Brujah

Clan: Brujah

Scratch the surface of a Brujah, and these days you are more than likely to find a Brujah thug underneath. The Brujah are the clan of rebels still mourning the death of their Carthaginian paradise and decaying from their era of warrior-scholars to the petty rebels common in the Final Nights.

The ancient traditions of the clan are all but forgotten, with a few reluctant throwbacks like Theo Bell and undying artifacts like Critias to remember the clan's history and tradition.

Bane: Violent temper

Quick to anger and always passionate in the Modern Nights, they have been regaining their position as a clan of lofty philosophers and activists and are often pointed to as a clan of unruly rebels and roughnecks that should not be messed with. Due to their inherent clan weakness, all difficulties to resist Frenzy increases by two for Brujah characters, to a maximum of 10.

Compulsion: Rebellion

The vampire takes a stand against whatever or whomever they see as the status quo in the situation, whether that is their leader, a viewpoint expressed by a potential vessel, or just the task they were supposed to do at the moment. Until they have gone against their orders or expectations, perceived or real, the vampire receives a two dice penalty to all rolls. This Compulsion ends once they have managed to either make someone change their minds (by force if necessary) or done the opposite of what was expected of them.

Discipline: Celerity

For some Cainites, the mortal world moves in slow motion. In times of stress, vampires with Celerity can move with amazing speed, becoming blurs of motion to anyone, mortal or immortal, who does not possess the Discipline.

Normally each dot provides an additional action that can be used for movement, attacking, or other physical feats in a single round without penalties for multiple actions. This extraordinary speed violates the laws of physics in that the Cainite does not experience any change in momentum, friction, etc. A knife thrown by someone using Celerity is not any faster, and a vampire moving at incredible speeds will never catch fire no matter how fast they move.

As part of the Curse upon Caine, heavy reliance on Celerity can lead to impatience with the slow pace of nightly life, leaving the vampire hungry and exhausted after each use. Becoming too accustomed to the slow world that a vampire sees when Celerity is active can lead to disorientation when the world "speeds up" as the Discipline ends.
Standard Powers
Characters may choose to gain additional Celerity actions or gain a unique power from one of the included below.
Cat's Grace: The vampire can automatically pass checks to keep their balance.
Rapid Reflexes: The vampire suffers no penalty to dodging gunfire without cover.
Fleetness: The vampire can add their Celerity to non-combat Dexterity checks.
Blink: The vampire can cross large distances and still take additional actions such as make an attack.
Traversal: The vampire can run up walls or across water with a successful check.
Draught of Elegance: The vampire can bestow their Celerity powers on those that drink her blood.
Unerring Aim: Amalgam Auspex 2. The vampire can prevent their target from dodging or defending against the vampire's ranged attacks.
Lightning Strike: The vampire can prevent their target from dodging or defending against the vampire's melee attacks.
Split Second: The vampire can supercede the Storyteller's narration and perform an action that only requires a few seconds like get through a door before it closes, roll out of the way of an explosion etc.

Discipline: Potence

Vampires that master the Potence Discipline possess physical strength beyond mortal bounds. This Discipline is responsible for the legends of vampires possessing the strength of 10 men. Potence allows vampires to leap great distances, lift massive weights, and strike opponents with terrifying force.

Each dot grants an automatic success on any rolls involving Strength, and does not require activation.

Potence's aspect in the curse of vampirism is that a vampire slowly unlearns to be gentle. Those who rely too much on Potence begin to show complete disregard for what they perceive as the weakness of others, putting all their strength in any physical action, regardless how mundane it is.
Standard Powers
Characters may choose to gain additional automatic successes to Strength or gain a unique power from one of the included below.
Lethal Body: The Kindred can cause serious physical damage to a mortal, capable of tearing skin and breaking bone.
Soaring Leap: The Kindred can leap higher and further.
Prowess: The Kindred gains an overall increase in strength.
Brutal Feed: The Kindred is given such strength in feeding as to be able to completely exsanguinate a mortal human within a matter of seconds.
Spark of Rage: A combination of both Potence and Presence, the Kindred can incite anger or even frenzy in any onlookers.
Uncanny Grip: The Kindred is able to grip onto nearly any surface, and climb and hang unsupported from walls and ceilings.
Draught of Might: The Kindred's blood can serve as a strength potion to anyone who drinks of it; friend or foe alike.
Earthshock: The Kindred can slam their fist or foot into the ground to cause a forceful shockwave to knock their adversaries prone.
Fist of Caine: The Kindred's bare hands are capable of causing devastating or lethal injuries to both mortals and other Kindred alike.

Discipline: Presence

Presence softened God's curse upon Cainites in that it makes the vampire become the center of attention. Either be fascinating, seducing, or intimidating those in close vicinity. Regular users of Presence find themselves attracting beneficial attention easily, sometimes activating the discipline without conscious efforts.

Many Presence powers can be used upon large groups of people at once and transcend virtually all boundaries of gender, race, religion, class, and supernatural status. Though Presence can be resisted through force of will and by ignoring the user, most do not realize when it is being used upon them.
Standard Powers
Awe: The vampire can add their Presence rating to their Persuasion and Performance checks.
Daunt: The vampire can add their Presence rating to their Intimidation checks.
Eyes of the Serpent: Amalgam Protean 1. The vampire can freeze a mortal in place with their gaze.
Lingering Kiss: The vampire can gain bonuses to their Social pools against targets that they have Kissed.
Dread Gaze: The vampire can inflict terror in their target.
Entrancement: The vampire can add their Presence rating to all Social pools and make small requests of the target.
True Love's Face: Combining Presence with Obfuscate, the vampire can take the appearance of someone their victim loves.
Irresistible Voice: Amalgam Dominate 1. The vampire can now use Dominate powers with their voice alone.
Summon: The Vampire may summon anyone that has been under the influence of their Awe, Entrancement or Tasted the user's Blood.
Magnum Opus: Amalgam Auspex 3. When the vampire creates a work of art (ex: painting, sculpture), they can impart on to their work a portion of their Presence, making the audience succumb to its hypnotic allure or fear its dreadful visage.
Majesty: The vampire can make everyone in their presence unable to act in conflict against them.
Star Magnetism: Awe, Daunt, and Entrancement can be used through live feeds and electronic streams.