, Wind Dance is helpful to Thaumaturgy 
because it helps open up some more options. For far too long, Thaumaturgy has 
been constrained in the role as a 2nd-tier combat discipline with little defense. 
Hopefully Wind Dance and future Thaumaturgy cards will break such a stereotype 
and give Thaumaturgy the versatility it so thoroughly enjoys in the RPG.

While Wind Dance is a heaven-send for combat fearing !Tremere, note however 
that it is not full proof. As a dodge strike, it is still vulnerable to 
Scorpion Sting, Veil of Silence, Shadow Feint, and Vengeance of Samiel, 
among others. And that's on top of Thoughts Betrayed and the traditional 
anti-dodge, anti-S:CE - Immortal Grapple. And, as mentioned earlier, you 
still have to worry about vampires who can gain more than one additional 
strike (i.e. CEL vampires, Jacko's special, etc.) That doesn't mean that 
Wind Dance isn't a great Thaumaturgy card, but it's just a reminder to be 
prepared.

Finally, there are a few other combos for those who wish to dance upon the 
wind. One question you might have is "how does Primal Instincts interact 
with Wind Dance." The answer, according to LSJ, is:


From: LSJ(vtesrep@white-wolf.com)
Subject: Re: LSJ Wind Dance Question
Newsgroups: rec.games.trading-cards.jyhad
Date: 2002-08-27 04:53:00 PST

> If a Tremere were to play Wind Dance at superior, could he or she then play
> Primal Instincts to cancel the second dodge, and then have the addtional
> strike to use with whatever strike?

Sure, if the Tremere were acting and the opposing minion gained an
additional strike (as required by PI).

-- 
LSJ (vtesrep@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to V:TES news, rules, cards, utilities, and tournament calendar:
http://www.white-wolf.com/vtes/


Thus the situation is rather corner-case since it requires so many conditions, 
but there is a potential use for Primal Instincts and Wind Dance. And who knows, 
maybe your opponents will get a bit of a surprise when you stop Dancing and 
instead do the Walk of Flame. Another additional benefit is that since Wind 
Dance requires Thaumaturgy, you can use the !Tremere's Spirit Summoning Chamber 
to go fetch a copy if you really need that dodge right now! Knowing that some 
combat defense is only a tap away can be quite a reassurance in these dangerous 
times.

--------------------------

[1.7 - Deck of the Month]

The Last Temptation of Goratrix by Halcyan 2

* Story-line Legal

[CRYPT: 12 cards]

Aisling Sturbridge      5         Tremere          AUS dom THA
Alejandro Aguirre       5         !Tremere         ani aus dom tha
Blythe Candeleria       3         Tremere          aus THA
Brooke                  3         !Tremere         dom tha
Hannigan                5         !Tremere         AUS dom THA
Heinrick Schlempt       2         !Tremere         tha
Ian Forestal x 2        8         !Tremere         AUS DOM [ser] THA [vis]
Kurt Strauss            5         !Tremere         aus DOM tha
Masika St. John         3         Tremere          THA
Richard Tauber          4         !Tremere         AUS tha
Thelonius               4         !Tremere         aus dom tha



[LIBRARY: 90 cards]

[Misc.: 9 cards]

2 Arson
5 Change of Target
2 Wake with Evening's Freshness

[Clan Toys: 9 cards]

1 Charnas, The Imp
4 Create Gargoyle
1 Nephandus
2 Succubus
1 Thadius Zho, Mage

[Discipline: 50 cards]
[3 Auspex, 8 Dominate, 13 Serpentis, 26 Thaumaturgy]

3 Telepathic Misdirection

3 Conditioning
5 Deflection

3 Form of Corruption
5 Form of the Serpent
5 Temptation

3 Bond with the Mountain
2 Burst of Sunlight
13 Cryptic Mission
3 Skin of the Chameleon
5 Theft of Vitae

[Master: 22 cards]

1 Academic Hunting Ground
5 Blood Doll
1 Creepshow Casino
1 Infernal Pact
1 KRCG Newsradio
1 Rumor Mill, Tabloid Newspaper, The
5 Serpentis
4 Society of Leopold
1 University Hunting Ground
2 Vampiric Disease


For lack of something better to feature, this month I decided to feature 
the Tremere Antitribu storyline deck that I decided to play at the Naperville 
Storyline Tournament. Even though the !Tremere have already scored some wins, 
I've decided to hold off featuring those winning decks until after the 
Storyline Tourneys are all over.

I wanted to play something new and refreshing for this storyline tournament 
so I decided to try using a novel discipline with the !Tremere. I was really 
leaning towards either Serpentis or Chimerstry (for the Hazimel theme) but 
I ended up with Serpentis since it meshed better with the deck types I was 
considering. What I ended up doing was taking my favorite and best deck (my 
version of a Tremere/!Tremere weenie Cryptic Mission deck), focusing it on 
the Tremere Antitribu (to meet the 75% clan requirement), and adding a dose 
of Serpentis. Of course the deck is still rather rough (didn't get as much 
time to fine-tune it as I would have liked), but it serves as a framework 
to build a more effective !Tremere Serpentis deck.

I use blood-stealing allies (Succubi, Thadius Zho) to supplement the limited 
number of Cryptic Missions in the deck. Gregory Winter would also work but 
I just couldn't fit him into the deck. I chose to use my out-of-clan crypt 
slots to get as much small THA as I could (Blythe, Masika, and Aisling). 
Pretty much the best you can do using Group 2 & 3 (Aisling far outstrips 
Magdelena Schaefer in this deck).

What you want to do is try to get as many vampires as possible who can play 
Serpentis cards. You're much more interested in two vampires with inferior 
Serpentis than one with superior. Truth be told, all you really need is one 
or two Serpentis-playing vamps and the rest of your minions can then act 
as support, but since most of the deck only relies on inferior Serpentis, 
it never hurts to have more minions who can play Form of the Serpent for 
stealth. You have several avenues to get your Tempter and Corrupter vampire(s). 
Ian Forestal is always an easy choice if he shows up in your uncontrolled 
region. Otherwise you can wait until you draw one of the Serpentis skill 
cards and place it on one of your other Tremere/!Tremere. You can also hope 
that one of your !Tremere manages to make some sort of an Infernal Pact. 
Last of all, you can also Create a Gargoyle, choosing Serpentis as your 
discipline. If you do, it's best to move as much blood as you can 
(preferably 3) to the Gargoyle since Temptation, Form of the Serpent, and 
Skin of the Chameleon all cost a blood. But of course that allows you to 
Tempt a vampire at +2 stealth, a rather nice surprise for opponents who 
traditionally don't expect much stealth from the !Tremere.

It's possible to go through an entire game without utilizing the Serpentis 
angle (it's happened to me several times). In such cases, the deck functions 
more or less like a standard Cryptic Mission deck (burning empty vampires 
with the Society instead of Tempting them). If you do manage to get the 
Serpentis gears working, you're then able to take full advantage of how 
Cryptic Mission complements Temptation and Form of Corruption.

Theme: In order to re-build the clan, our great leader Goratrix has decreed 
that we Create new Gargoyles, Recruit powerful Allies, and most importantly, 
Tempt other vampires into joining our ranks. We manipulate the Society of 
Leopold into destroying those who would refuse our generous offer.

This deck didn't do too bad in the Naperville Storyline Tournament, which 
was actually really my deck's trial run. It managed to squeeze its way 
into finals in a 12-player tournament, though I was then quickly stomped 
by the Great Beast. Well, at least I have bragging rights about Diseasing 
and Tempting Mr. Infernal himself. A more detailed summary of my storyline 
experiences will be enclosed next issue.

--------------------------

Things to Look Forward to: The next chronological issue will discuss the 
fallout of the Eye of Hazimel Storyline Tournaments. It will also include 
a special Hall of Fame for all the glorious VTES players who managed 
storyline wins for the Tremere Antitribu. Also stay tuned to future 
issues to learn about other childes of Goratrix who have survived into 
the Modern Nights and may be instrumental in re-building the clan.

Things to NOT Look Forward to: Friends and comrades, please shed a tear 
for me as early next month, I turn the dreaded two-one. ::gasp:: Damn am 
I getting old! I feel like such an old geezer sometimes! Oh the days of 
my youth...      ='(

In addition, as the !Tremere manage to work the kinks out of Temporis, 
don't be surprised if some of the older, "lost" newsletters manage to 
slip their way out of the time stream...


Signing out,
Halcyan 2