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Hello everyone, it is I yet again!

Bringing you the rundown for Brujah today, if you have any further questions feel to throw them at me.

Missed the stream, not a problem, you can catch the VOD right here on Twitch. Which I would highly recommend as there's lots of good tidbits in there, thank you cKnoor and Florian. : )


From down here among the tepid puddles of waste and piss you can tell this city is rotten. We’ve seen it before everywhere, for centuries, the only change you'll get is one crooked pig replaced by the next little piggy soon to turn even more fatter and more corrupt. Change is not an apple that falls when it's ripe, you have to make it fall.

Injustice is gunpowder we will set it all ablaze. Fresh blood from the top down. Even if it means, spilling some.
BRUJAH
The Pacific Northwest has a long history of attracting outcasts and drifters, those looking to keep some level of anonymity and independence. The Brujah have never been a large part of the Seattle Kindred community, but when they do show up to a party, they make their presence known immediately. Many of the Seattle Brujah are leftovers from failed Anarch movements in the past century, most choosing to remain unaffiliated or loosely affiliated with the city’s political factions – or at least, they like to claim that.


Generally, Brujah gather at a “bash”, which can be loosely summed up as a sort of fight club for the undead. They use these events to assert their physical superiority to the rest of the clans and to celebrate the raw power of their bloodline. That’s not to say they don’t invite other clans to enter, but it’s rare that any but the Brujah dominate the bash. The champions of these fights are rumored to make good money hiring themselves out as muscle for anyone who can afford them. Supposedly, business is booming in Seattle these nights…


Among vampires, the Brujahs’ powers are as overwhelming as their convictions. For the player who chooses to join the Rabble, two new ancient Disciplines become available in addition to their individual powers from their Thinblooded past.


POTENCE
The signature Discipline of the Brujah imbues their undead bodies with the pinnacle of raw Kindred strength. Nobody underestimates the strength of a Brujah twice.

• Fist of Caine (Blood Cost: 2), Potence’s first active power, allows the Brujah to deliver a devastating punch that turns walls into rubble and throws enemies through the air, tearing of limbs and causing collateral damage. The • • slot enhances these devastating effects even further.
• • • Earthshock (Blood Cost: 2), the second active power, smashes the ground with titanic force. The impact causes a shockwave around the player, damaging and knocking down anyone who dared to stray too close. After further upgrades with the • • • • and • • • • • slots, the ground cracks under the Brujah’s onslaught, sending fissures outwards and damaging anyone caught in this cataclysm.​

Use of Potence powers in front of unsuspecting mortals is a Masquerade Violation.


CELERITY
Some Kindred strike faster, dodge quicker, and escape more nimbly than any mortal creature could hope to. They use Celerity, the Discipline of pushing their bodies’ speed beyond all limits.

• Unseen Storm (Blood Cost: 2), the first active, allows the vampire to dash in a direction of their choice at such a speed as to momentarily disappear from view, allowing them to land attacks, dodge around enemies, or get away before the dust has time to settle. Characters struck along the way of the dash get knocked down. The • • slot further enhances the Unseen Storm.
• • • Accelerate (Blood Cost: 5), the second active, opens up speeds so fast that everything else in the world appears to slow down to a virtual standstill. Assailants seem frozen in their attacks, cars crawl forward, bullets zip by lazily, and the vampire can get up to the kinds of stunts that, with a popular 80’s synth track in the background, would make an awesome movie scene. The • • • • and • • • • • slots allow the vampire to further improve their acceleration.​

If any innocent mortal can spot a use of Celerity, it’s a Masquerade Violation.

Two down and four to go...! See you next week. : )
 
Last edited:

Vahouth

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I'm guessing by using Unseen Storm you swoop around almost instantaneously, while Accelerate slows down the world around you instead?
BTW, is Accelerate on a timer, or is it an on-off ability?
 
Last edited:

Lawine

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So wait... they don't get their full spread of disciplines? That's... weird and kind of concerning.
 

Ezumiyr

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Does that mean the protagonist is the only one to get powers? Because "Accelarate" on enemies seems a bit frustrating for the player.
Seems a bit weird given that we are just playing as a vampire, while this feels more like one of those game where you play a protagonist with unique powers.
 

steelabjur

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So wait... they don't get their full spread of disciplines? That's... weird and kind of concerning.
We get two and keep the Thin Blood power we start with for all Clans.

I suspect they're aiming for a sort of theme with the Clans. Here we have The Striker, who gets up close and beats face especially well. I suspect another Clan will have Presence for persuasion (likely Toreador) with little to no overlap of Disciplines.
 

Lawine

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Having thought about it a little more, and talked about it with others... I can sort of start seeing the potential plus sides of limiting it to two clan disciplines; and the reasons behind it; or at the very least feel a little more at peace with it. When it got out you started as a thin-blood I was immediately 'bleh' about it too, but have since turned around on that. Still, generally I'm more of a fan of giving players lots of options, rather than cutting them away for the sake of streamlining. But it's probably not going to feel as restrictive as it at first seemed to be.

Guess we'll have to wait and see.

And we'll always have mods if not.
 

Thure

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Does that mean the protagonist is the only one to get powers? Because "Accelarate" on enemies seems a bit frustrating for the player.
Seems a bit weird given that we are just playing as a vampire, while this feels more like one of those game where you play a protagonist with unique powers.
In bloodlines 1 the bosses had the same powers. but they worked differently. There was Bishop Vick who used Celerety but it worked completelly different from how it worked for the player. The same with Giovanni. So the enemies can have this powers, but they will work differently. For exemple: You wouldn't slow down but the enemy would move very very fast to represent the same thing.

Also in Bloodlines 1 it very mostly bosses who had the powers and not common enemies.
 

theliel

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Man, it's impressive how hollow the brujah are without Presence.

They're just goons now.
 

DocVanBoom

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To be honest, I find the two rather than three disciplines very strange. This seems to me like a much simplified gameplay.

The three clan disciplines plus the thinblood option would certainly have been more interesting imho. So a part of the existing clan lore is removed. Brujah just do not have a strong presence anymore. Not sure if I will like it, the fanboy in me is definitely not
 

Velvet_Witch

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Man, it's impressive how hollow the brujah are without Presence.

They're just goons now.
I think this is a huge mistake. By limiting the clans to two disciplines in may make the clans more unique but it also makes the clans much less versatile. Before if you were a Brujah and you wanted to charm your way though a situation you could instead of beating it to death. Now, nope your only good for beating the hell out of everything through the game. Absolutely can't understand this decision.
 

Vahouth

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Man, it's impressive how hollow the brujah are without Presence.

They're just goons now.
They were goons. Goons with Presence.
Unless you're referring to the Prometheans.

In any case, gameplay-wise it was just a debuff for the enemies.
I think this is a huge mistake. By limiting the clans to two disciplines in may make the clans more unique but it also makes the clans much less versatile. Before if you were a Brujah and you wanted to charm your way though a situation you could instead of beating it to death. Now, nope your only good for beating the hell out of everything through the game. Absolutely can't understand this decision.
You will and can still be a brute in combat and charm your way out of situations
They use the resonance system to build up buffs and attributes.
 

Vahouth

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That seems way too unreliable. You are in a hostile situation and you would rather talk your way out..wait wait just need to take a drink of some Sanguine blood real fast to get some charm. No that sounds terrible.
No, it doesn't work that way.
If you overindulge yourself in a specific type of resonance, the effects will become permanent.
Like a bonus attribute.
 

Attis

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No, it doesn't work that way.
If you overindulge yourself in a specific type of resonance, the effects will become permanent.
Like a bonus attribute.
And even if you haven't drunk it enough to make it permanent, it according to the rules still last you until your next feeding, so...you could potentially have the extra power from the specific blood resonance the whole night or two night. I hope they make it like that, or similarly. I hope it wont have a timer.
 

Velvet_Witch

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Apr 21, 2019
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No, it doesn't work that way.
If you overindulge yourself in a specific type of resonance, the effects will become permanent.
Like a bonus attribute.
Did they say that in the stream? Because its not that way in the tabletop. Its "All effects last until the vampire has her next drink or reaches Hunger 5" But the tabletop has different intensities of resonance as well.
 

Vahouth

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Jan 4, 2016
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Did they say that in the stream? Because its not that way in the tabletop. Its "All effects last until the vampire has her next drink or reaches Hunger 5" But the tabletop has different intensities of resonance as well.
It's known for about a month now from the demo they showed to the press.
If you drink a particular resonance constantly, you will acquire a taste for it and this will give you permanent buffs called "merits".
Blood bags are just blood. They don't atribute resonance.
 

Thure

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May 13, 2009
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I think this is a huge mistake. By limiting the clans to two disciplines in may make the clans more unique but it also makes the clans much less versatile. Before if you were a Brujah and you wanted to charm your way though a situation you could instead of beating it to death. Now, nope your only good for beating the hell out of everything through the game. Absolutely can't understand this decision.
You can still charm your way though a situation. Just put your skill points on Charisma etc...