Brujah
The rebels and warriors — Disciplines: Celerity, Potence, Presence.
The Brujah were once philosopher-kings — the Clan of the Learned, builders of Carthage, idealists who attempted to create a mortal-vampire utopia in the ancient world. The Ventrue helped burn it down. What remains is the rage. The modern Brujah are the Camarilla’s warriors and dissidents simultaneously — sworn to a Sect they despise, furious at a world that ground their dreams into history.
Nickname: Rabble
Sect: Camarilla (but the angriest members)
In-Clan Disciplines: Celerity, Potence, Presence
Weakness
Short Fuse: All frenzy difficulties for the Brujah are 1 higher than normal. What this means in practice: Brujah frenzy more easily than other Kindred. Provocation, hunger, witnessing violence — the triggers that would require a difficulty 6 Courage roll for most vampires require difficulty 7 for a Brujah.
At high Humanity, this is a constant discipline test. At low Humanity, it is a weapon and a prison simultaneously.
Clan Culture
The Anarch Movement: The majority of the Anarch Movement is Brujah. They provide its foot soldiers, its firebrands, its rhetoric. Many are genuinely ideological — they remember Carthage, or they absorbed the memory of it through their sire’s blood, and they want something better than the Jyhad.
Street-level power: Unlike the Ventrue who operate from boardrooms and Elysium salons, the Brujah are embedded in mortal communities — punk scenes, activist organizations, gang networks, labor movements. They cultivate mortal allies because they relate to mortals as people rather than resources.
Internal division: Brujah culture is not monolithic. The split between Iconoclasts (principled ideologues) and Individualists (pure anarchists who just want to be left alone) runs through almost every Brujah domain. Elder Brujah who remember more of the old dream often have the most carefully controlled tempers — and the most devastating capability when that control finally breaks.
Roleplaying Notes
The Brujah frenzy weakness is not incidental — it’s definitional. Playing a Brujah means constantly navigating between idealism and the Beast. A Brujah who never frenzies is playing it safe; a Brujah who frenzies constantly is a monster. The interesting space is the middle: when does controlled rage become something useful, and when does it become the very thing you’re fighting against?
The Ventrue-Brujah relationship is the central social friction in most Camarilla games. The Ventrue didn’t just defeat the Brujah — they erased Carthage from history and then wrote the Brujah’s history for them. The Brujah have not forgotten this.
Merits & Flaws
Fury’s Focus (3pt. Merit; Prerequisite: Path of Entelechy) — At the onset of frenzy, spend 1 Willpower and roll your Entelechy rating (difficulty = original frenzy resistance roll +1). Each success grants one turn of player-controlled action before full frenzy sets in. Additionally, degeneration roll difficulties for sins committed during that frenzy are reduced by the successes rolled, to a minimum difficulty of 4.
Dynamic Personality (5pt. Merit) — Your charisma draws mortals naturally. After each story, you may purchase new dots in Allies, Contacts, Herd, and Retainers with experience points at the current rating cost (rather than the standard out-of-play cost).
Obvious Predator (2pt. Flaw) — Your Brujah rage is always visible below the surface. Mortals instinctively find you menacing. All Social rolls against mortals except Intimidation are at +2 difficulty.