Brutes and Bravos
The history of Clan Brujah has been one of struggle and passion since its first nights. Whether challenging the tyranny of feudalism or rallying against stagnant institutions, the Brujah take their fight into the modern nights. Whether she is a political dissenter or a common thug, a Brujah wears her emotions on her sleeve, and woe to those who get in her way. -- Clanbook: Brujah - Revised Edition
The legacy of the Brujah is one of halcyon greatness marred by their own fiery natures. Theirs was the glory of ancient Carthage, but Ventrue treachery in ancient Rome brought the dream to an end. Since then, the Brujah have evolved into thugs, hired muscle, and mafia affiliations.
Tonight, the Brujah are rebels and provocateurs, bat-swinging hooligans and agents of change in a society long crippled by stasis. As rebels, it’s in their nature to challenge the status quo —though sometimes, without adequate opposition, they embody the status quo themselves. It works out fine, because there’s always a hot-blooded Brujah waiting in the wings to bring down an uppity Clanmate grown too comfortable in the role of rebel-turned-dictator.
More so than any other Clan, the Brujah still feel the flames of the passions that once inspired them as mortals. Clan Brujah loves a cause and is quick to act on a stirring speech, accusation of injustice, or a call to arms. This connection to passion can be a blessing, but inspiration can also yield to the madness and hunger of the Beast. No wise Prince turns his back on the Brujah, and rare is the Brujah who would allow herself to be manipulated or pandered to. A Brujah is her own master, first and foremost, and those who would bring her to heel face a terrible task. A Brujah who thinks she’s getting the short end of the stick will tear an enemy to ribbons first and maybe remember to ask questions later, no matter if he’s a Primogen or a mortal authority.
Some Kindred historians claim that the Brujah have parlayed their ancient betrayal into a role as agitators against the very order that they help support. Others claim the Brujah have long since submitted to the will of that same order, being little more than loyal opposition rendered impotent. Most Brujah don’t care either way, as longas someone needs a good ass-kicking and they can be the ones to deliver it.
Nickname: Rabble
Sect: For all its rebellion, Clan Brujah generally considers itself a member of the Camarilla. Young Rabble sometimes look to the wildness of the Sabbat, but elders assert that the Ivory Tower provides a fine structure against which to rage.
Appearance: Many Brujah affect styles and mannerisms that reflect an attitude of rebellion. Multicolored hair, shaven heads, spikes, rivets, fetish gear, and t-shirts with bold slogans might appeal to a Brujah. While not every Brujah wears the “uniform,” the Rabble often enjoy adorning themselves in outfits intended to provoke. Some young Brujah prefer mobile devices as their tools of resistance, and can summon a riot at the touch of a screen.
Haven: Brujah may feel kinship to a city, but they rarely develop such ties to individual locations. Thus, at any given time, a Brujah probably has a half-dozen or more hideouts, safehouses, and flats available. These are often shabby and ill-kept until the Brujah needs them. Brujah havens might also have mortals who follow the Brujah’s ideology or his cult of personality. This works out fine: It never hurts to have a spare vessel in an emergency.
Background: As creatures of passion, Brujah often Embrace without really thinking much about it, and their childer tend to be a disparate lot. Sometimes, the Rabble Embrace those who share a similar outlook or enthusiasm for a cause as the prospective sire. Other times, they inflict the Embrace on those of opposite ideology, cursing a rival with vampirism as punishment.
Character Creation: Brujah are usually — though not exclusively — drawn from mortals with violent or ungovernable personalities. Their Natures and Demeanors are often similar, as Brujah have little use for guile. They lean toward physical Attributes, with Social and Mental about equal afterwards. Many favor Skills and Talents, but most respect the Knowledges that make them more than just thugs. Contacts, Allies, and Herd are common Backgrounds.
Clan Disciplines: Celerity, Potence, Presence
Weaknesses: The same passions that inspire Brujah to greatness or depravity, left unchecked, can send them into incandescent rages.
Organization: Certain causes rise and fall in Brujah fashion, but some of the more tenured are those who call themselves Idealists and Iconoclasts. Iconoclasts want to tear it all down, while Idealists enjoy solving problems through theory. This last harkens somewhat to the classical roots of the Brujah as philosopher-kings, and most Idealists are among the ranks of Brujah elders.
When needed, some vampires can move fast — really fast. Celerity allows Assamites, Brujah, and Toreadors to move with astonishing swiftness, becoming nothing more than a blur of motion. The Assamites use their speed in conjunction with stealth to strike quickly and viciously from the shadows before they are noticed. Brujah, on the other hand, simply like the edge that the power gives them against overwhelming odds. The Toreador are more inclined to use Celerity to provide an air of unnatural grace to live performances or for an extra push to complete a masterpiece on time, but they can be as quick to draw blood as any assassin or punk when angered.
Each point purchased in Celerity grants permanent, stackable mods to the player's character. For example: A character that has purchased three points in Celerity receives a cumulative +15 point mod in Athletics/Reflexes, 20+ mod in Initiative, and +5 mod in Physical Skill. For more information on the additional modifiers earned with each purchase point in Celerity, read the descriptions below.
NOTE: Using Celerity 4-8 in public breaks the Masquerade.
Affects:
Affects:
Permanent Affects:
Base Roll: 0
Mod: n/a
Energy/Blood Cost: 3 pts.
Damage: 0
Affects:
Description:
The Vampire can instantly move with preternatural speed within 20 meters without using an action.
System:
The Player spends 3 points of Energy/Blood, but does not need to roll for success nor does it require you to use an action. This is a free move, but it can only be used at the beginning of your turn.
Base Roll: 80
Mod: Physical Attack
Energy/Blood Cost: 4 pts.
Damage: Does 5HP of damage, in addition to the weapon's damage
Permanent Affects:
Description:
The vampire can prevent a target with no or lower celerity than their own from dodging or defending against the vampire's melee attacks. (This skill does not work when used against Celerity 8 -Flawless Parry)
System:
The Player spends 4 points of Energy/Blood and makes a successful roll. There is no defense or resist for the Target. The Player's Character will auto hit when using a Melee weapon, such as a sword, staff, dagger, etc.
Base Roll: 85
Mod: Physical Defense, Athletics/Reflexes
Energy/Blood Cost: 5 pts.
Damage: 0
Permanent Affects:
Description:
The vampire can supersede the Storyteller's narration and perform an action that only requires a few seconds like get through a door before it closes, roll out of the way of an explosion etc. This does not use one of the Player's actions.
System:
The Player declares in Local Chat that they are attempting to use "Split Second" to make an instantaneous action during a Storyteller's scene. The Player then spends 5 points of Energy/Blood and makes a successful roll. If successful, the Player's Character receives one free action where they can slip through a closing door, roll out of the way of a moving car, etc.
Base Roll: 40
Mod: No Mods
Energy/Blood Cost: 6 pts.
Damage: 0
Duration: 1 Turn
Permanent Affects:
Description:
Use your Celerity to gain two attacks for one turn. Must declare in chat before you roll.
System:
The Player declares in local chat at the beginning of their turn that they wish to make this roll. Using Flower of Death does not take up the Player's action. The Player then spends 6 points of Energy/Blood and makes a successful roll. The Player's Character then receives two attacks during this turn. If unsuccessful, the Player's Character will attack as normal.
Flower of Death does not add onto a Character's normal number of attacks. Meaning, if a Character normally receives two attacks, they cannot use Flower of Death to add on another attack, for a total of three.
Base Roll: 0
Mod: n/a
Energy/Blood Cost: 10 pts.
Damage: 0
Duration: 1 Defensive move in response to an attack
Permanent Affects:
Description:
Make a flawless defensive motion that prevents an enemy's attack from successfully landing. This allows the kindred a level of speed, fluidity of motion and poise that makes them impossible to hit when using this ability. Think of it as something of an acrobatic skill and the vampire in question will be supernaturally more athletic and graceful.
System:
This ability can only be used as a defensive move in response to another Character's attack. When it's the Player's Character's turn to defend an attack, he spends 10 points of Energy/Blood and automatically dodges that one attack. The Player can only use this one move in defense. If the Player's Character naturally receives two actions during a defense, using Flawless Parry prevents the Player from using a second defensive or attacking action.
Kindred endowed with Potence possess unnatural strength. This Discipline enables vampire to leap massive distances, lift tremendous weights, and strike opponents with brutal force. Even low ranks of this power can give Kindred physical power beyond mortal bounds. More powerful Kindred can leap so far that they appear to be flying, toss cars like soda cans, and punch through walls like cardboard.
While the more subtle mental Disciplines can be awe-inspiring, the brutal effectiveness of Potence is formidable in its own right. The Brujah, Giovanni, Lasombra, and Nosferatu are naturally gifted with this Discipline, but members of other Clans often make a point to find someone who can teach them the awesome power of Potence.
System:
Each dot that the vampire has in Potence adds +5 in Physical Attack and to all Strength-related rolls. Further, Potence adds modifiers in melee and brawling combat.
Affects:
Affects:
Affects:
Affects:
Affects:
Base Roll: 85
Mod: Physical Attack, Physical Skill
Energy/Blood Cost: 3 pts.
Damage: 3
Duration: Lasts for the length of a scene
Affects:
Description:
A vampire with extensive knowledge of Potence can squeeze very, very hard. As a matter of fact, she can squeeze (or crush, squeeze or push) so hard that she can leave an imprint of her fingers or hand in any hard surface up to and including solid steel. A use of Crush can simply serve as a threat, or it can be used, for example, to dig hand holds into sheer surfaces for purposes of climbing, crush steel bars or twist them like a pretzel.
System:
The Player spends three points of Energy/Blood and makes a successful roll. The power remains active for the duration of a scene. The depth of the imprint the vampire creates with Imprint is up to the Storyteller — decisions should take into account how much force the vampire can bring to bear, the toughness of the material, and its thickness. If the object the vampire grasps is thin enough, at the Storyteller’s discretion, the vampire might simply be able to push through it (in the case of a wall) or tear it off (in the case of a spear or pipe).
NOTE: Can only be used against NPCs and inanimate objects.