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Brujah

Overview:

Quick to anger and always passionate in the Modern Nights, they have been regaining their position as a clan of lofty philosophers and activists and are often pointed to as a clan of unruly rebels and roughnecks that should not be messed with. Due to their inherent clan weakness, all difficulties to resist Frenzy increases by two for Brujah characters, to a maximum of 10. The Brujah's Compulsion is that the vampire takes a stand against whatever or whomever they see as the status quo in the situation, whether that is their leader, a viewpoint expressed by a potential vessel, or just the task they were supposed to do at the moment. Until they have gone against their orders or expectations, perceived or real, the vampire receives a two dice penalty to all rolls. This Compulsion ends once they have managed to either make someone change their minds (by force if necessary) or done the opposite of what was expected of them.  

Disciplines:

  • Celerity: Brujah use Celerity to strike fast and escape uprisings they have started. They hunt with it to snatch vessels from the streets, feeding from them savagely, or to rapidly dispose of a mortal before vanishing into the night.
  • Potence: Brujah use Potence as a devastating weapon, cutting short any confrontation with destructive finality. Though the clan preaches a connection to humanity, its members often take what they want by force, as it is simpler to hold a kine in place or crack their skull open and drink its insides than to negotiate for a mouthful of blood.
  • Presence: Brujah use Presence to win the hearts of the crowd, turn a threatening mob against itself, or send a dangerous opponent fleeing into the night. Brujah intellectuals prefer feeding with Presence to convince vessels to give up their blood voluntarily. Other clan members use Presence to terrify their prey, as it apparently adds “an exquisite, bold taste” and fuels the less subtle powers of their curse.

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