Sunday, November 07, 2004

Vtes Scratchpad:

since I can't access my hotmail on this office account I'll just put my random vtes thoughts into this blog =P


more anarch goodness: (what else is new...I'm still having fun with them hehe)
I haven't even explored the wacky combos and tricks of the Black hand yet! (maybe next year na hehe--)

got this from the ventrue anti-tribu newsletter:

Vampire of the Month: Dominique

Dominique
Clan: Ventrue antitribu (group 2)
Capacity: 7
Disciplines: AUS FOR ani dom vic
Sabbat: As a (D) action, Dominique may put a vandal counter on a
location. If a location has a number of vandal counters equal to its
cost (or 1 vandal counter if it has no cost), burn it.

Dominique Advanced
Clan: Ventrue antitribu (group 2)
Capacity: 7
Disciplines: AUS FOR ani dom vic
Advanced, Sabbat: During your untap phase, you may burn a location you
control to gain X pool, where X is the cost of that location.
[Merged] Independent Anarch Baron of Paris.


Dominique can play nine of the anarch-requiring discipline-based
cards: Diversion, Friend of Mine, Gear Up, Improvised Tactics, Loose
Cannon, The Mole, Principia Discordia, Reformation, and Smash and
Grab. This enables you to prevent damage, reduce a bleed against you,
gain +1 strength, draw an extra card during the press step, cause
aggravated hand damage if blocked, untap to block actions, cause a
bleed by a younger vampire to fail, burn an equipment card, steal a
hunting ground (to use or to gain two pool from!), and burn two life
from an ally or retainer. She's a pretty neat little vampire, really,
and we've not even discussed her discipline spread.

Dominique's AUS and ani make her an especially potent intercept
blocker since she can use the permanent retainers of animalism with
the transitory intercept of auspex. Once she does block, her superior
fortitude will enable her to survive to block another day and her
vicissitude lets her torporize unwary victims so they can't take any
more actions against our clan. Alternatively, you can go forward with
her by combining her AUS and dom to make her a bleeding machine with a
Pulse. Her auspex also comes in handy for croc-tongues and a little
telepathic vote counting. Need I mention that she can Freak Drive? I
thought not.

All told, Dominique is a remarkable vampire, especially when she
becomes an anarch.


Reading that just makes me go wow. hehe ^^

The possibilities!! (this is what really makes me interested in anarchs anyways--the sheer number of OPTIONS) It slices!(bleed) It dices!(combat) It wins games!(votes) Go toolbox! (nasty intercept and blood gain too!)

Rar anarchs! =P

another qoute from the same newsletter:

Card of the Month: Diversion

Diversion
Type: Combat
Requires: anarch Celerity/Fortitude/Thaumaturgy
Requires a ready anarch.
[cel] Gain one additional strike.
[for] Prevent up to 2 damage.
[tha] Strike: ranged. Steal 1 blood with an optional maneuver.

Diversion is almost the only combat card you'll ever need. It enables
extra strikes, damage prevention, and a maneuver (with ranged blood
stealing). Our clan is perfectly positioned to utilize it at every
level, since a selection of our mid-caps have celerity or thaumaturgy.
The only combat attributes diversion doesn't provide (presses and
dodges) are easily obtainable through either auspex or fortitude
(in-clan disciplines for us) for little or no blood. (In the spirit
of intellectual honesty, I have to admit that S:CE isn't available
through this card either, but in these current nights of easily
available intercept, I find it more useful to endure combat and
inflict some harm than to run away from it like a scared little
neonate.)

It has been said that the most attractive feature of anarch decks is
their diversity of options. Diversion is perfectly fitting with that
philosophy. If you're planning to include fortitude damage prevention
cards in a regular deck, you can shift to anarchs and perhaps also
gain extra strikes or blood theft by substituting Diversion for those
prevention cards (depending on your crypt, of course, but celerity is
a widely available discipline; thaumaturgy is a highly valuable one).

In the rare event that you don't need to prevent damage, Diversion is
still cycle-able due to its "up to 2 damage" wording (you can always
prevent 0 damage with it), so it won't even clog your hand.


RULING BY LSJ:

YOU CAN'T PLAY DAMAGE PREVENTION CARDS IF THERE IS NO DAMAGE (paraphrased by me)


so the above statement is incorrect about cycling



Spotlight: Ventrue Antitribu Anarchs

If diversity of disciplines is your goal with an anarch deck, there
are several attractive mid- to high-cap !Ventrue that will be perfect
for your needs. In the mid-cap range, we have Vincent Day, Paladin
and Paragon (5-cap: aus dom for pot tha; extra vote for burning the
edge), Dylan (6-cap: aus cel dom for pro; +1 bleed), and Marlene, The
Infernalist (6-cap: AUS DOM dem for tha; refreshingly non-infernal).
Though not as discipline rich as their clan-mates, you should also
consider Gerard (5-cap: aus dom for obt) and Charice Fontaigne
(6-cap: AUS DOM for pot) since both potence and obtenebration are
quite attractive anarch disciplines.

In the high-cap range, !Ventrue have some highly attractive vampires
to "Go Anarch" with. Of course you're going to be using Dominique,
who at the ADV level is Anarch Baron of Paris, and who is detailed
below; you should also consider Owain Evans, The Wanderer (8-cap: AUS
DOM FOR cel pre; hunting ground for the Methuselahs of your choice).
Both Joseph O'Grady (7-cap: DOM FOR aus cel; burn a blood for a vote,
+1 str) and Edward Neally (7-cap: DOM FOR aus pre; very attractive
specials you should know from former !Ventrue newsletters) are quite
attractive 7-caps for "Firebrand."

If the Ventrue Antitribu had nothing more to give an anarch deck but
disciplines, they'd still be good, but our clan has so much more to
offer. Consider the very attractive !ventrue clan cards.
Demonstration (Master, 1 pool: tap to cancel the votes of any
vampire) is just as great for the Anarch movement as it is for the
Sabbat. Loyalist (reaction usable by a tapped !ventrue: gain 3 votes
against a political action) is equally detrimental to the other
politicians around the table if an anarch plays it. The fantastic
!Ventrue allies, our Political Antagonists (Ally, 2 pool: 1
life/str/bleed; tap to give a !ventrue +1 intercept to block a
political action), are pretty amazing little creatures, really,
considering that they can help you block those pesky votes to remove
your Fee Stakes.




I couldn't have said it better myself. ^_^

Diversion can really convince you to play anarchs just for the sheer versatility.

To anyone who knows me well enough, I really don't like the ventru anti at all. (i really hate them...i don't like their discipline spreads--i find it too defensive, no offense except for dominate)So this will mark a first hehe. I'm going to plan a deck based on ventru anti as anarchs. (if i can find the time)






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