OFFICIAL VEKN TZIMISCE NEWSLETTER
JANUARY 2002 (4)1

OFFICIAL VEKN TZIMISCE NEWSLETTER - JANUARY 2002 (4)1

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Contents:
I.Introduction
II.Fiction
III.Tech
IV.Deck of the Month
V.Auspex Quest
VI. Conclusion
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I.Introduction

A new year has begun and did so under the best conditions for the game:
Bloodlines is slowly creeping into many decks as per the intent of the set, the
hated Camarilla will be in the spotlight soon with a dedicated set...all is
well you might say...I'm not so sure myself that the situation is so great for
our clan, more about this later. In this issue, I'm pleased to present
(finally) some somewhat game-related fiction as well as a new transient section
called "Auspex Quest"...

II.Fiction

As usual in those situations, the back alley was dark and damp, the stench
coming from the garbage piled up high on each side of the door must definately
deter any kine from settling around here for the night. Even the rats seem to
avoid the place...at least normal rats. The character standing in front of the
door was actually grateful for the state of his surroundings, it meant he
didn't have to bother hiding himself and his rather unusual features from the
easily frigthened kine, a relief indeed. Taking care not to damage the door
with his massive fist, the vampire knocked, following the code he recieved
three nights ago. Three knocks, pause, two more, pause, four knock and one last
pause before the final knock. An ancient guardian himself, the stranger was
amazed at the poor level of security, a steel door and a very basic code! his
former "employers" had countless devices and traps, both physical and mystical,
to keep the unwanted out and/or dispose of them if necessary...then again, a
lot of those devices were nearly undetectable and the door or the wall around
it might conceal some nasty surprises. As those thoughts floated into his mind,
the door swung open, revealing a neat if spartan hall, the lighting inside had
been kept to a minimum, creatures of the night can have rather sensitive
senses. But, more importantly was the vampire standing in front of the
stranger. Knowing the customs of the clan he was once forced to fight, the
stranger promptly bowed and, with a cavernous voice, started talking.
"I, Ferox, the Rock Lord, of the Gargoyle clan, freed of the most hated
Usurpers, would be honoured if the lord of this haven would grant me the
privilege to reside within its walls for the night."
"I, Lambach Ruthven, Cardinal of the Sabbat, welcome you Ferox to my abode.
Within you shall be treated as an equal and no harm will come to you while you
stay here, as per the old traditions that now bind us. Please come in." replied
the vampire motioning away from the door to let his guest enter.
Ferox, taller than the Tzimisce Cardinal, had to bow again and fold his wings
to pass the door, fortunately the inside revealed a higher celling allowing the
Gargoyle to tower above his host.
"Is that really necessary?" grumbled Ferox
"Please indulge my respect for the oldest tradition of my clan, you know full
well how we Tzimisce are attached to our territory, in much the same way your
brothers are attached to the chantries they are forced to defend..."
"Very well, i will play your game of politeness for now, our clan needs strong
allies..."
"That's what tonight is all about, my dear Ferox, please come this way" said
the Tzimisce, leading his guest to the first room on the left. Again the room
was impeccable, each of the four walls with its own door, furnished only with a
sturdy round oak table and four matching chairs. Two of which were already
occupied and when the two vampires turned to see the newcomer, Ferox could feel
old artificially-implanted feelings making their way to the surface. Both
presented a bulge in their forehead, marking them as part of the Salubri clan,
supposed extinct by many to the point in has become a myth for the majority of
the new Kindred. The same Salubri Ferox and his brethren helped root out and
destroy only a few centuries ago. How could the Gargoyles and the Salubri ever
fight on the same side? To say nothing of the Tzimisce of course!
"Please take a seat, i shall introduce you to my other guests and we will be
able to begin." started Lambach, offering the closest chair to Ferox, while he
walked to the opposite side of the table "i hope you will excuse my choice of
furniture, but a round table seemed rather appropriate for tonight. We are
different, old ennemies for some, distant allies for others, brothers and
strangers, but a thing unites us more strongly than anything could in those
days when the word of a man is worth less than his bank account. As the saying
goes "the ennemy of my ennemy is my friend", we are brought together because we
all fight the Wizards who have accessed our status by treachery and malice.
Tonight, we will have the opportunity to discuss how we can fight together to
topple the great pyramid the Tremere are so proud of. Ferox, the Rock Lord, has
agreed to join us tonight and will be representing the Gargoyle interest and
force in the conflict"
"yes, i remember you..." murmured the the Salubri on Ferox's right. Bearded and
of a rather scruffy appearance, the Salubri looked more like one of those young
homeless that fills the cities of the kine, but Ferox could smell old blood,
very old blood indeed, much older than his own, it would have been unwise to
underestimate such character. The ressemblance with the crucified God was
intriguing but totally irrelevent right now so Ferox pushed the thought away
for the moment. "of the firsts to rebel against the Usurpers, your clan must be
proud of you, Rock Lord" continued the Salubri.
"Please meet Matthias, of the Salubri" continued Lambach, undeterred by the
interruption. "i'm sure your old masters did teach you to recognise them on
sight, didn't they?"
"I am not here to excuse myself of past deeds ordered by the cowards who
created us to fight their wars, those acts soil the honour of the free
Gargoyles every single night, every time we awake free of the Tremere
domination and remembered the atrocities commited by our clan, in the name of
Tremere." replied Ferox to the implied meaning.
"Perhaps you should! you should start to make things right, Rock Lord! You and
your brothers have a lot to atone for, starting with the culling of the
Salubri!" shouted the other Salubri, from Ferox's left. This one is young,
thought Ferox, no more than a few decades old, the sword he carries will be no
match for the might of the Gargoyle. Ferox was torn between the desire to crush
the insolent's skull and the need to see this meeting to the end for the good
of his clan. The clan had won for the moment, only narrowly.
"and Thomas Steed" sighed Lambach "also called The Angry for obvious reasons.
The impetuousity of the young i suppose, sit down Mr Steed, now is not the time
to dredge old quarrels."
"Quarrels? you call the cold murder of most of the Salubri a quarrel?!" shouted
Thomas, sitting down nonetheless.
"You must not forget who is really resonsible for those events, for their
defense, Ferox and his brothers were mere tools, unable to disobey their once
masters. His presence here today should show you their willingness to mend the
past" calmly said Matthias, having the desired effect on Thomas. "You were sent
by Adonai to voice his side in this meeting, not to throw accusations at
potential allies. Although Adonai has decided to follow his way, we remain of
the same blood and i would hate to hear you say things you might regret later."
finished the elder Salubri.
Thomas, somehow realising the strength of Ferox, decided against further
outbursts for the moment, at some point or another, the need will arise to
examine in detail the role the Gargoyles really played during the Dark Ages and
if they were really merely robots controlled by the trememr, but tonight was
not the time, Adonai's brood needs allies, and the strength of the Gargoyles
could help tip the balance against the Wizards. "Of course, you are right, i
apologise Rock Lord for this" offered Thomas to the Gargoyle.
"Very well" started Lambach "shall we continue with what brings us here today?"
The three vampires nodded almost in unison.
"Excellent! As i was saying our clans are different and as such the ways and
tools we have to fight, not only against the Tremere, but the other clans as
well are different too and unequal. We are gathered tonight to help each other
improve their strategies, analyse strengths and weaknesses. As you all know, we
have to work past the distrust we have for each other because only a concerted
effort will bring the hated Tremere and their allies to their knees. Thomas,
would you please start?" said Lambach, with a nod, yielding the table to the
young Salubri antitribu.
"Thank you Cardinal" replied Thomas "We are young! far from being a weakness,
the Salubri antitribu see it as a strength, my brethren and i are not afraid to
die in combat, we know we can be replaced and if we perish, it will be for the
cause! Our line is young, but it spread quickly, helped by the Sabbat, the
Salubri antitribu have already become a force to be reckoned with. Vampiric
disciplines are still new to the majority but the instruction we recive from
our founder is useful and easily learned. The discipline of Valeren is new too
but powerful nonetheless, like us, it is unknown to most of the others and they
are most unsure how to handle such manifestations of the power of the blood. We
are attuned to our weapons, focusing our power on such tools to achieve deadly
results. The Path of the Warrior has taught us to inflict pain even to the
rather insensitive body of the Kindred" declaimed Thomas, looking directly at
Ferox, tempting him to try this Valeren. "We have also inherited some of the
healing powers of the old Salubri" said Thomas, this time, looking at Matthias
"we can help our fallen comrades in arms to recover from torpor, as well as
heal the other allies of the Kindred! The Salubri antitribu are the future. We
do not contemplate the world from afar and pull string in the false feeling of
safety. We are part of it! And we will rid the world of the Wizards, mold the
world to our satisfaction and when all the wrongs are righted, we will leave
the Path of the Warrior and disappear until we are needed again. We are the
modern Crusaders, fighting for a just cause with our swords and our souls!"
finished Thomas, glad the emotion did not get the better of him once again.
This is sure to have impress the anachronistic vampires listening to him, what
do they know about the world of today? thought Thomas.
"Thank you Thomas." said the Cardinal "I'm sure everybody present here will be
able to draw their own conclusions from your exposé. Ferox, would you care to
honour us?"
"Certainly." replied the Gargoyle, standing up, making the most of his size and
deploying his rocky wings. "We are strong!" started Ferox, banging his fist on
the table, not enough to break it (that would have been rather unwelcome) but
enough to call Thomas to attention. "We are strong! Noone can withstand the
might of the Gargoyle clan! Yes, we have been created and enslaved by the
Tremere, bred and trained like dogs to protect their chantries and attack their
ennemies while they sat, protected by thick walls and devious sorcery, the
cowards! Today, the reasons behind our coming into the world are irrelevent, we
are here and we intend to stay. We will earn our place within the clans by
destroying the Wizards, from their treacherous founder to the last of their
fledglings, the wheel will soon turn and crush the Usurpers! Our blood gives us
strength, enough might to break through the walls of the Tremere Pyramid,
enough resilience to fend off the Wizards' deadly magic. Centuries of service
guarding the stone walls of the chantries across the world have enabled the
Gargoyles to bond with the rock, using the stone as weapon and shelter, to
punish our ennemies and hide from them. The Stone is our Mother and like Her,
we are strong! The Air is our Father and like Him, we are swift to exact
revenge on those who cross us, the nightsky hides us, allowing the Gargoyles to
surprise their foes. Aerial combat is and will remain our forte, one to which
ennemies have little to no answer. Our animal allies are strong too and
merciless, they track and kill the weak Kindred of the other clans, while we
are able to deal with the more powerful ones. But the clan is still hampered by
the number of our brothers still under the Tremere yoke. After the news of the
Gargoyle rebellion had reached the Wizards, they have been more cautious in
creating more of our kind, the youngest of the Slaves are rather pitiful
creatures. It is possible that the Tremere have lost or forgotten their ancient
arts...". Ferox paused, letting the consequences of his last sentence be clear
to his listeners. "However the Tremere can still produce Slaves, but the
newborns lack the time to learn to use their skills with more efficiency...This
is where we, the Free Gargoyles, have the advantage: we can embrace to increase
our ranks and instructe our childers in the ways of the blood. But we will not
allow our companions to remain prisoners of the Tremere, it is our quest, our
mission, our ultimate goal to free all the Gargoyles! To claim for ourselves
the chantries we have defended for centuries! To rid the world of the Usurpers
once and for all!" Ferox stopped, realising he was reducing the back of his
chair to mere splinters. The Gargoyle quietly sat back down on his chair,
signalling in this way the end of his part.
"A most interesting speech, and i trust some useful information to be used
against our common foe." said Lambach, true to his role as the host and
mediator of this extraordinary meeting. "and he all have the privilege to
listen to a voice that hasn't been heard in centuries, a voice that many,
including myself, thought had be extinguish by the heinous actions of the
Tremere. Please Matthias, the table is yours." presented the Tzimisce.
The elder Salubri politely nodded and, with his a soft voice, he began.
"We are wise. We have seen many things, we have endured many ordeals, we have
wished to stay away from the Jyhad but others had to drag us into the night
struggle. We have no ambition of revenge and destruction, we simply wish to
restore the balance, to allow our clan to disappear again, not hunted like dogs
but as the sheperds to Golconda. The Salubri clan is an ancient line, many of
us were destroyed, ambushed by the treachery of the Tremere, supported by the
tacit backing of the other clans. But the culling of the Wizards, also a goal
in itself for many, will not bring back our dead comrades. If we have to fight
then we will endure, until our foes tire and exhaust their precious ressources.
One would think that taking on the Healers of the Dark Ages is an easy task.
One could guess that the Salubri have no understanding of the world of today.
One would surely question the very existence of our rather dispersed brethren.
One could laugh at the thought of almost extinct three-eyed vampires. 
One would be very wrong indeed. We have been watching, the Blood grants us many
ways to pierce the multiple veils of treachery and deceit, weaved by the
children of Caine. The Salubri can detect and prevent incursions into their
territory as well as the now-allied Tzimisce. The Blood also gives us the
ability to shrug off the mightiest blow, to face the deadly Sun and survive
while our ennemies perish in flames. But those powers are common among the
Kindred. The Salubri have had centuries to ply their trade as healers and
masters of the Blood. Our edge lies with the strength of Obeah. This my friends
is bound to take our common and not-so common adversaries by surprise. Not only
this discipline allows the Salubri to heal other vampires, to help them recover
lost vitae but it also denies our ennemies access to the precious lifeblood.
When we have to fight, we do not need mighty strength, hordes of creatures or
cunning magic, we control the fight, allow it to proceed only in our terms, and
when the foolish minion has exhausted his vitae, we are on hand to deliver a
merciful blow, sending the individual to torpor and out of the Jyhad. We have
learned to grasp at the strings that bind Kindred and kine alike to the
physical world, a simple pull let the Salubri control his target, using an
adversary's own weapons against himself. The Salubri can withstand anything
thrown at them and we still be there to welcome the night after Gehenna."
Matthias simply stopped talking, the silence in the room only reinforced his
feeling that the three vampires present had been attentive to what had been
said. His goal was achieved, and in the coming nights other targets will have
to be met.
"Thank you, well this meeting has been rather enlightening and tomorrow a
messenger will knock on your door and bring you here again where we will be
able to discuss exactly what the Sabbat and the clan Tzimisce can bring you to
help your struggle against old and new foes in the Jyhad. The coming months
will be truly testing and the Tzimisce and their new allies will lead the
assault against the bastions of the Camarilla. My guests, it is time for you to
retire to the quarters which have been prepared according to your previous
instructions. Rest my friends, enjoy the hospitality of the clan Tzimisce,
tonight you will feast and sleep in safety. Tomorrow we will draw plans to
fight." promised Lambach.
Upon those words, the three vampires left the table, leaving the room by
different doors. The cardinal staying alone in the quiet room, pondering the
implications and potential applications of all that was say herein.

III.Tech

The ease with which a Tzimisce deck is able to block every single action
attempted around the table has already been discussed at length. Having access
to Auspex and Animalism enables the Tzimisce player to generate enough
intercept to stop Obfuscate junkies and other adepts of sneaky disciplines.
Barring Elder Impersonation and the thrice-damned Call of the Hungry Ghosts, a
basic Tzimisce deck should be able to block any action it chooses. The subject
of this Tech article is not the intercept but what comes after: Combat! One of
the more satisfying part of the game, beating another player's minion to the
ground and cleaning the dust after the deed leaving the table in fear of the
power of your red cards...well that's the idea at least. In this artcile, we
will assume that you have just caught a not-so sneaky minion attempting to harm
you, your minions or your ressources, it is time to make the poor chap pay for
his attempt and send a clear message to his master. One of the best advantage
of intercept combat is that, being the reacting minion, you get to see what
your opponent decides to play first, and that's not only for strikes, it goes
for before range cards and damage prevention too. If they are going to Majesty,
there is little point in unleashing hell on them...or maybe to cycle, but it
seems such a waste :)
One can go even further by using a few card slots for some Aura Reading and/or
Owl Companion, and actually inspect your opponent's hand, making the use of all
those before range cards much easier. It is a shame those cards do not see more
tournament but even i have to admit that they never seem to make the final cut,
being somehow prefered to an extra Horrid Form or Revenant. Those cards are
almost never useless, Aura reading can be cycled for two very different
effects, to peek or when peeking doesn't help/isn't needed to increase your
hand size helping you to get that Blood of Acid to make Beast twice twice
before hurting Lolita and Owl companion can always to feed to a hungry War
Ghoul :)

We are going to distinguish two main situations. The first one is an opposing
minion who rely on combat avoidance (SCE, fortitude, maneuver, etc...) and the
second is the minion ready and hoping to get into a fight (Beast, Theo,
etc...). Obviously it seems unhealthy to block the second type but sometimes
you don't have a choice, do you? We'll examine what solutions the clan can
propose to deal with those two very different situations.

-Blocking wimps and combat-shy minions:
Well this is generally the easy part (once you've caught them that is), the
delicate thing is to be able to adapt your combat strategy to the style of
combat defense favored by your opponent(s). The discipline mix of the Tzimisce
enables them to have an answer to most (if not all) styles of combat defense.
Simply put:
Strike Combat Ends: Telepathic Tracking (cornercases: sup Skin trap, sup Terror
Frenzy, sup Primal Instincts)
Fortitude: Multiple damage sources such as Blood of Acid, Carrion Crows,
Retainer damage or run them out of prevention cards with a well-timed Trap/Meat
Hook, Horrid Form combo...always nice.
Maneuver: Deny them with Drawing out the Beast, your own maneuvers, or use
their maneuvering to long range to play that Breath of the Dragon every
Tzimisce knows and loves :)

But it is never so simple, isn't it? A good deck will usually includes more
than one way of dealing with combat. Ventrue decks will pack fortitude as well
as Majesty making you waste numerous cards before you can run them out and
reverse the steam (if you still have the cards to do so). As with intercept,
the use of permanents is a rather safe way of ensuring that you are still able
to inflict grevious bodily harm in the mid- to late-game. Sure there are ways
to deal with a Femur of Toomler (aka the Bone) but when it comes at you every
single turn and sometimes more than once a turn, it becomes increasingly
difficult to keep saving minions from torpor and/or the ash heap. Meat Hook is
also an amazing tool against Fortitude freaks, as long as they don't dodge and
you can keep them at close range, you will get a press to continue combat;
Arika is grinning after playing that Superior Mettle, well press, play a Horrid
Form, prevent the point of damage, hit for 3 with the Hook, she will run out of
blood and head for torpor (and Horatio has that hungry look on his face). If
she Majesties away, well you have Telepathic Tracking, haven't you? Best of all
the Horrid Form/Meat Hook unlimited presses can be pulled by a low cap such as
Lolita Houston but Corine remains my personal favourite to wield the Hook, with
a Horrid Form, that's a hit for 4 every single round...not too bad.

When blocking minions adept at escaping harm, it is always good to remember
that 1)the action attempted was blocked and 2)they are using cards to escape so
they will run out at some point...and a Tzimisce is nothing if not a patient
foe. Bid your time, bluff and scare your opponents into playing all their cards
as soon as they can, leaving you to pick on defensless minions shortly after.


-Blocking those who want to fight:
This is the more tricky part. Not all decks are designed with combat avoidance
in mind, some, and that seems to be an increasing trend these days, relish
combat are are glad to be blocked. But when you're on your last pool, you have
to do what you have to do and block and sacrifice minions to save yourself,
after all that's what they are here for. Combat monkeys as we affectionally
call them come in all shapes and sizes. Weenies Potence, Big Bad Vamps, agg
poke, blood stealers etc...Although it would be foolish to think that one deck
can viably deal with all those threats, the Tzimisce can adapt to the general
combat trend of your own metagame. Blood of Acid easily scares off the likes of
Beast and Theo, feel free to enable them to do even more damage to you with
Drawing out the Beast (and it prevents them from pelting you from afar with
lids and other tombstones), prevent them from dodging with a Skin Trap...sure
you'll be going to torpor (or worse) but they'll most definately burn, sprayed
by litres of acid. An interesting strategy is the use of Bloodform, relying on
environmental damage to hurt the opposing minion, however there will always be
that pesky Burning Wrath or Claws to send you down. In addition, Bloodform must
be played before range so your opponent knows he can't hurt you (this turn) so
he'll certainly be saving his cards for when he can catch you in solid form.
Instead of you running your opponent out of cards (see Blocking wimps) we are
now in the reverse situation where you will be relentlessly attacked to force
you to use all your Bloodform, while they keep holding those uber-potence
strikes. Then again, a one card temporary solution to big Potence strikes
remains interesting enough to be played. Pokers (hit for one + Wolf Claws,
Ivory Bow, etc...) can be easily dealt with. Horrid Form will be your answer
and it is stakable too, so you can prevent more than one damage a turn, or
choose to prevent the aggravated damage and take the normal to trigger a Blood
of Acid. It has to be mentionned that Horrid Form also allows you to prevent
damage from strikes beating fortitude, always appreciated :) Coming across
weenies with potence can prove problematic. There are no real solutions but all
the ones mentionned above do help, hit them back as hard as you can, send as
many to torpor as you can before hitting the dust yourself, all the tricks in
the Tzimisce arsenal to survive such onslaught. Finally blood-stealers are imo
the worst kind of combat deck to run across, not because they are so efficient
and deadly but because it is so frustrating to have them heal the damage you
inflicted with the blood they just stole from you...infuriating! Past that,
blood-stealers should definately easy to deal with, as long as you watch out
for that press/walk of flame thing :) When in doubt, be the first to breathe
fire on them :)

That concludes our little rundown on the combat abilities of the Tzimisce and
how critical it is to be able to guess your opponents' attitude towards combat
as soon as the first cards have been laid down. Any error is likely to cost you
a minion and/or many cards which can easily leads to your ousting.

IV.Deck of the Month

Some time ago, I was asked to present a Tzimisce Rush deck. With the release of
Bloodlines and Nose of the Hound, i believe the time is right for such deck to
become very efficient so here it is:

Deck Name:   Hunter-Seeker
Created By:  TPOTH

Crypt: (12 cards, Min: 17, Max: 36, Avg: 6.58)
----------------------------------------------
2  Meshenka                 ANI AUS VIC          8,  Tzimisce, Priscus
2  Lambach                  ANI AUS DOM pre VIC  10, Tzimisce, Cardinal
1  Caliban                  ANI AUS VIC          6,  Tzimisce
2  Lolita Houston           aus VIC              4,  Tzimisce
2  Corine Marcon            ani AUS VIC          6,  Tzimisce
1  Little Tailor of Prague  ANI AUS dem VIC      8,  Tzimisce
1  Devin Bisley             ANI AUS vic          5,  Tzimisce
1  Thomas Steed             ani aus val          4,  Salubri Antitribu

Library: (90 cards)
-------------------
Master (10 cards)
3  Blood Doll
1  Haven Uncovered
1  Hungry Coyote, The
1  Library Hunting Ground
4  Minion Tap

Action (15 cards)
2  Ambush
2  Bum's Rush
6  Nose of the Hound
3  Pulse of the Canaille
2  Revelations

Reaction (11 cards)
3  Forced Awakening
4  Read the Winds
4  Telepathic Misdirection

Combat (42 cards)
4  Blood of Acid
5  Carrion Crows
10 Horrid Form
5  Body Arsenal
2  Skin Trap
6  Taste of Vitae
6  Telepathic Tracking
4  Trap

Ally (2 cards)
2  War Ghoul

Retainer (4 cards)
4  Revenant

Equipment (6 cards)
2  Femur of Toomler
4  Meat Hook

As expected, combat nearly takes half the deck :) The crypt is rather big,
hence the presence of a few minion taps. Once you've assessed the combat
strategies in use around you, you can minion tap your big guys down to two or
four-ish if heavy-combat is present, always prefer Blood Dolls in this case as
gung-ho fighting minions are generally weaker at the bleeding business,
therefore allowing you to sip blood from your minions in a more controlled
fashion (watch out for the Euro-Brujah and their dominate-enhanced bleeds).
Pulse of the Canaille is a great tool for a Tzimisce rush as it enables you to
bleed heavily once the opposition has been removed. The deck also sports some
untap/intercept/bounce but don't expect to be able to wall up against heavy
sneak for long, or at all...just reach out and send the insolent to torpor :)
Also remember to announce only hands as your strike when you are rushing some
minion who might SCE, if they do SCE then you haven't lost a card, if not then
wack them for two agg (at least) with a well-placed Body arsenal, yes, it's
expensive but it does the job :) The Bone and the Hook will also help against
SCE by trying to run them out of cards (and Thomas will get the goodies for
you), however you do not have that many rushes so if your environment does tend
to SCE a lot, switch some of the one-shot rushes with Haven Uncovered or
(better) War Party. And when all else fails, you'll always have your war Ghouls
:)...unless some damn bastard intercept that...who plays intercept those days
anyway? ;)

V.Auspex Quest

2002 has started and with yet a new volume of the Tzimisce Newsletter, i wanted
to mark the occasion with a little contest. It will involve telling me on which
cards you can find the following:
1)a cooker
2)the male symbol
3)3 skull cufflinks
4)a naked lightbulb
5)52 teeth
6)the Glass Walkers symbol
7)nine swords
8)a tongue stud
9)a fork
10)the name "Elvis"

To separate the certainly numerous persons finidng all the answers, i'll add
the following question:
How many times does the moon appear on VTES cards (Jyhad/VTES cards of the same
name counting only for one)?

If i still have people tied at this stage, i will have to favour the first
answer i recieve. What do you win? a War Ghoul? a Guardian Ghoul? a Bloodform?
a Femur? a tub of Play-doh? i haven't decided just yet, something Tzimisce for
sure but i still have to work out what exactly :)

VI. Conclusion

Another year, another month, the Tzimisce are here to stay. The struggle for
Baltimore is close and one can hope the tactics learned at Atlanta will have
been assimilated by our Sabbat generals. We shall keep on taking places of
power away from the anachronistic Camarilla. It is time for the tide to turn
and for waves of blood to wash over the burnt remnants of the petty Ventrue and
the hated Tremere, for the Brujah to join the Sword of Caine and finally do
what they keep saying they'd do if they could, enough talk! It is a time for
actions to speak louder than words. I shall meet you on the battleground for
Baltimore.

Azhi Dahaka!

TPOTH Koldun