To the Brujah Neonate
Welcome to the ranks of the damned childe. Some call it a curse others a blessing. If you ask me it's only what you make of it. You are a vampire, and a Brujah at that. With it comes great power and great responsibility. It is our job to break the despotic grip of our elders and free us all from the opression of those damned blue bloods, but I'll get to that in a minute. Do not be angry with you fellow Brujah for how they treat you. They seek only to test your mettle, to make you stronger. In our Kindred society it's the law of the jungle kill or be killed. We are a clan at war, and in war only the strong survive. Remember no matter how badly your Brujah brethren treat you it is not even one tenth of the punishment that a Prince will visit upon you if you allow yourself to get under his boot.
Of all the seven clans of the Camarilla we were the mightiest, but we are also the ones who have lost the most. Once we were the rulers of a great city. It was the perfect society, we lived in peace with the kine. We guided their development, enlightened their minds, and they in return gave willingly of their bodies to provide us sustainance. We were not greedy, we shared this with all of our kindred brethren, we opened our arms to all and embraced our Toreador brothers when they came to us, to our beloved Carthage. Together we opened the minds of the kine. The Toreador taught them art, and we taught them to think for themselves. Together we created the the greatest city rivaled only by Enoch, the first city, the kingdom of Caine, the creator of us all, so say the legends. But our Utopia didn't last forever the Ventrue, damn those blue bloods, were jealous of what we had, they feared that which they did not understand. And in their jealousy they destroyed that which we had spent centuries building. However we did not fall because of weakness, Carthage fell because we were betrayed. The Toreador, caring for nothing other than their art and fearing the Ventrue, betrayed us, sold us out to our enemies, and for this will will hate them till the day Gehenna is upon us. It is said that Troile, our founder fought alone in the final moments of Carthage's fall. He ultimately fell, battling overwhelming odds, but not before making the streets run blue with the blood of the Ventrue invaders.
Listen closely young one for you are about to be blessed with the words of wisdom from one of the eldest and greatest of our clan Critias.
About the Brujah Antitribu
We are a clan cursed to carry our beast close to the surface. We supress all emotion lest the beast use it to come roaring to the surface and take over. The beast's proximity to the surface is also true of our antitribu brothers. However they have a different way of keeping the beast in check. They follow, instead of humanity, what the sabbat call paths of enlightenment. Instead of supressing the beast they embrace, accept and gain power from it. Instead of fighting frenzy they give into it and "ride the wave" gaining the benefits of the frenzy without all the drawbacks.
Our Sabbat counterparts are not the evil demon kindred that the Ventrue would like us to believe that they are. Don't get me wrong that doesn't mean that you can just walk up to one in the street and immediately become his best friend, because he's just as likely to beat you to a pulp and suck you dry as he is to shake your hand, but it means that you can give him some help if he needs it; so long as it doesn't put your ass on the line. That's because we are Brujah first before we are Camarilla, Sabbat, Anarch or anything else. We really aren't that different. The Sabbat just see the role of vampires in this world differently than we Camarilla do. They view vampire's as the ultimate predator on the very top of the food chain. They also see themselves as crusaders for all kindred preparing for Gehenna, when the ancients will rise from their eternal slumber and in their hunger feast upon all the kindred of the world. When Gehenna comes the Sabbat believe they will save all kindred from the limitless hunger of the ancients. The only other difference between our Brujah Antitribu brothers and ourselves is that in the Sabbat those in charge are a lot less opressive than those who hold the power in the Camarilla.
Our Views on Other Supernaturals
Gangrel - These animal-types are okay fighters. However, they care more about the Great Outdoors than fighting in the streets. When our interests match, then sometimes they'll help out. If we can get them on our side, well and good. If not, stuff'em.
Malkavian - Vampires call this clan "Kooks" for good reason. Some make fine anarchs, some make equally fine lackeys for the princes. If one has proven himself to you, you can probably trust him. They've always got some good insights into whatever's going on. Just don't take your eyes off them.
Nosferatu - This is the only clan we really get along with. Most princes are Ventrue or Toreador, and those two clans want nothing to do with Sewer Rats. The Nosferatu have got their own plans, sure, who can blame them for that? When they choose to get involved, though it is almost always on the side of the anarchs instead of the princes. One important thing to remember though, Don't tell anything to a Nosferatu that you don't want every kindred in the world to know. They will sell any information for the right price.
Toreador - These art snobs are almost as obnoxious as the Ventrue. That's enough of an excuse right there to take on the clan. They're almost as bad as the Ventrue when it comes to ruling cities. If they could throw a decent party, it might be a different story. Never forget their betrayal at Carthage. Don't hold that against the young ones that may have proven themselves to you, but never forget that Carthage is proof of what their cowardice is capable of.
Tremere - These mage guys are the most untrustworthy of all clans. They always got plans within plans within plans to the nth degree. Half the time even they don't know what they've got planned. And who's going to trust them as anarchs? The most important thing to remember about them is never let one get a hold of so much as a drop of your blood.
Ventrue - The Enemy!! They stand for everything we hate. Esteem, high society and organization are what they value most. Of course, that's why more princes are Ventrue than of any other clan. The elders may go on about how the Ventrue ruined their "Dream of Carthage," but that's centuries of old news. they've got more than enough against us here and now to worry about why the whole thing started.
Assamite - These guys are okay. They don't care about princes, they don't care about anarchs. They got a rep as the world's greatest assassins, and that's cool. They're schemers like the Tremere, but they don't have that blood bond to their elders. That makes them a little more trustworthy than the warlocks. If you hire them to do a job, they'll do it. Their rep's on the line. Of course, the princes can hire them as well. But at least you know where you stand with the assassins. Usually, they're either trying to kill you or trying to kill somebody else for you.
Daughter's of Cacophony - (SHUDDER) Cross a Toreador's tight ass love of art and a Malkavian's mental stability and you get a Daughter of Cacophony. Avoid them if you can. If you have to fight one crush it's throat first cause they can mess you up with their voices.
Followers of Set - The only good snake is a dead one. Believe it or not, these guys are worse than the Ventrue and Tremere. At least you know where you stand with the Blue Bloods and Warlocks. The Sand-Snakes are the master manipulators. They may claim to be you friends. They might give you what you ask for from them. But there's always a price.
Giovanni - (SHIVER) Italian Ventrue who are into dead things and want to rule the world through money. Nuff said!
Ravnos - This clan is okay. Its members are outsiders just like the Brujah. Princes don't trust them. A lot of the time, princes will pick on Ravnos when anarch action is at a lull. Nobody cares jack about Ravnos. They make good anarchs if you can convince them to settle down. And you've got to persuade them they've actually got a reason to overthrow a prince. Oh yeah? Watch your wallet when they're around.
Samedi - Aw Man! GROSS! These things are like rotting corpses. Eww! Watch out for them though. They can put you in worse shape than they are.
Sabbat - These licks are a lot like us. They hate authority, they hate organization and they hate the Ventrue/Toreador/Tremere triangle of power that wants to put us down. The problem is, the Sabbat don't care about the Masquerade. They're the one that will roar into some non-Sabbat city. They'll display their vampiric powers, and force the princes to scurry to cover up for the Sabbat's activities.
Lasombra - These licks are the leaders of the Sabbat. They're worse than the Ventrue. At least with the Ventrue you know where you stand. They think that we are beneath them. The Lasombra get off on playing with darkness. Who knows how deep into the darkness they've sunk.
Tzimisce - <*SHIVER!!!**TWITCH**TWITCH**TWITCH*> These fiends are worse than Tremere in some ways. A Tremere will steal your blood and use it to further his own goals; a Tzimisce will remove your *CENSORED* and attach it to your forehead just for kicks. Beware the fleshcrafters, that is unless your idea of fun is looking like a Picasso.
Salubri - The eldest of our clan speak in hushed voices of a clan that existed long ago before the Tremere appeared. A clan with three eyes that could see into your soul and fix what's wrong with it. They're supossedly all dead now if they ever existed at all that is, but if they did exist and there are still some around and should you meet one give him all the help you can, as long as you don't get caught. Anybody that the Tremere hate that much has got to be a potential ally to a Brujah.
Lupines - The werewolves are our mortal enemies. Gangrel say they claim we're part of the "Wyrm," whatever the hell that is. They call us leeches, they call us ghouls. Sometimes they tolerate the Gangrel, but that's pretty rare. They kill any other kindred on sight. We stay out of their territory and they stay out of ours, mostly. If you have to travel through lupine country use a plane. If you have to travel on the ground make sure you bring silver with you. Most importantly if you manage to take one down DON'T drink it's blood. It brings the beast screaming to the surface.
Mages - Magicians are a secretive lot. Imagine Tremere without vampiric powers, but free to do what they want (and often with even more powers) and you have a good idea what the mages are like. Avoid them if you can although it's not an easy thing to do because by sight they look just like any other human, and by the time you realize that they're more than just some mundane human it's too late to get yourself out of trouble. DON'T drink their blood it can do nasty and unpredictable stuff to you and everyone around you.
Changelings - Pixies and elves and sprites oh my! Yeah right! If there is one thing in this world that does not exist it's Faeries, and even if they did once they're long gone by now. The Malkavians claim that they are friends with the "Changelings" and that they have even visited Arcadia, the legendary home of the Changelings. But then again I once knew a Kook who thought he was a giant cartoon Mexican mouse that drank tequila. (Hi Nick!)
Wraiths - These spirits are the restless dead. Like the kindred death has given them no peace. Fortunately, while wraiths have great powers, they are either linked to a single location and easily avoided, or someone has to summon them. There are stories of those which travel the world, however, acting in all sorts of weird ways.
Brujah Character Concepts
There is much variety among the Brujah. The other clans commonly believe all Brujah are ragged street punks, with leather jackets, tatoos and attitudes. But, while many Brujah - particularly the Iconoclasts - fit this sterotype, not all do. The European Brujah have their own distinctive style. The entire clan has a long tradition of intellectual rebellion, and some of its members are highly educated.
Here are the concepts out of the Brujah Clanbook published by White Wolf Game Studios
Other suggested concepts are:
Secrets of Clan Brujah
In the face of opression and almost constant warfare, the Brujah have developed a number of unique vampiric powers. Not all Brujah have these advantages; indeed, most Kindred don't know they exist. Those who are aware of these powers either possess them or have been the unfortunates on the receiving end.
The Burning Wrath - The Iconoclasts fight on the front lines of all wars, charging headfirst into the danger that would send other Kindred running in fear. They make up a truly formidable fighting force in any situation, but particularly when their ranks include those who know the Burning Wrath. When invoked, the Burning Wrath causes the Brujah's body to flush. Red steam rises from his body, concentrating at the hands and the top of the head. Every attack becomes a moment of supreme agony for his enemies as their flesh is seared by the liquid heat.
The Scourge of Alecto - Idealists have long tried to suppress their frenzies. They do not revel in them like the Iconoclasts, nor accept them as the Individualists. Instead they fight the Beast every step of the way. Some become so adept at inhibiting their frenzies that they actually learn to turn them on their foes, releasing their beast in another.
Iron Heart - In walking the line between the Iconoclasts and the Idealists, the Individualist have to develop especially strong self-awareness. They strive to maintain their independence while promoting it in others. Toward this end, some have cultivated the power of the Iron Heart. The Iron Heart serves two functions. First, it enables the Individualist to more readily resist the effects of Domination, Presence and other manipulative Traits and powers. Additionally, an Individualist with this power can strengthen the resolve of others in the same way as he strengthens that of himself.
The True Brujah claim to descend from Brujah himself and not from Troile, who supposedly committed diablerie upon his Antediluvian sire. The True Brujah resent the claiming of their sire's name by Troile and his bastard lineage. They long to reclaim their heritage from the false Brujah. Until that night, they must falsely claim lineage to other clans or simply call themselves Brujah. Consequently, they rarely interact with each other or other vampires; instead, they spend much of their time gathering information and developing their powers. They continue to prepare for war against the false Brujah, but since they have been preparing this way for at least 5,000 years (and probably more), such a feat is unlikely. Little is known about the nature of their powers, but it is rumored that they have mastery over time itself.
Brujah Merits and Flaws
Beserker- 2M- People say that our closeness to the beast makes it control us on the contrary it helps us control it
Iron Will- 3M- We're Brujah. NUFF SAID!!
Blase- 3M- I don't know how those Ventrue think that they're so special and impressive. They can't even hit that hard and they always move so slow. For us it's not that we're really Blase in our case it's more that we're condesending and sarcastic, but it serves the same purpose
Daredevil- 3M- If your idea of fun is taking on 5-1 odds in battle this is for you.
Danger Sense- 2M- When you're standing alone against the raging storm we call society this comes in real handy
Unbondable- 3M- How can one fight the status quo when the status quo controls your emotions. Also a great help to get that Prince to let his guard down cause he thinks you can't harm him even if you want to
Luck- 3M- Even when you're perfect a little of this comes in handy
Underworld Ties- 3M- Ties?!? We are the underworld.
FLAWS?!? Well the only thing I can think of that fits us that can be considered a flaw is that Overconfident (1F) thing, but when you're a Brujah overconfidence isn't a flaw it's a privilege.