Clan Brujah

        You are a child of Chaos, anarchy is your goal and violence your bedfellow. The Beast within you has created a space between you and other Cainites. You are a wild card. Your mark speaks volumes for you. The Blood of the fallen paints it anew each night.

        Nickname: Rabble
        Clan Disciplines:  Celerity,   Potence,   Presence
        Weakness: The members of this clan neonates must all drink from the  blood of the seven elders.
              This means they are at least one  step toward bing Blood Bound to the clan.
        Clan Symbol:            

        Stereotypes:

        Nosferatu:   They are rejected unjustly because of how they look. We are  the only ones who respect
                                them.
        Malkavian:  Some make fine compatriots, though they're all weirdos.
        Tremere:     Our archrivals. None are worse than these manipulators.
        Ventrue:      These contemptible, conniving politicians are hypocrites of the  highest degree.
        Toreador:    Effete bastards. They would make decent allies save for their addiction to the                         human vices.
        Gangrel:      They know how to fight, that's for sure.

        The Brujah are at war. So most of them believe. They hate the Ventrue, who destroyed their founder's dream of Carthage. They despise the Toreador, whom they view as the Ventrue's allies. They distrust the Tremere, Malkavins and Nosferatu, who have their own secret schemes. The Gangrel are too foregin, too alien. Furthermore, the Brujah have created more Caitiff than any other clan. The clanless ones would like nothing better than to strike out at those who created, then scorned them.

        Enemies everywhere. The only solution is to lash out at any who oppose them. While the other clans scheme, only the direct actions of the Brujah can disrupt their plans. While classifying all the Brujah is an exercise in futility, the clan has three major factions. The first and largest is the Iconoclast, the true anarchs. They lash out at any one and everyone, with no respect for any organization or establishment. History is of no use to them; the here and now is what counts. Only the Masquerade limits their actions, and the only reason they respect that is out of self-preservation.

                                     

        The second camp is the Idealists, which consists mostly of older Brujah. Most Brujah elders are Idealists, looking to the past for gidance and wisdom. Some still remember Carthage, and its founders' dreams of a perfect society of vampires. Idealists believe the Brujah should unite to achieve these dreams. Iconoclasts consider them sellouts. They figure a Brujah elder has traded his heritage for a comfortable seat on a city's council.

        The third camp, the Individualists, is the smallest but most successful. They combine the traits of  Iconoclast and Idealist. They try to work together for the good of the clan. However, they do not insist others obey their orders, like the Idealist do.