# Clans # Brujah [](https://stockimageshark.co.uk/uploads/images/gallery/2023-11/brujah.png) #### **Description:** The Brujah have a reputation as fierce warriors; their affinity for war is carried in their blood. Because their weakness is their rage, they are much more vulnerable to frenzy. Quick to anger and always passionate, they have been steadily regaining their position as a clan of lofty philosophers and activists, and are known for mysterious knowledge and power.
**Nicknames** | **Disciplines** | **Clan Bane** |
- Rabble - Zealots - Agitators | - Celerity - Potence - Presence | The Blood of the Brujah simmers with barely contained rage, exploding at the slightest provocation. Subtract dice equal to the Bane Severity of the Brujah from any roll to resist fury frenzy. This cannot take the pool below one die. |
**Nicknames** | **Disciplines** | **Clan Bane** |
- Trash - Unbound | Caitiff characters have access to three Disciplines of your choice following the Embrace. These are not considered in-clan for the purposes of Experience cost and the Caitiff can learn any Discipline at the same price assuming they taste the Blood of a wielder at least once and fulfil the standard conditions for that Discipline. | Untouched by the Antediluvians, the Caitiff share no common bane. Caitiff characters begin with the Suspect (•) Flaw and you may not purchase positive Status for them during character creation. The Storyteller may always impose a one or two dice penalty on Social tests against fellow Kindred who know they are Caitiff, regardless of their eventual Status. Further, to improve one of the Disciplines of a Caitiff costs six times the level purchased in experience points. |
**Nicknames** | **Disciplines** | **Clan Bane** |
- Animals - Bêtes - Outlanders | - Animalism - Fortitude - Protean | In frenzy, Gangrel gain one or more animal features: a physical trait, a smell, or a behavioural tic. These features last for one more night afterward, lingering like a hangover following debauchery. Each feature reduces one Attribute by 1 point – the Storyteller may decide that a forked tongue or bearlike musk reduces Charisma, while batlike ears reduce Resolve (“all those distracting sounds”). If nothing immediately occurs to you, the feature reduces Intelligence or Manipulation. The number of features a Gangrel manifests equals their Bane Severity. If your character Rides the Wave of their frenzy (see p. 219) you can choose only one feature to manifest, thus taking only one penalty to their Attributes. |
**Nicknames** | **Disciplines** | **Clan Bane** |
- Lunatics - Oracles - The clan of the moon - Madmen | - Auspex - Dominate - Obfuscate | Afflicted by their lineage, all Malkavians are cursed with at least one type of mental derangement. Depending on their history and the state of their mind at death, they may experience delusions, visions of terrible clarity, or something entirely different. When the Malkavian suffers a Bestial Failure or a Compulsion, their curse comes to the fore. Suffer a penalty equal to your character’s Bane Severity to one category of dice pools (Physical, Social, or Mental) for the entire scene. This is in addition to any penalties incurred by Compulsions. You and the Storyteller decide the type of penalty and the exact nature of the character’s affliction during character creation. |
**Nicknames** | **Disciplines** | **Clan Bane** |
- Horrors - Sewer Rats - Scabs - Vagrants | - Animalis - Obfuscate - Potence | Hideous and vile, all Nosferatu count as having the Repulsive Flaw (-2) and can never increase their rating in the Looks Merit. In addition, any attempt to disguise themselves as human incur a penalty to your dice pool equal to your character’s Bane Severity (this includes the Obfuscate powers Mask of a Thousand Faces and Impostor’s Guise). |
**Nicknames** | **Disciplines** | **Clan Bane** |
- Duskborn, - Mercurians - The Young Ones - Weaklings | - Thin-blood alchemy - Additionally, whenever a thin-blood feeds they gain one dot in one Discipline associated with the Resonance of the blood consumed, together with one level one power in that discipline. If the Resonance is Intense or stronger, they gain an additional dot together with a second power. No additional powers can be gained in this way nor can the rating increase with experience. This Discipline lasts until Hunger reaches 5 or the next feeding. | N/A |
**Nicknames** | **Disciplines** | **Clan Bane** |
- Divas - Degenerates - Hedonists - Perverts | - Auspex - Celerity - Presence | Toreador exemplify the old saying that art in the blood takes strange forms. They desire beauty so intensely that they suffer in its absence. While your character finds itself in less than beautiful surroundings, lose the equivalent of their Bane Severity in dice from dice pools to use Disciplines. The Storyteller decides specifically how the beauty or ugliness of the Toreador’s environment (including clothing, blood dolls, etc.) penalizes them, based on the character’s aesthetics. That said, even devotees of the Ashcan School never find normal streets perfectly beautiful. This obsession with aesthetics also causes divas to lose themselves in moments of beauty and a bestial failure often results in a rapt trance, as detailed in the Compulsion rules (p. 208) |
**Nicknames** | **Disciplines** | **Clan Bane** |
- Warlocks - Blood Witches - Usurpers - The broken clan | - Auspex - Blood sorcery - Dominate | Once the clan was defined by a rigid hierarchy of Blood Bonds reaching from the top to the bottom of the Pyramid. But after the fall of Vienna, their Blood has recoiled and aborted all such connections. Tremere vitae can no longer Blood Bond other Kindred, though they themselves can be Bound by Kindred from other clans. A Tremere can still bind mortals and ghouls, though the corrupted vitae must be drunk an additional number of times equal to the vampire’s Bane Severity for the bond to form. Some theorize this change is the revenge of the Antediluvian devoured by Tremere, others attribute it to a simple mutation. Regardless, the clan studies their vitae intently to discover if the process can be reversed, and, indeed, determine if they would want to do so. |
**Nicknames** | **Disciplines** | **Clan Bane** |
- Patricians - Tyrants - Blue Bloods - Borgias | - Dominate - Fortitude - Presence | The Ventrue are in possession of rarefied palates. When a Ventrue drinks blood from any mortal outside their preference, a profound exertion of will is required or the blood taken surges back up as scarlet vomit. Preferences range greatly, from Ventrue who can only feed from genuine brunettes, individuals of Swiss descent, or homosexuals, to others who can only feed from soldiers, mortals who suffer from PTSD, or methamphetamine users. With a Resolve + Awareness test (Difficulty 4 or more) your character can sense if a mortal possesses the blood they require. If you want your character to feed from anything but their preferred victim, you must spend Willpower points equal to the character’s Bane Severity. |
**Nicknames** | **Disciplines** | **Clan Bane** |
- Necromancers - Graverobbers - Corpses - The Clan of Death | - Auspex - Fortitude - Oblivion (Cult of the blood gods) | Steeped in death, the fangs of the Hecata bring not bliss, but agony. Victims caught unawares will violently resist unless restrained, and few people submit willingly to the torture that is the Hecata Kiss. When drinking directly from a victim, Hecata may only take harmful drinks, resulting in blood loss (Vampire: The Masquerade, p.212). Unwilling mortals not restrained will try to escape, and even those coerced or willing must succeed in a Stamina + Resolve test against Difficulty 2 + Bane Severity in order not to recoil. Coerced or willing vampire victims of the Hecata bite must make a frenzy test against Difficulty 3 to avoid falling into a terror frenzy. |