What other items do customers buy after viewing this item? The Outlanders have no vangrel for the petty Jyhads and useless sniping of the undead — they are vampires, the highest order of beasts! I got the character so down. The transformations are neat too. Explore the Home Gift Guide. Ramona is a totally forgettable character. Want to annoy them? Alexa Actionable Analytics for the Web. This website uses cookies to improve your experience while you navigate through the website.
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Despite that, he still smiled at you and said you had potential. Then he showed you his fangs and asked whether you wanted to be a killer or a victim. You never hesitated. You never will. Oil Company Executive In life, you were a minor relative of an Arab oil sheik, not connected enough to be wealthy in your own right, but close enough to get a good education, including a business degree from America.
More importantly, your reputation as a savvy and ruthless businessman preceded you; so much so, it attracted the attention of a vizier elder who was having some problems grasping the intricacies of the energy sector as it applied to late twentieth century geopolitics.
He needed your. Tonight, you split your time between the boardrooms of Riyadh and the pleasure palaces of Dubai. There are deals to make in both venues. The Seer You were nine when you first had a vision of the future. You were fifteen when your vision told you how and where you would die.
You were seventeen when you vision told you that your death was not your end but your true beginning.
You were eighteen and a woman when you left your home in the south of Morocco for Egypt, where you wandered the nights until you found a particular apartment that called out to you. Merits and Flaws Sectarian Ally 1pt. Merit You have a close friend in one of the Kindred sects. Perhaps you are a warrior who is in touch with one of the antitribu, a vizier who shares common business interests with some Camarilla Ventrue, or a sorcerer who corresponds with one of the rare blood magicians of the Anarch Movement.
Your ally can help you navigate the currents of their sect, but they might want something in exchange from time to time. Thousand Meter Killer 1pt. Merit You have proven yourself worthy to join the Thousand Meter Club through your remarkable skill with the sniper rifle.
The difficulty of all rolls associated with sniping is reduced by You also double the normal range when using a sniper rifle as a weapon. Outcast 2pt. Flaw Your have rejected the ethos of the caste into which you were Embraced.
Perhaps you are one of the few viziers or sorcerers to support the Web of Knives or pursue the Path of Blood. Perhaps you are a warrior who has little stomach for combat, preferring instead to be a diplomat or a student of the occult. Perhaps you made some kind of public spectacle that revealed your disdain for your fellow caste members. Your sire now rejects you, as do the other members of your caste. Broken Antitribu 3pt. Flaw You are one of those most pitiful things — an Assamite antitribu who still labors under the Tremere Curse.
You have pledged yourself to the Sabbat, but you cannot perform diablerie and can only partake of Kindred vitae already transubstantiated through the Vaulderie. Multiple Curses 3pt.
Flaw In addition to the normal curse imposed upon you by your caste or sect, you suffer one additional one associated with the Assamite Clan. In general, the warriors favor these powers for their combat applications. However, a vizier seldom has need to kill an enemy by spitting in his face and a sorcerer even less so. Accordingly, below are alternate versions of the common Quietus powers available to the vizier and sorcerer castes — only the modifications to the powers listed in V20 are presented here.
The player of a vizier or sorcerer character must decide when purchasing the individual power whether to take the traditional version associated with the warriors or the caste-specific version. While this may seem a meaningless distinction, many applications of Assamite Sorcery require verbal incantations, which this power allows the sorcerer to use without drawing attention to herself. It allows the sorcerer to place a ward on a solid surface such as a door, a section of floor, or even a small object such as a box or a letter.
Investigation roll difficulty 7. Second, instead of inflicting lethal damage, each net success for the Assamite strips the target of temporary Willpower.
If the Assamite spends a Willpower point and continues to roll even after the target has lost all her temporary Willpower, additional successes strip the target of one dot of permanent Willpower. With this power, the sorcerer can spend one point of blood that he smears across his eyes. For the rest of the scene, the sorcerer can perceive dematerialized spirits and similar creatures as if they were material.
If he spends additional points of blood to coat a melee weapon such as a dagger or sword, that weapon can strike such targets and harm them normally despite their intangibility. More importantly, he can deliver instructions backed by Presence or Dominate without anyone else noticing.
If any successes remain, the power takes effect. While the effect lasts, the target is unable to spend Willpower to resist mental or social manipulation by the vizier, and the difficulties for all rolls by the vizier for such manipulation whether natural or supernatural are reduced by the number of blood points spent, to a minimum of 4.
Thus, while the power is active, he can allow one or more people. Subjugation is much more desirable. The vizier may coat a weapon with her vitae just as the warrior does with her version of this power.
However, on a successful strike, the blow does not inflict any damage at all. Instead, success on the damage roll causes the target to. If the target is already bound to another vampire, she may roll Resolve difficulty 7 to resist commands from the vizier that conflict with the wishes of her regnant as she understands them.
Ironically, Tremere, due to their Clan weakness, are particularly vulnerable to this power, and will remain under the effect of the temporary blood bond for the remainder of the night rather than a scene. Instead of spitting out a deadly acid, the vizier softly exhales a fine reddish mist towards the target. The vizier may target someone up to 10 feet 3 meters away per dot of Strength and Potence he possesses. Each success strips the target of one point of temporary Willpower, and if the target loses all of her Willpower, she treats the vizier as if she has a full blood bond to him until the sun rises.
Moreover, if the attack succeeds in causing the target to lose even one point of Willpower, treat the attack as if the target had actually consumed a point of blood for normal blood bonding purposes. Combination Disciplines If a combination Discipline power lists a caste-specific version of Quietus as a requirement, only the exact power listed must be of the caste type. If no caste-specific version is mentioned, any version of Quietus will suffice as a prerequisite.
This power removes the requirement that they do so. System: Upon learning this power, the sorcerer gains the permanent ability to see dematerialized spirits and the like. There is no roll and no cost for doing so, and this counts as part of the requirement for the sorcerer version of Taste of Death p.
This power costs 18 experience points to learn. While many Assamite elders still know it, Draught of the Soul is useless to those who cannot drink the blood of other Cainites. The antitribu can still make use of it, however, and if the Tremere Curse is ever lifted, all Assamites will have the potential to drink the memories of their victims instead of just their souls.
System: This power can only be used when an Assamite commits diablerie. These experience points should be kept in a separate pool. This power costs 27 experience points. The Assamite must touch the target to activate the power. This power can only be used to scry on someone who the Assamite has physically touched, and the connection only lasts for an hour. Such a character automatically realizes the intrusion if the Assamite uses Command From Afar and the control attempt is unsuccessful.
This power costs 21 experience points to learn. This counts as activating Celerity for a turn. During this turn, the character may take no action other than selfdefense, but she can defend herself with her full dice pool whether dodging or parrying against every attack made against her on that turn. This power costs 15 experience points to learn. This power cannot be used in combat but can aid the Assamite in moving with great speed without the debilitating vitae cost of conventional Celerity.
System: The Assamite spends a number of blood points equal to half his Celerity rating, rounded up. For a number of hours equal to his Fortitude, the Assamite multiplies his normal running speed by his Celerity rating. This power costs 12 experience points to learn.
This power assures the vizier that, no matter. For the remainder of the scene, the difficulty for all rolls to persuade, manipulate, or interrogate a single target through mundane conversation are reduced by the number of successes rolled to a minimum of 4. This power costs 9 experience points to learn. System: At the beginning of any turn in which the Assamite has activated Celerity and in which her first action is an evasive one, the player may spend an additional blood point to activate Shadow Feint.
For younger Assamites, this is a minor inconvenience — after a century, most Caucasians will look vaguely well-tanned, most Arabs and Middle Easterners will look dusky, and most Africans will have ebony skin.
After three to five centuries, the skin tone becomes distinctly unnatural. There are, after all, no ethnicities in the world whose skin tone is literally jet-black, which is common among Assamite elders. Both of these penalties can be overcome with appropriate levels of Obfuscate. Most Assamites think this curse is an inversion of the minor curse on the other Clans, who generally grow paler as time passes. The Amr, who for some reason is immune to this curse, is of the opinion that the Curse of Growing Darkness was the original curse levied on the Clan by Caine, and that the other various Clan weaknesses came later.
The Baali Curse or the Curse of Hunger This curse — an unquenchable thirst for Kindred vitae — currently afflicts only the Assamite antitribu as described in V20, p. Until the imposition of the Tremere Curse, it afflicted many of the warrior caste and a few members of the vizier and sorcerer caste. Now the curse has spread. Although this curse is presently dormant in mainline Assamites, if the Tremere Curse were lifted, it would likely return with a vengeance.
In such a case, the Curse of Hunger would automatically take root in all warrior caste Assamites. For viziers and sorcerers, suffering this curse on top of their normal caste curses constitutes a three-point Flaw. The Curse of Obsession This curse afflicts the vizier caste. Its origins are unknown, and it may date back to the Second City. It manifests as an Obsessive-Compulsive disorder as described in V20, p. The Curse of Prominence This curse afflicts the sorcerer caste.
It manifests as an unusually vivid aura that marks all sorcerers as having magical power in the eyes of anyone with Auspex or comparable mystic senses, as described in V20, p. It causes Assamites to suffer a deadly allergic reaction to the consumption of Kindred vitae, as described in V20, p. If Ur-Shulgi rises, it is likely he will lift this curse as his first act.
The sorcerer creates an alchemical substitute for vampiric blood, allowing an Assamite who drinks enough to decrease her Generation. The ingredients include a wide variety of chemicals, herbs, and other exotic materials, but the most important ingredient is Kindred blood. For example, an Assamite who sought to reduce her Generation from Eighth to Seventh would need to procure twenty-eight points of blood from Kindred whose own Generation was Seventh or lower.
Regardless of how much vitae that is, the result of the alchemical process will evaporate down into a thick sludgy material that the imbiber must consume in a single attempt.
The potion is foul, and requires the imbiber to successfully roll Willpower difficulty 9. If that roll succeeds, the Assamite must then successfully assimilate the blood into her body. This requires an extended Willpower roll difficulty 9 , seeking 15 successes for a new Generation. Assimilation is so painful and distracting that any attacks made against her during this time face a difficulty of only 2. Part of her was still uma of her attack made it even mor tra The ed.
Instead, amazed to be alive about to be raped and probably kil was she t tha e sur felt she ey, burning dragged her into the all etime later with a headache and a som up e wok she n the and k, nec and was a few blocks away there was a sharp pain in her out of the wrong end of the alley red gge sta she ed, Daz. Then she heard the whistle. She had dodged safe part of Chicag past 51st Street. She now rea e she might well get raped and kil lik ked loo it and r, the ano o int e one encounter only to stumbl actually seemed like bigger ll and that burning in her throat sku her in ng ndi pou t tha w, eho all.
Yet som ng thugs. She trio leered at her, and his two bud the of der lea The e. The boys laughed and igh Ton er. The tin red t wen g hin ryt eve n The se. However, eas , oat thr her n dow ed flow us like a sledgehammer and delicio right up until something that felt She awoke sometime later in another place. The thirst was still there, but weaker and, for the moment, manageable. The pounding in her head was much fainter but still there, as if waiting for the right moment to crank back up again.
She was on a couch in a tasteful yet Spartan apartment. Framed pictures of concert posters covered the wall. Across the room was a young black male who looked to be in his early twenties if not younger, sitting in a leather office chair behind a smart IKEA desk. As Shelly sat up, he set the book aside on top of some other books about Greek philosophy, mainly Aristotle. Or are you gonna frenzy again? I mean, a black guy hitting a white girl just looks bad, you know? Then it was gone.
When were you Embraced? You know, into a vampire? Sometime recently, maybe earlier tonight, some asshole attacked you, bit you on the neck, and made you pass out. Sound familiar? Did you see the vampire who did this to. Or did he say anything? He was big and wearing a heavy coat. But he did say something. Dre cursed softly. Smiling Jack is my sire too.
But he answered all my questions after my Embrac e, and he can do the same for you. He turned back to Shelly. Accordingly, reliable records about our earliest nights are There are disagreements as to names, dates, genders, and motivations. What I tell you of those nights is merely the most commonly recited fable.
Caine, the first vampire, founded the city of Enoch, and abandoned his childer and grandchilder after the Great Flood destroyed the city. His heirs rebuilt, but conflict broke out in the Second City between those of the Second and Third Generations, with the latter destroying the former. The city fell soon after. At some point during this conflict, the one we call Brujah was slain.
Most say one of her Fourth Generation childer, a man called Troile, committed diablerie upon her, but there are other stories saying that Brujah was murdered by the Ventrue Antediluvian and Troile diablerized him in retaliation. According to those stories, the bloody enmity between the Brujah and the Ventrue dates to that night. Then again, other stories say Troile was the Antediluvian and Brujah his murdering childe or maybe hers, since even the genders of the relative parties are speculative.
The early Brujah were considered a Clan of learning, at least according to our collective mythology. It seems unlikely to me that the entire Clan had such restrained proclivities. Then again, perhaps the earliest Brujah, resentful of our legendary temper, sought to fight against their natural instinct for violence by becoming more intellectual and philosophical. The jewel of the Phoenician Empire, Carthage. The Idealists among us say that it was a utopia in which Kindred and kine lived together in peace and mutual respect.
The Ventrue, unsurprisingly, disagree. Moreover, since the winners write the history books, most mortal historians ascribe to Carthage a lurid culture of human sacrifice, and most Kindred historians accuse Troile of consorting with demons. The initial conflicts between Carthage and Rome were the sort of military skirmishes that one might expect to flare up between two competing empires sharing spheres of influence.
Probably the Malkavians, who infested Rome and spread madness and paranoia in their wake. Eventually, Rome took the city, burned it to the ground, and salted the earth, supposedly to prevent any Kindred who had melded into the soil from emerging.
According to some tales, Troile himself lies buried beneath the Tunisian soil, trapped for eternity. Certainly, he has never made his presence felt in all the nights since.
Well, not his physical presence. Some think our hereditary tendency towards frenzy is a result of a blood-based link to a crazed Clan founder who lies trapped for eternity in agonized hunger beneath the sands of Tunis. The broader effect of the loss of Carthage can be seen in the rise of Roman and therefore Ventrue hegemony.
Without Carthage, there was nothing to stop Rome from becoming the dominant socio-political force in Europe, the Middle East, and North Africa. With it came the authoritarian megalomaniacs of Clan Ventrue, who spent the next two millennia convinced that their destruction of Carthage justified their right to rule over all other Kindred.
While in the process of burning Albigensians at the stake over various doctrinal disputes, the Inquisitors discovered to their surprise that some of the Cathars were, in fact, vampires. Upon finding conclusive proof of our existence, Mother Church did exactly what one would expect of a religion that sprang from authoritarian soil fertilized by the Ventrue — they tried to kill us all. For a time, they were quite successful. So much so that the European elders decided to send their own childer to their Final Deaths against the Inquisition in the hopes that once all the foot soldiers were dead, the Church would think the war over.
Understandably, some of those childer balked at dying for such a purpose, but they lacked not just leadership but the ability to articulate a response other than suicidal obedience. As it happened, there were relatively few Brujah Princes in Europe caught in the path of the Inquisition. Our anti-authoritarian bent, combined with the antipathy of the Ventrue and their bootlickers, largely prevented the Brujah elders of the day from achieving temporal power.
Ironically, this was a boon to our Clan during the Inquisition. Barred from the levers of power but still gifted at persuasion and rhetoric, those Brujah found themselves uniquely positioned to offer an alternative course of action to the terrified childer of the other Clans: Just Say No! The Brujah presented young vampires of the other Clans with an idea that had honestly never occurred to them: rebellion.
Defy your sires. Reject their commands. Live your own unlives free of the dictates of others. Have no ruler. The idea spread so well, a word developed for those Kindred who would have no ruler: Anarch.
While our Clan certainly led the Anarch Revolt, we are not so arrogant as to claim we did everything. The Tzimisce Anarchs defeated the blood bond with a ritual that rescued many potential recruits from slavery. The Lasombra also played their part, though in a way that even many of the Brujah Anarchs found troubling — they diablerized their own Clan founder — an event that sent shockwaves through the Kindred of Europe, and one soon repeated against the Tzimisce founder.
It was a War of Generations, after all, and diablerie was one of the few ways to even the odds between elders and ancillae. However, to every Kindred back then diablerie was the vilest of sins, and cannibalization of two Antediluvians shook the Anarchs even as it galvanized the elders into harsher countermeasures.
Then, one of our own elders, Patricia of Bollingbroke, attacked Hardestadt, one of the most influential Ventrue in Europe, and according to some tales, actually diablerized him.
The forces against us were insurmountable no matter how hard we fought, but I chose to believe that in the end, we defeated ourselves. The moral clarity of the Anarch cause was blurred and sullied by the high-profile diableries, and even more so when the Assamites offered us their assistance.
Basically, if we would provide information on the movements and havens of traditionalist elders, the Assamites would remove said elders, claiming their blood in the process. What started out as a movement of noble freedom fighters fell into a disarrayed collection of Judas goats.
We were just enslaving them to different masters. Beset at all sides by the nascent Camarilla, by the Inquisition, by the Assamites, and by bloodthirsty cannibals within our own ranks, the Anarch leaders simply surrendered. The Treaty of Thorns allowed most of us — mainly the ones with no black marks in our auras — to join the Camarilla.
For many of the Revolt, especially those of Tzimisce or Lasombra stock, that was. First, their pride would not allow it. Second, many of them were exuberant diablerists and would never have been accepted. Finally, most of them had become addicted to both the Vaulderie and the taste of elder blood.
Thus, from the ashes of our noble idea, the nightmare of the Sabbat was borne. To this day, the Ventrue point to the Sabbat as an example of why other Kindred should never listen to us.
Pompous fuckers. After Thorns, a small percentage of our Clan chose to join the Sabbat as antitribu, but the rest of the Brujah returned to the fold. They see it as a strength, but we know it for what it really is. It guaranteed us all the same rights.
It required anyone who had seized our domains to return them to us, while requiring us only to return assets we had seized to our sires or Clan elders, most of whom were Anarchs just like us. To be honest, I cannot say for sure that the treaty itself was a binding magical document, but we have certainly spread the rumor that it was far and wide, and the Tremere have never openly contradicted us.
Be it known that the Anarchs will enjoin with the Camarilla as an accepted part, making it whole. Anarchs are expected to work peacefully to achieve their own ends. They must become defenders of all and they shall receive full entitlement to all rights and privileges belonging to all Camarilla Kindred.
All Anarchs shall be accepted back unto their elders and their formerly denounced Clans without any fear of reprisal. Only the most vicious of atrocities shall not be forgiven. These shall stand written for the Justicars to hear within one year after which all allegations are no longer valid.
All Anarchs shall reclaim all remaining and rightful property confiscated from them. In return, they must turn over any war gains taken during the conflict by giving them to their sires or any recognized Clan elder. Know also that if the Anarchs are further warred upon, this open Jyhad invalidates their responsibility to maintain peace with their attacker. They may act freely without fear of reprisal from any non-active members of the Camarilla. American Revolution.
Instead of interfering directly with Camarilla politics, we go after the mortals. In the American colonies, Brujah lit the spark of the. Unfortunately, almost immediately, the French Revolution was co-opted despite our best efforts. Not that it was ever really our Revolution. Despite what our more prideful kin would tell you, the Kindred rarely have the power and freedom to directly shape mortal society.
We Brujah can at best nudge revolutionaries and then fume when our enemies nudge back. In France, those enemies were not the Ventrue for once. No, it was the Toreador under the leadership of Francois Villon who adroitly undermined us.
A whispered word here and. Within ten years, Napoleon had crowned himself Emperor, and when he proved inadequate for the job of conquering Europe, Villon blocked our efforts to preserve the Republic while the monarchists who subsidized his decadent lifestyle helped the Bourbons back onto their old throne. The Brujah of France were never fully defeated, though, and France has been a hotbed of revolutionary thought ever since, with Toreador-influenced governments repeatedly brought down by popular revolt.
Finally, the rise of the Third Republic in ended the monarchy for good, and in the twentieth century, the Toreador and the Brujah actually joined forces in the face of Nazi invasion. Born in the aftermath of World War II, the Situationists were a group of artists, political activists, and armchair revolutionaries drawn together by a common interest in neo-communist theory and avant-garde art.
The group, which was Marxist in nature but opposed to the authoritarianism of the communist dictatorships of the day, sought to use surrealist art to critique the role capitalism played both in destroying the quality of human life and in making a global fetish out of rampant consumerism. Initially a purely artistic movement, the SI became increasingly anarchist and revolutionary in character, culminating in its role in the insurrections at universities across France and Belgium.
Whatever influence the Situationist International had on mortal politics, it was definitely influential among the Kindred of France, especially a small coterie of artists and. Dada and Surrealism had been around for decades, and in France they had been important avenues for Kindred artists, particularly Malkavians, the more avant garde Toreador and, of course, the Brujah.
Generally, however, the intensely conservative French Toreador establishment rejected those movements as serious art. However, of all the Kindred Situationists, only the Brujah would go so far as to see surrealist art as a weapon to use against their political opponents.
Brujah Situationism manifested as an effort to use artwork to galvanize public opinion and undermine Camarilla authority in a way that the Camarilla leaders could barely even understand, let alone suppress. Some Situationists made heavy use of performance art, often using their powers to compel others to perform strange acts in public places that confused or enraged onlookers.
Others found ways to incorporate their Kindred disciplines into works of art or musical performance that could affect viewers. In the s, the Situationists incorporated magical techniques derived from the so-called Punk sorcerers who had been forced to flee Britain for France.
The extreme countercultural themes that impregnated Punk Sorcery were a good fit for the absurdist revolutionaries of the Situationist movement, and members who had initiated themselves into Punk Sorcery devised several art-themed rituals designed to shock and infuriate the Toreador art establishment and, by extension, the Toreador Camarilla leadership with which it was largely synonymous.
Across the Atlantic, the American Revolution was generally better for our aims. Some of our elders insist that the Brujah played a direct role in the Boston Tea Party, and that the Idealists advised many of the Founders on how to establish a modern democratic state free of the excesses of monarchy. From our perspective, the results of the American Revolution were imperfect but largely successful. The main sticking point was that the Southern states were unwilling to consider any federal interference in the slave trade, let alone abolition of it.
According to some tales, this obsession with chattel slavery was driven in part by the presence of Autarkis vampires — mainly Ventrue, Malkavians, and. Toreador, but with a surprising number of Tremere and Setites — who were using the slave plantations as herds and, in some cases, as fodder for vile blood magic experiments.
Today, the Brujah may not control American democracy, but we have ensured that no other Clan does either. Of course, the s would also mark another important moment in our history, this one taking place on the opposite side of the country, but I get ahead of myself. RUSSIA Our third major revolutionary effort was perhaps our most successful, but also the one about which our Idealists are most ambivalent. In , after decades of planning, a council of European Brujah engineered the fall of the Tsarist regime and exterminated the Kindred alliance that had quietly dominated Russia for centuries.
For the moment, the Brujah mostly ignore the issue. Let the Ventrue and the Tremere send their spies and assassins to certain, if mysterious, death. From the start, the Soviet experiment was troubling to many in our Clan. Our traditions call for us to seek a closer relationship with the kine at least to the extent permissible under the Masquerade and to seek individual freedom for ourselves and egalitarianism for all.
The Menshevik faction of the Revolution best represented the ideology of the Russian Brujah. Unfortunately, the Mensheviks lost rather decisively to the Bolsheviks, forcing the Brujah revolutionaries to make the best of things. It is unclear whether the Brujah Council ever directly controlled Stalin in any way, and certainly not enough.
On the other hand, the Council had enormous access over the Soviet society as a mechanism for spreading communist revolutionary thought. During their regime, the Council was quite free in financing Anarch activities around the world; so much so that when the Council fell, Anarch cells across the world were caught flat-footed and put at a serious disadvantage in their revolutionary activities. It represents the clearest expression of Brujah ideals and Anarch thought. In doing so, Don Sebastien made two fatal mistakes.
MacNeil was, in fact, a battle-hardened year-old elder. Second, Sebastien, who was surprisingly ignorant of Camarilla traditions for the Prince of a major city, failed to realize that unprovoked state-sanctioned violence against an Anarch leader violated the terms of the Treaty of Thorns.
In so doing, he effectively gave the Anarchs of L. MacNeil, who was more versed in the details of said treaty than Sebastien, concluded that the Anarchs of L. Unfortunately for Sebastien and most of the L. Camarilla, MacNeil was quite good at warfare.
Within a month, L. Within six months, most of Southern California was an Anarch-held territory, which the Camarilla, still grappling with postWar chaos, could not address.
The result is not a New Carthage where all Kindred share power as equals. Instead, it is a demilitarized zone where informal vampire gangs claim control over however much territory they can reliably hold.
MacNeil installed permanent. As most Brujah come to learn, though, history always repeats itself. We are more than we appear to those outside. We are also less than we wish to be and far less than we were in the noble past we imagine for ourselves. We are more in touch with humanity than any other Clan, having spent millennia seeking to elevate our mortal brothers and sisters into equivalence with the Kindred. We are also more divorced from them than most Kindred, for the passions that flare up inside us often burn too hot for the mortals nearby to endure.
We seldom seek out overt power among either the Kindred or the kine. A position of authority necessarily carries a requirement of conforming to the expectations of those in authority over you, as well as those over whom you hold authority.
Even those of us who do hold power still strive to maintain that sense of individuality. Most Princes rule through rigid social control; their power lies in the ability to force their peers to act in a certain way or risk shunning.
A Brujah Prince rules by the force of her will, by her charisma, by her passion. Failing that, she rules by being supernaturally strong enough to crush her enemies, whether through the cruel subtlety of emotion-shaping disciplines or the more direct means of a vitae-augmented lead pipe to the head. Regardless, the Brujah Prince will usually be more direct than rivals of other Clans will. The courtly parties might not be as ostentatious, but at least you always know where you stand. RAGE Of course, while I think individuality defines the Brujah, many others would say that what most defines us is rage.
Anger burns hot in the soul of every Brujah. Your subconscious, my friend, is dry tinder awaiting a spark, and it always will be. Personally, I think the fury of the Brujah, though a disability to be mastered, also carries a potent benefit — our rage prevents us from stagnating by making complacency an impossibility for us.
All the other Clans gradually devolve into static, unchanging mockeries of humanity, but the Brujah are blessed with a boundless, barely constrained fury. From time to time, we must upset the status quo. Even among Brujah Princes, it is simply not possible to be a static creature when you might rip apart a trusted lackey just for delivering bad news.
That is not to say we are proud of our rage. It is a curse, no doubt, and one we must resist, particularly so long as we are bound to respect the Masquerade. But it is a simple fact of our unlife — a Brujah will frenzy, and nearly every time he does, his world will somehow change.
It is difficult to explain the nature of Brujah frenzies to the other Kindred. All vampires suffer frenzy, after all, and our brethren often fall into the trap of thinking that Brujah are simply weak-willed when it comes to resisting it. A Brujah does not frenzy because some stimulus or frustration has destroyed her calm and unleashed her Beast.
Every Brujah I know is angry all the time. Every minute of our collective unlives is filled with a relentless, barely concealed annoyance with the universe. With one foot firmly planted in the mythic and the other rooted in the unforgiving streets of New York City, Aisling Sturbridge, Regent of the besieged Chantry of the Five Boroughs, serves as leader, teacher, and guardian to the novices entrusted to her care.
But if holding the front line against the Sabbat were not challenge enough, Sturbridge must struggle to unravel a murder in the very heart of her chantry; to upstage the manipulation of rival Tremere powerbrokers and to survive the escalating and unwelcome attention from the motherhouse in Vienna.
All of these struggles, however, may prove to be in vain. If Sturbridge cannot find some answer to her own silent accusers—the faces of the Children down the Well. This series is a monumental 13 novel exploration of the forbidden world of the Kindred. What began in Clan Novel: Toreador continues here, and it's ending will determine the fate of every human—and inhuman—being in the world. A vast dread lodged itself in her, shook her frail bones. Somewhere a boundary had been trespassed.
The sense of alien intrusion was no less immediate and absolute than it would have been if Osobei had put his hand between her legs. But which boundary? She began making her way through the encampment, rising slightly on her toes as though that would really help her see better.
Osobei fell into step beside her, his expression more curious than concerned. Then they heard the first scream. She broke into a stumbling run. The scream was immediately joined by others. They came from near the warriors' gers. She smelled plenty of roasting meat, horse-sweat and qumis, but the rising scent of vampire blood quickly threatened to overwhelm them all.
From the campfire protruded the lower half of someone Deverra was sure she should recognize. Qarakh stood in the center of a knot of his Cainite soldiers. Long earth-colored claws extended from the tips of his hands and also from his feet, shredding through his soft leather boots. As she watched, he bodily picked one Cainite up and threw him a good ten yards. Another he seized by the throat, then he snapped the man's spine over his knee and began to drink lustily from the outstretched neck.
Dark Ages: Vampire takes you to the nights before the Camarilla, when kine truly had reason to be afraid of the dark. The vampires of this bygone age ride the dark as lords, play their games with the crowned heads of Europe, and travel to the mysterious lands of the East as they wage their ages-old war. The diablerie of saulot, the waking of Mithras, the destruction of Michael the patriarch, the return of the Dracon -- it all means the time of reflection is over.
The Inquisition stirs and the time to act is now. Across Europe, monarchs of the night set princes and barons at each other's undying throats.
Young vampires take to the field ready to claim their domain and become powerful lords in their own right. Blood calls to blood. Secrets and conspiracies in the haven of Clan Tremere. Wide Ruled Notebook. Size: 6 inches x 9 inches. Masquerade Clan Tremere V TAGs: vampire the masquerade, v20, classic world of darkness, lasombra, clan, tim bradstreet, dhaunae de vir.
Masters of deception and intrigue, the Lasombra consider themselves the leaders of the Sabbat. No other Kindred so fully embrace what it means to be a vampire. The Camarilla, after losing ground along the East Coast in its recent war with the Sabbat, has claimed control of New York City at last. Now the story of their covert activities and greatest victories is finally told. Journaling your thoughts and feelings. Clan Novel Malkavian is the ninth novel in the series. For hundreds of years, Anatole has sought clues and answers to the riddles about the time called Gehenna, when the ancient vampires called the Antediluvians will rise and destroy all the Kindred on earth.
Anatole is alternately thought mad because of his Malkavian blood or blessed by God with a true faith, but few deny that he sees and comprehends many of the mysteries of the World of Darkness.
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