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 Brujah - Rabble

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Havoc

Havoc


Posts : 111
Join date : 2010-03-19
Age : 43
Location : Ottawa

Brujah - Rabble Empty
PostSubject: Brujah - Rabble   Brujah - Rabble EmptyFri Mar 26, 2010 10:28 pm

The Brujah can be seen as the strength of the Camarilla. Known to most as ‘Rabble’, the Brujah are as violent as they as passionate. While they are perceived to be miscreant trouble makers, in reality it is their strong desire for social and political change that cause the majority of conflicts involving them. Of course, it doesn’t help their standing any when they indulge in destructive tendencies just to prove a point. Individualism flows strong within the clan, which can cause many difficulties and conflicts; however there is nothing like the threat of a common enemy to unite them. On the whole, the clan gets away with far more than others, due to behavioral expectation for chaos and upheaval. This is fine by them, of course. While some act on these misconceptions, the more eloquent use this stereotype to their advantage in political scenes.

Clan Weakness: The passion of a Brujah is both a blessing and a curse; when challenged, this passion can easily fly out of control. All Brujah suffer +2 difficulty when resisting frenzy.

Clan Disciplines: Celerity, Presence and Potence
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Havoc

Havoc


Posts : 111
Join date : 2010-03-19
Age : 43
Location : Ottawa

Brujah - Rabble Empty
PostSubject: Re: Brujah - Rabble   Brujah - Rabble EmptySat Mar 27, 2010 5:37 pm

Compassionate (4-PT 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-PT Merit)
People are drawn to you, due to some characteristic appeal you exude. You may purchase additional Backgrounds using your experience points at the end of each story – two experience points earn you one Background dot from the following group: Allies, Contacts, Herd, Retainers.

Fury's Focus (4 pt Merits)
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-PT Flaw)
Either your face or your immediate disposition lets people know that you have nothing good in store for them. Mortals react poorly to people who exude such a blatant air of menace, and all your difficulties for Social rolls increase by two (with the exception of Intimidation-related rolls).

Uncontrollable (5-PT 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 pt Flaw)
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.
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