Brujah
____The
Brujah are inheritors of a majestic and ancient legacy, which
is unfortunate. Tonight's Brujah seem less like a clan and more
like a mob. Punks, terrorists, revolutionaries, criminals, gangbangers
and the like make up the Brujah; the clan seems to be united
in nothing save its contempt for the institutions of vampire
and mortal society. Well, this is not entirely true; Clan Brujah
are among the most savage vampires, and the most trivial slight
or annoyance may trigger a howling Brujah frenzy.
____The
Brujah's disunity keeps the clan tenuously in the Camarilla,
but Brujah thugs routinely defect to the anarchs, the better
to strike against their hated elders. Even the "tamer"
Brujah annoy the elders and princes routinely through acts of
defiance and rebellion. Despite their recalcitrance, however,
Brujah are valued as warriors; they are perhaps the most dangerous
vampires in a straightforward battle. To anger a Brujah is nigh
suicidal - and Brujah are notorious for their tempers.
____Aptitude: +1 with combat. Brujah are natural fighters; when
in combat, a Brujah may add one die to any one action taken per
turn.
____Advantage: Blood Rage. A Brujah may spend a Blood Level to
enter a semicontrolled form of frenzy. While under the Blood
Rage, the vampire may ignore the effects of pain, but must attack
foes directly, without missiles or non-Physical Disciplines (no
firearms when one has the opportunity to tear one's foe apart
with bare hands!).
____Weakness: Blood Madness. Brujah anger much more quickly than
other vampires do. All difficulties to resist frenzy increase
by one (maximum 6).
____Clan
Disciplines: Celerity, Potence, Presence
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