Brujah

**Nickname:** Rabble

## Sect

The legacy of the Brujah is one of halcyon greatness marred by
their own fiery natures. Theirs was the glory of ancient Carthage, but
Ventrue treachery in ancient Rome brought the dream to an end. Since
then, the Brujah have borne a grudge.

 Tonight, the Brujah are rebels and provocateurs, bat-swinging
hooligans, and agents of change in a society long crippled by stasis. As
 rebels, it's in their nature to challenge the status quo -- though
sometimes, without adequate opposition, they embody the status quo
themselves. It works out fine, because there's always a hot-blooded
Brujah waiting in the wings to bring down an uppity Clanmate grown too
comfortable in the role of rebel-turned-dictator.

 More so than any other Clan, the Brujah still feel the flames of
the passions that once inspired them as mortals. Clan Brujah loves a
cause and is quick to act on a stirring speech, accusation of injustice,
 or a call to arms. This connection to passion can be a blessing, but
inspiration can also yield to the madness and hunger of the Beast.

 No wise Prince turns his back on the Brujah, and rare is the Brujah
 who would allow herself to be manipulated or pandered to. A Brujah is
her own master, first and foremost, and those who would bring her to
heel face a terrible task. A Brujah who thinks she's getting the short
end of the stick will tear an enemy to ribbons first and maybe remember
to ask questions later.

## Appearance

Brujah vary widely in appearance, though many adopt radical styles and
bold looks. If dismissive stereotypes are to be believed, the typical
Brujah wears a biker jacket, tattered jeans, combat boots and a fearsome
 array of high maintenance hair. In truth, few Brujah fit this image.
Youthful, fashion-forward dress and noteworthy hairstyles are indeed
found among many Brujah, but others favor tasteful ward- robes that
encourage others to take them seriously. In the end, a Brujah's
appearance often suggests his attitudes: A skinhead bravo is likely an
open rebel or anarchist, while a bespectacled pedant in a tweed suit is
probably a reformationist or liberal. It should be noted, however, that
given the Brujah penchant for nonconformity, any assumption of ideals
based on appearance could be potentially dangerous. Brujah look how they
 want.

## Havens

Brujah may feel kinship to a city, but they rarely develop such ties to
individual locations. Thus, at any given time, a Brujah probably has a
half-dozen or more hideouts, safehouses, and flats available. These are
often shabby and ill-kept until the Brujah needs them. Brujah havens
might also have mortals who follow the Brujah's ideology or his cult of
personality. This works out fine: It never hurts to have a spare vessel
in an emergency.

## Background

As creatures of passion, Brujah often Embrace without really thinking
much about it, and their childer tend to be a disparate lot. Brujah prefer those who espouse change in one form or another, and often
 recruit from college campuses, political groups or oppressed
minorities. Young Brujah may hail from any background and often have a
pet Cause or issue of burning personal importance. All types of
dissidents find their way into the ranks of the Brujah, from
bomb-throwing biker anarchists to vociferous fascists to nihilistic
radicals. This is, of course, part of the reason the clan is so
disorganized - hatred between Brujah: is often more bitter than hatred
for those whom they mutually: oppose.

## Character Creation

Brujah are usually -- though not exclusively -- drawn from mortals with
violent or ungovernable personalities. They often have violent, criminal concepts, but they are as likely to
be intellectual or socially adept. Natures and Demeanors tend to be
aggressive and similar, as Brujah wear their emotions on their sleeves. Physically predisposed characters are
predominant among the clan, but some favor Mental Attributes. Likewise,
Skills are favored, with Knowledges running a close second. Any
Backgrounds may be appropriate to a Brujah character, though many in the
 clan cultivate Contacts, Allies and Herd. Very few Brujah claim
Mentors.

## Clan Weakness

The same passions that inspire Brujah to greatness or depravity, left
unchecked, can send them into incandescent rages: The difficulties of
rolls to resist or guide frenzy are two higher than normal.
Additionally, a Brujah may never spend Willpower to avoid frenzy, though
 he may spend a point of Willpower to end a frenzy that has already
begun.

## Organization

Clan Brujah is far too fractious and torn by internecine conflict to
have true organization, and the clan never meets formally. 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. These meetings almost invariably
 degenerate into riots, further eroding the organizational base of the
clan.