Clan: Brujah
Prestige: 4
Status: 6
Haven: Ropewalks
Generation: 11th
Health: 20
Willpower: 14
Blood: 12
Soak: 4X*
Base Damage: 3
XP: -24
Brawl: Advanced
Potence: 2
Instruction: Basic
Dominate: 2
Physical
Social
Mental
Brawl
Dodge
Firearms
Intimidation
Investigation
Leadership
Melee
Streetwise
Subterfuge
Celerity
Fortitude
Obfuscate
Potence
Presence
Bureaucracy
Church
Health Influence
Industry
Legal
Police
Street
Transport
Underworld
University
Day | Event | Progress |
---|---|---|
1 | You begin Tapping Finance (5) | 1/10 |
2 | You continue Tapping Finance (5) | 2/10 |
3 | You continue Tapping Finance (5) | 3/10 |
4 | You continue Tapping Finance (5) | 4/10 |
5 | You wait outside the gym in St Helens until Whittaker's Ghoul, Purple Aki appears. Just as he reaches the corner of the streat you jump out of the shadows and using your aluminium baseball bat, you beat him to a bloody pulp. "Stay away from my turf you rotten bummer." You holler before making a getaway in your car. | Achieved |
Find local drunks too far gone to resist and feed from them.
Kill and cover up with Industry influence (dump bodies in building foundations).
Trigger:
Whenever you encounter someone threatening the thing you wish to defend. This includes people bad-mouthing the thing you wish to defend.
Action:
Attack the person or persons threatening your chosen protectorate, possibly to the death depending on the circumstances. If they actually threaten your protectorate physically, kill them. If they are only talking about it, or you only suspect them of threatening it, beat them badly. You even Frenzy if someone says something nasty about the thing you wish to defend.
Roleplay:
Always seek to defend the thing you wish to protect.
Trigger:
Anyone harming you or those things you consider yours, or being in the presence of someone you have sworn vengeance against.
Action:
Attack the target of your vengeance until they have suffered as much as you have. This is a subtle Beast Trait, as you may end up deciding someone is your enemy and doing everything in your power to destroy them. If you are around someone who has harmed you, you must spend Willpower to deal with them sociably.
Roleplay:
Constantly seek to undermine and harm those who have incurred your vengeance. This can be as extreme as seeking out the man who cut you off in traffic and destroying his car, or as subtle as destroying the reputation of a Toreador who once made a slightly unkind comment about one of your parties. You may easily be offended by the smallest slight, or else see yourself as incredibly honourable.
The Brujah look after their own, even at personal risk, and irrespective of Sect, Status or Prestige. Refusing a request for aid is frowned upon and may result in the loss of Prestige, and ostracism from the Clan. A Brujah losing all their Prestige is not ejected from the Clan, rather the Clan ignores them until they prove their worth. Ejection from the Clan is extremely rare, but not unheard of.
To reflect their attachment to the people, all Brujah receive the Streetwise Ability at Basic Level for free. They may upgrade this to Intermediate Level by spending 2 Freebie Points during character creation.
You have spent a significant amount of time practicing the full use of both hands. In combat situations, you may hit simultaneously with fists or claws if you have the Brawl Ability, duel wield weapons if you have the Melee Ability, or fire twice with guns if you have the Firearms Ability. You may even combine these, e.g. Brawl/Melee, Brawl/Firearms, Melee/Firearms.
You appear to be alive to Kindred and mortals alike. Your skin has never paled, you still breathe (although you do not need oxygen). You can eat & drink as a mortal, and indeed can sweat water rather than blood provided you have drunken water. As long as you possess at least one Blood Point, you can make your heart beat. In short, you pass for human with ease.
You have performed services for another Clan in the past, and have earned their friendship. This Merit makes Kindred of that Clan well disposed towards you, and more likely to trust you, but they do not owe you anything beyond a level of respect they would give to their own members.
You must take this merit if you wish to begin with an out of Clan Disciplines, and that Discipline must be both inherent to the Clan and one they are willing to teach.
You have performed services for another Clan in the past, and have earned their friendship. This Merit makes Kindred of that Clan well disposed towards you, and more likely to trust you, but they do not owe you anything beyond a level of respect they would give to their own members.
You must take this merit if you wish to begin with an out of Clan Disciplines, and that Discipline must be both inherent to the Clan and one they are willing to teach.
The Brujah are cursed with unexpressed rage, and have difficulty controlling their Frenzies. Brujah must spend 2 Willpower Points to resist Frenzy, and 4 Willpower Points to end a Frenzy prematurely. This applies to all kinds of Frenzy, not just Rage (despite the name).
The inverse of the Clan Hatred Flaw, this means you actively dislike a particular Clan for some action or slight they performed in the past. The 1 pt version of this Flaw means you will avoid the Clan in question whenever possible, belittle them to others, and attempt to bring others around to your point of view. This must be role-played constantly.
The 3 pt version of the Flaw means you must actively seek to undermine the Clan's plans, kill their members and generally cause as much trouble for them as possible.
As with Clan Hatred, Intolerances taken against Non-Camarilla Clans are only worth 1pt due to scarcity. Anyone you suspect of being a member of the Clan you have Intolerance against must be treated as if they are a member of that Clan.
After each session when you hand in your character sheet, you should write a shortlist of any characters you suspect of being a secret member of that Clan, for Downtime purposes, failure to do so will result in roleplaying penalties.
You have made an enemy during your life or unlife, who will actively seek to disadvantage, injure and ultimately kill you. This must be discussed with a Ref, who will work out your enemy's background.A 1 pt Enemy is a being slightly less powerful than yourself, a 2 pt Enemy is a being as powerful as you are, a 3 pt Enemy is a being more powerful than you, and a 4 pt Enemy is a being vastly more powerful than you, or an organisation out to get you.It should be noted that your Enemy may not necessarily be a vampire. You have been warned.
Your sire is distrusted by the Camarilla. Maybe he defected to the Sabbat, or was dangerously insane, or repeatedly breached Traditions or Laws.
The Kindred of the Camarilla will distrust and dislike you by association, until you can shed this heavy burden, which is no mean feat.
You have control over another vampire of higher generation, or else are the pawn of an Elder vampire. This may be due to Blood Bond, blackmail or some other means of coercion. If this is taken as a Merit, your pawn does not necessarily know of your control.
The inverse of the Immune to Discipline Merit. This Flaw means you are incapable of resisting any of the effects of a particular Discipline. You suffer a -5 penalty to all uses of this Discipline against you, and you may not spend Willpower Points to boost this.
The inverse of the Immune to Discipline Merit. This Flaw means you are incapable of resisting any of the effects of a particular Discipline. You suffer a -5 penalty to all uses of this Discipline against you, and you may not spend Willpower Points to boost this.
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