V:EKN Clan Brujah Newsletter, May 1998 Vol 1, Issue 2. Legal shite: All contents copyright 1998 Alexander Austin. All rights reserved. Reproduction of some or all of the following is permitted for personal use, review purposes, or to reply to this post; all other reproduction of the writing contained herein is forbidden without the permission of the author. Pretty much all of the technical terms I use herein are copyright White Wolf or Wizards of the Coast, and are used with WotC’s permission. This document will also be found on the web at http://www.geocities.com/SoHo/Cafe/2147/jyhad.html, once I add it there. Table of Contents: 1. Ranting (General comments on inducting new players into Jyhad) 2. Background (Vignette: Furious Rage) 3. Commentary (Commentary on the Brujah Disciplines) 4. Consideration (A value judgement of the 15 Brujah from the basic set) 5. Final words 1. Neonates, and the problems of initiation. It’s hard to get new players into Jyhad/V:tES. You can talk to your friends who play card games, but many of them will have played Jyhad before, either under card limits or by trying to understand the awful complexities of the first rulebook, and will not be interested because of those experiences. You can talk to the people you know who play vampire, but many of them prefer the role-playing and storytelling aspects of the tabletop or Live-action games to the sterile battlefield of card gaming. And then even if you do get people to play, you have no reassurance that they’ll stay and play another game, much less like it. You can get people hooked, of course, often CCG players from other games who appreciate the careful balance and design qualities of Jyhad and roleplayers who like the mood and atmosphere of the game. These are the people who you can hang on to, and bring into your regular playgroup. But what about the other people, the ones who don’t have the same level of interest? I try and keep them interested by taking care of the annoying details, like deck tuning and construction for them. I organize events to play cards and let them come and go as they please. It works, in its own way; I have two players who are rather interested in the game and three who are somewhat, and all of them come to all of my events, even if some stay less time than others. You can only try to convert those who are only casually interested. And hope that they see the light, as it were, of the game we love. 2. Furious Rage Rage is the essence of our clan, the purity of what we are. We are fury, dreamers denied the realization of their dreams, and idealists continually betrayed by the perversities of those around us. We can see in our mind’s eye, a vision of perfection so unequaled by reality that whenever someone acts in a way that causes reality to slip further away from that dream of perfection we possessed, we are consumed by anger and outrage at their thoughtlessness and stupidity. After all, only a fool could not realize that their actions moved the world one step closer towards being hell on earth. It is because there are so many things wrong that we are so angry, and are so easily angered. Sometimes, however, we can find certain things or individuals to be responsible for a great deal of wrongs in the world. And that is why I killed the prince. Not because of any devotion to your "Anarch cause", not out of a desire for personal vengeance or because he was the great-grandchilde of some elder my sire crossed 600 years ago in some rural village in europe. No, I took his unlife because I recognized that his tyrannical rule of the kindred and kine of this city was stifling emotion, passion, and free expression. I slew him because I saw you and your kind hypocritically mouthing the words of anarchy and freedom while secretly aspiring to become like him. Go now, childer. Go and fight over the princedom. Do your worst to each other. But at the least, be honest in your venality and greed, or I will strike you down like I struck down that buffoon of a prince you all feared, loathed and groveled before and called “master” when you thought your comrades were not looking. If you truly sink to his level, then you too will become more of a cause of the problems in this world than a solution. And I assure you, childer, I will be waiting. - Grigori, Brujah Elder, speaking to a group of younger members of his clan. 3. Commentary on the Brujah Disciplines. Celerity: Celerity is a discipline which is not incredibly useful on it’s own. While it allows for control of range and continuation of combat, as well as the avoidance of damage and one’s opponent’s strikes, it is not a powerful tool for achieving any goal except in conjunction with other combat cards, like equipment or damage-increasing or modifying strikes. Its bleed capacities are minimal, its stealth even more so. As such, Celerity’s utility to the brujah lies in three successively less effective areas: 1) Supporting Potence through adding combat control and additional strikes; 2) Supporting equipment based combat through adding combat control and additional strikes; and 3) Controlling combat as to avoid being damaged by other methuselahs minions. Potence: Potence is good for combat, pure and simple. Extra damage on strikes, be they hand strikes or with melee weapons, at close or long range. Whatever the focus of a use of potence, make sure that it’s focused and has the control elements to make sure that its focus pays off (i.e., maneuvers for short or long ranged decks, and presses for second-round or later decks). Presence: Of all the Brujah disciplines, presence is the most playable on it’s own, either as a bleed or vote disipline. Of the two, vote is easier to pull off: majesties, bewitching orations, voter captivation, awe and the like are all one needs. Presence bleed often needs manuevers to ensure that once combat has begun, it will end quickly, and as such can rely more on celerity. In either case, combat avoidance is generally the best policy unless presence is being used as a second-tier discipline strategy. 4. Consideration of the Brujah of the Basic Set. From lowest capacity to highest: Angel: 2 Cap Celerity. Very solid small vampire. Useful if Celerity is a main focus of a deck. Less useful it Celerity in combination with another discipline is the key. Lupo: 2 Cap Potence. Same evaluation as Angel, except useful if Potence is a deck focus. Dre: 3 Cap Potence Celerity. One of the best weenies for Potence/Celerity combat. Useful but not wonderful if only used for one of his two disciplines. Uma Hatch: 3 Cap Celerity Presence. Not generally useful except in runaway combat bleed or vote. Approximately equal utility to Brujah and Toreador decks. Hector Sosa: 4 Cap POTENCE Presence. Only really useful if Potence is a main point of the deck, or if Potence and Presence work well together for some reason. Yuri the Talon: 4 Cap Potence Presence Celerity. Clan poster boy. Average utility for most clan deck concepts, but is not necessary in general; use only if a smaller vampire is not superior. Black Cat: 5 Cap CELERITY Potence Presence, -1 pool on all equip costs. Good for an equipment or Celerity-heavy deck. Not great for straight potence/celerity combat. Bianca: 6 Cap CELERITY Potence Presence, +1 hand damage. Good for Celerity/Potence, or any other celerity-based brujah combat deck. Rake: 6 Cap PRESENCE Potence Celerity Auspex, Prince of Atlanta. Good for vote heavy decks, presence decks, or toreador crossovers. A must for most pure presence titled-vote decks. Anvil: 6 Cap POTENCE CELERITY Presence Dominate Thaumaturgy, Primogen. Extremely useful in almost all Brujah decks, due to his atypical number of disciplines and powers at his size. Practically makes the older primogen of the clan useless. Tura Vaughn: 8 Cap PRESENCE POTENCE CELERITY Dominate, Primogen. Useful in decks that use all the clan disciplines at superior. Not generally useful otherwise, as she is too large in capacity and thus expensive to bring out. Miranda Sanova: 8 Cap PRESENCE CELERITY Potence Auspex Obfuscate, Primogen. Useful in Presence/Celerity decks, especially Toreador crossovers or decks that use obfuscate as well. Not generally useful otherwise for the same reasons as Tura. Crusher: 9 Cap PRESENCE POTENCE CELERITY Fortitude, Primogen, +1 hand damage, may burn a blood to strike as a dodge in combat. Too expensive to really be effective in most combat decks, and too specialized to work in much else. Appolonius: 10 Cap PRESENCE CELERITY Potence Fortitude, Primogen, +1 bleed, optional press each combat. Appolonius is the only Brujah in the basic set with extra bleed, but his discipline combination (no superior potence) and size without a title make him effectively worthless to most decks. Smaller vampires are more efficient. Don Cruez: 10 Cap PRESENCE POTENCE CELERITY Dominate Protean Animalism, Brujah Justicar, pay 1 blood for an optional maneuver once per combat. Too expensive to be effective in a vote deck. Its generally better to use the Justicar card, if available, and smaller vampires. 5. All of the evaluations of vampires in this issue are based on my experience as a player, and on getting the most out of one’s vampires. This is not to say that the vampires cannot be useful, but rather to say that those which are not recommended have shown themselves to be too expensive for the benefit derived from playing with them. If anyone has a deck which uses any of the Brujah of 8 Capacity or over from the above list effectively, I want to know. Mail me at malevolence@rocketmail.com with any such decks. Alexander Austin, Brujah Clan Chronicler. Diogenes + Alec Austin + Goth Code 3.1A: GoBu3CS3Au2 TPMJt9 PSaPr B7/22Bk!"1@ cDbr-p7 V6s M3 ZPuoGoCl C7o a18- n6D b55 H178 g4T0897A m4?& w6! v5DRA r4EsP p65487Hm D11! h5(PSaPr) sN10M SrNn kz N0196JCNWH RdXL LusOR7 + "A heretic is a man who sees with his own eyes." -Gotthold Jessing