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In
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
Neonate
2
Ancilla
3
3
2
4
2
(Per Dot)
5
2
7
4
Ritual Level
1
1
2
1
2
1
Stereotypes
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.
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)
Iron Heart
(Potence , Presence )
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.
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.