66 min read
BRUJAH


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


CLAN OVERVIEW 

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.


CLAN BRUJAH

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.


BRUJAH SKILLS

CELERITY

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.


System:

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.


Celerity 1 - Cat's Grace (Buff)   

Affects:

  • Permanent: Adds +5 Athletics/Reflexes & +20 Initiative
  • The vampire can automatically pass checks to keep their balance, and the vampire suffers no penalty to dodging gunfire without cover.

◎◎◎◎◎◎: Celerity 2 - Fleetness (Buff)

Affects:

  • Permanent: Adds +5 Athletics/Reflexes 
  • The vampire can add their Celerity to modify Dodge and Athletics/Reflexes checks.

◎◎◎◎◎: Celerity 3 -  Traversal (Buff)

Permanent Affects:

  • +5 Athletics/Reflexes
  • +5 Physical Skill

◎◎◎◎: Celerity 4 - Blink (Buff)

Base Roll: 0
Mod: n/a
Energy/Blood Cost: 3 pts.

Damage: 0
Affects:

  • Permanent: 
    • +5 Physical Attack
    • +5 Physical Defense
    • +5 Athletics/Reflexes

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.


◎◎◎: Celerity 5 - Lightning Strike (Buff)

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:

  • +5 Physical Attack
  • +5 Physical Defense
  • +5 Athletics/Reflexes

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.


◎◎: Celerity 6 - Split Second (Buff)

Base Roll: 85
Mod: Physical Defense, Athletics/Reflexes
Energy/Blood Cost: 5 pts.

Damage: 0

Permanent Affects:

  • +5 Athletics/Reflexes 
  • +5 Physical Defense

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.


: Celerity 7 - Flower of Death (Buff)

Base Roll: 40
Mod: No Mods
Energy/Blood Cost: 6 pts.

Damage: 0

Duration: 1 Turn
Permanent Affects:

  • +5 Physical Attack
  • +10 Initiative 

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.


: Celerity 8 - Flawless Parry (Buff)

Base Roll: 0
Mod: n/a
Energy/Blood Cost: 10 pts.

Damage: 0

Duration: 1 Defensive move in response to an attack
Permanent Affects:

  • +10 Physical Skill

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.



POTENCE

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.

: Potence

Affects:

  • Permanent: Adds +5 Physical Attack

: Potence 2   

Affects:

  • Permanent: Adds +5 Physical Attack

: Potence 3   

Affects:

  • Permanent: Adds +5 Physical Attack

: Potence 4   

Affects:

  • Permanent: Adds +5 Physical Attack

: Potence 5   

Affects:

  • Permanent: Adds +5 Physical Attack

: Potence 6 - Crush (Attack) 

Base Roll: 85
Mod: Physical Attack, Physical Skill
Energy/Blood Cost: 3 pts.

Damage: 3
Duration: Lasts for the length of a scene
Affects:

  • Permanent: Adds +5 Physical Attack

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.


: Potence 7 - Earth Shock (AOE)

Base Roll: 90
Mod: Physical Attack 
Energy/Blood Cost: 4 pts.

Def: 80+, Mod Athletics/Reflexes
Damage: 2
Area of Effect: 5 Meter Circumference (16.5 feet)
Affects: 0

Description:
According to some, Potence is merely the art of hitting something very hard. But what do you do when your target is too far away to hit directly? The answer is, if you’re sufficiently talented with the Discipline, to employ Earthshock. 

On its simplest level, Earthshock is the ability to hit the ground at point A, and subsequently have the force of the blow emerge from the ground at point B.

System: 
The Player spends 4 Energy/Blood points and makes a successful roll. The Player's Character then punches or stamps on the ground. The force of the blow emerges from the ground as a geyser of stone and earth directly underneath the target. 

The attack can be dodged at a +2 difficulty. Earthshock’s range is 10 feet or three meters for every level of Potence the vampire has, up to the limits of visibility. 

A failed roll roll (11-79) means that the strike goes errant and is liable to explode anywhere within range. A Botch (1-10) means that the vampire pulverizes the ground beneath him and may well bury himself in the process.


Potence 8-Flick (Attack)

Base Roll: 90
Mod: Physical Attack, Physical Skill, Athletics/Reflexes
Energy/Blood Cost: 10 pts.

Def: 80, Mod Athletics/Reflexes
Damage: 10
Range: 20 Meters (Chat Range)
Permanent Affects: 

  • +10 Physical Attack

Description:
It is a truism that “the great ones always make it look easy.” In the case of Flick, that saying stops being a truism and becomes literal truth. With this power, a master of Potence can make the slightest gesture — a wave, a snap of the fingers, the toss of a ball — and have it unleash the full, devastating impact of a deadon strike. 

The attack can come without warning, limiting the target’s ability to dodge or anticipate. This makes Flick one of the most feared applications of Potence.

System: 
The Player spends 10 pts. of Energy/Blood and makes a successful roll. If the Target fails to defend, they suffer 10 pts. or damage.

To execute, the vampire must also make some sort of gesture directing the blow. The Target does not have to be aware of or make eye contact with the vampire. What the gesture is remains up to the Player — anything from a snap of the fingers or blowing a kiss, to flicking a toothpick or throwing a spoon.



BRUTALITY

It cannot be argued that all vampires are considered brutal in many ways, however the Brujah are the undisputed personification of this monstrous and vindictive trait. While some are foolish to point out that the word Vendetta came from the Italians, they fail to realize that it was a methuselah Brujah who taught this horrific lesson to the Sicilians.

Though Brutality is hardly an art form, it reaches new heights in the hands of the Brujah who have honed this talent to extract increased levels of carnage in their attacks. As such, most levels in Brutality are buffs and debuffs that increase attack Damage and weaken a target's defenses.

System: 
Brutality adds considerable bonuses in Physical Attack, in addition to minor points in Physical Defense, Mental Skill and Athletics/Reflexes. The higher your Physical Attack, the greater damage can potentially be delivered to opponents.

: Brutality 1 - Intimidate (Mental Attack)

Base Roll: 50
Energy/Blood Cost: 3
Damage: 0
Mods: Willpower, Persuasion
Duration: Duration of the scene

Resist: Willpower
Area of Effect: 3 meters per Brutality Level, to a max 20 meters (chat range)

Permanent Affects:  

  • +5 Mental Skill 
  • +5 Physical Attack

Description: 
Through fear and unspoken threats (cracking knuckles/neck, sneering, intense gaze, occupying a target’s personal space), this ability allows the Brujah to intimidate a single Target or multiple Targets within his earned range of influence simply by his mere presence. Often used as a silent stare-down or accompanied by veiled threats, the use of this skill insinuates there will be much pain and torture if the Target does not comply, without ever using such verbal references. 

System: 
The Player makes a successful roll and spends 3 Energy/Blood points. Targets within his range of influence must make a successful roll to resist the Intimidation. If they fail, for the duration of the scene they suffer: 

  • -10% to Willpower
  • -20% Initiative

 NOTE: Cannot be used AFTER combat has started.


: Brutality 2 - First Blood (Buff)

Base Roll: PASSIVE SKILL. ALWAYS ACTIVE
Energy/Blood Cost: 0
Damage: 12
Duration: Next Attack

Resist: N/A
Temp Affects:
 

  • +25 Physical Attack to Next Attack Only

 Permanent Affects:  

  • +5 Physical Attack
  • +5 Physical Defense 

Description: 
Few survive unscathed by antagonizing the brutal fury of a Brujah. The best advice for those who initiate such a fight by attacking first is to make sure the brute doesn’t get up again. Because if the Brujah is still standing, you might want to rethink your methods and employ the strategic use of Celerity. Because the Brujah will be exacting his revenge with intense blunt force trauma.

System:
No roll or expenditure of Energy/Blood points are required. This special ability is always active in response to anyone initiating a fight with a Brujah and getting in the first successful attack. 

If a Brujah is attacked (meaning an attacker has initiated a combat scene with the targeted Brujah) AND that targeted Brujah has fail their defense roll, then the Brujah automatically receives the following benefits on their next hand-to-hand or melee weapon attack (does not apply to guns or any other type of attack): 

  • One-turn bonus of +25  Attack
  • +12 points of damage, in addition to the damage done on the specific attack used (melee or hand-to-hand.

 NOTE: These temp buffs only apply if the combat is melee or hand-to-hand, and only if the Brujah’s defense roll fails.  (The Brujah's Player must attempt to defend.) This only applies to the Brujah’s next attack, after which his stats return to normal.


: Brutality 3 - Vendetta (Buff)

Base Roll: 65
Energy/Blood Cost: 7
Mod: Unmodified

Damage: 0
Duration: Scene
Resist: n/a
Temp Affects: 

  • +10 Physical Attack 

Permeant Affects: 

  • +5 Physical Attack

Description: 
The phrase Choose your enemies wisely can easily be attributed to the Brujah clan. Loyalty is a hallmark of these proud vampires, and they wear that trait like a bloody badge of honor. If you incapacitate a Brujah’s clan member or ally in battle and he witnesses it, he will take it very personally and go to great lengths to kill you, your allies, your clan members and the horse you rode in on. 

System:
If a Brujah sees an ally/teammate OR another of his clan fall or defeated in combat, they may expend 5 Energy/Blood points and declare in local chat they are making a Vendetta roll. If the roll is successful, then for the duration of the scene they gain: 

  • Temporary +10 Physical Attack for the duration of the scene.

This applies to melee/hand-to-hand attacks of the offender who defeated the ally/clan member AND anyone related to the offender as an ally or of the same clan as the offender. Vengeance lasts until the end of the scene, OR until the offender and any present allies are defeated. This applies to battle situations where the ally or clan member:

  • Is killed in combat
  • Is torpored in combat
  • Is somehow incapacitated or crippled and can no longer fight (this includes being tied up, frozen, or made unable to defend themselves)

NOTE: This applies to combat battles only and cannot be used in non-combat situations.


: Brutality 4 - Cripple (Debuff)

Base Roll: 70
Energy/Blood Cost: 6
Mod: Physical Attack, Athletics/Reflexes

Damage: n/a
Resist: n/a
Permanent Affects: 

  • +5 Athletics/Reflexes

Description: 

During combat, the experienced Brujah knows exactly where to hit an opponent to cripple him. Aiming for the groin, eyes, throat, kidneys and such can do so much more than simply deliver good old fashioned blunt force trauma. Such attacks also have the advantageous benefit of stunning or incapacitating their opponent. 

System:

This is a two-roll attack: 

On the Player’s turn to attack, the Brujah declares they intend to cripple their opponent when attacking that turn and spends 6 points of Energy/Blood.

  1. The Player then makes their normal attacking melee/hand-to-hand roll, modified by Physical Attack and Athletics/Reflexes.
  2. IF that normal attack roll is successful, the associated damage is delivered to the Target.
    • The Brujah then makes a second roll during the same turn to cripple the Target, in addition to the damage done by the attack.
    • IF that roll is successful, the Target is incapacitated and cannot attack or defend for two full turns while they writhe in excruciating pain.

 NOTE: This attack has a four-turn cooldown, per opponent. For example, a Brujah uses Cripple and the opponent is defeated that turn and cannot attack or defend for the following two full turns. BUT, the Brujah can use this skill on a different opponent the following turn. 


: Brutality 5 - Torture (Debuff)

Base Roll: 20+
Energy/Blood Cost: 5
Mod: Medical

Damage: 

  • 2 pts. Normal Damage
    • Botch Roll (1-10) delivers 7 pts of damage
  • Temp Debuff (Cumulative for duration of the Scene):
    • -5 Willpower
    • -5 Mental Defense 

Duration: Duration of the Scene

Resist: n/a

Temp Affects: +10 Physical Attack
Permanent Affects:
 

  • +5 Physical Attack

Description: 

While it’s generally agreed that torture is most commonly employed for the purpose of extracting information or forcing a victim to perform an action against their will, Brujah are known to indulge in this practice simply because it amuses them to inflict that extra kick of physical and mental pain. If the victim spills their secrets or the contents of their bank accounts in the process, that’s just an added bonus. 

The Brujah are very, very good at ensuring a victim remains alive and alert throughout the session. This is an extremely effective skill in gaining information from reluctant sources, but only for as long as the victim remains conscious and not in any actual risk of immediately dying.

Sensibly, torture can only be used if the Target is already incapacitated in some way, whether from a blow that renders them unable to fight/defend, having drugs administered, or in captivity where they are tied up and unable to defend themselves. 

System:
The Player declares in Chat he is using Torture and spends 5 points of Energy/Blood every time they intend to Torture a helpless or confined Target, and makes a successful roll. 

Physical torture can take whatever form the Brujah decides, from slapping the Target around to pushing toothpicks under his fingernails. This invites creativity. While excruciatingly painful, actual damage remains minimal, as long as the Player does not roll a Botch (natural 1-10). 

  • If the Roll is successful, the Target suffers:
    • 2 pts. of damage
    • Temp -5 Willpower (cumulative)
    • Temp -5 Mental Defense (cumulative)
  • If the Roll is unsuccessful, the Target is unaffected. 
  • If the roll is a Botch (natural 1-10), then the following events occur:
    • The Target suffers 7 pts of damage
    • If the Target is still alive, he regains all points he lost during the scene and returns to his normal Willpower and Mental Defense stats in a renewed act of defiance (but does not regain any HP)
    • The Target of a Botched Roll makes an unmodified roll to remain conscious. 
      • Human: anything under 50 and the Target loses consciousness.
      • Garou, Vampire or other Supernatural: anything under 80 and the Target loses consciousness
      • If the Target rolls a Botch (natural 1-10), the NPC Target will be killed. A Human, Garou or other Supernatural PC Target will lapse into an unawakenable coma and require medical attention to regain consciousness. A Vampire PC will fall into Torpor. 

NOTE: When a Botch Roll occurs, the Brujah has shamefully lost control of himself and delivers undefendable and bloodthirsty damage of 7 points to the Target. If a Target accidentally dies while a Brujah is using Torture, then the Brujah using Torture loses credibility in the clan. While it’s difficult to maintain control when blood is flowing from a Target, among the Brujah it’s just considered a lack of skill and a shameful display to unintentionally kill a Target during torture. It’s well known that a Brujah skilled in Torture should be able to keep a Target alive, and in a constant state of pain, indefinitely.

: Brutality 6 - Conversion (Heal)

Base Roll: 60
Energy/Blood Cost: 10
Mod: Medical
Damage: n/a

Duration: 1 Turn
Resist: n/a
Permanent Effect: +5 Physical Defense


Description: 

Because a Brujah of this level is a master of killing and how to torture victims without killing them, they also become quite adept at keeping keep their victims, and themselves, alive. This knowledge, married with blood magic, allows the Brujah to quickly convert their own Energy/Blood points into Health Points. This increase in HP is instantaneous. When used on others (Vampire or mortal), the Garou will feed their blood to the target, taking two full turns (or actions) to complete healing.

System:
The Player spends 10 points of Energy/Blood and makes a successful roll, modified by Mental Skill. If successful, the Player’s Character will gain 20 points of health instantly if using the skill on himself. If using this skill on another, it takes 2 turns (or actions) to complete and provides 20 points of Health to the target. 

NOTE: This skill does not work on Garou. If a Brujah attempts to heal a Garou by converting his own Blood to health, it will do 10 points of damage to the Garou and cause excruciating pain. The Garou’s body will have a violent reaction to the Wyrm taint now coursing through his veins. This pain will last for the duration of the scene, or until the Garou's blood is somehow purified or cleansed.

: Brutality 7 - Brutal Focus (Buff)

Base Roll: 80
Energy/Blood Cost: 5
Mod: Willpower, MS
Damage: n/a

Duration: Single combat sequence
Resist: n/a
Temp Affects:
 

  • +20 Mental Defense
  • +10 Physical Attack

Description: 

During battle, it is critical not to become distracted and to always maintain unfaltering focus on your opponent. A blink of an eye or a shift in your attention at the wrong moment can mean the difference between a successful kill or being killed. 

Advanced-level Brujah are capable of mentally and physically focusing on a single opponent, increasing their Mental Defense, and honing their attack skills with a predator’s deadly intent. While using Brutal Focus, it is very difficult for outside forces to distract the Brujah’s attention away from his prey. Mental skills used on the Brujah are less likely to affect him. Even those who attempt to physically pull him away or attack the Brujah will have little if no affect in disengaging him from the fight until he has triumphed in battle, or died trying. 

System:

The Player spends 5 Energy/Blood points and makes a successful roll, modified by their Willpower. If successful, for the duration of a single combat, the Player’s Character temporarily receives: 

  • +20 Mental Defense
  • +10 Physical Attack

Brutal Focus can only be used on one specific opponent at a time. While it can be used in combat situations where there are multiple opponents, the Brujah using this skill will be hyper-focused and only capable of “seeing” one designated opponent at a time. It will be as if no other opponents or allies exist and the battlefield contains only himself and his prey. 

If the Brujah is attacked by another opponent before he has vanquished his current foe, he WILL NOT be able to defend or attack the second opponent. He will incur damage as normal, but will pay no attention to it or the other foes attacking him. Brujah who are attacked with Mental Skills while under the influence of Brutal Focus, will automatically be able defend without breaking their focus. Because the Brujah’s mind is entirely immersed in the battle at hand with the one foe, Mental Attacks of any kind are extremely difficult to execute and are very likely to fail or distract him.

: Brutality 8 - Obliterate (Buff)

Base Roll: 90
Energy/Blood Cost: 16
Mod: Physical Attack
Damage: n/a

Duration: Single combat sequence, Two-Turn Cooldown
Resist: n/a
Permanent Affects:
 

  • +5 Physical Attack

Description: 

The powerful force of an experienced Brujah makes them a devastating opponent in any combat situation. Skilled at accessing a foe’s capabilities and exploiting their weaknesses, a Brujah of this level takes advantage of a successfully-landed hand-to-hand or melee attack by immediately following it up with a second, duplicate attack delivered in a single fluid motion. Those witnessing such strikes are both mortified by the crushing damage they deliver as they are in awe of the precision in which it was executed. 

System: 
The Player declares in open Chat they are using Obliterate and the type of attack they wish to perform, then spends 16 Energy/Blood points and makes a normal attack roll. 

  • If the attack roll is successful, and the opponent fails to defend, the Player’s Character is awarded a second automatically-successful duplicate attack in the same turn. This delivers twice the amount of normal damage.

    The second attack is undefendable and the Target does not get a chance to defend, block or dodge. Think of this as a powerful One-Two punch attack. While the opponent is reeling from the first punch he failed to defend against, he is rendered incapable of defending the second.

  • If the attack roll is unsuccessful or is defended, then the attack goes off normally and no second attack happens. No damage is done to the opponent this turn, but the Player has expended those 16 Energy/Blood points.  However, if the attacker has a two attacks during the turn, then the attacker still retains their second movement in their turn, but cannot initiate another Obliteration attack for two more turns.

 NOTE: This skill has a two-turn cool down.