The Brujah clan of today's Camarilla are misnamed. All contemporary Brujah are the blood descendants of Troile, Brujah's own rebellious childe, who became one of the Antidiluvians by commiting diablerie on his sire. Troile was by far the most ruthless and violent of Brujah's chosen - a great military strategist and scholar, but possessing a foul temper that led easily to frenzy. As his own childer he chose warriors, with only a few being of a more scholarly turn. When Troile destroyed his sire in rage, he grew terrified of the repurcusions of his frenzied actions, the vengeance of his sibling kindred. Giddy and unstable from the blood of Brujah coursing through his veins, ha started on decimation of Brujah's other get. He slew them all so none would remain to evidence his crime save those of his own blood. All? no. Not quite. Troile was a warrior, and had shown interest only in those disciplines that lent him better control over his armies or fiercer combat ability. He never bothered to master the discipline that was special to his sire...the discipline of Temporalis. Power over time. A few of Brujah's get used their powers in this discipline to escape their brother's holocaust. These secretive and hidden few gave rise to a seperate bloodline...or looking at it from another angle, kept the original clan alive. They and their get are the True Brujah. Today, the True Brujah are rarer than honest politicians. They are secretive and paranoid, terrified that their true nature will be their downfall, terrifies that Troile's get would continue the holocaust. This trait is especially noticable in the elder members of the clan, who form the bulk of this line. Younger members tend to be wary, yet more desperate for acceptance in Kindred society than their sires... these are those individuals who go to the rants and proclaim themselves.
Ok..so there is an official White Wolf line on the True Brujah, to be found in "Dirty Tricks of the Black Hand". On top of this there are a couple of versions elsewhere on the net with similar themes. I don't give a damn. I'm not buying the book and I wanted to use the clan in a game I'm running, so made up my own rules. Here I'm making them available to the world at large so people may use it, or use some of my ideas.
Nickname - Seen as a myth, the True Brujah don't have a nickname. Once, many many years ago, they were called the Weavers, as they wove the strands of time. Appearance - True Brujahs are still primarily scholars, but they are also very physical, and it is not uncommon for a college athletics star with a good school record to be taken as a childe. The true Brujah like to blend in and stay alive. Subject wise, they prefer Physicists and Historians. Havens - Always near universities or Research institutes of some kind, and always more secure than Fort knox. Clan Disciplines - Celerity, Presence, Temporalis. Weakness - True Brujah will, in times of extreme stress, get a dose of what younger members of the clan refer to as "Scratched record syndrome". They lapse into a time loop, repeating actions or phrases of speech. A successful willpower roll is required to break the loop. They also have a tendancy to get stammers, twitches and amnesia. Backgrounds - True Brujah are not social creatures, tending to have Mental attributes as primary along with knowledges, with physical attributes and skills secondary. Common backgrounds are Mentor, Influence and Resources.
* Divination : The True Brujah always know what time it is, and can unconciously time periods between events. Most usefully, they will always know how long remains until Dawn, though this may get confused by travelling over several time zones...such as flying accross the Atlantic. ** Hindsight : Similar to the level three Auspex power of Psychometry, but with more detail, if fewer of them. A roll of Perception + History is required, difficulty 7. The character can discover facts about people, places or items they touch. The higher the number of successes they the further back they can see. *** Prophecy : The character can untangle the threads of time to discover the MOST LIKELY future. This can obviously change if actions call for it to. Perception + Occult is rolled against a difficulty dependant on the distance into the future the True Brujah wishes to see. **** Flicker : The Character gains the ability to step out of time for a second, existing in limbo for a moment, return almost instantaneously. This is often enough to make a blow go straight through where the character was, and if combined with the level one discipline makes the character almost unhittable in combat. The character spends one action doing nothing, but nothing can be done to him. They return exactly as they left. Roll Wits + Dodge against difficulty 7 (only one success needed). This power costs one blood point to use, and thus isn't an infinite dodge ability. ***** Persistance of time : The True Brujah can induce time loops in a localized area, ignoring the most fundamental laws of causality. Time may be stopped, rewound and looped at will...well...nearly. A maximum of thirty seconds (two actions may be looped, and the character can make the target area or person repeat the loop until they get enough cumulative successes on a willpower roll (difficulty 7) to equal the number of successes the True Brujah gained on a Intelligence + Occult roll (Difficulty 8). To even be allowed the chance to do this though, the loopee must realize what has happened with an intelligence + occult roll (difficulty 7- number of loops already been through.) Alternatively the effect ends at Dawn, which could provide a messy end... The power costs 2 blood points per use. ****** Eternal Haven : This is an extended flicker. The True Brujah is able to stay in limbo for a period of time up to their willpower in days, if they pass a wits + stealth roll (difficulty 8). The 1 blood point per day metabolism continues even in limbo, and a willpower point must be spent to return to the real world. ******* Flux : At this level of time control, the True Brujah is able to disconnect himself from time, so he can make it pass faster or slower around him. In simple times, if he wants to cram more actions into a turn than would otherwise be possible, he just needs to slow down time. If he wants time to pass faster around him (a long journey for instance) he can. Mechanisms and such do not move faster, only the vampire himself. This requires a blood point to be expended and a successful manipulation + Subterfuge roll. (Difficulty 9). The number of successes gained is the number of extra actions gained by the manipulation. Celerity may NOT be used in conjunction with this power. ******** Otherwalk : The character's ability to cause rifts in the space-time continuum has become so great that they can now step sideways into the spirit world. The character gains access to the three levels of the umbra (take a look at the relevant Mage and Werewolf books.) To do this he rolls Intelligence + Occult at difficulty 9, with the same effect as if a Lupine attempted this manouever. A botch is a very bad thing. The power costs a willpower point to use. Any trouble from Garou while in the Umbra is the character's own fault. ********* Step back : The character may step back along the path of history to any point he or she wishes, back to the Big bang if they really want...though they WILL die if they try it. This is not easy, but can certainly have it's rewards. The required roll is Intelligence + History, difficulty 10. It requires only one success, but also costs three blood and a willpower point. The character can return to the present with the expenditure of another willpower point, but if they travel in the past, they will return to the present where they were...they wouldn't go back to the place they originally stepped back from. Characters also have to remember, the sands of time at home are always flowing. ********** Time Travel : No Character should ever get this power. Only one individual ever knew it, and as Brujah is dead he is unlikely to pass it on. That said, it is rumoured that at some point Brujah travelled forward in time - for this is what level 10 of temporalis allows - to gehenna. He may well be at the big armageddon party! if you really must use this power and all its hideous consequences (you know that your player would think of something) then use the same system as level 9.