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Developer Diary #9: Developing Brujah

For those who are new to the Vampire the Masquerade universe, the Brujah are a Vampire Clan. They are all descendants of the same bloodline that gives them similar strengths and weaknesses. They have access to supernatural Strength, Speed and Charisma. Their curse is that they are easily riled to anger and often use this reputation to their advantage with intimidation and threats. All these traits make them deadly opponents on and off the battlefield.
When we looked to adapt these rebels and philosophers into a video game, we were inspired by real world culture and vampiric fantasies to help you get immersed in their playstyle.
Here are some perspectives on building different Brujah from across the studio and an introduction from Karim from World of Darkness on how Brujah was developed for Vampire: The Masquerade fifth edition.

Designing modern Brujah for Tabletop​

“With the fifth edition of Vampire: The Masquerade, we wanted each clan to primarily embody a vampire archetype out of fiction and popular culture, rather than looking to their powers and fictional history alone for identity. Fortunately, for the Brujah this was easy.

The Brujah clan represent one of the oldest and most recognizable vampire archetypes: that of the eternal rebel. Brujah vampires identify fiercely with a personal cause, and cannot resist picking fights for the sake of this conviction. Explosive strength — of body as well as personality — thus becomes a defining asset of the clan. In previous editions of Vampire: The Masquerade the Brujah were often overshadowed by other clans in martial acumen, at least in practice, so we now made sure that their unique combination of Celerity and Potence would allow them to dominate most physical altercations.

However, in a game of personal horror, each archetype should be defined by their flaws just as much (if not more) than their powers. The tragedy of the Brujah is that beneath their surface idealism lies a deeper need — an addiction — for conflict. Mortals Embraced into the clan come from all walks of life and champion any number of causes, savory and less savory, united only in their belligerence. While many Brujah would claim to fight for the downtrodden, the perception of “downtrodden” is as varied as there are Brujah. And if a Brujah vampire would ever see their cause triumphant, they often find themselves championing the other side, the cold fire in their dead hearts goading them back into the fray — forever caught in a self-perpetuating cycle of destruction.”

– Karim Muammar, Brand Editor for World of Darkness

Simeon Ladock - “Silky”​

"Better to reign in Hell than to serve in Heaven, right? Name's Silky. This is my place, these are my people."

“Phyre won’t be the only Brujah in town. You can butt heads with several other characters that share this clan. Silky is one that we’d like to share today and you’ll learn more about him in the next post too.

He may look like he thinks with his fists, but assumption makes fools of us all. Silky is eloquent, persuasive, and a man of letters, quoting Milton, Shakespeare, and the Sex Pistols with equal reverence.

Silky is solid, the one you want on your side, clear-sighted and unimpressed by the posturing and drama of the establishment. He was the only one the Camarilla could name as Primogen for the Brujah because he's the only voice the rabble will listen to.

You'll find him holding court in The Dutchman, his beloved bar. Stay on his good side and you won’t see trouble there.” - Cherish Goldstraw, Writer

IH_Graphics_Silky_Tattoo_final_03.png

Writing the Brujah​

“It was important to us when designing our Brujah characters to show the variety of the clan - it’s not all about brutality, and clan members have very different ways to challenge the status quo and champion their causes, yet must still co-exist within Seattle’s Kindred society. Silky came in from one of our writers at the design stage feeling fully-formed and someone we wanted to spend time with. We knew who he was very quickly, and that makes writing him a joy.” - Ian Thomas, Narrative Director

Combat Discipline Design​

“Designing the Brujah's in-game powers, we first had to consider the kind of player that best fits the Brujah archetype. Bloodlines 2 pits the player against overwhelming odds, and while Phyre is exceptionally powerful, these situations are often best approached quietly and carefully to begin with. Most clans have tools at their disposal to sustain and exploit stealth, picking apart large groups of opponents and remaining unseen until the time is just right... But for some players, the time is right now and the tool is blunt force.

These players rebel against the planning and tension of stalking, instead preferring to trust their skills and instincts in the chaotic flow and dance of combat. With that in mind, the Brujah clan gives them the tools they need to get in people's faces and come out on top!
All the Brujah powers are offensive in some capacity. There's no easy way out, no help in staying alive, it's kill or be killed, so you'll need to be aggressive to survive. While that may sound simple, it won't be enough on its own. Each ability is designed to have utility beyond simple damage, so as you get to grips with combat, you'll find yourself using these more as tools to keep the flow of conflict under your control, which is where Brujah's real strength lies.

Your abilities allow you to crash through groups of opponents and drag enemies into a more isolated spot for a fairer fight or a safer feed. You’ve already seen a video of how to quickly deal overwhelming damage to a single target, but an even better tactical use is for bringing multiple opponents to the brink of death for a lethal follow up.

Brujah will also make use of Presence to taunt and enrage opponents, this makes them predictably aggressive, and is great for motivating a heavily armed mortal to try and club you to death with their firearm instead of shooting you! There's also a big explosive use of Potence, which can be used as both a crowd control and combo tool.

With all of the player's powers (and Brujah in particular), we've aimed to give them all a punchy, rhythmic feeling that makes them weave right in with your regular attacks and punctuates the chaos. My favourite's got to be the Presence-based power- Slagging opponents off to weaponise their emotions really puts you in the mindset of a belligerent Brujah troublemaker.” - Max Bottomley, Senior Gameplay Designer

What does a Brujah look like?​

“When it came to designing the look of the Brujah we really wanted to capture their chaotic and rebellious nature. This direction naturally led us to drawing inspiration from many real-world archetypes and movements that equally encapsulate that same vibe; punks, bikers, metalheads for example. All counter-cultural movements that stem from an anti-establishment and anarchic look on life, movements that we felt really captured the same feeling of being a Brujah. The punk and biker culture we wanted to incorporate has that same feeling of rebellion and conviction that is so prevalent within these movements. It was important to capture the unconventional and distressed clothing that punks tend to wear like the military surplus wardrobe, all the things that really show a disdain for conformity. These things we felt go hand-in-hand with what the Brujah represent, a rebellious and fiercely individual spirit.

We wanted the areas the Brujah inhabit to reflect their anarchic nature too. The Brujah will likely be found in dive bars, shady sections of Seattle away from the other more authoritative clans who also reside in the city. From this, we wanted their world to be messy, chaotic, with furniture tipped over from a recent brawl and graffiti covering the walls. We wanted the Brujah and their environment to reflect other rebellious pieces of imagery from real-life. Scrawled symbols of anger and defiance. Bright, non-conforming colours. A general sense that, at any point, something unpredictable could happen.” - Jordan Grimmer, Senior Concept Artist

Brujah_PhyreTogether.png

What’s Next?​

Over the next few months, you’ll learn more about the playable clans through our upcoming Clan Highlights. Following a dev diary much like this one, where the team at TCR lets you in on their approach to create the clan in question, a Clan Highlight will showcase specific abilities and how the clan choice impacts roleplaying in the game.

Every fourth week, you’ll be able to follow TCR in a new dev diary regarding a specific clan. Following each diary, a Clan Highlight with material related to the clan presented in the previous dev diary will be released, with the Brujah Highlight coming in two weeks.
 

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Just so we're clear. Bloodlines 1 was not a successful game. It was barely functional, it destroyed the company that made it, it buried the IP so far into the earth that it took almost 20 years to find it again, and it has a small fanbase. Paradox wanting this game to have some kind of success is natural. They are running a business.
Just so we are actually clear. It's basically universally agreed that a major reason the game failed was pressure by the publisher (Activision) to release it in the state it was in, with barely any positive marketing. That game was actually released earlier than announced (unthinkable around here, these days ^^), and had a contract that prevented marketing to start before HL2 was out. Which meant not only was it competing against HL2 and other games of that time, but also that the development was rushed by the publisher, on top of there being little awareness the game even existed.

Troika's business was also making games under publisher's contracts. Like HSL did for PDX, they were hired to create the game. It was the lack of further development contracts that killed the company; the didn't directly earn from BL1 sales either way.

We should also be clear that since the game has sold millions of copies. Why do you think PDX is so insistent on making this sequel? If it were such a "failure", there wouldn't be any point. Just call it something else, done. But, naw. The IP comes with significant brand recognition precisely because BL1 was a success later in its life. You can see this in the pre-orders on Steam, for example, when it was first announced.
 
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Just so we are actually clear. It's basically universally agreed that a major reason the game failed was pressure by the publisher (Activision) to release it in the state it was in, with barely any positive marketing. That game was actually released earlier than announced (unthinkable around here, these days ^^), and had a contract that prevented marketing to start before HL2 was out. Which meant not only was it competing against HL2 and other games of that time, but also that the development was rushed by the publisher, on top of there being little awareness the game even existed.

Troika's business was also making games under publisher's contracts. Like HSL did for PDX, they were hired to create the game. It was the lack of further development contracts that killed the company; the didn't directly earn from BL1 sales either way.

We should also be clear that since the game has sold millions of copies. Why do you think PDX is so insistent on making this sequel? If it were such a "failure", there wouldn't be any point. Just call it something else, done. But, naw. The IP comes with significant brand recognition precisely because BL1 was a success later in its life. You can see this in the pre-orders on Steam, for example, when it was first announced.
Activision doesn't do slave raids. The developers weren't forced to sign a contract with them. That was a judgement call on Troika's part. They could have said "no, we do not wish to work with you Activision, we will pursue our own projects." They did not do that. You've got the facts wrong here in any case. They were prevented from RELEASING Bloodlines before Half-Life 2 came out because Valve wanted their game to be the first exposure to their new engine which Bloodlines also used. That was a very reasonable decision considering how broken Bloodlines 1 was and how badly it would have made their Source engine look. The game was marketed with several trailers (all of which showed off the sexiness and action parts of the game while mostly ignoring the RPG parts.)

Where is your source for Bloodlines 1 selling millions of copies? Regardless, Paradox only made Bloodlines 2 because they got a really good pitch. That good pitch resulted in a bad game so they cancelled it. Then another studio made a really good pitch and now we're getting the current Bloodlines 2 that is coming in the fall.
 
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This idea that Bloodlines 2 must play exactly like Bloodlines 1 or you've been betrayed isn't really based on anything other than gatekeeping.
The idea that fans being outraged about what they perceive as a soulless corporation destroying the legacy of a piece of art that they are emotionally invested in being gatekeeping is a very sad thought to me. Whether or not it's the necessary reality that corporations are needed for the creation of artworks such as larger video games I won't really get in to but I will never understand those who feel the need to run defence for a publicly traded corporation like PDX in this case, or Activision in the case of the original. Any corporation that wants to dig up the corpse of something beloved to squeeze money from it should be treated like the necromancers they are, it's not like they couldn't create a new IP if they wanted to be free from the baggage of BL1.

I have no idea if it will be a good game or not in the end, or if it will be true to the original, but in choosing to make it Bloodlines 2 they have opened themselves up for being compared with the original, and as you say, they are running a business so they can damn well deal with the criticism like a business. Businesses don't have feelings.
 
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The idea that fans being outraged about what they perceive as a soulless corporation destroying the legacy of a piece of art that they are emotionally invested in being gatekeeping is a very sad thought to me. Whether or not it's the necessary reality that corporations are needed for the creation of artworks such as larger video games I won't really get in to but I will never understand those who feel the need to run defence for a publicly traded corporation like PDX in this case, or Activision in the case of the original. Any corporation that wants to dig up the corpse of something beloved to squeeze money from it should be treated like the necromancers they are, it's not like they couldn't create a new IP if they wanted to be free from the baggage of BL1.

I have no idea if it will be a good game or not in the end, or if it will be true to the original, but in choosing to make it Bloodlines 2 they have opened themselves up for being compared with the original, and as you say, they are running a business so they can damn well deal with the criticism like a business. Businesses don't have feelings.
Being outraged over video games, in general, is a bit cringe. In any case, what exactly has been "destroyed?" Has Paradox stopped you from playing Bloodlines 1? Did they round up all of the copies and destroy them?

Registering an account on a company's dedicated message board for the sole purpose of insulting them is like the very textbook definition of trolling. lol

They are dealing with hecklers like a business. They are ignoring them. :)
 
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for the sole purpose of
Man ... i doubt you havent heared this yet ... but you really should stop telling people why they do things ...
Its quite safe to presume they know their motivations and purposes quite well, bcs you know, its them you are talking about ... and them (unlike you) were there, when they made such decisions. :-/

Also ... you are really bad in reading other people as we allready established on previous page. -_-

Being outraged over video games, in general, is a bit cringe.
I wonder what are you trying to say here? o_O

That you dont care? You have lots to say for someone who wouldnt ... so i doubt that was the message.
That you disagree and concider Paradox to be awesome company that will lead us to bright future full of rainbows and sun? If so, you picked very odd way to do that.
Or is that you simply cannot accept the fact that some people might have other values? :-/

Or in simple words:
What are you trying to acomplish, what is your goal with this post?

Bcs, and feel free to corect me ... arguing for the sake of arguing ... is book definition of trolling. ;)
Any corporation that wants to dig up the corpse of something beloved to squeeze money from it should be treated like the necromancers they are
You say it as if it was universaly bad thing. o_O

I mean ... yeah, corporations are made to create profit ... and all they really care about is our money ... duh ...
But, there is symbiosis that was carefully cultivated trough past few decades ...
They provide entertainment > we provide curency ... and the system works!

Sure, from time to time some lazy, stupid, untalented, asshole come up and try to parasite on known trademark ... after all, thats whole businessplan for Disney in past few decades (Did you know how many smaller studios they bought, just bcs it released a hit and they wanted to squeeze more out of it? Its kinda fascinating. Twisted. But fascinating.) ... but thats exactly the thing ... if providede entertainment no longer entertains you, stop providing curency and let them bleed ... even dry, if necessary.

My point is ...
I dont think we shouldnt treat all companies that try to take some known trademark as some soulless unholy necromancer ... or worse ... EA. :-/
Take Larian for example ... they could create their own IP ... and they did, and it was sucessfull ... but they wanted to make Baldur's Gate ... so they made the deal and payed ridiculous amount of money to Hasbro, just for the privilege to use the IP ... and i wouldnt say they were necromancers, quite honestly, that was sucessor more than worthy of its legacy.
Its sad that such story, where old IP is treated with respect to its fans is quite rare ... im just saying: Its not impossible!

Actually ... it kinda depends on us ...
The more we will be "okey" with hardly finished half-baked products and will be able to pay full price and something extra for it ... geting exactly that, and being surrounded by soulles necromances is ... well, exactly what we deserve. :-/
it's not like they couldn't create a new IP if they wanted to be free from the baggage of BL1.
Feel free to corect me, if my information are incorect.
But from what i gathered and what i remember from various interviews, articles, and as the matter of fact partialy even Brian Himself ... it basicaly was the other way around.

He (and maybe few other people i dont really know) wanted to make Bloodlines 2 ... purposefully.
And so they went to Paradox, who was curently owning the rights, with their pitch ... Paradox liked their presentation, and allowed it ... sadly there was as it seems quite different agreement than Larian had. :(
I believe we all know the rest of the story.

Same goes to Chineese Room (funnily, or sadly enough) ...
They wanted to make their own Vampire the Masquerade game ... and had things prepared to present a pitch to Paradox ...
Sadly (or happily, depends on your point of view) Sumo Digital (their parent company) were allready talking to Paradox about Vampire game ... and it was decided that Chineese Room will finish the project wich was ... lets say frozen (for lack of better therm).

And now we see the results ...
People who wanted to make Bloodlines and wanted to make it properly ... were fired, as regrettable side effect of terminating really bad studio. (From the little we know.)
And people who are working on Bloodlines ... well, never wanted to make "a Bloodlines" in the first place ... so, however sad that is (and i agree it is) its just a fact that whatever they create(d?) wouldnt be Bloodlines ... bcs, well, they arent supposed to. :-/

I agree that the best approach from Paradox would be to announce that this game will be renamed to Vampire the Masquerade: 'whatever' ... personaly i would recomend "Swansong II." we also played an Elder there ... and the game was quite linear ... honestly there is lots of simmilarities between that and this.
And continue with marketing that way, bcs then they at very least dont piss off so many Bloodlines fans ... and lets be honest, whoever didnt cancel his preorder until now, wouldnt do that anyway ... and keep bloodlines for some brighter future, when they hopefully pick better studio to do that ... or at very least, they keep closer look at what is happening with their investment.
 
Being outraged over video games, in general, is a bit cringe.
Art and entertainment have always been connected, and a very large part of what makes up culture. Whether it's a dramatic retelling of a historic epic, a novel about a scientifically minded man and his monster, a painting of a steamer in a snow storm, a movie or a video game shouldn't really matter in my opinion, we always have opinions on our contemporary culture. I think it a lot more cringe to think that we should just shup up and consume it without engaging in it critically, surely one of the beauties of the free flow of information in the digital era is the diversity of voices that can be heard.

Registering an account on a company's dedicated message board for the sole purpose of insulting them is like the very textbook definition of trolling.
Is that the sole purpose of me posting here? Do I have to love corporate capitalism and sings it's praises to be welcome at this forum? What was that you were saying before about gatekeeping?

You say it as if it was universaly bad thing. o_O
I do, but I might be a bit extreme in my distain for corporations. There are better ones and worse ones sure, but I do believe the entire concept is a construct of evil, like a lich, and I'm not suddenly going to love one just because it once saved a puppy.
 
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Art and entertainment have always been connected, and a very large part of what makes up culture. Whether it's a dramatic retelling of a historic epic, a novel about a scientifically minded man and his monster, a painting of a steamer in a snow storm, a movie or a video game shouldn't really matter in my opinion, we always have opinions on our contemporary culture. I think it a lot more cringe to think that we should just shup up and consume it without engaging in it critically, surely one of the beauties of the free flow of information in the digital era is the diversity of voices that can be heard.


Is that the sole purpose of me posting here? Do I have to love corporate capitalism and sings it's praises to be welcome at this forum? What was that you were saying before about gatekeeping?


I do, but I might be a bit extreme in my distain for corporations. There are better ones and worse ones sure, but I do believe the entire concept is a construct of evil, like a lich, and I'm not suddenly going to love one just because it once saved a puppy.
No one said anything about not being able to criticise whatever you want. You specifically brought OUTRAGE in this conversation. Being outraged over video games is a bit cringe, yeah. Outrage is a total loss of control over one's emotions. Gatekeeping is when you prevent people from enjoying things, not the opposite. You don't seem to be here for joy. Just saying.

Unfortunately, corporations are going to continue to make video games. You're welcome to wait for the vampire game made by the Dictatorship of the Proletariat but you might be waiting some time. Good luck.

Anyway, this is a comically inappropriate place to discuss your grievances against capitalism in general, so let's stop here.
 
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Being outraged over video games is a bit cringe, yeah.
Nah, moderated emotions in respect to cultural discourse is overrated imo. I get enough of that in academia. The wide spectrum is what makes the internet enjoyable in my view, so I guess we'll just have to agree to disagree on this one.
Gatekeeping is when you prevent people from enjoying things, not the opposite.
And when the enjoyment of two groups are mutually exclusive?
Unfortunately, corporations are going to continue to make video games. You're welcome to wait for the vampire game made by the Dictatorship of the Proletariat but you might be waiting some time. Good luck.
There are a middle ground between large corporate entities and the ministry of digital culture you know, one could hope for a small studio/indie vampire immersive sim/rpg somewhere down the line despite the current corporate occupation of one of the most attractive settings. I'll stay hopeful just as I stay hopeful that TCR somehow pulls a rabbit out of a hat and makes an actually good Bloodlines 2 despite the worrying signs so far, but I'm not holding my breath, hope is not oxygen.
 
I do, but I might be a bit extreme in my distain for corporations.
I see ... thank you for clarification. :)
There are better ones and worse ones sure
Indeed ... but that was not my point.

I was trying to point out that sometimes (and i admit that maybe a bit naively, but i do want to believe that its more often than rarely) ... no matter how greedy the company actually is ... they realize that good product is path to good profits ...
So its mutualy beneficial .... aka symbiosis ... rather than parasitic leeching. ;)

But i see your point. :)
 
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Each new marketing material from TCR Bloodlines 2 makes me less interested in it.
And I was actually excited about it back in 2019 when Hardsuit Labs was working on it and I wishlisted it back then.
TCR version screams "2020s generic corporate game".
And I'm not hardcore World of Darkness fan, I just played (and enjoyed) Bloodlines 1.
I can imagine that more hardcore WoD fans have even more concerns.

I'm also getting strong Saints Row Reboot (big flop) vibes, which is painful to me, because I'm a fan of original Saints Row 1-3 and Bloodlines 1.

Some questions:

- Are these outfits (and hairstyle) final?
- Why do they look like a generic biker's outfits? I heard that Brujah were rebels and anarchists, not some biker's club. I can imagine that they would have more variety.
- Can we change Phyre's hairstyle or only her hair colour?
- If we play as a female Phyre, can we get some feminine outfits like in Bloodlines 1 or are we stuck only with these unisex/male (?) outfits? They look all the same, and since Bloodlines/WoD was all about diversity and freedom to express yourself, (especially as a "rebel" Brujah), these generic outfits are a big disappointment to me.
- When we will see some videos about character creation system?
- When we will see RPG systems like character sheets, attributes, feats, abilities, disciplines, how masquarade and humanity system (present in Bloodlines 1) works?
- Is this game really going to be released this year? Because it looks like they still needs years of additional development time. They will have to either crunch a lot (which is not good for the devs) or PDX will publish another unfinished release.
 
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@RagnarokCzD In regards to "Silky", a lot of vampires in WoD have interesting names/nicknames. I seem to remember a particular character in BL1 with an interesting name for a Brujah.

Also, you'll get more screenshots in the future. :)
 
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Some questions:

- Are these outfits (and hairstyle) final?
- Why do they look like a generic biker's outfits? I heard that Brujah were rebels and anarchists, not some biker's club. I can imagine that they would have more variety.
- Can we change Phyre's hairstyle or only her hair colour?
- If we play as a female Phyre, can we get some feminine outfits like in Bloodlines 1 or are we stuck only with these unisex/male (?) outfits? They look all the same, and since Bloodlines/WoD was all about diversity and freedom to express yourself, (especially as a "rebel" Brujah), these generic outfits are a big disappointment to me.
- When we will see some videos about character creation system?
- When we will see RPG systems like character sheets, attributes, feats, abilities, disciplines, how masquarade and humanity system (present in Bloodlines 1) works?

We'll be showing more about customization later in the year. These outfits shown are a few of the many that will be in the game.

You'll find out about your abilities next week!
 
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- Why do they look like a generic biker's outfits?
As in every game that was ever created ... options are just as limited, as limited is imagination of developers. :-/

a lot of vampires in WoD have interesting names/nicknames
Indeed ...
Sadly, we havent seen or hear any in Bloodlines 2 so far. :-/

BUT! That may be just matter of my personal taste, obviously. :)
 
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As in every game that was ever created ... options are just as limited, as limited is imagination of developers. :-/
True. In Bloodlines 1 even though we had only 4 outfits per clan, almost each one looked unique. Especially Malkavian outfits.
Here all 4 Brujah outfits look like a variation of the first outfit ("Biker's" jacket).
I suppose it's cheaper and quicker for the devs to do this that way, rather than creating 4 completely different and unique outfits.
 
almost each one looked unique.
I wont lie ...
First thing i remembered is Nosferatu's strictly BDSM wardrobe ...
Second thing was that all Ventrue Male had was suits ... aswell as Toreador Male ...
Wich is something you can also say about Tremere Male, except they wore it with style ...
and so on ...

Long story shorten:
I wouldnt go so far to claim that they looked unique ... pretty much each clan had some integrated identity in those outfits you couldnt shake off ... still tho, they felt (at least speaking for myself) lets say various enough.

Now thinking about it, maybe that was partialy bcs they were not so closely tied to anything too specific ... if you look at Brujah ... so we compare apple to apple.
There is clearly aswell some Punk and Biker inspiration ... but its subtle, it dont feel like you are spoonfed "you are punk now a REBEL" ... anyone can wear Leather Jacket, wich is also great thing on Bike ...
Maybe all that chineese room would need for those outfits, would be to tone them down a bit ... remove all those big A's, chains, piramides, spikes and badges ... and let some Brujah to be simply more subtle in their clothing.
Shouldnt even be that hard ... just delete some asets from those outfits, and save it as new one ... people love options.

I suppose it's cheaper and quicker for the devs to do this that way, rather than creating 4 completely different and unique outfits.
Possibly ...

I still think the main problem here is someone's inability (or unwillingness) to think outside the box.
It was said that Brujah are punks ... so they got outfits for Punks .... thats it.
 
bizarre.PNG

This one made me laugh out loud, the body proportions of this one is bizarre. When are you going to show us a masculine or feminine model which 97% players want to play.
 
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This one made me laugh out loud, the body proportions of this one is bizarre.
I think it should be obvious beyond the second glance that what trips you up here is the "over-sized army surplus jacket" that has been popular among counter-culture movements for many decades. The body proportions are roughly the same as the other samples.
 
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Version 5 coebooke, page 65:


Sorry, but the tabeltop game says that this is correct.

I think the problem is that many people don't really bother to learn the metaplot of V5. Elder vampires are mostly gone from the setting. They've all been Beckoned, forced into torpor, or are simply dead for the most part. That's what makes Phyre's arrival in Seattle such a big deal. Because the elder class is mostly MIA, that means V5 is about younger vampires. Some vampire embraced in the 1980s isn't going to rebel like Simon Bolivar. They're going to be a reflection of rebellion from their own time and culture. Punks and gangsters.

If Brujah Phyre is going to try to blend in with the local clan, yeah, she's going to look like a punk. No different than how 17th century pirate Smiling Jack shows up in Bloodlines 1 wearing a Motorhead vest.
That Motorhead vest is actually a skin and wasn't ever included in that actual release of the game. You know, licensing and everything. The same thing with Damsel(IIRC) has a KMFDM shirt in some fan update patches which again, is a skin and wasn't even in the original.