Brujah

ℹ️️**Attention!**This is AU content. Not canon

The **Brujah** are one of the thirteen clans of Kindred in Vampire: The Masquerade.

## Brujah

### Nicknames

The Learned Clan, Warrior Scholars, Philosophers, Punks, Rebels, Rabble, Zealots, Agitators, Troilites (by the True Brujah)

## Background

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 Brujah Council. In the first case, California was turned into a new Kindred society, led by the Brujah Jeremy MacNeil. The Anarch Free State 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 Kearney of San Diego, the Free State largely collapsed.

The Brujah Council 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 a Nictuku have vampires been able to cross the Shadow Curtain and survey the ruins of vampiric Russia.

Most of the clan left the Camarilla for the Anarch Movement after Hardestadt and Jan Pieterzoon were killed by Brujah rebels led by Theo Bell during the Conclave of Prague in 2012.

## 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.

### Iconoclast

The **Iconoclasts** are rebels and almost uniformly young Brujah. They fulfill the clan's stereotypical image as mad, bad, and dangerous to know.

### Idealist

In contrast to Iconoclasts, **Idealists** are the intellectuals and theorists of the clan. They are usually elders or ancillae, and the elders are Idealists simply because their habits have not changed since their Embrace.

## 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.

### Embraces

The Brujah are infamous for ignoring the Tradition of progeny, and consequently Embrace whomever they feel like whenever they feel like. Brujah are stereotypically the source for most Caitiff because they are presumed to neglect training their childer.

## Weaknesses

#### Banes

* **Violent Temper**: Quick to anger and always passionate in the Modern Nights, they have been regaining their position as a clan of lofty philosophers and activists and are often pointed to as a clan of unruly rebels and roughnecks that should not be messed with. Due to their inherent clan weakness, all difficulties to resist Frenzy increases by two for these Brujah characters, to a maximum of 10.
* Variant — **Violence**: If these Brujah aren't ordinarily as quick to anger and Frenzy, their Beasts will still have latent violent urges. A messy critical at a Skill test will cause the Brujah to inflict Aggravated damage to the target equal to their Bane Severity and any other result of the Hunger dice. Spending a point of Willpower can reduce the severity to Superficial damage.

### Compulsion

**Rebellion**: the vampire takes a stand against whatever or whomever they see as the status quo in the situation, whether that is their leader, a viewpoint expressed by a potential vessel, or just the task they were supposed to do at the moment. Until they have gone against their orders or expectations, perceived or real, the vampire receives a two dice penalty to all rolls. This Compulsion ends once they have managed to either make someone change their minds (by force if necessary) or done the opposite of what was expected of them.