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Brujah

Last night wasnt the end


of times. Tonight is. Every
night, wake knowing tonight
is the last night ever, and fight
to end it a better place. When it
doesnt end, build on that
change, and create a more
perfect
tomorrow.
Why?
Because tomorrows the end of
times.

In

the First City, the first


among the Brujah sought to
explore and understand the
Cainite condition from as many
angles as possible. However, his
passion for his existence caused
difficulties with his more somber
brethren. After the Flood, he sired
Troile to counter that passion;
where Brujah was prone to fits of
rage that set his Beast to roar,
Troile was logical, methodical,
and calculating.
However, Troile and Brujah
disagreed frequently due to their
conflicting
natures.
Finally,
Brujah flew into frenzy and
attacked Troile. Troile sank his
fangs into his sire to drain the fury from his blood, but it only
enraged Brujah further. Worse still, Troile continued to drink
even after his sires veins were dry, consuming Brujahs
soul.
When called to answer for what he had done, Troile
listed a litany of reasons based soundly in logic. Troiles
reasoning convinced other Antediluvians that murder was
the best course of action to preserve the peace between the
descendants of Caine and the children of Seth.
Some say this was the first rebellion that sparked the Second
Citys fall. However, when Caine returned, he was not
convinced. He cursed Troile and his line with the fiery
passions of their progenitor, multiplied threefold.
Troile eventually came to Carthage. Longing for the days
of the First and Second Cities, he called other Cainites to
recreate those times, and was quite successful for a time.
Eventually, envy and fear led the Ventrue and Malkavians of
Rome to incite the fifty-year battle that destroyed the Brujah
utopia, cementing the enmity between the Brujah and the
Ventrue for centuries to come. None have seen Troile since,
and many assume he met his Final Death during the fall of
Carthage.

Sobriquet: Zealots, Philosopher-Kings, Rabble


(derogatory)
Appearance: Depending on the area, the Brujah could be
the most influential noble or the most innocuous peasant. No
matter where in the world a given Zealot is, they tend to
choose physically fit mortals for the Embrace; hardy manual
laborers, strong knights, and the like. Where they can, they
look for mortals with sound and active minds as well, if only
to preserve their intellectual pursuits. However, in areas
where conflict with other clans is high, they get less picky
about intelligence.

Havens and prey: The Zealots seek out the


highest concentrations of people they can, such as cities and
major trading villages. Rare is the Brujah who ties himself
solely to a small fiefdom. During a fledglings tutelage, he
often havens with his sire, undergoing physical and mental
training. Recently, likeminded Zealots have established
communal havens where they argue philosophy and train
together. These packs provide a unique challenge in selfcontrol.

Backgrounds: Zealots collect their prospective childer


from nobility or the clergy to ensure a strong, educated
baseline. They especially favor those kine who champion a
cause to improve the lot of the people around them, whether
through strength of arms or wit and cunning. A few rare
exceptions come from the peasant class, namely those with
remarkable speed and strength in life.

Character Creation
Brujah can be fierce warriors favoring Physical
Attributes, charismatic leaders favoring Social Attributes, or
scholars of Cainite history or philosophy favoring Mental
Attributes. However, Zealots tend to prize physical prowess,
so it rarely comes up as tertiary. The vast majority of Brujah
have at least some martial Abilities, either through mortal
training or during their initial tutelage as a fledgling. Most
possess at least rudimentary Academics and other
Knowledges.
Clan Disciplines: Celerity, Potence, Presence
Weakness: The passion that inspires the Brujah from
night to night can send them into fits of rage if left
unchecked. The difficulties of rolls to resist or guide frenzy
are two higher than normal. Additionally, a Brujah may
never spend Willpower to avoid frenzy. However, they may
spend a point of Willpower to end a frenzy that has already
begun.

Attributes
Abilities
Disciplines
Backgrounds
Lores
Virtues
Max Merits bought with Flaws
Starting Status (free)
Freebies

Neonate
7/5/3
13/9/5
4
5
4
7
7
1
75

Ancillae
7/5/3
13/9/5
4
5
4
7
7
2
175

Only one max dot per category in attributes and abilities


at creation.
Only one discipline or primary path of Blood Sorcery,
Thaumaturgy and Necromancy can have max dots at
creation.

permission, nor does it count toward the max in the


other out of clan disciplines chart.

Starting out of clan Disciplines


Age
Max number of Disciplines
allowed
Max dots in each Discipline
Max number of Physical
Disciplines allowed
Max dots in Celerity, Fortitude
or Potence

Neonate
2

Ancilla
3

3
2

4
2

Before buying the domain background consult with the


storyteller.

Freebie Point cost


Trait Cost
Attributes
Ability
Discipline
Blood Sorcery Path
Blood Sorcery Ritual
Backgrounds
Lores
Virtue
Area of Expertise
Road
Willpower

(Per Dot)
5
2
7
4
Ritual Level
1
1
2
1
2
1

Organization: With so many causes to champion,


Brujah dont so much organize as they would hope. Several
Zealots find themselves working at cross purposes,
spawning rivalries that last for centuries when they dont
explode due to flaring tempers. When several Brujah do
work together toward a common goal, only an act of God
can dissuade them from their course. A sire and her fledgling
childe often operate as one unit while the childe receives
proper tutelage. When the childe finds a cause of their own,
however, she usually moves on to pursue it. When Brujah
organize, its in cliques, its in salons. They gather in large
enough numbers that bystanders can restrain any debaters
that grow violent.

Only one dot in one advance discipline is allowed at


creation.

Stereotypes

Out of Clan Disciplines can be taken at character creation


with Freebie points and only with Storyteller permission.
Celerity, Fortitude and Potence does not need Storyteller

Baali: Have you ever woken up after a long night, not


remembering anything from too much drink, to be sleeping
in filth next to the rotting carcass of a sow? Add some more
heresy, and then you know the Baali.

Followers of Set: Dead gods are just that. Dead.


Fury's Focus (4 Point Merit)
Gangrel: They understand the need for the Beast within
to come out just as keenly as we, if not more so. It is a shame
I see so few of them.
Giovani: Im sorry, who?
Lasombra: Second-best to the Ventrue, of all clans, is a
poor aspiration. Surely they can do better.
Malkavians: Seers? Perhaps. Complicit in letting
whatever broken visions appear in their head come to pass?
Certainly.
Nosferatu: Useful, but keep them at arms length, and
not just for the stench.
Salubri: A cautionary tale. The passion of their Warriors
put some of my brethren to shame.
Toreador: If they pursued important things like they
pursued beauty and decadence, they could rival us in the
scope of the changes they could bring about.
Tremere: Many of my blood are strong advocates of
change. The Tremere are a clear example when change can
go too far.
Ventrue: They call themselves Kings, but so much
corruption in the world comes directly from royalty.

Though you are no less susceptible to frenzy than your


clanmates, you are able to - with effort and great will control the direction in which your actions during frenzy go.
This could come in handy, for example, if your lover is
nearby when you go into frenzy. You'd be able to lash out on
someone else and avoid harming them.

Obvious Predator (2 Point Flaw)


Your innate Brujah rage always percolates below the
surface no matter how hard you try to project an image
of calm. Mortals find you intrinsically menacing, and
instinctively fear you for the violence you promise to
unleash.
System: The difficulty of all Social rolls made against
mortals other than Intimidation rolls increases by 2.
Uncontrollable (5 Point Flaw)
Rage and passion constantly war in the soul of a volatile
Brujah. Perhaps you were ill-tempered before the Embrace,
or perhaps your Brujah lineage awakened some latent fury.
In any case, even more so than your clanmates, you are prone
to frenzy. Difficulties to resist frenzy are always 10 for this
character. Prepare for a short, hellish ride.
Pariah (4 Point Flaw)

Brujah-Specific Merits and Flaws


Compassionate (4 Point Merit)
You have the moral character of the Brujah of old, the proud
warrior-poets who did what they did because their hearts
called to them. If you ever fail a Conscience (but not
Conviction) roll, you may spend a point of Willpower and
attempt the roll again, at a difficulty of 1 higher than the last.
If you succeed on this roll, it counts as if you succeeded on
the first. You may do this only once per Conscience roll; you
must accept the results of the re-roll. If you botch this second
roll, you lose one permanent point of Will power in addition
to any consequences of the failed Conscience roll.
Dynamic Personality (5 Point Merit)
Your natural charisma draws mortals to you like groupies
to a rock star. Consequently, it is easier for you to acquire
certain Backgrounds related to mortals.
System: In addition to any Backgrounds acquired at
character creation or through roleplay, you can purchase
new Backgrounds with experience points at the end of
each story. The available Backgrounds are Allies, Contacts,
Herd, Retainers, and each new dot costs the current rating
in experience points.

The Brujah may not be too focused on togetherness or


brotherhood, but even this clan has its limits. You must have
done something horribly treacherous toward the clan (or
something unspeakable to a single, well-known clan mate);
because you've encountered the wrath of most - if not all Brujah within the domain. They hate you, despise you, and
either ignore your presence or have set out to kill you

Potence
Relentless Pursuit
This power is an improvement on Leaps and
Bounds.
System: There is no cost to use this power, which
is always active. The Brujah doubles the number of
automatic successes granted by Potence when applying them
to jump rolls. A Dexterity + Athletics roll is required to make
sure the character lands safely.

Combination
Disciplines
Burning Wrath
(Celerity , Potence )
Among the purest expressions of Brujah fury, this
power lets the vampire focus her anger through her vitae
and then through her fists.
System: This power costs 1 blood point and lasts
for a scene. Any Brawl attacks augmented with this power
inflict aggravated damage.
This power costs 18 experience points to learn.

Command the Wary Beast


(Animalism , Presence )

Successes
1
2
3
4
5

Results
One Person
Two People
Six People
Twenty People
All allies in the immediate vicinity (whether a
battle group or everyone in a large room)

In addition, for every two successes rolled, each


affected person acquires the equivalent of one dot of
Potence for the duration of the scene, up to a maximum of
three dots. This benefit applies regardless of whether the
affected person is a mortal, ghoul, or vampire since
mortals cannot spend blood points, they can only use the
passive effects of Potence.
This power costs 24 experience points to learn.

Iron Heart
(Potence , Presence )

The Brujah bolsters his influence over animals


with his natural charisma to make animals flee in terror
or, in the case of animals under his control, remain calm
in the face of frightening circumstances.

Common among Individualists who quest for


self-control, Iron Heart fortifies the Brujah against
supernatural powers that affect her emotions, her selfcontrol, or her reason (including Dominate, Dementation,
and Presence), while also allowing her to inspire others to
resist such manipulations themselves.

System: The player spends 1 Willpower point


and rolls Manipulation + Animal Ken (difficulty 7).
Hostile unled animals must flee. Animals under the
control of an enemy will not necessarily flee, but the
difficulty of all control rolls increases by 3. Conversely,
animals that are friendly to the Brujah or his allies will
become more compliant, with the difficulty of all control
rolls reduced by 2.

System: This power has two effects. First, a


Brujah who has acquired this power permanently
increases the difficulty of all attempts to manipulate her
through supernatural means (whether Disciplines or other
magic) by 2, to a maximum of 9. Against unrolled
supernatural effects (such as Majesty), the Brujah instead
reduces the difficulty of any relevant resistance rolls by 2.
This aspect of the power is always active.

This power costs 15 experience points to learn.

Second, if the player spends a Willpower point


while the character actively persuades another to resist
such effects, the difficulty of any such supernatural
manipulation increases by 1 (or the difficulty of the
characters resistance roll against unrolled effects is
reduced by 1).

Esprit de Corps
(Potence , Presence )
The power of the Brujah to raise a mob or even
an army is not to be ignored. Those inspired by the
vampires use of this power fight fearlessly and
ferociously.
System: The player rolls Charisma + Leadership
(difficulty 7). Any opposing force that attempts to
intimidate (whether supernaturally or no) those affected
by Esprit de Corps find that the difficulty of such attempts
increases by 2. The number of successes determines the
maximum size of the crowd to be affected.

This power costs 18 experience points to learn.

Leaps and Bounds


(Celerity , Potence )
Through this intersection of strength, speed, and
will, the Brujah can leap amazing distances, whether to
evade foes or flee a burning building.
System: The Brujah multiplies all vertical and
horizontal jumping distances by the lesser of her Celerity
or Potence. The player does not need to roll anything to
make the jump but, at the Storytellers discretion, may

need to roll Dexterity + Athletics (difficulty 4) to land


safely depending on the environment.
This power costs 12 points to learn.

Pulse of Undeath
(Auspex , Potence )
Canny Brujah with this power can go into fights
forewarned about their opponents capabilities. The
Brujah can intuitively sense which, if any, physical
Disciplines another vampire possesses.
System: The player rolls Perception + Empathy
(difficulty 6). Each success informs the Brujah of one
physical Discipline (Celerity, Potence, or Fortitude)
possessed by the target observed, as well as that
Disciplines approximate level.
This power costs 6 experience points to learn.

Scourge of Alecto
(Celerity , Presence )
Scourge of Alecto allows the Brujah to chain his
own Beast and then, through an act of supreme will,
unleash it within the body of someone else nearby. Doing
so does not alter the Brujahs own propensity for frenzy,
but it can inflict both damage and frenzies upon his
enemies.
System: The player must spend a point of
Willpower while the character spends a full turn
concentrating on a single target (which may be mortal,
vampire, or any other type of supernatural character).
Then the player rolls the Brujahs permanent Willpower
(difficulty equals targets current Willpower). Each
success inflicts one level of bashing damage as the
Brujahs manifested fury attacks the target from the
inside. Additionally, if the target is someone normally
susceptible to frenzy, she must immediately roll to resist
it at a +2 difficulty.
This power costs 18 experience points to learn.