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Clan Highlight: Brujah

VTM_Brujah_type_black.png

Rebels, The Learned Clan, Rabble, Hellenes.

The Brujah are known for their impetuous tempers and defiant natures, and the clan contains some of the most violent vampires. Visionaries and brutes both, the Brujah have fallen from their stature as the Learned Clan to a motley lineage of radicals, troublemakers, and firebrands — all as much at odds with each other as with the systems they claim to oppose.
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Playing a Brujah in Bloodlines 2

If you’re a player who leaves the shadows to the cowards, knows the frontline is where the fun is, and rebels against the establishment, Brujah is your clan.

In Bloodlines 2, Clan Brujah will offer a brutal brawling playstyle with its abilities (in Vampire: The Masquerade, known as Disciplines), getting you into the fray and rewarding you for staying there. The Brujah control the dance of combat by making enemies drop their defenses, knock them around on the battlefield and increase their damage by feeding for powerful finishing strikes.

In social environments, the Brujah are often expected to have a short temper. In Bloodlines 2, certain characters you meet may treat you differently depending on your clan, and while clans have access to angry, violent or threatening dialogue options, throughout Bloodlines 2 you will find unique dialogue sequences for the Brujah. And if you play against the archetypes, characters in-the-know will react.

As a predator of the night, hunting for blood is always a challenge, but the Brujah can often rely on their ability to influence pedestrians’ rage to make them chase you into an empty alley and have a midnight snack.

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Abilities

When you choose your clan, you will start out with a passive ability unique to each clan. You are then able to unlock abilities from the Ability Tree, starting with your chosen clan. Each ability requires spending Ability Points to unlock, which are earned from completing missions, combat and exploration. At the peak of the Ability Tree, you can unlock the clan Perk, a reward to those dedicated enough to unlock all of the abilities for a clan, giving a permanent passive upgrade.

Brutality
Clan Passive

After feeding, become flushed with vampiric strength, temporarily increasing the power of all your melee attacks.​

Taunt​

Use your supernatural Presence to enrage an opponent or civilian prey, compelling them to attack you. While enraged, the target takes increased damage.

Ability-Taunt.png

Charge​

Surge forward with preternatural speed and rage, grabbing an enemy you collide with to use as a battering ram to knock down others in your path.

Ability-Charge.jpg

Lightning Strikes​

Target multiple opponents and unleash an unstoppable hail of punches, with the final strike dealing increased damage.

Ability-LightningStrikes.jpg

Earthshock​

Slam the ground with explosive force, flinging surrounding enemies into the air.

Ability-EarthShock.jpg

Pulverise​

Clan Perk

Killing enemies without feeding still activates your Clan Passive.​

Customizing your playstyle​

In Vampire: The Masquerade - Bloodlines 2, you can play your character in different ways. Brujah are a more brawler type, and the abilities are focused around supporting that. We wanted to make sure that this is not an ability optimization game where you need to go through a multitude of abilities and weigh them against each other. Playing a clan should be straight forward if you want it to be.

While this is true, you can also dive deeper into the customization of your playstyle. This is done by visiting important Seattle vampires that are sworn to assist the Sheriff (you) including offering their Blood to help unlock abilities from their clan. Abilities from other clans may cost more AP depending on how well they align with your clans Disciplines. The Brujah Disciplines are Celerity (speed enhancing abilities) Potence (strength enhancing abilities) and Presence (the supernatural ability to attract, awe, or terrify)) so if another clan has a speed enhancing ability it would cost less AP to unlock than an ability for a Discipline Brujah don’t have, such as becoming stealthier which is part of the Obfuscate Discipline. Unlocking additional Clan Perks will make them stack, so you can collect them all if you wish, elevating your power much closer to elder level.

AbilitytreeBrujah.png

Image: Ability tree for Brujah. All clan abilities and the clan perk are unlocked. An ability from Banu Haqim has been equipped. Each clan has hundreds of different ability combinations.

While the activated abilities and Clan Perk can be learned from the other clans, your clan passive can not. This means that you can combine features from other clans in hundreds of different ways, but your Brujah playthrough will remain unique from playing as another clan who branches into Brujah abilities.

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Image: Silky, Brujah Primogen in Seattle
 
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The Brujah is the Clan for me!

I can’t wait for this game to come out later this year. Every update further cements my certainty that this will be a 500+ hour game for me…

…while an open Beta would be fun, it isn’t necessary. All that World of Darkness goodness can hit at once upon TCR launching this one into the WILD!


TCR, you are doing one helluva job coming in here and developing Bloodlines 2 for us! Thank you. : )

Have a great day, and ever better tomorrows.

:bow:
 
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This is done by visiting important Seattle vampires that are sworn to assist the Sheriff (you) including offering their Blood to help unlock abilities from their clan.​
I'l just levae this here ...

 
I'l just levae this here ...


yes, ofc we're aware of blood bonds; you'll just have to wait and see what's up
 
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So, four abilities per clan plus one passive and one ultimate (which seems to be a modifier to the passive), and I'm assuming the other 3 rows are the abilities from the other clans that you can mix and match. I assume this is the entirety of the character sheet?

I can't even find the words to describe this. I give up.

We wanted to make sure that this is not an ability optimization game where you need to go through a multitude of abilities and weigh them against each other.
Hmm?
We wanted to make sure that this is not a game where you need to go through a multitude of abilities.
You don't say.
 
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Will your abilities make you better at dialogues too?

Or is there some sort of separate character development?
 
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I agree with PyrettaB, I can only assume that this is the whole skill tree one can learn, excluding DLC clans. It's... small. Yes, it's only active abilities, which makes it much juicier in practice, but... please add more passives? Extra modifiers for active abilities? Abilities that do something that other abilities can play off, like DOTs?

One example could be adding two more nodes for Charge, mutually exclusive:
1) Instead of ramming through, grab the first enemy and throw it. Killing a thrown enemy during the throw or shortly after makes it explode.
2) Your charge can only be stopped by a collision with a wall or a manual stop. Colliding with a wall deals extra damage based on distance ran and objects hit during it.

It's so... obvious? Low-hanging? Done before? While I appreciate you actually showing stuff, and showing a lot and honestly, I can't help but feel that the scope of the project got cut so much that there will be little to chew it, *truly* chew in. There is that stupid voice telling me that execs just want to get the game out, anything out at this point, regardless of what it is, and I don't want to listen to it, but I still feel disappointed.
 
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And here I thought there would be a tree for each discipline (+ perhaps unique tree for each clan with passive improvements for clan disciplines and cross-discipline clan specific combos).
Making a (short) tree for each clan, while making it possible to level other clan trees feels...less replayable, more generic. :(
 
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That ability system is rather small just 20 skills and no non-combat abilities or traits to invest in means that our gameplay outside of combat is looking incredibly shallow. No signs of abilities that will unlock new ways to interact with the world or characters within. This is looking more and more like its less of an rpg than hogwarts legacy.
 
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Lou, the lady in the first picture, has much more the look I would like for a vampire protagonist. I really really hope that at least a selection of different hairstyles will be added to Phyre before the release.
 
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The Brujah is the Clan for me!

I can’t wait for this game to come out later this year. Every update further cements my certainty that this will be a 500+ hour game for me…

…while an open Beta would be fun, it isn’t necessary. All that World of Darkness goodness can hit at once upon TCR launching this one into the WILD!


TCR, you are doing one helluva job coming in here and developing Bloodlines 2 for us! Thank you. : )

Have a great day, and ever better tomorrows.

:bow:
I love your constant optimism @Prussian Havoc, it really makes for a breath of fresh air around here.
 
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So in this picture, your character is holding their fists up - let's say at shoulder height? Maybe a bit higher?
Ability-EarthShock.jpg


...what is happening here then? Is the head now between the shoulders or something? How would you punch from that angle? Must be a vampiric ability I guess...
Ability-LightningStrikes.jpg

(what is that transparent hand in the lower right?)

Also not stoked about what looks like zero non-comabt abilities in the "tree".
 
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yes, ofc we're aware of blood bonds;
Good ... it wast really clear ...
And sory for my scepticism, but by this point, its anything but "ofc" with Chineese Room. ;)

The more I see the less excited I am. This isn't a Bloodlines game, this should be renamed to Phyre Festival or something.
Well ... its fitting, isnt it?
There was so many sequels in human history across all media, where they took completely different team ... and that team had this bright idea like "lets throw away everything that made this first thing great and focus on things that were bad, so its even better in that single aspect" or even worse "lets not do the same thing that worked and peopel loved it ... we should improoove!" and we all know how it usualy ends. :D

Disclaimer:
I dont say it cant work ... i can imagine some examples where sequels were actually improoved ... and lots and lots of them that werent.
What i say is: Its very rare, the more rare, the more it differs ... and this seems to differ in every single thing. :-/

1) Instead of ramming through, grab the first enemy and throw it. Killing a thrown enemy during the throw or shortly after makes it explode.
I mean ... with Thaumaturgy, maybe ...
Otherwise how would you explain that? o_O

I love your constant optimism @Prussian Havoc, it really makes for a breath of fresh air around here.
Wich is quite telling about how satisfied people are, isnt it?

...what is happening here then? Is the head now between the shoulders or something? How would you punch from that angle? Must be a vampiric ability I guess...
I gues you never lived as a Vampire, until you ripped your head and placed it on your chest during combat. :D :D :D

(what is that transparent hand in the lower right?)
I only asume ... that should look like you are moving so fast, your own brain is not catching up with after-image.
Kinda funny when you think about it tho, bcs if you are running in this unnatural speed, you wouldnt see your surroundings. xD
 
That ability system is rather small just 20 skills and no non-combat abilities or traits to invest in means that our gameplay outside of combat is looking incredibly shallow. No signs of abilities that will unlock new ways to interact with the world or characters within. This is looking more and more like its less of an rpg than hogwarts legacy.
I really hope that's not case. If you think of BL1 character sheet and the skills there, they really change how you play the game and approach situations. If those are the only "abilities" in the game, it's pretty much like having only the "disciples" section of BL1.

BL1 Character sheet added as attachment.
 

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That ability system is rather small just 20 skills and no non-combat abilities or traits to invest in means that our gameplay outside of combat is looking incredibly shallow. No signs of abilities that will unlock new ways to interact with the world or characters within. This is looking more and more like its less of an rpg than hogwarts legacy.
In the caption it does say that there are hundreds of ability combinations. Granted, that's an easy thing to say and could potentially be based off only 20 abilities. But I'm hoping the skill tree we see is just a small portion of an overall tree.

However, I have a very hard time believing there won't be non-combat abilities. Non-combat abilities is a mainstay in most RPGs so completely omitting it seems to be a huge oversight. My concern is that any non-combat ability is based solely on your clan choice and is pre-programmed for you with no choice whatsoever.

Am I the only one that cares more about non-combat abilities and how we go through the world via conversation/interaction and not necessarily combat? I know combat is flashy and exciting, but if you don't have a good foundation of RPG elements outside of combat, then even the best combat system ever will not hide how shallow the game is.
 
hundreds of ability combinations
The total number of combinations possible from a set of n elements is simply 2^n

Meaning, if you want to have 100 combinations ... you only need 7 skills ... 2^7=128 ...
Thats not really that impressive if you ask me. :-/

Even if we take under concideration there was "hunderts" ... aka plural ... used intentionaly ... 2^10=1024 ...

So, quite logicaly ... number of skills will be between 7 and 10 ...
 
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