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The Rabble's espousal of change unites them, albeit tenuously,
in their nightly crusades. Given a common enemy, Brujah
with vastly differing ideals will join side by side to oppose
their foe. After that foe is defeated, however, all bets
are off and it's back to business as usual. A common Brujah
theme involves the foundation of a Kindred "Utopia,"
or the re-creation of a mythical one from nights past, though
each Brujah vampire has a different idea of what said Utopia
is.
Brujah rely on chaotic behavior and upheaval
to get their ideas across, and the Rabble are allowed a
certain leeway that other clans do not have. In fact, Brujah
are almost expected to be incoherent and bellicose; this
stereotype works to the advantage of many eloquent, well-spoken
members of the clan, who have no need to resort to violence
when making their arguments.
Respected for their martialry and readiness
to rally under a banner, the Brujah are the physical strength
of the Camarilla. Of late, however, many Rabble neonates
see their role in the Camarilla as an institution unto itself,
and more than a little unrest circulates among the clan.
Other Kindred believe that the Brujah would be the first
to leave the Camarilla. The Brujah believe it, too.
Nickname: Rabble
Sect: Rhetoric aside, most Brujah are in
the Camarilla. Brujah Kindred also support the anarchs,
arguably more so than the Camarilla. Indeed, the anarchs
have more Brujah than members of all other clans combined.
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 wardrobes 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.
Haven: Wherever they damn well please. Are
you going to tell them to leave?
More so than any other clan, the Brujah keep
the company of other vampires, and one haven might house
an entire brood. Brujah Kindred also keep multiple safehouses
and boltholes, as their conflict-driven existences often
make single locations inhospitable. Some Brujah neonates
even carry on the urban practice of the home invasion, Dominating
or killing a home's occupants and taking over. Like other
pursuits, however, home invasions rarely sustain the Rabble's
interest, and the vampires often move on once they grow
bored with the locale.
Background: 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 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
(when they have 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 Disciplines: Celerity, Potence, Presence
Weaknesses: Fiery passion is at once the
Brujah's blessing and curse. Though they are quick to adopt
a cause, they are equally as quick to fall to frenzy. Of
course, the Brujah rabidly deny this penchant for excitement,
and become quite hostile when the issue is raised. The difficulties
of rolls to resist frenzy (p. 228) are two higher than normal
for members of Clan Brujah.
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.
Bloodlines: Brujah antitribu of the Sabbat
are, ironically, almost bastions of stability. In a sect
devoted to chaos and destruction, the Brujah are the most
dependable of the monsters who populate the Sabbat. They
are viewed less as impassioned rebels and more as brutal
shock troops. Sabbat Brujah tend to be less intelligent
and discerning than their Camarilla brothers and sisters.
Their causes fall by the wayside at the promise of new havoc
to wreak.
Quote: Think for yourself, or you're better
off dead. Either way, I'm satisfied.
Stereotypes
Assamite: They fell too far from the tree
to have a place in our world.
Followers of Set: Oily bastards. I have to
wonder what they're hiding if what they don't mind showing
you is so heinous.
Gangrel: They fight well, and they're willing
to go to the wall for what they believe in. Maybe we'll
join them if they leave the Camarilla. Or maybe we'll leave
first.
Giovanni: I'm not sure what their angle is,
but if it involves dealing with the dead, it can't be good.
Lasombra: Swing first and ask questions later
when dealing with these Kindred, or they'll talk you into
slitting your own throat.
Malkavian: They're completely batshit, but
at least they don't immediately hate you based on who you
are.
Nosferatu: Geh! Still, they hit as hard as
we do, and they know everything, so it's probably best just
to be civil with them. After all, the poor bastards need
all the friends they can get.
Ravnos: Touch my shit and I'll rip out your
fucking heart, Eurotrash.
Toreador: Have any of these Kindred ever
actually done anything? Or do they just snipe at each other
every night?
Tremere: It's like someone Embraced a bunch
of D&D geeks and told them their spells were real.
Tzimisce: Take 'em or leave 'em. The one
I met seemed more trustworthy than most of my Camarilla
"Kindred," but I can't help but think it's because
she wanted something.
Ventrue: These fascist assholes are complete
hypocrites, just like anyone else with a bit of power to
throw around. My sire says they fucked us over a while back.
Paybacks are hell, motherfuckers.
Caitiff: I have a couple of friends among
the Clanless. We are the only clan that treats these unfortunates
as equals.
Camarilla: The lesser of two evils - at least
they're better organized than the Sabbat.
Sabbat: Then again, there's something to
be said for decisive action.
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