Ventrue Antitribu Newsletter
November 2003

Hah! I bet you thought I'd given up! Well, you were wrong.  My semester
is over and once more I have completed the newsletter.  With any luck
I'll have one for December too, there's just so much !Ventru-y goodness
to talk about....

+-----------------------+

Once and Future Kings
Ventrue Antitribu Newsletter (November 03)

1 – Introduction
2 – Feature – The Rank and File of the Hand
3 – Stratagems – #3 "Kill with a borrowed knife"
4 – Vampire of the Month – Owain Evens, The Wanderer
5 – You're not cleared to see this
6 – Deckstravaganza – !Vote
7 – Final Words

1 – Introduction

Well, we're hear once more, and since last we spoke the ranks of the
Sabbat have swelled significantly.  The Black Hand is a veritable gold
mine for the !Ventrue, and though many clans benefit, I am probably not
alone in saying that the !Ventrue have received the biggest boost as a
result of the set.  So everyone have a seat around the hearth, steep
yourself a pot of Earl Grey and join me for our latest (and really late)
issue of Once and Future Kings.

2 – Feature – The Rank and File of the Hand

The Black Hand are the elite of the Sabbat, the coldest of killers.
They are also the newest Jyhad set to hit the block, and boy does it
weigh in heavy.  It offers quality vampires and library cards that while
introducing new possibilities do not unduly raise the power curve.

By Clan:
The Brujah Antitribu receive 7 new vampires.  Of particular note are Wah
Chun-Yuen, who will complement the Euro-Brujah with his POT cel and dom
at 5 capacity, Henry Taylor, who can recycle combat cards and Miguel
Santo Domingo, who's ability to grant bleed bonuses to minions is likely
to cause decks based around him.  Their new library card is Vendetta, a
marvellous card that allows !Brujah to rush vampires who have bled their
Methuselah (for more than 2) with +1 strength.  Bleed decks beware!

The !Gangrel gain members of their city and urban bloodline.  Jalan is
impressive, being Karsh's slightly younger and almost as dangerous
brother.  Their card, Talons of the Dead, is effective, but costly, and
by default makes it more difficult to do the kinds of things that
!Gangrel want to do.  The ability to burn it is nice, but for the 2 pool
invested it doesn't seem worth it.

The Lasombra have 3 Black Hand vampires in their ranks, including a 5
capacity Seraph with DOM.  In addition, Nahir's special ability stands
to make that vampire an interesting centrepiece for deck construction.
San Nicolas is a wonderful new card that makes rushing Lasombra quite
the invest at 1 pool per attempt.  Obtenebration also receives Tenebrous
Form, a relatively mundane stealth card.

The !Malkavians do alright.  Midget is a machine for evil stealth
bleeders.  Even if he is Infernal he seems quite worth the cost
considering how quickly he can do massive pool loss.  Sibyl's tongue
seems to carry with it great potential, and in combination with
necromancy could keep the cost of playing it exceptionally low.

The !Nosferatu also receive more quality vampires.  Mateusz joins Laz in
the +2 strength club, with his disciplines at SUP for 8 capacity.
Teresita the Godmother is a well costed Seraph with all 3 at SUP and
for.  Yong Sung (A) might be a vampire to make a deck around, and I
consider him to be the best (as of yet) printed Merged version.  The
info network gives them permacept for cheap, which really instills the
flavour of the Nosferatu clan.

The Pander get a small offering, with Alfred (A) and Olga.

The !Toreador get one amazing vampire.  Yitzak fits my celeriturgy deck
like an old comfy glove.  Combine that with his built in Mind Numb and
he is a wonderful machine.  Patronage gives the !Toreador the ability to
untap more, but at the cost of one pool is quite expensive.

The !Tremere make a comeback with Ian in the Starter.  Selena is also a
solid addition to the !Tremere family, though Goratrix (A) is a one man
clan destroying beast.  Recure the homeland is an effective card, though
when compared to Rapid Healing and Chantry seems a little lacking.
Regardless, it's a way to get out of torpor cheaply, and thus will be of
some value.

As for the !Ventrue, well… I'll be taking a look at them over time.
Suffice to say that their vampires are a major improvement, and Loyalist
is a wonderful anti-vote card.

3 – Stratagems – #3 "Kill with a borrowed knife"

Killing with a borrowed knife can be taken from two distinct vantage
points:

Firstly, it involves the acquisition of your opponents resources (ala
Hostile Takeover, Kine Dominance, Spirit Marionette, et al). I will not
dig too deeply into this strategic element, only because the advantages
are so obvious.  By acquiring other people's resources you increase your
resources while simultaneously decreasing theirs.  Even if the stolen
goods are of no use to you they eliminate the possibility of your foe
using them.

Secondly, there exists a social factor in this game who's tangible
effect is difficult to quantify - though everyone has seen its effects
in action.  In this case knives are metaphorically the tools (cards)
that you have at your disposal to undermine your prey and predator.  A
borrowed knife is one that is not normally yours, but through persuasion
or negotiation on your part are being put to use for your behalf.  What
becomes key in many games is not the resources that you personally have
available, but what resources others choose to use or not use to hinder.

Let us now specifically focus on the notion of "Table Balance" (TB).  TB
is a meta-word that describes the act of creating an ideal situation
where all Methuselahs in the game have an equal opportunity at winning.
Whenever one Methuselah begins to get an edge (not The Edge) in a game,
the call for TB is uttered, to restore "balance" to the table.  This
very notion of TB is a scam, a confidence game; If someone says they
want TB what they are really saying is "I don't have the advantage right
now but would like others to over-react to the current situation and in
doing so give me the advantage."  Though there may be genuine need to
stop a player who has taken an obvious lead, each individual person is
playing the game to get VPs.  Everyone engaging in TB is doing so under
the impression that in the long run, even if they rush across table (for
instance), that they will benefit from it in the end.

How then can we successfully employ TB to benefit us the most? The trick
is to inflate the severity occurrences.  Your primary targets for
persuasion will almost always be your grand-prey and grand-predator,
both who are close enough to directly intervene (aka block / bleed)
against your two enemies.  Your chief objective is to make them believe
that you cannot deal with X (whatever X may happen to be) on your own
and that X will either oust them or create an impenetrable wall to
eliminate their chance of winning.

Exaggeration:
"That War Ghoul is going to chop your Ventrue to itty bits"

Most experienced players recognise a threat when it hits the table.
Because different deck archetypes perceive what is threatening to them
differently it is essential to know the strengths and weaknesses of your
Grand-prey and Grand-predator as quickly as possible.  Armed with that
foreknowledge it is easier to make word choices that will coerce your
allies.  Ideally call to have others remove the threat, making excuses
such as "I would deal with the situation exact my Predator has been
pressuring and I need my vampires untapped."

Back Scratching:
"If you vote down that PTO I'll vote for your next vote"

Due to the attack left defend right mechanic in the game, it is not
difficult to see who your potential allies can be.  The dynamic present
in the game is such that if you are too weak (or on the defensive) then
your prey doesn't have to commit to defence and can instead apply much
more forward pressure.  This innately is bad news for your Grand-prey,
who ought to do as much as possible to ensure that his Predator is in a
bad spot so that he has more time to do exactly what his Predator is
doing to her in this example.  By opening the negotiation pathway you
begin a little game within the game: You are endeavouring to weaken your
prey to the point where you can oust her, while your Grand-pre is trying
to weaken your prey to the point where she has to focus almost
exclusively on defence in order to not be ousted.  Your prime advantage
here is persuading your Grand-prey that you are less offensively capable
than you truly are.  By the time they know your true capabilities your
prey should already be dust.  At times, it may be essential to follow
your deals to the very letter "You said you wouldn't bleed me for three
turns" "Yes, well… it's been A, B, and C's turn, now it's mine."

Appeal to Authority:
"I've seen this deck before, If we let it do X it will sweep"

Authority is an interesting subject in the V:tES community.  There are
members within the community that carry more weight, by virtue of their
net presence or proven capacity at winning.  In any city sized grouping
there are players with more or less experience, commitment or varying
level of credibility.  These are the players that have authority, and as
a result will carry more weight in table talk.  In any given table talk
the word of your Prey and Predator by default must be viewed on dubious
grounds.  Your Predator, in the very least, is trying to oust you, while
you Prey only wants to see you strong enough to survive.  Manipulating
other players based on previous experience and omens of doom and gloom
is an effective strategy.  Am I saying that its ok to abuse your
knowledge of the game? Yes, I am, insofar as your not manipulating on a
mechanical level (misconstruing rules and whatnot).  Deception is a
factor in this game, and if imposing yourself on people that don't know
any better gives you a leg up on people then by all means take it
(keeping in mind previous statements regarding credibility).

Fear Tactics:
"Deal with that Anarch Revolt or I'll burn your Cardinal"

Intimidation is a tool not to be used lightly on the table.  It burns
negotiating bridges that might otherwise have been fruitful.  When
necessary though, use of fear tactics can prove successful.  All players
have a reputation that develops for them, whether they are honest about
deals made, or follow through on their threats pass on from game to
game.  People who are caught bluffing are proven to be bluffers and are
treated differently than those that don't at all.  If you use fear, make
sure you can follow it up, otherwise your intimidations will never be
respected by that playgroup (until they forget about it).  Be as
specific as possible without overly prewarning your target.  Specifics
lend credence to your argument, but revealing too much makes it possible
to better defend against it.  Bluff intimidation if, and only if, you
have no way of dealing with something that is sure to oust you though no
one else seems to believe you.

Semantics:
"How can you help me?"

In table talk for TB what is said is important, but not nearly so much
as how it is said.  A salesman mentality is essential for the task.
Don't ask "Will you help me?" ask "How can you help me?" The former
allows for someone to say no more easily than the latter.  Demand
explanations - it is a singularly human quality to answer questions that
are asked of them, especially if your timing is correct.  Use this to
your advantage.  Put the focus on the person you're making the deal
with, and not on yourself, people are more inclined to help themselves
then help their potential opponent.  To this effect, remind them of what
the threat means to them: Permacept means haven't to have additional
stealth to do some of the most common things like call votes.  A
Camarilla Exemplary means that they'll be burning blood to block once
you are ousted.  Focus on the long term if the short term has no weight
to the person you're dealing with.

Ultimately, the knives of your opponents may be just as sharp as yours,
but why waste the investment if somebody else's knife is willing to do
the trick for you?

4 – Vampire of the Month – Owain Evans, The Wanderer

The problem with my Vampire of the Month segment is that I have to
choose _a_ vampire of the month.  Black Hand is an epiphany for the
!Ventrue clan, with vampires of a calibre otherwise unseen in the
Rightful Clan of Kings.  My pick of the very beefy Black Hand litter
however, is Owain Evans.

Owain Evans, The Wanderer
!Ventrue
Group 3
Capacity 8
cel pre AUS DOM FOR

Sabbat: During any Methuselah's untap phase, if Owain is ready, you may
move a blood from the blood bank to a vampire that Methuselah controls.

The good:

Owain is almost everything you could want in a !Ventrue - all three clan
disciplines at advanced and a remarkable special.  Not only is Owain a
built in hunting ground for yourself, it is also a hunting ground for
all of your friends (or whomever you deem to be your friends).  For the
purpose of table-talk Owain has got to be the best negotiator next to
the Succubus Club.  Simply agree to give your grandprey blood for that
all important vote in your favour.  It also acts as a table balancer -
if your predator is getting his teeth kicked in and looks like he won't
be able to hang on without some intervention then Owain can come to the
rescue.  Also good - note that Owain can put blood on any vampire that
methuselah controls, even if they are in torpor.  In that respect it is
better than a hunting ground.

The bad:

Well… a bishop title in lieu of cel would have made me an even happier
camper.  He's an awfully large vampire that although costed well (his
special is easily worth the 1 point he paid for it), the !Ventrue aren't
nearly as strong as other voting clans on titles.  You could argue that
a few !Ventrue have cel and it combines well, but at this point I don't
see !Ventrue doing cel combat, which is pretty much the primary purpose
of celerity.  In keeping with comparing him to a hunting ground,
unfortunately hunting grounds don't go to torpor like Owain can.

The ugly:

Combination potentials… hmm… putting blood on other Methuselah's
vampires so that you can diablerize them and get the blood back.  Owain
is just a well balanced, good table-talkin' addition to the !Ventrue
clan.

Shy does the artwork, and it's not one of his typical viewed from the
front pictures that we've seen a thousand times before.  I'm not
disappointed with the image, except that perhaps the background could be
a little less monochromatic.

5 – Classified

6 – Deckstravaganza

In the past I've been very down on the !Ventrue and their capacity to
vote.  I said "show me a !Ventrue voter that works and then I'll maybe
take it seriously."  Well, after some IRC play, and talking with Mesh he
convinced me to put one together.  This deck is obviously based off of
the tag teem of Quentin and Gustav, both of which have Obtenebration.
One of my major beefs was with the poor stealth selection that the clan
possessed.  Obtenebration, in combination with some Stealth Ritus from
the new Sabbat set combine to evade more than just light intercept.
Zillah's Tears are an experiment; on the surface they seem like cards
that are better than hunting, and offer a great deal of
blocking/bouncing/reducing versatility.  For now the jury is still out
on them.

Deck Name:   !Vote
Created By:  Derek Rawlings
Description: The !Ventrue might actually succeed at voting?

Crypt:
----------------------------------------------
4  Quentin            AUS cel DOM FOR obt  9,  Ventrue Antitribu, Bishop

3  Gustav Mallenhous  AUS DOM for obt      8,  Ventrue Antitribu,
Priscus
1  Ingrid Russo       DOM for              4,  Ventrue Antitribu
1  Joseph O`Grady     aus cel DOM FOR      7,  Ventrue Antitribu
1  Owain Evans        cel pre AUS DOM FOR  8,  Ventrue antitribu
2  Gerard             aus dom for obt      5,  Ventrue Antitribu

Library: (90 cards)
-------------------
Master (11 cards)
3  Blood Doll
1  Corporate Hunting Ground
2  Demonstration
1  Creepshow Casino
4  Obtenebration

Action (14 cards)
6  Govern the Unaligned
4  Revelations
4  Zillah`s Tears

Action Modifier (25 cards)
2  Conditioning
6  Kindred Manipulation
6  Shroud of Absence
4  Shroud of Night
5  Telepathic Vote Counting
2  Stealth Ritus

Political Action (13 cards)
2  Cardinal Benediction
3  Consanguineous Boon
8  Kine Resources Contested

Reaction (17 cards)
4  Deflection
2  Eagle's Sight
3  Enhanced Senses
3  Loyalist
1  Obedience
1  Precognition
3  Wake with Evening's Freshness

Combat (10 cards)
3  Resilience
5  Rolling with the Punches
2  Skin of Steel

On smaller tables, if not blocked, it seems relatively easy to pass
votes, by either changing the ones that oppose me, and Quentining and
Demonstrating all others out of existence.  I need to play it more,
possibly adding some Lessons of Steel to deal with pesky intercept type
cards.

7 – Final Words

Volume four of the !Ventrue newsletter is now complete.  Please fasten
your seatbelts and set your trays to the upright position.  Stay tuned,
more !Ventrue wackiness awaits next month.  In the mean time feel free
to do any of the following:

? Comment on this newsletter, scathing or otherwise
? Send me material, including decks
? Send me non-sequential bills (Those bills promised from the last
newsletter must have been lost in the mail) :)

Derek Rawlings