BRUJAH ANTITRIBU NEWSLETTER Volume 2, Issue 5 March 2001 Author: Wes ========================================================== TABLE OF CONTENTS Introduction and News New Bloodlines - Descriptions New Disciplines - Descriptions Vampire Analysis - Bronwen Sign Off ========================================================== INTRODUCTION AND NEWS This just in from Stephen Wieck from White Wolf: ["Bloodlines" will follow Final Nights and become the third expansion from White Wolf for Vampire: The Eternal Struggle. Bloodlines will contain over 120 new cards, detailing the Ahrimanes, Baali, Blood Brothers, Daughters of Cacophony, Gargoyles, Harbingers of Skulls, Kiasyd, Nagaraja, Salubri, Samedi, and True Brujah along with each faction's unique vampiric powers. Booster packs only. December 2001 release.] Based on this news, I've decided to spend the majority of this newsletter discussing the new bloodlines and what this entails for the game. Many of the people who play Jyhad/V:tES do NOT play the role-playing game that it is based on and I thought they might appreciate a rundown of what each bloodline is about and what special disciplines they possess. ========================================================== NEW BLOODLINES - DESCRIPTIONS Note that some of these bloodlines have undergone significant changes from 2nd edition to the revised 3rd edition of Vampire: the Masquerade. This is relevant because there is a precedent with the Ventrue Antitribu. The !Ventrue originally had the discipline spread of Auspex, Dominate and Fortitude (as well as being mostly gutter-punks) to their revised ret-con that has the traditional Ventrue discipline spread. Also, Malkavians in 3rd edition now have access to Dementation rather than (sometimes as well as) Dominate as a clan discipline. Confused yet? My point is that it is possible that either old or new versions of the bloodline could be used, though smart money would be on the 3rd edition revisions. I don't have access to ALL of the books that detail the older versions, so some of this information might be slightly outdated or inaccurate. I've done some major Google searches to fill in gaps where necessary. Ahrimanes ----------- Founded by Muricia, a Gangrel Antitribu, this all-female bloodline remains as reclsuive as its founder. Members are not embraced into the bloodline but inducted via a ritual from other clans, usually the Country Gangrel. They are nominally Sabbat but rarely interact with the sect. They have not been contacted in years and there have been rumours of their destructionl. As a result of the ritual, their vitae becomes so weak that they are unable to sire childer or create blood bonds. Ahrimanes are shamans and mystics, focusing on their connection to animals, spirits and their own inner beast. Disciplines: Animalism + Presence + [Spiritus] Baali ----- This ancient and abhorrent bloodline has plagued the other clans since its inception. Thought to be an evil offshoot of the lost Salubri clan, they were prominent antagonists to other clans throughout the Dark Ages but are now believed to be extinct. They are primarily interested in demon-worship and corruption. It is known that Saulot, the progenitor of the Salubri clan made it a personal mission to rid the world of the Baali blight; whether this was a noble cause or as an attempt to correct a mistake of his own making is debatable. Disciplines: Obfuscate + Presence + [Daimonion] Blood Brothers ---------------- A modern experiment of the Tzimisce, this Sabbat bloodline is rare but feared by those who have had the misfortune of meeting them. They are mystically bonded to each other and are able to exchange limbs, take wounds meant for each other and combine to form monstrous composite creatures. A curious thing about the Blood Brothers is that they are crafted by the Tzimisce to look identical; usually they have the appearance of a gang of skinheads. This is an appropriate image as they are generally used by their masters as shock troops. Because of their unique connection to each other, they are vicious in combat, able to effectively work as a hive-mind. Disciplines: Potence + Fortitude + [Sanguinus] Daughters of Cacophany ------------------------- Often mistaken for Toreadors, members of this bloodline are known for their exquisite singing voices. They are easily distracted and often seem... distant. Though they have no allegiance to the Camarilla or the Sabbat, they tend to reside in Camarilla cities, probably because it is safer for them. Strangely, this bloodline appeared out of nowhere in the 1700s. Though they do seem to share the stage with the Toreador, those who have been victims of the madness induced by their singing claim that they may be a bloodline of the Malkavian clan. The Sirens are cursed with constant maddening music in their minds distracting them from anything but the songs in their heads. Disciplines: Fortitude + Presence + [Melpominee] Gargoyles ---------- Originally a cruel experiment of the nascent Tremere clan, these winged monstrosities are now free from slavery... mostly. They are mentally slow but physically powerful. Many Gargoyles hire themselves out as mercenaries, often in the role of assassins or bodyguards. In the Dark Ages, the Tremere captured hostile Nosferatu and Gangrel and used them with rituals to create this bloodline. Many elder members of these clans still resent the Tremere for this crime, though they are forced to work together in the Camarilla. Most Gargoyles are members of the Camarilla; the pay is much better after all... there are still members of the bloodline that chose to side with the Sabbat, all the better to get back at their former masters. Disciplines: Fortitude + Potence + [Flight] + [Visceratika] (Note: In some WW publications, Flight is a subset of Visceratika.) Harbingers of Skulls -------------------- Possibly the Cappadocian clan returned from the grave, this hideous bloodline recently appeared on the scene, apparently right from the Underworld. They are ancient, powerful and REALLY pissed off at the Giovanni clan for some reason. They have joined the Sabbat but are so rare that most shovel-heads have never heard of them. They appear as emaciated corpses and often wear masks to hide their bare skulls. Although Sabbat, they are so powerful that most elder Sabbat do not insist that they participate in sect rites; the Lazarenes do whatever it is they do without prying Cardinals or Archbishops. Considering the state of their flesh, most Sabbat are happy to avoid sharing the vaulderie with these monsters. Disciplines: Auspex + Fortitude + Necromancy Kiasyd ------- This strange bloodline is derived from the Lasombra and seem to share some connection with the Fae. These recluses are known for their enigmatic beauty and are respected for their vast arcane knowledge. The Weirdlings are almost exclusively members of the Sabbat but like the other Sabbat bloodlines they rarely participate in sect rites. Possibly because of their fae heritage, Kiasyd have very strange features. Often standing over seven feet tall, with a blue sheen to their skin and deep black eyes, they rarely pass for human. Disciplines: Obtenebration + Dominate + [Mytherceria] (Note: Formerly Necromancy was a clan discipline) Nagaraja ---------- Unlike most vampires, this bloodline must survive by eating the flesh of their victims. So rare that most vampires would not recognize the name, this cabal of sorcerer-vampires guard their secrets closely. Some believe that the cabal attempted to follow the success of the Tremere's transformation from mages to vampires, but the Flesh Eaters aren't talking. Rare in the extreme, and despised where they are known, this bloodline understandably keeps a low profile. Disciplines: Auspex + Dominate + Necromancy (Note: They originally possessed a discipline called Nihilistics which has since been incorporated into canon as a distinct 'path' of Necromancy) Salubri ------- Almost extinct, this bloodline has fallen from grace. They were one of the original thirteen clans but when their founder Saulot was diablerized by the mage known as Tremere, they were hunted almost to extinction. Tremere propaganda ensures that these gentle healers are universally regarded as evil incarnate. Few vampires are willing to look past this false image to the nobility, wisdom and serenity that they inevitably possess. Fewer still wish to defy the wishes of the powerful Tremere clan. Salubri are unique in that they possess a third eye, in the centre of their forehead which glows when they use their signature discipline. Unfortunately, this is also a dead giveaway for hunters and the Tremere who constantly hunt them down. Disciplines: Auspex + Fortitude + [Obeah/Valeren] (Note: Obeah is the main discipline, which I believe most likely to appear in the expansion. Valeren is the 'reverse-image' of Obeah and practiced by the Salubri Antitribu who are members of the Sabbat. It could possibly be included but I doubt it.) Samedi -------- Hideous zombies, these vampires are shunned by most other clans. Not only do they appear to be emaciated corpses (and another surviving offshoot of the Cappadocians?) but they are obnoxious enough to rub your face in it. Many seem to have a bizarre sense of gallows humour; insisting on shaking hands to close deals; an unpleasant experience for the other party to say the least. They often work as assassins; their unique power is very effective for them in this role. Disciplines: Fortitude + Obfuscate + [Thanatosis] (Note: In early publications they possessed Necromancy, Obfuscate and Thanatosis.) True Brujah ------------ Unknown to the majority of Kindred, the Brujah clan are not the collective childer of the antedilluvean founder. They are actually descendants of a vampire named Troile who diablerized the founder, his/her sire. The True Brujah descend from the actual founder and are secretly plotting the destruction of their traitorous cousins. Although they are committed to this goal, the members of this clan share a common weaknes; complete emotional detachment. Almost the opposite of the Brujah, the 'Trujah' are incapable of understanding humanity as anything other than a subject of study. They are scholars sans peer, dedicated to unearthing secrets and artefacts to help them in their ultimate goal. Disciplines: Potence + Presence + [Temporis] (Note: this discipline has been completely altered from its original twink-ridden form. IMHO it's still 'broken' in the RPG but could make for some interesting cards/abilities in V:tES) ========================================================== NEW DISCIPLINES - DESCRIPTIONS Here I will briefly describe the new disciplines and give my own commentary on their possible application to V:tES. Daimonion ---------- Primarily associated with manipulating the fears and weaknesses of their victims or summoning hell-fire to torture them with, this discipline is antagonistic to say the least. I think its main application could be for summoning allies, nasty NASTY allies. The ability to launch hell-fire at vampires could definitely be useful in combat, something similar to 'Breath of the Dragon'. The fear/weakness manipulation angle could be applied to stealth and intercept quite easily. Melpominee ------------ This power is centred around the voice of the vampire. It can be used to mystically throw a voice (yawn) or to communicate with those the vampire knows. At lower levels it is fairly weak but masters of Melpominee learn how to damage others with their voice (think Banshee from the X-Men). As far as V:tES applications, I'm not sure... I find this discipline almost as boring as the bloodline that uses it. I can see some sort of stealth/intercept denial, similar to Chimerstry and the obvious combat applications. Not much potential that I can see. Mytherceria ------------ A very strange discipline, Mytherceria uses riddles and mental manipulation to confuse and dazzle. It can remove the aura of an object or person (cancel Auspex effects?), steal the memories of others and add protective wards to objects or places. The ultimate toolbox discipline, the potential for V:tES applications are promising. Protection of locations springs to mind, as well as some intriguing action modifiers Obeah ------- Of all the new disciplines, this one strikes me as having the most potential. Primarily a healing art, it allows the Salubri to heal wounds or even derangements (Malkav and Saulot were good friends... you can see why). Neutral Guard, the level three ability in the RPG gives the vampire an ability to keep opponents at a distance. Obviously, defensive combat applications spring to mind. How about this? The vampire plays a combat card that allows him to ignore all range strikes as long as he can keep range at long and not strike back (Salubri are generally pacifists). Sanguinus ---------- Another discipline brimming with potential for V:tES. This discipline allows the Blood Brothers to share perceptions, coordinate attacks and even share limbs. I can see cards similar to Hidden Lurker enabling several BB's to rush an opponent at the same time. Another neat idea would be to enable one vampire with sanguinus to take damage intended for another. All Sanguinus powers should rely on some kind of teamwork. Whether two distinct vampires with Sanguinus OR one vampire card that represents a pack of Blood Brothers. Since they NEVER work alone, this could work. Spiritus -------- This mystical connection to animal spirits allows the Ahrimanes to effectively duplicate the abilities of animals to various effect. A wolf-spirit could be invoked for 'wolf claws'... a stag-spirit for speed and endurance. An interesting application might be to allow the vampire to play Protean, Celerity or Fortitude cards as if they possessed the inferior ability but at a cost of extra blood. Well, maybe not... but there may be possibilities with this discipline. Temporis --------- A Japanese method of battering and frying seafood. Oops, wrong reference book. Temporis is the signature discipline of the 'Trujah' and the bane of storytellers everywhere. It involves minor time-travel and alteration of temporal perceptions. It does have some potential for V:tES I think, but I'm already afraid of any player that would want to play with it. Effects similar to 'Change of Target' or 'Psyche!' would seem pretty appropriate. An action that causes the game to be canceled and rescheduled for a week later would NOT be cool. Thanatosis ----------- This discipline is NASTY. The Samedi use their control of putrefaction and decay to terrorize and immobilize their opponents. Limbs can be made useless (Disarm?) or victims can simply be 'rotted' away at the vampire's touch. Combat cards are the most obvious application here... I would think similar to Vicissitude's cards like Bonecrarft or Fleshcraft but a lot more dangerous. This discipline also gives the vampire the ability to become a pile of ashes... Strike: Combat Ends would be the obvious analog for this. Visceratika + Flight ------------------- The Gargoyles have two signature disciplines. Flight is pretty straightforward; Gargoyles possess the ability to fly. Visceratika gives the Gargoyle the ability to blend in with its surroundings, grants awareness of an area it protects or the ability to sink safely into stone. These could be represented with stealth, intercept and Strike: Combat Ends respectively. I see Gargoyles more as blocking combat-monkeys than as rushers. The ability to protect a location or another vampire would fit in well with their theme I think. ===================================================================== VAMPIRE ANALYSIS - BRONWEN Name: Bronwen Clan: Brujah Antitribu Capacity: 10 CEL POT PRE dom obt Sabbat Priscus: Once each combat, Bronwen may dodge as a strike. And you thought I wasn't going to mention the clan this newsletter is supposed to be about? Here is the oldest of the Brujah Antitribu... Bronwen. Hmmm. She SEEMS good but let's look at her a bit more closely. GOOD - She has all three clan disciplines at superior GOOD - She is a Priscus, giving her a good chance at three votes GOOD - She can dodge as a strike BAD - She costs 10 pool! BAD - Her dodge special is useful for wimpo clans. We need a !Brujah who can dish it out NOT run away! BAD - Her extra disciplines don't mesh well with !Brujah decks Her disciplines, abilities and title are worth the ten pool investment in theory BUT do we really need any of her specials? Unless we are working closely with the Lasombra her extra disciplines aren't likely to help us too much. Neither Obtenebration or Dominate are great for combat. Dominate could assist us in bleeds made with a Presence bleed action, I suppose, but that seems an inefficient use of a large vampire. Obtenebration at inferior can be used defensively in combat but why would we need that? Even if we did need it, her ability is there for free. Obtenebration could be used for stealth to back a bleed or a rush action but again that seems inefficient. All in all, neither Dominate or Obtenebration are likely to help us much in most !Brujah decks. Her title, while nice is easily thwarted by another Methuselah having another Priscus on the table. Furthermore, it will be rare for our clan to be a political force to reckon with. Sure we have Presence, which helps us win votes but at the end of the day our strength is not in the political arena. Most of the more useful Sabbat title vote cards are playable by an Archbishop or Cardinal, many are not available to either Bishops or Prisci. Therefore, a Priscus might be more useful as a vote deterrent... a way to stop hostile votes from landing in your lap. However, a dedicated vote deck will not only laugh at your Priscus, and as a !Brujah you won't even be able to block the votes with intercept most of the time. Much better to use a smaller vampire and a Bum's Rush and show that voting vampire a different sort of political arena: the one where they get decapitated. Being able to dodge as a strike might come in handy sometimes but with a vampire this size, you should have the upper hand in combat. She would however work well with Blur cards. Strike: Dodge as your initial strike and then bang-bang with some increased hand damage. All in all, Bronwen is too expensive for what she provides. Unless you are focusing on politics, she's probably best left out of most !Brujah decks. ============================================================ SIGN OFF I hope you've found this newsletter informative. I had to dig up my old RPG books for the bloodlines and disciplines, though obviously there was much more I could write about each. Regarding the 'Bloodlines' expansion, I am cautious but excited. I trust White Wolf, the design team and especially LSJ to make a superior product. The fact that White Wolf is LISTENING to what we have to say is encouraging and makes me even more willing to give this expansion the benefit of the doubt. Next issue I will give you a Brujah/!Brujah deck kindly submitted by David Cherryholmes. I would have included it this time around but I've already written too much. If you have any questions, comments or flammables please contact me at: ghost@mnsi.net