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BRUJAH

 

Malcontents, punks, rebels and revolutionaries of all stripes make up the

ranks of the Brujah. Though the Brujah are certainly a motley rabble with no unifying agenda behind their rebellious actions, they back their ideals with fiery passion matched by few other vampires. Their elders are philosophers and teachers, well-versed in debate and oratory. Their youth are often

passionately idealistic, from gangbangers who despise “the Man” to hackers and social workers. Whatever the cause, a Brujah will defend it to the doorstep of Hell.

 

Elders tell of the days when the Brujah were revered as warrior-scholars and

philosopher kings. In the modern era, many Brujah band together behind charismatic speakers and leaders of the clan, seeking to rebuild these lost times.

Others simply follow for the opportunity to indulge in a little random violence. 

While the Rabble band together to tear down the strictures of society, they can agree only rarely on what should replace it. When the dust

settles from their latest crusade, they disperse back to their disparate lifestyles. As a former clan of warriors, Brujah are often front and

center of any force the Camarilla musters to defend its cities.

The stereotypical Brujah is seen as an armed-to-the-teeth leather-clad punk with dangerous hair and too many piercings. In fact, Brujah look however they damn well please — from the tweed suits of scholarly elders to grunge and everything in between. Because Brujah are expected to be rebellious, many can get away with outrageous behavior that would not be tolerated among other clans. Many use such underestimation to their advantage to further their causes and surprise more shortsighted clans.

 

Roleplaying Hints:

Revolution is your cause, passion your strength. You throw your heart and soul into anything that could help tear down the old, dead ways and make room for the new. Although you may just like chaos or tearing things down, chances are, you have some ideal that you want to see come to fruit, and this drive pushes you to engage in revolt. You use the skills available to you, whether you are a subtle creature manipulating courts and Kindred socially or a gangbanger punk who beats the opposition down mercilessly. When you join with your clan to change the status quo, other concerns drop aside. Once the revolution’s over, though, you fight for your idea with the same ferocity, which may put you at odds with others who have different goals. It’s about changing the world for something that you think is better — whether just for yourself, or for everyone. 

 

Disciplines:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Advantage:

As free-thinkers and rebels, all Brujah have some sort of contacts from their field of revolution, be it gang warfare or socio-political theory. Thus, all Brujah characters gain one free Trait in Political, University or Street Influence, and an associated Ability Trait of Politics, Academics or Streetwise. As an aside, Brujah tend to stick together tightly when trouble erupts, and indeed, a “call to arms” draws Brujah together for common cause even in spite of personal differences. Failure to respond to such a call causes the offender to lose standing within the clan, and to be unable to gain help from other Brujah. However, if there are only three Brujah in a given city, this solidarity is obviously not such an obvious advantage.

 

Disadvantage:

The Brujah clan bears the scars of many insults and oppressions from the past. Thus, its members are easily prone to violence and frenzy.

Indeed, among modern Brujah, even debate and discourse can become heated enough to incite rage. All Brujah suffer a one-Trait penalty on Virtue Tests of Self-Control/ Instinct.

 

Bloodlines:

Brujah of any allegiance are functionally similar; there are no particularly special bloodlines of Brujah in any sect. Far and away, the largest

amount of anarchs tend to be Brujah. Rare rumors of a secretive group calling themselves the “True Brujah” rise on occasion, but whether they are actually a separate bloodline or simply a group of deluded dissidents is unknown by the Cainite population at large.

 

History:

Scratch the surface of a Brujah thug, and these days you are more than likely to find a Brujah thug underneath. However, the clan is a fallen clan, still mourning the death of their Carthaginian paradise and decaying from their era of warrior-scholars to the petty rebels common in the Final Nights.

Early History:

Little consistent is known about the Brujah Antediluvian because the stories may confuse two individuals: the original founder of the Brujah (named as "Ilyes" in one account and as "Troile the Elder" in another) and his childer and diablerist, Troile.

According to most records, Brujah was a callous and fiercely logical creature. Dispassionate in the extreme, the Antediluvian sired a clan of equally dispassionate childer. Among these, however, was a less controlled whelp: Troile the Rebel. What events caused the Embrace of Troile are unknown, but clan history holds that Troile diablerized her sire and claimed the clan as her own. A small bloodline, the True Brujah, claim descent from Brujah and hold this grievance close in the Final Nights.

Following the death of Brujah in unrecorded history, the clan Brujah lived among the mortals, letting themselves revere as kings and gods, trying to recreate the glory of the Second City and the harmony between the Children of Seth and the childer of Caine. The first place that became an experiment of the Brujah was Greece, specifically Athens. Learning from and discussing their ideals with the Athenian orators and philosophers, the Brujah found countless impeti to improve society. The Brujah allowed other cainites to enter their city and to share Athens glory. Conflict withe spartan Ventrue led to discord and the first Brujah War. After that, many of the praedicandi, the rulers of the Clan, left Greece, convinced that the experiment had failed and that they should start again elsewhere. Many of the praedicandi seized the moment and followed Troiles example, diablerizing their sires to leave no witnesses or patrons to what they regarded as a failure.

The clan's next major moment is also its greatest moment. The Brujah built or co-opted a Phoenician colony, Carthage, for another grand experiment. The Brujah say that Carthage was a utopia — a city where Kindred and kine lived in harmony, and where justice reigned. Other clans, and history, tell the story somewhat differently. The Carthaginians were cowed by their gods, offering their children to the flames of Moloch; and, apparently if the blood of sacrifices should flow down the gullet of a Methuselah, Moloch didn't mind. Exactly what happened in Carthage is dependent on who speaks of it - the Brujah claim Paradise, the other clans claim the presence of the Baali and human sacrifice. Those, who were present in Carthage, admit and acknowledge the truth.

Carthage fell during the Third Punic War in 146 BC, when Scipio Aemilianus, aided by theMalkavians and Ventrue of Rome crushed the shell of a city hollowed out by two previous wars. The earth was salted (preventing those Kindred who had melded with the earth from rising), the land was plowed and the Brujah experiment ended.

The Dark Ages:

During the Dark Ages, the Brujah were considered part of the High Clans, a clan of warrior-scholars noted for their fierce devotion to radical philosophies. The Brujah viewed themselves as the practitioners of a Greek philosophy of total mental and physical discipline (commonly called entelechy), and would often train theirneonates in combat and the classics with equal discipline. Brujah of the Dark Ages were associated primarily with politics, especially in Greece. Their historical association with Carthage gave them a dim view of Rome and her heirs.

The Renaissance proved to be one of the turning points in the history of the Clan, when the division between the various ideological strains within the Clan exploded in the heavy infighting that strain them today. The cultural explosion within Europe resulted in ecclesiastical and civic strife, that the Brujah were only too willing to follow.

Victorian Age:

During the Victorian Age, the Clan was divided in those few who lived true to their legacy as the Learned Clan, and those bulk who were mere troublemakers and criminals in the eyes of their sect, as many neonates rebelled against the oppressive and stagnant politic of the Camarilla. The closeness of the clan to mortal passions brought forth the best and the worst of the Age within the clan. Many Brujah started to regard themselves as the proletariat of vampiric society and wanted to change this through revolution.

Many Brujah during this time were fierce supporters of various ideas like Marxism, collectivism, syndicalism and Darwinism and engaged in various revolutionary groups to topple the rising pauperization during the Industrial Revolution.

Final Nights:

In the final nights, the Brujah are the clan of rebels. The ancient traditions of the clan are all but forgotten, with a few reluctant throwbacks like Theo Bell and undying artifacts like Critias to remember the clan's history and tradition.

For the Brujah, the twentieth century is marked by a sequence of failed projects. Two daring projects defined Brujah culture throughout the final nights: The Anarch Free State and the Soviet Union. In the first case, California was turned into a new kindred society, led by the Brujah Jeremy MacNeil. The AFS was almost a separate sect for the Kindred for nearly 5 decades. However, under the weight of Camarilla influence, the invasion of the Kuei-jin and the eventual betrayal by Brujah such as Tara of San Diego, the Free State largely collapsed.

The Soviet Union was another, arguably more daring, and ultimately more frightening experiment. In the early twentieth century, the Brujah pitched in with the Soviet Revolution, eventually forming a separate council which managed the entire USSR's vampiric affairs. This Brujah Council was destroyed overnight, however, when Baba Yaga rose from torpor and mystically separated Russia from the rest of the world. Only with the Little Grandmother's death at the hands of aNictuku have vampires been able to cross the Shadow Curtain and survey the ruins of vampiric Russia.

 

Organization:

As a clan, the Brujah have next to no organization. Outside of the clan, the Brujah adore building structures, and then other Brujah adore tearing them down. Among modern Brujah, the primary structure is the division between the Iconoclast and Idealist factions of society.

 

Culture:

The Brujah of old followed the Olympian Ideal, also known as Entelechy, which predated even Carthage. The Olympian Ideal contained the perfection of both body and mind, and as a result, most of the ancient Brujah steeled and trained their bodies without relent and were well-educated in both metaphysical and scientific themes. The ancient Brujah philosopher Heraclitus placed fire as the ideal that kept the world in motion and enabled perfection even within the stasis that filled the greater universe. As seasons turned and life followed death, perfection was reached. Heracleitus also postulated that the rage and the passion of the Brujah was the result of this fire and that it was the duty of the Clan to enable change and, therefore, perfection. Although his works have been mostly forgotten by the modern rabble and Brujah argued even back then over the exact meaning of his teachings, certain elders and the adherents of the Path of Entelechy, which follows the ancient Brujah ideals, still keep on to the Olympic Ideal.

All that a Brujah does, he does with passion that is both his curse as well as his blessing. Brujah adopt passions and causes, which they support with volume and vitriol. Some Brujah follow charismatic members of their clan, while others prefer stances of blatant, defiant individualism. Many Brujah are glad to have an opportunity to speak their minds, then indulge in a bit of destruction afterward to illustrate their points. As divided as the clan is, all work against each other in some way, and even when some rivalries within are more embittered than in any other clan, they still keep together (after the proverb "I against my brother, my brothers and I against my cousins, my cousins and I against strangers").  If any Kindred not of their blood would oppose a Brujah, they would face the wrath of the whole clan, as even idealists would defend iconoclasts in front of the Prince and each iconoclast is more than ready to beat someone up who humiliated a clan member within Elysium.

Two conventions the clan does support universally are the Rant and the Rave. Rants are just that: Informal meetings of Brujah (and other insurgents, Kindred and kine) at which anyone who can scream loudly enough can have her opinions heard. Raves, named after the all-night techno dance parties started in England, are social gatherings in the guise of huge-scale musical or entertainment events. One usually leads to another, and clues to the locations of the events are often hidden in the media of the gathering in progress.

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