V:EKN Ventrue Newsletter Vol II No. 1 Sept 2000

OFFICIAL VEKN. CLAN VENTRUE NEWSLETTER Vol.II No. 1 Sep. 2000
 
Rolling of our gold plated presses this issue -
 
INTRODUCTION.
CLAN FOCUS 'Have you noticed how kind fate is to the strong?' Anon Sep 2000 
FORTITUDE 'Harvey Kietel or Steve McQueen?'
AGITATION 'A starting point'
MONTHLY DECK 'Corporate Power'
______________________________________________________
 
INTRODUCTION.
 
Greetings and salutations from the 11th floor of the Ventrue Headquarters. 
It is my aim in this and future newsletters to provide half-decent articles 
on strategy, decks, weirdness and our great game in general. I'll try and 
chuck in 'something for everyone' in most issues and stick to the great Clan 
Ventrue as much as possible. I have got a lot of ideas / opinions ready to 
be torn apart so bring it on! Anyone interested can mail me with articles, 
fiction, abuse, nekkid ladeez pictures, decks etc. If I like it i'll put it 
in, if not it will go straight in the bin - hey that rhymes.
______________________________________________________
 
CLAN FOCUS 'Have you noticed how kind fate is to the strong?'
 
The Ventrue have been there accumulating resources since the beginning. 
The Jyhad/V:TES spread of personalities was particularly benevolent 
toward the suited ones. Superb mid point vampires (Sir Walter, Emerson 
and Tim Crowley) and very useful support / back-room boys (Gideon, Roland 
Loussarian etc.) made it possible for a new player to build an above 
average deck with common votes / push, prevention, Majesty etc.
 
One of the problems facing a group of *new* players was (and still is! 
Bwahahaha) how to deal with 'layers' of defence. When you consider that 
in the original set Immortal Grapple was rare and Majesty was common, 
you can begin to see the problem. Add to this the ability to prevent 
any damage that did get through and the Ventrue discipline spread already 
becomes powerful, even at this early stage.
 
Add to the above a slice of rarity, a pinch of trading (a subject close 
to my dead heart and one for a future publication) and a bouquet-garnet 
of experience and before you know it you had a steamroller, capable of 
taking out tables with frightening regularity.
 
Dark Sovereigns was also kind to our clan. A massive boost to the clan 
came with the addition of the terrible two, duo dirt, femme to femme, 
double trouble that is Queen Anne and Arika, lets just think about Arika 
for a second.. mmmmm Arika (a whole future edition to be dedicated to the 
queen of sleaze). Ancient Hearts also included another weenie in the shape 
of Itzahk (jetpack, shitstack, dirtrack, car jack - take your pick) Levine 
for those weenie vote / bleed decks we all love to despise as well as 
oddballs Bindusara, esteemed historian and Nakova, lover of Golconda. 
These two whilst not fitting the classic mould are still useful in a 
few other decks, most notably is Bindusara's collaboration with the 
secretive Tremere in the Dawn Op. / Weather Control / Skin of Night 
deck. It's not bad but has to plough through the opposing vamps to get 
to the pool or your prey just stops blocking - not good.
 
If you ask me, the most effective Ventrue deck existed in the months 
precluding the 7/7 ruling and was (give or take a few arch-enemies) 
pretty unstoppable. It used a hell of a lot of rares and revolved 
around ToRIII, Day Op. Fame, Hostile Takeover and masses of Fortitude 
with Pulled Fangs. Horrific. I saw a lot of incarnations using different 
bias but basically they cut a swathe through everything and ruled the 
roost for a gloriously broken time.
 
[Interestingly and in direct contradiction to my own earlier point, 
these early to mid (Gold era if you like) Ventrue decks did not use 
a lot of S:CE. I only put a few in my version on a suggestion from 
Matt Green. No point there just interesting.]
 
In these more tempered days, I believe both the budding and experienced 
Ventrue Methusalah has to be more creative. This is no bad thing, the 
7/7 rulings changed the Ventrue but don't despair sleaze fans they still 
mix it up with the best of them in the Arena of filth and cold counter 
produce. 
 
________________________________________________________
 
FORTITUDE: The thinking man's discipline.
 
The Ventrue have in my opinion, one of the most powerful/useful 
disciplines in abundance. It also happens to be my favourite, 
which is nice. 
 
Fortitude is a versatile and reassuring discipline. Obviously it affords 
prevention from harm and piece of mind with a wide variety of damage 
prevention cards, my chosen two would have to be Superior Mettle and 
Resilience - Celerity is a rare discipline to see in tournaments, so 
Superior Mettle gets around press problems and big hit decks. Resilience 
is adaptable and perfectly suited to deal with pointy claws and 
mid level opportunist punchers. I for one certainly feel 'safer' when 
my minions have Fortitude in abundance and coupled with other defensive 
countermeasures, a good crypt can be made *very* difficult to rub out.
 
I have conducted a little clandestine survey of my own. In the last 
five (five player) games that I have played in, 39 of 88 vampires 
activated had either for or FOR without skillcards. Again no particular 
point here just curious that almost half had Fortitude, can't recall if 
all 'used' Fortitude but I would have expected the count to be lower. 
Admittedly this is a relatively small census and I would be interested 
to know if anyone has explored this theory further?
 
Anyway, beyond prevention, Fortitude also has some excellent 'support' 
cards available to the discerning kindred. A lot of these are rare 
because they offer specialised effects and possibilities but even one 
or two of these cards in a Ventrue commons library can make a lot of 
difference. A whole game plan can be formulated around one or two 
unblockable actions with Daring the Dawn or Day Op. If you have the 
facilities to rescue or disposables to use, bide your time and scout 
your preys defence capabilities and when you are sure, hit hard with 
a huge bleed or a Dramatic Upheaval (still believe it to be the single 
most powerful and accessible vote). 
 
Kiss of Ra is an 'essential' Fortitude push card from the Ancient Hearts 
set, I cannot think of another card in the game that has a similar 
one-shot effect. The ability to take down any (non-Fortitude) kindred 
is extremely potent.
 
>>>>>Interesting Kindred fact.
 
Of 330 vampires revealed to us thus far, 92 have Fortitude in either 
incarnation. This leaves 238 vulnerable to being deep throated by Ra. 
If my percentages serve me correctly, approximately 72% of Vampires 
take a dirt dive after Kiss of Ra. That is not bad odds to play and 
definitely worth a card slot. Even (as Mr. Grau suggested) discarding 
it can sometimes be a superb tactic to strike fear into your prey.
 
Force of Will is an odd one, I have never been able to quite find that 
perfect use for it. Myself and Mr. Green have long debated this one 
and come to the (obvious?) conclusion that the first action should not 
be wasted as many FoW decks tend to do. Hmmmmm any great Force of Will 
decks / ideas out there? 
 
If disciplines were people, Fortitude would be Harvey Kietel or perhaps 
Steve McQueen. Solid, useful, resourceful, dependable and good in a fight. 
 
Hmmm. I think Harvey Kietel would make an excellent member of clan Ventrue. 
*Note to self. Make sure Archon 'acquires' Harvey Kietel (do not damage 
him too much), last seen at the Guns and Ammo convention with a classy 
whore on his arm.
 
I digress.onward.
_______________________________________________________
 
AGITATION 'A starting point'
 
Love it or loathe it agitation is a huge part of the game. The best deck 
and/or player can be reduced to mushy crud by a few well placed deals. 
Agitation skill is an intangible, individual phenomenon that flows from 
your personality (yes Master Yoda). It can mean the difference between 
1 - 2 VP or a table sweep - seriously, I think it is that important.
 
Possibly more than any other one clan the Ventrue require the use of 
timely agitation to make them truly formidable. With careful words and 
skilful deals a player can buy time to stockpile resources, votes and 
bleed until the right time. A full frontal assault with a Ventrue deck 
usually ends in your swift demise, instead the most common (and successful) 
tactic is to pick your targets, make your deals and slime your way to 
victory. 
 
In my opinion, the single most important factor to forming solid agitation 
skills is to find your own balance. I know, I know this sounds like a line 
from The Karate Kid part 8 but it's true. If you maximise your strengths 
and decide what 'type' of player you are, your game can only improve. Play 
as much as possible, experiment with a lot of deck styles and types and 
find your groove.
 
'Test' yourself in fun games and find what you enjoy. Personally I love 
the deal making and agitation part of the great game above all else, so 
a lot of my decks lean toward table manipulation and balance. If you excel 
at combat, play with the Succubus Club and put the brown-pant fear into 
the table. Go for it - shout people down, make/break deals, demonstrate 
your power and laud it up when you cram your fist down a vamps throat 
and use their shrivelled giblets as a skipping rope. Playing a deck that 
you enjoy playing with will get you better results than a boring heap of 
crap that forces you to go through the motions.. All psychological games 
with yourself, but they work ! TRUST ME (said using Superior DOM so you 
must comply)
 
One of the most insightful threads on the group lately, courtesy of Mr 
Jim 'Legbiter' McLellen centred around Q ships with huge cannons and birds 
with broken wings who were in fact War Ghouls, twitch, twitch. This (grossly 
summarised) discussed the variety of surprise 'lay low and then pounce' 
tactics. I have often seen players come back from the brink, albeit an 
engineered or genuine brink, to win by switching tactics mid game. One 
of the most effective and easy to execute agitation tactics is to remain 
unpredictable, play one way until you are ready to kick ass then switch. 
The other players will be surprised and unsettled when their philanthropic 
semi-ally turns into a VP hungry, powercard heavy madman.
 
The second point I would like to make this month on agitation concerns 
disciplines. Many times in both tournaments and fun play I have seen 
players ignoring the tools that are given them by the game itself. Simple 
assessment of your environment will glean a lot of information that you 
can use. If you look at all the disciplines a player has access to (here 
I assume a good knowledge of the available cards) you can *see* if they 
have the capacity to intercept, stealth, S:CE etc. etc. Also don't forget 
that just because you know that they cannot intercept, your other opponents 
may not be so astute. SO LET THEM KNOW!
 
"Ally X feel free to call your Banishments or Kine Resources Contested 
because neither your crippled pred or sad act prey can block you" 
 
Following on from this - 'Reading the table' is a tad more advanced so 
I'll save that for a future periodical, but the above is hopefully some 
basic agitation pointers for the uninitiated.
 
To be continued......
_____________________________________________________
 
'Corporate Power'
Created by:  Rob T
 
Crypt: (12 cards) [Min: 13, Max: 34, Avg: 6.00]
2  Emerson Bridges        (Ventrue, 8, DO FO po PR, Prince)
1  Luccia Paciola         (Ventrue, 6, DO fo pr)
1  Nakova                 (Ventrue, 6, FO po, Prim)
1  Natasha Volfchek       (Ventrue, 9, ce do FO po PR, Prim)
1  Ranjan Rishi           (Ventrue, 5, DO fo PR)
1  Rufina Soledad         (Ventrue, 2, fo)
1  Sir Walter Nash        (Ventrue, 7, DO FO PR, Prince)
1  Suhailah               (Ventrue, 9, FO OB po se, Prince) 
1  Uriah Winter           (Caitiff, 1, fo po)
1  Vanessa                (Ventrue Antitribu, 6, au DO FO pr) 
1  Vittorio Giovanni      (Giovanni, 5, do fo ne po)
 
Library: (90 cards) (20 masters)
1  Banishment
2  Blood Doll
2  Conditioning
1  Conservative Agitation
2  Daring the Dawn
3  Deflection
1  Direct Intervention
4  Disarm
1  Dramatic Upheaval
1  Dreams of the Sphinx
1  Elysium: The Arboretum
2  Fifth Tradition: Hospitality, The
3  Freak Drive
1  Giant's Blood
3  Govern the Unaligned
1  Grave Robbing
1  Hand of Conrad
3  Hidden Strength
2  Hostile Takeover
1  Humanitas
6  Immortal Grapple
1  Kiss of Ra, The
1  Legendary Vampire
1  Masochism
2  Minion Tap
1  Mr. Winthrop
2  Parity Shift
3  Potence
1  Praxis Seizure: Berlin
1  Praxis Seizure: Venice
4  Pushing the Limit
1  Rack, The
4  Resilience
2  Restoration
1  Rumor Mill, Tabloid Newspaper, The
4  Second Tradition: Domain
2  Skin of Rock
3  Skin of Steel
1  Sudden Reversal
4  Superior Mettle
2  Unflinching Persistence
2  Ventrue Headquarters
2  Ventrue Justicar
3  Wake with Evening's Freshness
 
A good example of a quasi-toolbox deck. Tried to take a different tack 
from the norm and put a version of the old 'prevent/pulled fangs' kick 
back in their tail. For my money there are not enough pool attacking 
cards or intercept in there. Not sure what I would take out to make room.  
I have put it together but have not played it yet. Anyone with any opinions?? 
Enough prevention?
 
Reproduced with the superb Elder Library Deck Builder.
__________________________________________________
 
In next month's issue hitting your screens after my Honeymoon in the Maldives :
 
More agitation prattle / critique.
 
Next month's deck? Not decided yet possibly the esteemed Mr Wil Lee's 
Suhailah deck. If he eventually transcribes it!! lazy bugger or an Arika 
focus month?
 
-Any comments welcome, either post or mail me.
-Any points, questions, decks, ideas etc. you want showcased/discussed 
send them on in.
 
Rob.Treasure@btinternet.com
 
\!!!!!!!/_
 l     oo
 G      J
 l     vv  --- I have come here to kick ass and
/        \      chew gum and I'm all out of gum.