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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