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Brujah

You weren't changed because you follow the rules, but because you'd burn them down and breakdance in the ashes.

What Are You?

You were Embraced because something in you refused to accept the world as it is. Maybe you were a street organizer, a disillusioned academic, a union rep who wouldn't back down, or just someone who looked at the powerful and were sickened by what they saw. Brujah are drawn to people who push back; against systems, against complacency, against anyone who would grind others underfoot. Whether you dismantle things with your fists or with your words, you were chosen because you couldn't sit still while something was wrong.

The stereotype is leather jackets and Molotovs, and sure, there's plenty of that, but the Clan runs deeper than its reputation. For every punk smashing windows, there's a Brujah infiltrating a corrupt institution from the inside, or a philosopher picking apart the social structures that prop up Kindred tyranny. The activists and the theorists don't always get along — passion and patience make uneasy bedfellows — but both sides agree on one thing: the way things are isn't good enough. Other Kindred call you rabble, and some of you wear that proudly. The ones who think before they swing are rare but valued amongst your kind.

The cost is the rage. Your blood runs hotter than any other Clan's, and the Beast inside you isn't just peckish, it's furious. Every slight, every injustice, every moment of disrespect is crispy kindling. Where other vampires can talk themselves down from a Frenzy, you feel it building like a violent sneeze you doubt you can contain. You tell yourself the anger serves the cause. Sometimes that's even true.

Disciplines

Choose 2 to start: Celerity | Potence | Presence

Bane: Burning Blood

When you witness an act that directly violates one of your Convictions, you must immediately Stay Chill with a penalty equal to your Blood Potency. On a failure, you enter a furious Frenzy as the Beast takes over. You attack the source of the violation with everything you have and cannot stop until they're incapacitated, dead, driven off, or you're physically restrained by your Coterie.

Compulsion: Rebellion

When you perceive yourself under the thumb of authority, expectation, or control you didn't agree to, you feel compelled to defy, subvert, or undermine whatever is constraining you.

Until you meaningfully rebel against the source of control or the scene ends, take an Ongoing penalty equal to your Blood Potency (minimum 1) to all rolls that don't directly work toward defiance.

Clan Perks

You get 2 unique abilities:

Brutality: When you inflict Harm through hands-on violence (fists, claws, melee weapons, thrown objects, body slams, etc.) add your Blood Potency to the Harm dealt (minimum +1).

Indomitable: You have Advantage when you Stay Chill to resist supernatural coercion or commands from other Kindred.

Clan Experience

Once each per session, gain +1 XP when you...

  • Openly defy or challenge an authority figure abusing their power
  • Take a hit meant for someone else, mortal or Kindred
  • Sacrifice something valuable (safety, resources, reputation) to stand by your Convictions

Archetypes

  • Musclehead: The revolution needs muscle, and you've got plenty to spare.
    • Blood +2 | Shadow -1 | Resolve +1 | Demeanor +1 | Wits +0
  • Street Bat: You move through the gutters of the city like you were born in them (which is very possible).
    • Blood +0 | Shadow +2 | Resolve -1 | Demeanor +1 | Wits +1
  • Activist: Every cause needs someone who can keep the hotheads pointed in the right direction.
    • Blood -1 | Shadow +1 | Resolve +0 | Demeanor +2 | Wits +1
  • Custom Archetype: Create your own by distributing these stats: +2 | +1 | +1 | +0 | -1