Post by Tami on Jan 25, 2007 0:19:12 GMT -5
Brujah
The Brujah are the ultimate scholar-warriors, always striving towards perfection of mind and body. The Elders of the clan can recall the golden Age, and speak wistfully of lost Carthage. It is the ultimate goal of the Brujah to bring about a better place, one where vampires of all sorts can exist peacefully and prosperously.
Unfortunately, no wound stings worse than the dream denied. The death of Carthage seems to have only increased the rancor, and the other clans’ refusal to move beyond status quo leaves a bitter taste in their mouths. So the fight. They fight the venture for destroying Carthage, they fight the Lasombra for encouraging Status Quo, they fight the Tremere for slaying Saulot – the list seems eternal. The Brujah are nothing if not the lovers of a cause.
Currently, the Brujah are becoming a clan divided. They cannot agree among themselves how to best bring about change, or indeed what goal they should pursue. Some favor creating a society where humans and Cainties peacefully co-exist; others wish to remain in the shadows, egalitarian among themselves but superior to mortals. In addition, clan members are now embracing many Men-as-arms as the are thinkers and philosophers, preparing for the battles they say are coming. The clan that believes in harmony is splintering under the weight of its own change.
Although the clan’s infrastructure is suffering through a state of decay, Brujah will rally to one another’s side when the need is there. Most Sires treat their Childer with more respect than is demonstrated in other clans. The Brujah are traditionally suspicious of outsiders, but if their favor is won, they can be most doggedly loyal (and stubborn) friends one can have.
Sobriquet: Zealots
Appearance: For the most part, Brujah are fit and have the bearing of eagles. They prefer Embracing neonates that are near perfection in body and mind, but the current age is forcing them to lower their standards somewhat. Brujah identify strongly with mortal, and neonates prefer dressing as they did in life (Or at least looking as normal as possible.)
Haven: Brujah live where they choose, but most prefer to live near people. Many maintain their mortal residence (if any), and on rare occasions, two will share an accommodation in a city.
Background: Brujah look for thinkers and those frequently dissatisfied with society as they know it. A craftsman may be unlettered, but will be considered if he can express his thoughts reasonably well. Martial candidates for the Embrace are considered for their thinking ability, strategy and planning, not just how well they swing a sword. The Brujah prize egalitarianism and will choose whomever they deem worthy, whether man or woman, serf or noble.
Character Creation: Brujah tend to come from intellectual or man-at arms concepts, but can be of practically any background. Spain is the current seat of Brujah power, and many neonates come from there. They usually have aggressive or dynamic Natures and Demeanors. Physical and mental Attributes are usually primary, as are Talents and knowledges. Brujah tend to have Allies, retainers and herd as their backgrounds. Most follow the roads oh Humanity or heaven.
Clan Disciplines: Celerity, Potence, presence
Weakness: Although they consistently deny it, the Brujah are far and away the clan most susceptible to frenzy. Most take no pride in this flaw of their blood, and many become hostile to the point of frenzy if the subject is raised. The difficulty for a Brujah’s frenzy roll is always two higher than the listed number.
Organizations: Brujah tend to their own affairs for the most part, but can call on their clanfolk in of need. Occasionally, the Brujah of a region will gather for a council, sharing news and attempting to settle on a specific common purpose. These council rarely end with much accomplished, saves more promises of loyalty and camaraderie.
Quote: You fools! There are greater things in existence, and they are within your reach! We can change the world if you but stand with us. Wake up before you die!
The Brujah are the ultimate scholar-warriors, always striving towards perfection of mind and body. The Elders of the clan can recall the golden Age, and speak wistfully of lost Carthage. It is the ultimate goal of the Brujah to bring about a better place, one where vampires of all sorts can exist peacefully and prosperously.
Unfortunately, no wound stings worse than the dream denied. The death of Carthage seems to have only increased the rancor, and the other clans’ refusal to move beyond status quo leaves a bitter taste in their mouths. So the fight. They fight the venture for destroying Carthage, they fight the Lasombra for encouraging Status Quo, they fight the Tremere for slaying Saulot – the list seems eternal. The Brujah are nothing if not the lovers of a cause.
Currently, the Brujah are becoming a clan divided. They cannot agree among themselves how to best bring about change, or indeed what goal they should pursue. Some favor creating a society where humans and Cainties peacefully co-exist; others wish to remain in the shadows, egalitarian among themselves but superior to mortals. In addition, clan members are now embracing many Men-as-arms as the are thinkers and philosophers, preparing for the battles they say are coming. The clan that believes in harmony is splintering under the weight of its own change.
Although the clan’s infrastructure is suffering through a state of decay, Brujah will rally to one another’s side when the need is there. Most Sires treat their Childer with more respect than is demonstrated in other clans. The Brujah are traditionally suspicious of outsiders, but if their favor is won, they can be most doggedly loyal (and stubborn) friends one can have.
Sobriquet: Zealots
Appearance: For the most part, Brujah are fit and have the bearing of eagles. They prefer Embracing neonates that are near perfection in body and mind, but the current age is forcing them to lower their standards somewhat. Brujah identify strongly with mortal, and neonates prefer dressing as they did in life (Or at least looking as normal as possible.)
Haven: Brujah live where they choose, but most prefer to live near people. Many maintain their mortal residence (if any), and on rare occasions, two will share an accommodation in a city.
Background: Brujah look for thinkers and those frequently dissatisfied with society as they know it. A craftsman may be unlettered, but will be considered if he can express his thoughts reasonably well. Martial candidates for the Embrace are considered for their thinking ability, strategy and planning, not just how well they swing a sword. The Brujah prize egalitarianism and will choose whomever they deem worthy, whether man or woman, serf or noble.
Character Creation: Brujah tend to come from intellectual or man-at arms concepts, but can be of practically any background. Spain is the current seat of Brujah power, and many neonates come from there. They usually have aggressive or dynamic Natures and Demeanors. Physical and mental Attributes are usually primary, as are Talents and knowledges. Brujah tend to have Allies, retainers and herd as their backgrounds. Most follow the roads oh Humanity or heaven.
Clan Disciplines: Celerity, Potence, presence
Weakness: Although they consistently deny it, the Brujah are far and away the clan most susceptible to frenzy. Most take no pride in this flaw of their blood, and many become hostile to the point of frenzy if the subject is raised. The difficulty for a Brujah’s frenzy roll is always two higher than the listed number.
Organizations: Brujah tend to their own affairs for the most part, but can call on their clanfolk in of need. Occasionally, the Brujah of a region will gather for a council, sharing news and attempting to settle on a specific common purpose. These council rarely end with much accomplished, saves more promises of loyalty and camaraderie.
Quote: You fools! There are greater things in existence, and they are within your reach! We can change the world if you but stand with us. Wake up before you die!