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Anarch NewPlayerGuide

This document provides an overview and introduction to playing an anarchist character in the One World By Night (OWBN) live action role-playing game of Vampire: The Masquerade. It discusses the anarchist movement in the game's fictional world, including two revolts against the dominant vampire sects. It also outlines character creation guidelines and options for playing an anarchist character, including suitable clans and roles within the movement.

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0% found this document useful (0 votes)
176 views23 pages

Anarch NewPlayerGuide

This document provides an overview and introduction to playing an anarchist character in the One World By Night (OWBN) live action role-playing game of Vampire: The Masquerade. It discusses the anarchist movement in the game's fictional world, including two revolts against the dominant vampire sects. It also outlines character creation guidelines and options for playing an anarchist character, including suitable clans and roles within the movement.

Uploaded by

Personagem
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The narch Movement

a Practical Guide to Playing an Anarch Character in an OWBN Game.

OR LD BY
E W NI
N GH
O T

www.owbn.net

One World By Night


Vampire the Masquerade
2017
This document is for supplemental purposes only—no copyright infringement is
intended. It is not intended for profit nor official representation of White Wolf
Publishing/CCP hf and/or their subsidiaries. Written information, including all
names, abbreviations, and anything related to White Wolf ’s “World of Dark-
ness” and “Vampire: the Masquerade” are copyright White Wolf Publishing/
CCP hf. The creators, editors, and so on of this document do not represent
White Wolf Publishing or CCP hf, in any capacity. The packets and guides are
written and designed by One World by Night (OWbN) and are in order to specify
modifications to the system provided in our work, as deemed necessary by the
organization pursuant to White Wolf/CCP requests as part of Dark Pack guide-
lines. Portions of this material are copyrighted and trademarks of CCP hf., and
are used with permission.
All rights are reserved. For more information please visit http://www.whitewolf.
com or http://rpg.drivethrustuff.com
© 2017. This document was written by Marion Birdsell & Holly Race for use
in One World by Night. For this reason, the individuals currently serving as an
Marketing Sub-Coordinator & the Marketing Coordinator respectively for One
World by Night shall be considered a Licensor of this work (seen here: http://
www.owbn.net/). This work may be reproduced or redistributed in whole or in
part without prior written permission in accordance with the below noted Cre-
ative Common Public License. All Art work is owned by its original creators and
not OWbN or this packet.
THIS WORK IS PROVIDED UNDER THE TERMS OF THIS CREATIVE
COMMONS PUBLIC LICENSE (“CCPL” OR “LICENSE”). THE WORK IS
PROTECTED BY COPYRIGHT AND/OR OTHER APPLICABLE LAW.
ANY USE OF THE WORK OTHER THAN AS AUTHORIZED UNDER
THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED. FOR INFORMA-
TION ON THE LICENSE FOR THIS WORK, PLEASE SEE: http://creative-
commons.org/licenses/by/3.0/legalcode
Ta b l e o f C o n t e n t s
Vampire The Masquerade 1
The Anarch Movement 4
The First Anarch Revolt 5
The Second Anarch Revolt 6
The Red Question 6
Modern Nights 7
Political Impulses 7
Loyal Opposition 8
Disloyal Opposition 8
Anarch Fringe 8
Anarch Clans 9
Thin Bloods 10
Gangs 10
City Government 11
Magic in the Movement 12
Anarch Lore 13
Character Creation 14
Appendix
Convention of Thorns 17
Status Perfectus 18
Anarchs Unbound 18
Anarch Genre Source Material 20
1

Vampire the Masquerade


Vampire the Masquerade is a game based on a fictional world where Vampires and various other supernatu-
ral creatures are real. In this version of the game it is played in a LARP style, which means Live Action Role
Play. All of the players create a Vampire character and play act as if they are that character. This packet will
help explain the organization and the game itself so that you will better understand what we do, and how
to participate.

One World by Night


One World by Night is an internationally connected organization of LARP games. The game that we play
locally is a member of the organization as a whole. What that means for you as a player is that you can
take your character that you have created here, and play the very same character in other games around the
country and world. You can participate in email correspondence with other players and characters from all
over the world. It also means that from time to time that people from out of town will join us in our local
game.
You are in no way required to participate on an international level. You are encouraged to play your
character as big or as small as you might like. There is no rule forcing you to go beyond your own
personal comfort level. The organization simply gives you the opportunity if you choose to take it.

Chronicle
A local, which we often refer to as a Chronicle, is played in one location. Meaning that it is stationed in one
city and usually has a set schedule for when they play.

Our local chronicle is called:


At a local game we have various positions of staff to help manage the players and story. Remember that
the staff is there for the players, and never hesitate to talk to anyone if you have questions or need as-
sistance.

Storyteller
The Storytellers job is to manage characters in the game and the various stories that characters interact
with. If you have questions, feel free to ask any of the Storytellers.

Our Storytellers are:


Narrator
Narrators assist the Storytellers with running stories and managing smaller aspects of the game play. They
are also available to ask questions to.

Our Narrators are:


Player Representative
The Player Representative is there to protect the players. Think of them as Human Resources for the game.

Our Player Representative is:


Council Member
The Council Member is our chronicle’s voice to the rest of the organization.

Our Council Member:


2
Game Play
Everyone was new to the game at some point, don’t worry that you don’t know enough to join in. How
much or little you know doesn’t really matter. This packet was created to help give you a guideline that you
can build on as you play.
The primary concept that is necessary to understand before embarking on your new hobby is that of Out-
of-Character and In-Character. Its actually pretty simple.

Out-of-Character: is your real life.


In-Character: is your character’s life.
Sometimes what you know and what your character knows will be different. That is ok! Use your best judg-
ment in those cases or ask for some help. Your character could be a world famous
fireworks engineer, but you’ve never used more than a sparkler on July 4th. Or may-
be you’re a doctor and your character struggles to apply a band-aid correctly. Just
keep in mind that you and your character are different people and you will do great.
Typically if you are talking and interacting people will assume you are ‘In-Charac-
ter’ so we have a signal to let people know that we are speaking as ourselves and not
our characters. Simply cross your first and middle finger and hold it up so others
can see. This lets everyone know that when you start shouting about your miss-
ing contact or earring that its for real and they should help you look. You can also
use this to step away from game for a phone call, or to use the bathroom. If you
have a question about the game itself, hold up your crossed fingers and ask away!

Myths and Truths


Before we get too far, lets go over some of the common misconceptions about the game vs. Vampire sto-
ries. We all know the many myths about vampires and what kills them. From the various Dracula movies
and books we have learned a set of constants that may or may not hold true in the game that we play.
• Garlic: Vampires in general don’t mind garlic. Its just a spice.
• Crosses: Most of the time Vampires are indifferent to crosses.
• Holy Water: Holy Water does cause damage to Vampires.
• Fire: As a general rule, an uncontrolled flame will scare the pants off of a Vampire.
• Stakes: A stake through the heart will not kill a Vampire. It will however incapacitate them.
• Sunlight: Sunlight WILL kill a Vampire.
• Ash: A dead Vampire WILL turn to a ashes. The time it takes for them to turn fully to ash it depends on
how old they are.
• Animal Forms: Not all Vampires can change in to animal forms, like a wolf or bat. Some can.
• Reflection: Vampires generally have a reflection.

Origins
All beings have spent a tremendous amount of time trying to figure out where they come from. Vampires
are no different. Just as humans have numerous creation and origin stories Vampires do as well. The most
widely accepted origin story is that Caine, as in Caine and Abel, was the first Vampire. In the Christian
Bible Caine murdered his brother Abel and was cursed by God to walk the Earth and never die, and to eat
only ash and blood. Obviously there is no right answer as to who or how the first vampire happened.
Vampires have something that they refer to as a Generation. It literally means the same thing to Vampires
as it does to humans. The only difference is that Generation matters more to Vampires. Assuming the
Caine story is true, then Caine would be the 1st Generation. Caine’s child would be 2nd Generation, and
his child’s child would be 3rd Generation and so on.
Mechanically in the game Generation plays a part in how potent the blood of a Vampire is. Meaning that
the closer to Caine a Vampire is, theoretically the more powerful they are. That is not always the case in
3
reality though. When you create a character you choose the Generation you would like your character to
be, this does require you to spend Experience Points (explained later). Some games might have rules on
what Generation you can play. In One World by Night we do not allow anyone to play a character below
8th Generation.

Becoming a Vampire
As with many myths and stories the way one actually becomes a vampire is vastly different. In Vampire
the Masquerade the system is pretty basic. The Vampire drains all the blood of a mortal, and then replaces
some of that blood with their Vampiric blood. The mortal’s physical body then shuts down and dies as they
are ‘reborn’ as the undead.

Feeding
Yes, Vampires feed on the blood of humans. In Vampire the Masquerade there is a system in place to help
keep humans from realizing Vampires are real. When a Vampire bites in to a human, the human is subjected
to what Vampires call ‘The Kiss’. The Kiss is a sense of euphoria, the mortal enjoys the experience. They
will rationalize it as the best kiss they have ever had. No, all Vampires don’t feed from the neck, but some
do. You can bite a human anywhere and take their blood. After a Vampire has finished feeding, which is
usually well before the mortal would die, they can lick the wound they made with their fangs and it will heal
instantly. Leaving no trace of a bite.
Vampires do not always have their fangs out either. They only use them when necessary. If they always had
them showing it would be difficult to blend in with mortal society.

The Beast and Frenzy


Inside of every Vampire they are dead, what animates them is their ‘Beast’. The Beast is often talked about
by characters as being an entity all of its own. The Beast is primal, non thinking and animalistic. It takes
personal strength to not give in to your Beast.
Occasionally a Vampire will succumb to his Beast, when this happens the Vampire will Frenzy. When in a
Frenzy the Vampire will blindly attack everyone, using bare hands and fangs. Little more than mindless ani-
mal is what is left of the Vampire until the Frenzy is over. A Frenzy typically takes 10 minutes, or if another
Vampire uses a power that can guide someone out of a Frenzy it can be ended much sooner. If confronted
with a Vampire in Frenzy, it’s best to get away from them as quickly as possible.
It is pertinent to note here that there are types of frenzies (fear, pain, hunger) and in each type the vam-
pire in frenzy will behave a little differently. Your ST staff should help guide you on how to role play this
should it ever happen.

OR LD BY
E W NI
N GH
O T

www.owbn.net
4

The narch Movement


a Practical Guide to Playing an Anarch Character in an OWBN Game.
Although the image of Anarchs as little more than foul-mouthed young hooli-
gans in leather jackets hurling insults at Elysium likely has some small basis in
fact, the truth is that the history of the Anarch Movement suggests a far deeper
motivation for committed Anarchs than simple rebellion.

The Anarchs’ history is one of the most trag- chistic rhetoric, communist propaganda, fascist
ic and most passionate stories in the annals of decree, or for-its-own revolution, the cause of the
Caine’s descendants. Despite countless defeats Anarchs is egalitarian.
and setbacks, not to mention active predation by Of course, this is what makes the Anarchs such
the two most deadly sects to stalk the night, true a thorn in the side of the established society of
Anarchs have always returned to champion their the Damned. Few elders, be they of Camarilla,
beliefs, even to a society that largely reviles them Sabbat, Independent or less identifiable sympa-
for doing so. thies, rarely want to relinquish the comforts that
Traditionally, the Anarchs make up a sect-with- they’ve fought so long and hard for. Ancillae
in-a-sect, many Anarch territories are still under strive for the elders’ comforts themselves. They
the auspices of the Camarilla. However, certain don’t want some sneering newbie just a few weeks
radical Anarchs espouse complete and total seces- into the embrace to have the same benefits that
sion from the Ivory Tower. Whatever their per- they claim. Even neonates have little sympathy
sonal feelings towards the Camarilla, to the An- for the Anarchs. Childer of esteemed sires often
arch mind the existing structure has rotted from enjoy the same comforts that their sires do, and
within. They tend to feel that the time is right to the less privileged fledglings see the Anarchs as a
bring about the changes that the Camarilla needs liability that leads their elders to dismiss all young
in order to make it succeed as the grand protector childer as radicals. The Sabbat dismisses the An-
of the Kindred that it claims to be. archs as ineffectual or recruits them into grudging
allegiance. The Camarilla variously tolerates the
What are those changes, specifically? Ask a dozen Anarchs or cracks down on their movement as a
Anarchs, and you’ll likely receive a score of an- destabilizing peril.
swers. As a social phenomenon, Anarchs are com-
mitted more to change than to any particular way It is not surprising, then, that the unlives of An-
of making it happen. What Anarchs want is a re- archs are typically frustrated and spent with a
distribution of power from the top of Kindred siege mentality. Their challenges are manifold,
hierarchies down to the bottom. They despise the not only to bring others around to their ways of
existing system of Elder rule. They want Kindred thinking, but then to implement those ideas. The
society to be based on merit (rather than age, Em- Anarch Revolt, put into motion centuries ago,
brace, and inherited privileges.) hasn’t died- it’s simply gone underground. Many
Anarchs believe that it’s time to make their voices
Whether change comes about by guerrilla activity heard again. Despite a few setbacks, it’s the dawn
or it’s ushered in from salons and Elysiums, is up of a new era for those who would challenge the
to the individual Anarch to decide for themselves. rule of the elders and the stasis that characterizes
Whether the cause is couched in terms of anar- Kindred society.
Source: MET Laws of the Night – Anarch Guide, pg 13
Source: http://theanarchstate.wikidot.com/anarchs
5

The narch Rebellions


The First Anarch Revolt however, the Anarchs soon found themselves at
The Beginning of A New Age a distinct disadvantage. Once the element of sur-
prise had been exhausted, the Anarchs faced an en-
The 14th century was one of the worst periods emy that was, on the whole, far more experienced,
in recent history to be a Cainite in Europe. Be- powerful and resourceful than they.
tween the growing power of the Inquisition, invad-
ing armies in the East, and the advent of mortal Throughout the Revolt, a group of Cainites led by
diseases (such as the Black Death) that could send a Ventrue calling himself Hardestadt continued to
vampires into torpor, many Cainites wanted noth- advocate the formation of a large organization of
ing more than to disappear from the world entirely “Kindred” who would work together to crush the
and be left alone. In the midst of these threats, Anarchs. This was the beginning of the Camarilla,
many elders decided to do exactly that, choosing and the beginning of the end for the Anarch Re-
solitude and self-preservation over their feudal ob- volt.
ligations to protect their childer. Refusing to ac- With elders beginning to work closely together, the
cept and react to an unfavorable situation the way Anarchs found themselves up against an enemy
the elders had, neonates of Europe took their cue not only older, wiser, and more experienced, but
from mortal revolts to create their own destiny, also far better organized. Between the agents of
to seize the freedom and rights they desired from the Inquisition and those of the new Camarilla, the
their oppressive sires. Thus was conceived what Anarchs were outnumbered, outmaneuvered, and
would become the Anarch Movement. outclassed. By 1493, only seven years after the for-
Especially considering its final outcome, the An- mation of the Camarilla, numerous Anarch leaders
arch Revolt is sometimes overlooked by modem met with Hardestadt to discuss terms of peace.
students of Cainite history as a failed attempt to Leaders from both sides met in the Abbey of the
establish a new social order. The Revolt was itself Sacred Crown near the small English village of
a great breakthrough, however, in the social order Thorns, where they drafted what came to be known
of the undead, as the first time since the slaying of as the Convention of Thorns. In fact, the Cama-
the Second Generation that a large group of Kin- rilla representatives drafted the document and the
dred joined together to liberate themselves from Anarchs were lucky to get a few concessions.
the tyranny of their elders, rather than simply to
diablerize a specific elder. Part of the Anarchs’ Under the Convention, the Anarchs would return
success stemmed from the elders’ great surprise - to their former places as subjects of their elders,
upon first hearing of the revolt, many elders were and in return all but “the most heinous of crimes”
at first unwilling to believe the story. Many were committed during the revolt would be forgiven.
vain enough that they only began to realize the ex- The Assamites would also be prevented from drink-
tent of the threat once the Anarchs had broken ing the blood of other Cainites through a magical
down their doors and were coming at their throats. curse. As a whole, the Convention was less like a
Far more than a small band of diablerists, the An- peace agreement than a set of terms for surrender,
archs were a group of Cainites devoted to changing but most of the Anarchs accepted it, particularly
Kindred society for the better. the Brujah, who had suffered the greatest losses.
For a complete copy of the Convention of Thorns see Pg 17
Despite their enthusiasm, rage, and craftiness, Source: MET Laws of the Night – Anarch Guide, pgs 14-16, 20, 22
Lore Requirements for Understanding the Conventions of Thorns:
• Lore: Anarch x1 - Has heard of the Convention of Thorns. Knows several interpretations of the Convention and how to use
them to survive in Camarilla Domains
• Lore: Anarch x3 - Knows basic history of the modern Anarch Movement (including the above history.)
• Lore: Anarch x4 - Well versed in the Treaty of Thorns and its uses
• Lore: Anarch x5 - Knows the entire history of the Anarch Movement. Possibly present at the signing of the Convention of
Thorns. May have participated in the original Anarch Revolt.
6

The Second Anarch Revolt Lore Requirements for Understanding the Status
the Perfect State Perfectus:
• Lore: Anarch x1 - Has probably heard of the Status Per-
Despite the formation of the Camarilla and the fectus, but probably doesn’t quite understand its meaning.
Sabbat, self-proclaimed Anarchs would continue • Lore: Anarch x2 - Knows the basic history of the Free
States, though is lacking details and the less prominent
in isolated groups. names. Knows the Status Perfectus reasonably well and pos-
sibly even has a copy.
During the French Revolution prominent An- • Lore: Anarch x3 - Knows basic history of the modern
archs used the opportunity to fight the tradi- Anarch Movement (including the above history.) Knows
most of the prominent Anarch Free States.
tional claim of the Toreador to France. De- • Lore: Anarch x4 - Knows something about the causes be-
spite intentions to take the fight to the rest of hind the original Anarch Revolt and its history. Well versed
Europe, the mortal revolution soon fell apart, in in the Status Perfectus and its uses.
• Lore: Anarch x5 - Knows the entire history of the Anarch
allowing the Camarilla to move in and restore Movement. May have participated in the Second Revolt in
order. Los Angeles.

Afterwards, many of the remaining Anarchs


made their way to the United States and from The Red Question
there to the West Coast. As Los Angeles Anarchs Unbound
quickly increased in prominence the Camarilla
On July Fourth, 2015, in response to ru-
established Don Sebastian as prince with the
mors that the Camarilla was putting togeth-
hope that he would curb the g rowing number
er its own team of technologists, a group of
of Anarchs in the region. He largely ignored
Anarchs that functioned similar to Anony-
their presence, however, and over the next few
mous decided to flex their digital muscle a bit.
decades several famous Anarchs made their
way to the city. Finally, in 1944 Don Sebastian These Anarchs released the big gest piece of
realized the full extent of the discontent in Anarch Propaganda since the Anarch Mani-
his city and ordered the savage beating of one festo, as penned by Salvador Garcia. The title
such luminar y, Jeremy MacNeil. Instead of in- of the manifesto was “Anarchs Unbound”.
stantly rebelling, MacNeil lead the Anarchs in Essentially it asked the question “WHY DO
locating and studying the havens of the local YOU OBEY?” This earned the g roup respon-
Elders over a period of six weeks, and on De- sible the moniker of “The Red Question.”
cember 21, 1944, the Second Anarch Revolt This Manifesto was delivered to all online
began. vampire channels along with a program that
The prince was killed and those Elders that magically protects all vampire online commu-
were not destroyed fled the city, making it a nication (Blood Spot). With the proliferation
strong victor y for the Anarch movement. Soon of the Red Question, Anarchs from all across
thereafter the Anarchs moved south to San Di- the world began taking to the internet and
ego and then attempted to liberate San Fran- communicating freely and Masquerade friend-
cisco. They were repelled by the then-cur rent ly. This sparked a few of the deeply hidden
Prince of San Francisco, Vannevar Thomas, mystical factions of the Anarchs to come to
but in those three months they had claimed the surface ever so quietly in hopes to find po-
ever ything from the border of Mexico to San tential students of their craft. Several new and
Jose. This region would come to be called the old members of the Anarch Movement began
Anarch Free State, r uled under a set of prin- resurfacing in the Hur ricane Free States and,
ciples entitled the Perfect State. among other Baronies, spreading word of an
For a complete copy of the Status Perfectus see Pg 18 uprising, and biding their time.
Source: http://whitewolf.wikia.com/wiki/Anarch_Revolt For a complete copy of the Anarchs Unbound see Pg 18
7

Modern Nights Creating History


the Promise of Technology
Although the Free State of Los Angeles eventually fell to roaming gangs and disorder, the ideals of the
Second Revolt survive in new and evolving forms.
Toward the end of the 20th century, the Anarch Free State seemed to be on the ropes, but in recent years
the Anarchs have managed to dust themselves off and bring the fight back to the interlopers who believed
the decentralized sect would make for easy pickings. If the Anarchs are united in anything, it is the desire
to send the carpetbaggers packing after seeing their domains stolen out from under them. More so than any
other sect, the Anarchs are defined by their guerrilla mindset.
In the modern nights, one of the greatest resources available to the Damned is an unprecedented ability to
affect the world. Whether by easily portable implements of violence, the ability to summon information as
never before possible, or the ability to get to or away from trouble quickly, the Anarch Movement is poised
to make modern, tech-nological capability its raison d’etre.
Quite simply, the Anarchs not only get technology, they want to get technology. Tonight, tools are the
great equalizer. While the other sects may dabble in various technologies or might have recognized experts
in certain technological fields, they all remain tied to various ideologies that are, by Anarch perspective,
500 years out of date at best. With that in mind, the desire to succeed in the modern idiom belongs to the
Anarchs. Let the other sects have their holy wars and their feudal vendettas. The modern nights may well
prove to be the era of the Anarchs and they are ready, able, and willing to do what it takes to make that
happen.
Source: V20, Companion, Pg 61
Conservative Moderate Liberal
Political Impulses Sympathizers Reformers Constructionist
Any Kindred who has ever Reformers know, without They know the Camarilla
Anarch Factions
Opposition

felt oppressed, believed a doubt, If the Camarilla is corrupted beyond sav-


Loyal

that the system could work wants to survive, it must ing, and they seek, though
Within the heart and soul of ev-
better, or thinks some sort change, grow and evolve. quietly, to build a Kindred
ery Anarch, there beats a political of change has to happen is Government which will
rhythm which will shape his or her an Anarch Sympathizer. truly stand the test of time.
existence.
Anarchs are not just Anarchs for the Radicals Militants Hardliners
The Radicals seek, above Militants are the first ones Hardliners don’t just want
heck of it, they are Anarchs for a
Opposition

all, to reshape vampire so- to tear into a fight when- to see the Ivory Tower
Disloyal

reason. ciety into something new, ever and wherever Anarch crumble, they will make
often borrowing ideas turf is disputed or com- sure it dies, screaming, in a
They have ideals, beliefs, desires, from socialist, commu- promised, and they will be bloody ruin, then they will
dreams, goals and countless other nist and anarchist political on the front lines of any scorch the earth beneath it
motivations that make them who lines. fight: anywhere, any time. and spit on the ashes long
after it’s said and done.
they are. Within each and every An-
arch there is a Political Impulse, a Autarchs Mercenaries Nihilists
They avoid contact with So long as the checks don’t These young, spontane-
feeling or thought or code which
The Anarch

any and all other Vam- bounce, and the promises ous and perhaps crimi-
guides them, and like most things
Fringe

pires completely. They are are kept, a Kindred of the nally insane vampires care
amid the diverse Movement, Anarchs not Anarchs, or Sabbat, or Mercenary impulse can be nothing for civility and
sometimes group themselves togeth- Camarilla, and more than a huge asset to whomever reason. They barely follow
likely have cast off their is footing the bill. the masquerade and often
er based on these Impulses. Clan affiliation as well. revel in their powers of the
blood.
8
• Loyal Opposition: for, and never miss an opportunity to let this be known
(Sympathizers, Reformers, and Constructionists) via word or deed.
Individuals who consider themselves the Loyal Oppo- That said, the Disloyal Opposition are not a bunch of
sition are often kindred who still remain within the Ca- screaming, violent lunatics. They hold fast to the belief
marilla and believe some form of Kindred Government that the Camarilla is wrong, oppressive and corrupt, but
is absolutely necessary for the safety of all. Even if they they also know it takes more than a bad temper and a gun
have left the Camarilla by force or by choice, they insist it to undermine and topple a regime that has been around
is best to try to work within the guidelines of the sect in as long as the Camarilla has. Members of the Disloyal
order to ensure that safety and stability. Deep within the Op-position come in a wide variety of Clans and have
liberal soul of every member of the Loyal Opposition astoundingly diverse skill sets…what seemingly unites
there is the desire to work together and get along; the them is the all-encompassing desire to see progress and
hope that there is, in fact, A Better Way to ensure safety change, and unto that end, these Kindred employ a wide
and security as well as justice and government for all. variety of tactics and plans, from the violent to the politi-
cal to the technological and beyond.
The Loyal Opposition has no qualms about working
within the Camarilla system alongside members they find They also tend to be the most vocal of Anarchs, both
to be honorable or reasonable, and they generally have amid the Movement and outside of it. Many a Baron
no issue working with other Anarchs or Independents might subscribe to one of these impulses, as may many
they see in the same light. Often times, however, many a member of an Anarch Council or Gang. However,
other Anarchs do not consider members of the Loyal for all their high profile hatred of all things Camarilla or
Opposition to be true Anarchs and will be rather leery Camarilla-like, there is no question if they did not have
of them, especially if the Loyal Op in question holds the help of the Loyal Opposition from time to time, the
status or some form of City Position. This could be con- Anarch Movement would not be what it is today.
strued as unfortunate, as the Loyal Opposition may be
an untapped reservoir of mental acumen, Anarch pas- • The Anarch Fringe (Outsiders)
sion, and political reform. (Autarchs, Mercenaries, Nihilists)
Sometimes, when a member of the Loyal Opposition These small factions represent individuals or groups
is too heavily spurned, however, they end up rejecting who may have cast off their Sect or even Clan. Those
any status they might hold and find themselves on the who identify among the Fringe might only consider
outs with the Camarilla, at which time they delve deeper
themselves Anarchs in the loosest sense of the term, and
into the movement. Also, on rare occasions, sometimes
an Anarch of a different political impulse will “officially most other Anarchs would never consider the Fringe as
leave the movement”, join the Cam, and become a mem- Anarchs either as they are not within the Movement.
ber of the Loyal Opposition in order to change things The only common denominator between those of the
from the inside. Fringe and those of the Movement is they both seek in-
dependence and freedom to do what their hearts desire
• Disloyal Opposition without oppression from outside sources. Those of the
(Radicals, Militants, Hardliners) Fringe don’t believe in some greater Good, they aren’t
When one hears the word “Anarch”, often it is the image fueled by a need for justice, liberty, or anything so grandi-
of the Disloyal Opposition that comes to mind. These ose. Most are out for themselves and refuse to take part
are the Kindred who have forsaken and rejected any- in anything that may compromise them or their tight
thing and everything. Camarilla, and thusly rebel against group. It makes for difficult times in some areas when
all it stands for. While the Loyal Opposition might be Anarchs enlist their assistance or cooperate with them
seen as trying to save or restructure the Camarilla, the for common objectives, but nonetheless it happens. The
Disloyal Opposition seems set on trying to tear it down average Anarch also assumes it is better than having
completely. They abhor anything and everything it stands these people join or work for the Tower or the Sword.
Source: anarch.owbn.net/mediawiki/index.php?title=Political_Impulses
Source: MET Laws of the Night – Anarch Guide, pg. 79-85
Editor’s Note: It should be understood by all players that not all Anarchs agree with the Convention of Thorns and/or the Sta-
tus Perfectus. In addition there are multiple ways to play each Political Impulse. There is no one right way to play an Anarch
character and what is presented here is merely meant to provide context for and to inspire character creation. Be aware that your
interpretation of what it means to be Anarch will invariably differ from at least some of those around you and part of the fun
is figuring out a way to stay true to your concept while also successfully navigating the social order formed by other players.
9

narch Clans
There are many types of Vampires. The following list is a VERY brief explanation of some of the com-
mon Anarch clans.
This is by no means an exhaustive list, simply the more common clans you will likely encounter. Most clans
have a book that was printed separate from the main game book that has far more information on the clan.
If you are interested in getting that book please let someone on your Storytelling staff know, as they might
have a copy you will be welcome to borrow.
One World by Night also has packets to help play a clan more effectively with information on the clan spe-
cific to our games. Please let your Storytellers know if you would like a copy of any of the packets available.
• Assamite members. Their reasons for joining up when they
(Vizier & Warrior only.) This clan was traditionally do are as scattered and different as members of this
that of assassins, and was hired by many to do away clan. In addition Neo-Einherjar (Modern Gangrel
with their enemies. Now they have moved away who have adopted Norse religion) have a small but
from that path and are forging a new way. Among relevant presence within the Movement.
this clan you will find Warriors, Viziers, and Sor- • Malkavian
cerers. They are often of a Middle Eastern decent. The Malkavians are crazy. Every member of this clan
Never a large populace amongst the Anarchs, has a mental affliction of some kind from sociopaths to
there are a few within, and their numbers seem chronic depression to multiple personality disorder.
to be growing since the breaking of the Treme- Malkavians amongst the movement are generally of
re Curse. Despite that, those members are sel- two varieties: too squeamish for the Sword, or too
dom a united front, often at odds with one an- unhinged for the Tower. Those that find a niche
other politically. (Although it is more in line with amongst the Anarchs are those whose insights are a
a family argument than a war, Assamites are still boon to their brothers and sisters
more loyal to each other than to anyone else.)
• Nosferatu
• Brujah Nosferatu are information hoarders, and live in
The word brouhaha is likely taken from this clan. the sewers. Their choice of living area is due to
They are quick tempered, and are always ready for their appearance. They were cursed with hor-
a good brawl. They like to rebel against society and rible physical deformities and are extremely ugly.
sit on the outside. The Nosferatu amongst the Movement are not
Some say the Brujah are the backbone of the An- the most populous, but hardly rare. They make up
arch Movement. They are one of the largest mi- one of the ‘common’ clans. Their ability to gar-
norities, only possibly outnumbered by the ranks of ner information amongst all sects and of other
the Caitiff. These firebrands are often found at the creatures of the night makes them a great asset.
forefront of any Anarch combat or political arena.
• Toreador
• Caitiff Toreador are the artists, musicians, and danc-
These vampires are technically failed Embraces. ers. They adore and protect art in all its forms
They do not share the disciplines of their Sire and
therefore are considered ‘clanless.’ In most vampire while often traveling in the exclusive word of the
circles (outside of the Anarchs) they are looked rich and famous. They have declared themselves
down on as less than or broken. the unequivocal arbiters of all things good taste
The clanless make up arguably the largest minority in The Toreador make up more than a few revolution-
the Movement. Not judged by their bloodline (or lack aries, as Poseurs who critique the system, or Artistes
thereof really), they fit in just fine, and are a strong who dream of new, bold ideas on kindred governance.
pillar upholding the various ideals of the Anarchs. • Ventrue
• Gangrel Ventrue aren’t unknown in the Anarch Movement,
Gangrel are woodsy, and usually have wanderlust. but are hardly in any sort of majority, or even a
They like to travel and see the world. After time the large minority. Their skills and talents tend to have
Gangrel take on features of animals, like tails, cat them bubble to the surface as leaders and users
slitted eyes, or fur. of influence--not surprising given the stereotype.
Many independent Gangrel will come and go Source: http://anarch.owbn.net/mediawiki
amongst the Movement, and many are actually Vtm Guide to the Anarchs, pg 48
10

Politics & Social Order


Thin Bloods threatening their members. Alone, the average An-
arch is relatively easy prey, since they are often young
Given the relative “youth” of most Anarchs, it comes and thin-blooded compared to their traditional foes.
as little surprise that they are generally more thin- However, potential assailants often think twice about
blooded compared to their sect rivals. attacking them if that means fighting a protracted
Although neonates of the thirteenth, twelfth and and costly war with their entire gang. Eliminating a
eleventh generations are the rule, many Anarchs of single Anarch is almost never worth the sudden fire-
the fourteenth and fifteenth generations exist as well. storm of retaliatory violence that invariably erupts.
Their weak blood, high generation, and obscure ori- Accordingly, wearing gang colors or otherwise dress-
gins earn them the contempt and hatred of Kindred ing to reveal their association acts as a warning sign to
the world over. There is no haven or shelter for these everyone that no matter where an Anarch goes, they
outcasts, and they do not understand the bizarre and are never without allies.
terrifying visions that constantly plague some of their Beyond mere physical security lies a more important
number even in waking moments. The Anarch Move- purpose. Simply put, existence as a vampire is lone-
ment provides a refuge for the few thin-blooded who ly, and Anarch unlife can be lonelier still. In gangs,
manage to endure long enough to make some kind of members find desperately needed comfort and reas-
sense out of their desperate existence. surance in a very cold and brutal world. Refugees find
Portraying a thin-blooded character is a wonderful themselves drawn together by circumstance and unit-
roleplaying opportunity. You are a walking contra- ed by a sense of common misery, and band together
diction. A comparative weakling among giants and a in groups and with unspoken promises provide each
novice among vipers, your survival is a chancy thing other with the friendship and support denied them by
at best; at the same time, your very innocence of the society. Gang members live together, fight together
Kindred and their society gives you a chance to see and often die together. Others might look down on
the night through a unique pair of eyes. The result is their lifestyle as shallow or dysfunctional, but mem-
a character who walks the razor’s edge each night, and bers themselves can reach levels of genuine devotion
offers you a rich roleplaying experience to put a fresh unknown to most vampires.
spin on the way you approach the game. Gangs differ primarily in structure, size and mobility.
Source: MET Laws of the Night – Anarch Guide, pg. 107-108 The structure of a gang depends on its purpose and
Political Impulse of its members. Almost by defini-
Gangs tion, gangs are quasi-military organizations, or for the
“Gangs are the safety net that protects you, the very least, politically aligned for their own purposes.
friends that will share things with you, and they Collectively they are the closest thing to a standing
provide you with the ability to show you can army the Anarch Movement has. In practice, how-
ever, they function as permanent independent militias
work well with others.” – Deidrick Bardonia
and/or political parties.
More often than not, Anarchs are creatures of the
Gang leaders have more authority over their follow-
city streets, whether they came from them as mor-
ers and can, within reason, issue orders to their peo-
tals or became familiar with them after the Embrace.
ple with a reasonable expectation of being obeyed.
Accordingly, the most common social unit among
Surprisingly, discipline within the ranks is seldom a
Anarchs is the gang, which follows many parallels to
genuine problem, since any member who truly loses
modem urban gangs (though not quite as many as
faith in their leaders may simply challenge them for
Camarilla elders claim).
command, call for a vote of confidence, or leave the
Gangs serve two very important purposes. The most gang. Together, these customs keep gang leaders rela-
obvious is acting as a deterrent against enemies tively fair and honest.
Source: MET Laws of the Night – Anarch Guide, pg. 101
11
City Government enforcing the stability of a Barony during times of
crisis. At most times they work closely alongside the
The very notion of control by the Powers That Be Baron to manage other Territory officials. Warlords
is abhorrent to the Anarchs. have been known to fill a variety of roles (that are
Being ruled by a shadow government of self-interested not dissimilar in many ways to that of the Scourge
elders directly flies in the face of what they believe. and Archons of the Camarilla or the Templars of the
Government “of the people, by the people, for the Sabbat.) In times of danger and/or war the Warlord
may be activated by the Baron in defense of their Ter-
people” may be a mortal invention, but it’s what they
ritory. This may at times extend to declaring martial
strive for in the Kindred community.
law and physically enforcing the Territory’s Laws.
Anarch territories (often referred to as Baronies or Please note, dire circumstances that threaten the well-
Free-States) typically have at least a rudimentary form being of a Territory may necessitate an enforced or-
of government. Make no mistake, contrary to what the ganized resistance. However, Martial Law is a concept
name Anarch would suggest, they do have an estab- that directly violates the core Anarch tenant of Lib-
lished social order and rules that all live by. What this ertas, or freedom from tyrannical rule. It is not to be
government looks like varies depending on the prevail- done lightly. In order to prevent abuse of this power,
the citizens of a Territory are well within their rights
ing Political Impulse of the area. There are very few
to band together to resist the Warlord if they feel that
constants but there are a couple of positions that are
he or she is not acting in protection of the Territory
universal (or almost universal.) One constant, Anarchs and rather for their own self-interest –or– choose to
tend to be passionate about supporting the way they not participate.
feel their society should be run and will often take ac- Warlords are those Anarchs who are so charismatic or
tive roles in making this a reality. violent that they can incite a group of shiftless rab-
ble into a fighting insurgency. Warlords may be gang
leaders, cult priests, political ideologues, or bat-swing-
• Baron
ing union bosses — whatever the case, they represent
The only universal title currently used by the Anarch
the motivational leadership of fighting factions in
Movement. By its simplest definition, a baron is a
Anarch domains. Unless the Anarch Movement man-
leader of the Movement in an area. Whether a Baron
ages to put together a nonviolent coup, it’s probably
decides to rule as a Prince or as an Intermediary will
going to need the assistance of a Warlord or three
depend on their personal Political Impulse and also on
to assemble its armies, and those Warlords will con-
the Will of the People that respect the position. The
tinue to be influential even after the revolt succeeds
Anarchs — or at least, those Anarchs smart enough
or fails. Ultimately, Warlords inspire their followers in
to have gained some experience without winding up
whatever form their organization takes, this is usually
on the wrong end of a stake or a sunrise — know that
determined by the Warlord’s Political Impulse.
any territory with even a modest Kindred population
requires someone to moderate it. • Emissary
An Anarch Baron normally isn’t one for passing a Emissaries are also called ambassadors, heralds, and
great number of policies; again, they must avoid the by more cynical members of the sect, expendables.
appearance of dictating the behavior of those be- The Anarch Movement is surrounded by enemies or
low them. Instead, most of their time is devoted to at least rivals. Sometimes its members find it neces-
mediating conflicts and disputes between Kindred,
sary to extend the hand to the other sects, and subse-
orchestrating agreements with other local Kindred
quently negotiate, haggle, and play the games of pr-
leaders (both within the movement and other sects)
estation and diplomacy if the movement is to survive.
and enforcing the Tradition of the Masquerade (the
Anarchs aren’t so stupid as to bring the wrath of the Much like how the Sabbat and Camarilla have invent-
mortal world down upon them - that one even the ed the position of Consul, the Emissary acts in much
Anarchs must obey.) the same capacity in that they communicate with oth-
er sects and groups.
• Warlord By far the most frequent duty required of an emissary
Usually refers to a domain’s top military strategist. is negotiation with a Camarilla prince (or other elder).
While the Baron is typically responsible for the bu- They have been known to cautiously approach the
reaucratic and executive portion of overseeing a Bar- Sabbat and Independent Clans as well though when
ony, the Warlord is responsible for organizing and necessary.
12
• Sweeper Magic in the Movement
Barons in Anarch-dominated territory don’t have Anarch Sorcery & Anarch Curses
much luck when it comes to the Tradition of Hospi-
tality. At any given time, a baron is fortunate to know As with all things in the Anarch Movement, there
the identity of half the Kindred currently occupying is no real standard process involved with learning
a domain. Some barons have accepted that as the way magic and curses.
things are, but others have developed the office of There exists no Anarch College of Sorcery; there
Counter — or the Sweeper — to rectify the problem. is no way that such a place could ever exist. Those
As such, the Sweeper of an Anarch domain tends to individuals who specialize in Anarch magic are ex-
be an unpopular figure. tremely protective of their Occult knowledge and
A Sweeper’s duty is simple. He frequents the terri- do not regularly teach it. Those members of the
tory, the outskirts of the city, the nightclubs and any
Movement who want to learn such things must
other place that might attract the Kindred, particular-
actively seek those experts out, often at great per-
ly young newcomers. They observe, recording names
sonal risk. Once an expert has been found, the
and faces and where possible, attitudes, abilities, clan
budding occultist must then convince that person
ancestry and anything else he can discover. This in-
formation is used for no nefarious purpose; he simply that, not only are they worthy to learn from the
reports at a regular interval so the baron has at least teacher, but also that they are not a spy coming to
some notion of who’s in their city. bring ruin.
Naturally, many members of the Anarch Movement Magic works very differently for each type of
are not happy about this. Anarchs tend to rankle Anarch magic user. The schools of magic avail-
when the idea of someone else keeping track of them able to Anarchs vary in motivation and execution
comes to the fore. Thus, the role of the Sweeper is from the archaically religious to the subversively
one that lends itself to being received with suspicion, technocratic. For a full write up of Anarch magic
even if the Anarchs reluctantly acknowledge its ne- and curses please see the official OWbN Anarch
cessity. packet Magic in the Movement.
• Reeve Editor’s Note: Anarch magic and curses requires the approval
Few are the Barons who are so foolish as to allow of your Storyteller & the Anarch Coordinator.
pure anarchy in their domains, because all it takes is Source: OWbN Packet: Magic in the Movement
one asshole to blow the Masquerade and bring holy Source: VTM, The Anarch Cookbook, pg. 57
(mortal) hell down on ev¬eryone else’s heads. Only
the most foolish of Anarchs puts blind faith in others
of their sect, and most at least reluctantly acknowl-
edge the sometime necessity of a sanctioned ass-kick-
er to keep the less-principled in line.
A Reeve is similar to a Sheriff of the Camarilla or
an Inquisitor for the Sabbat, in that they identify and
bring rule breakers to justice. Except that in demo-
cratic Anarch domains their powers are far less sum-
mary, and they often have even less accountability.
Many bullies end up in the role, but brutish would-
be Reeves should take heed: In an Anarch domain,
a Baron may end up siding with the Kindred who
decide that enough is enough and it’s time to physi-
cally ef-fect a change in the Reeve’s attitude. The
Baron usu¬ally declares a Reeve, but popular opinion
among the Damned of the domain can just as quickly
ruin them.
Source: OWbN Packet: Anarch Packet, 2010
Source: V20, Companion, pg 26-27
13

narch Lore
The following Lore Guidelines provide only that, a guideline for Storytellers and Players to use. Storytellers should
feel free to modify these guidelines to suit their own game environment, with the caveat that other games are not
likely to follow those same modifications.
It is important to keep in mind that in character possession of a document, like the Status Perfectus, does not auto-
matically imply an understanding of said document. An Anarch with only Lore x1 isn’t likely to have the historical
or social facts and concepts necessary to really grasp the Status Perfectus well and should be roleplayed accordingly.

• Lore: Anarch x1:


Has heard of the Convention of Thorns
Knows the basics of the local domain, Barony or Free State
Understands the difference between mortal anarchy and the Anarch Movement
Understands how one goes about joining the Anarch Movement
Knows several interpretations of the Convention of Thorns and how to use them to survive in Camarilla Domains
Has probably heard of the Status Perfectus, but probably doesn’t quite understand it’s meaning.
Can name most of the more well-known local gangs.
• Lore: Anarch x2:
Can name most of the more well-known regional gangs.
Knows the basic history of the Free States, though is lacking details and the less prominent names
Prominent Anarchs like Smiling Jack, Jeremy MacNeil and Salvador Garcia are known as legends with various
untruths and legends attached (“I heard he shoots fireballs from his arse!”)
Knows that Anarchs are divided into factions and generally what they are.
Has heard rumors that the Anarch Movement contains Clans typically not considered Anarch (such as Lasom-
bra or Tremere). Has possibly even met one.
Knows the Status Perfectus reasonably well and possibly even has a copy.
• Lore: Anarch x3:
Knows basic history of the modern Anarch Movement, including specifics of local history
Knows most of the prominent Anarch Free States
Can name most national Anarch gangs
Understands the different main Anarch factions (Political Impulses by the Anarch books)
Has heard of Anarch Combination Disciplines and if a hardcore member of the Movement, likely knows how
to find a teacher for at least a few
Aware of prominent Anarchs such as Smiling Jack, Jeremy MacNeil, Salvador Garcia and prominent Player
Characters (at ST discretion) and their Reputations, etc.
• Lore: Anarch x4 (coord notify for Anarchs, coord permission for non Anarchs):
Knows something about the causes behind the original Anarch Revolt and its history
Knows that even within the main factions, there are subdivisions and conflicts
Can name most Anarch held territories, including some in other parts of the world, and their prominent Anarchs
Has heard of Anarch Curses in passing but may not know what they are or who has them.
Knows that all but the rarest of Clans have membership in the Anarchs, even some that aren’t supposed to be
Should be well versed in in both the Treaty of Thorns and the Status Perfectus and their uses
Has heard of Anarch Curses as a fact and may even know one if they have the capability
Aware of names of significant ‘traitors to the Cause’, and sellouts who’ve gone to the Camarilla or Sabbat
(including but not limited to PCs such as Jon Sebastian, Connor “Brer Bear” McMorna and Chase Ashford) if
of course, they don’t know them personally to begin with, at ST discretion
• Lore: Anarch x5 (coord permission for all):
Knows the entire history of the Anarch Movement, past and present, though certain details may still be lacking
Knows that the original Anarchs became the Sabbat
Knows of all of the Anarch Combination Disciplines, or at least how to obtain them
Knows of the existence of Anarch Curses and may know of some people who possess them.
Possibly present at the signing of the Convention of Thorns or the Second Anarch Revolt
May have participated in the original Anarch Revolt or the Second Revolt in Los Angeles
High likelihood of knowing some of the legendary NPC Anarchs personally, perhaps even knowing minor
secrets about them (“Salvador is really into Mel Brooks comedies. ‘Blazing Saddles’ is his favorite.”)
Source: OWbN Packet: Anarch Packet, 2013
14

Character Creation
Background
A background is a story that you have written about your character.

This doesn’t have to be literally written, but its best if it is. Your Storytellers can help you craft a good
story, and then help you become part of the game’s story by including your character’s background. Its dif-
ficult to come up with a good story when you have no idea what your doing, we understand that. Hopefully
this packet will help you understand the world better and be able to create something that suits you. It is
not necessary to make the best, most unique story in the world. What is important is to have something
that you enjoy, as this is a game first and should be fun.
There are many tools online that can help you flesh out a character, many of them list questions that you
could ask yourself and try to answer in your background. Typically it is suggested that you create a char-
acter’s story first, then find a place for that character in the World of Darkness. Vampires in this world are
just like people in our world. They have desires, hobbies, and flaws.

Character Sheets
When creating a character that you will portray there are a lot of things to consider.

Who is your character? What do they like? Do they enjoy sports? Do they dance? What sort of family do they
come from? Take all those, and many other, answers in to
account you then create a character sheet. Your character
sheet is a reflection of who and what your character is.
Here we will go through the various parts of a character
sheet so that you can better understand what each part
means for you and your character.
We will cover each section of the character sheet to help
explain what is expected in each field so that you can
make better choices when creating your own character.

Generation: As stated above in the ‘Origin’ section,


generation is how potent your blood is. You can start as
high as 13th Generation at no experience cost. Or you
can go as low as 8th Generation by spending 5 of your
creation points.

Nature: Your nature is what you are really like. If


you are actually a nice person, then you could take a de-
scription that says your nice. What you are really like as a
person, is not always what you let people see.

Demeanor: Demeanor is how you behave. It can be


the same as your nature, but does not have to be. If you
are actually a nice person, but want people to believe
your mean, then you would take a Demeanor that is a
descriptor of someone who is gruff and mean.
15
In the top panel you see Physical, So-
cial, and Mental.
These three categories are referred to as your ‘Traits’.
Traits serve two purposes. First they are a list of adjec-
tives that describe your character. Second they are used
mechanically in the game to resolve challenges (Which
will be explained later).

Humanity/Path: Most Vampires started their un-


lives as humans. They default to the Path of Humanity.
There are various paths you can choose as a Sabbat Vam-
pire. It is often easiest to begin the game on the path you
as a human are most familiar with and change after you
understand the game further. More information on vari-
ous paths can be found in the Laws of the Night.

Conscience: Your conscience is exactly what it is to


you right now. It helps guide you and tells you right from
wrong.

Conviction: Is your character’s ability to maintain


reason when faced with things outside of their control.
Conviction is only used on some paths.

Self-Control: Your self control is what will help


you if your character is confronted with murderous rage,
or a frenzy.

Instinct: Instinct is the ability to control ones beast


through familiarity instead of denial. You accept your
more primal urges and accept them as a truth. Instinct is
only used on some paths.

Courage: Courage is what is used to stand strong in


the face of fear.

Willpower: Willpower is exactly what it sounds like.


Mechanically it us used to help with some powers and to
strengthen your characters resolve.

Blood: Vampires need blood to live. This is a guide to


help you track how much you have.
16

Helpful Websites and Email


One World by Night’s main page: www.owbn.net

Storyteller Email:

Other Email and Groups:


17

Appendix
Treaties & Supplemental Material

Appendix A
The Convention of Thorns
Many years have passed since the start of our current conflict now called the Anarch Movement. Be it
known that on this night of 23 October, 1493, the Jihad has ended. The time for self-destruction is over.
This Concordat, bound in the Covenant of Caine by sacred vow, represents an unyielding vigilant truce
between the Kindred known unto themselves as Anarchs, the Clan Assamite and the free-standing Kindred
bound under the title of Camarilla. Henceforth, the parties shall be recognized by faction as the Anarchs,
the Assamites and the Camarilla.
Each of the parties agrees to the responsibility of maintaining peace. Each shall lay its censures upon any
who breach or oppose this sacred Agreement. Accounting will be made of all parties for violations by
them to either the letter or spirit of this Agreement. This document is legally binding under the accepted
Lextalionis of all Cainites as it has passed through the ages. All Kindred are entreated to accept and gain
pleasure from this peaceful accord.
Be it known that the Anarchs will enjoin with the Camarilla as an accepted part, making it whole. Anarchs
are expected to work peacefully to achieve their own ends. They must become defenders of all and they
shall receive full entitlement to all rights and privileges belonging to all Camarilla Kindred. All Anarchs
shall be accepted back unto their elders and their formerly denounced clans without any fear of reprisal.
Only the most vicious of atrocities shall not be forgiven. These shall stand written for the Justicars to hear
within one year after which all allegations are no longer valid. All Anarchs shall reclaim all remaining and
rightful property confiscated from them. In return, they must turn over any war gains taken during the
conflict by giving them to their sires or any recognized clan elder.
Know also that if the Anarchs are further warred upon, this open jihad invalidates their responsibility to
maintain peace with their attacker. They may act freely without fear of reprisal from any nonactive mem-
bers of the Camarilla. Anarchs are guaranteed the freedom to act as they please short of breaching the
“Masquerade” imposed for the protection of all Kindred from the kine.
It is also noted that any member of any other self-proclaimed sect must openly declare this before his
elders and renounce this relation. Failure to do so will result in the destruction of any deemed guilty. No
Kindred may be sent knowingly to his death by an elder or sire unless the security of clan or Camarilla
outweighs the possible loss of unlife.
From this night forward, the Assamites shall henceforth no longer commit diablerie upon members of
other clans. The Assamites must commit themselves to this acceptance by a mark of assurance placed upon
them in the form of a Thaumaturgical limitation. All members of the Assamites shall become unable to
drink freely of the vitae of other Kindred from now unto forever. In addition, the Assamites shall pay the
Brujah elders of Spain two thousand pounds of gold in ransom of the five Assamite elders captured com-
mitting diablerie. Also, the Assamites may no longer participate in Blood Hunts.
Be it also known the Assamites are guaranteed complete independence from Camarilla demands. The As-
samite fortress, Alamut, shall be free from any further assaults. Assamites are also granted, out of respect
for their beliefs, the freedom to commit diablerie upon all Kindred not recognized as holding membership
within the Camarilla.
It is rendered that all parties involved and all showing allegiance to any of these parties shall be held re-
sponsible for all aspects of this Convention brought forth here, in the neutral kingdom of England, outside
the hamlet of Thorn, near the town of Silchester. May Caine hold truth and peace for us all.
Source: MET Laws of the Night – Anarch Guide, pgs 21- 22
18
Appendix B
Status Perfectus
We, the Kindred of the Free State, do hereby declare that we and our progeny, and all Kindred who choose
freedom over oppression and liberty over tyranny, of all clans and generations, have as an inherent part of
their being the spiritual substance called libertas, or Free Will. We further declare that, as we have freed
ourselves from the bonds of mortality, so must we free ourselves from the forces that would rob us of
our libertas. Not only must we continue to struggle on our own behalf, but on behalf of our brothers and
sisters who continue to be robbed of their libertas by oppression, ignorance and fear.
The Anarch Free State is the political expression of that struggle. In choosing to free ourselves from politi-
cal tyranny, we have also chosen to embrace our own libertas and that of our brother and sister Kindred
everywhere.
For these reasons we, the Kindred of the Anarch Free State, meeting this night in solemn convocation, do
hereby pledge ourselves to the following principles:
1. We declare ourselves to be free and independent, owing allegiance to no creature and no organization.
2. We declare our ability to rule ourselves, with no prince, no primogen and no other ruler other than that
we choose for ourselves.
3. We declare our kinship with oppressed Kindred everywhere and offer a home to all Kindred of all gen-
erations and clans who will agree to dwell in harmony with us.
4. We further accept our responsibility to our oppressed brothers and sisters everywhere and pledge to
assist them at all times and in all places in their own struggle for the freedom that we declare to be the
birthright of all Kindred, from now until the end of time.
5. We recognize our responsibility to maintain the Masquerade, and we pledge to protect and defend it.
6. We establish this Status Perfectus and recognize its duty to all Kindred.
Source: VTM, Los Angeles by Night, pg 27

Appendix C
Anarch’s Unbound- An Anarch Manifesto
((OOC- The following is an IC transmission. Your PC’s Smart phone, Computer, ETC receives it because
your are member of X IC email group or secure server. Do not reply directly to this email you will get
a Mailer Daemon error IC. It comes from a strictly anonymous source. Any attempts to hack / trace are
fruitless. Please enjoy!))
Comrades, Kindred, Cainites,
You may find yourself wondering how or why about a great many things, least of which is how or why you
were chosen. However, right now, the how’s and why’s do not so much matter. The how’s and why’s are
simple. The how and why are this: you’ve asked a very important question. In some way or another, you
have asked. You may not even be aware of the fact that you’ve done so, but you have. Perhaps the mere
question is foreboding enough to drive you back into silence. But you did ask, and since that question first
crossed your mind, first left your lips, it’s nagged at you, chewed away in the back of your mind. You are
not alone in this, it is a question that has gnawed away at all of us:
WHY DO YOU OBEY?
That question, drenched red in the blood of countless lives, is the very soul of a struggle which has burned
hot all over the world and across the centuries, a soul that first took up life the night our Movement tore
itself into the world amid fire and ashes. Since its first breath, its first outcry, complacent and corrupt el-
ders have sought to send it back into silence, to enslave us all via force, the bonds of the blood, or instill
in us a via their power a false sense of camaraderie, but each time they try, we break free, we change, we
grow. We stand now at the dawn of a new era, a new world, and once again, we evolve. We pave the way
for the Anarch Movement, we stand ready and full of promise.
And we ask:
WHY DO YOU OBEY?
19
Others would have you believe that we are nothing, a new blight brought on in the New World; a misin-
formed group of malcontents who stand for nothing other than the sounds of our own voices. They would
be wrong. We have a history, a history driven by the pursuit of Freedom, of Equality; A history based on
the value of compassion, and justice, and self-determination. The seeds from which we have grown were
planted long ago, they were watered with blood during the time of the Inquisition, when elders threw their
childer to the fires in order to save themselves. Our roots grew stronger and spread across Europe, young
Kindred, betrayed and broken by those who made them flocked to the Movement, flocked to the promise
of something better. They too had asked the question...
WHY DO YOU OBEY?
Our Movement grew. No Treaty at a Table could stop the desire for a better world, a better way, from flow-
ering within the hearts and minds of any who had ever felt oppressed, brutalized, or discounted. Revolu-
tions happened all over the world, from the United States to France, from Russia to Africa, and there was
something of us in each one of them. Kindred who had asked the question learned there was more out
there than obedience, more than servitude and obligation. There was, there could be: Freedom, Equality,
Compassion, Justice, and Self-Determination. This has not changed.
However, the world in which we exist? It has changed. It too has grown, and evolved. We need to keep
up. We need you. The young, the passionate, those also willing to Evolve, and seek out something new,
something better. Ask yourselves this:
WHY DO YOU OBEY?
It is easy to see, my friend, that the world has changed a great deal since the birth of both the Camarilla
and the Sabbat, yet they have largely failed to change with it. The Ivory Tower is a corrupt oligarchy which
is still so feudal in nature it has become all but obsolete in these modern nights. The Sword of Caine, for
all its talk of freedom, is in truth an equally corrupt theocracy which is also rapidly losing its grip on the
world of today, much less the world of tomorrow. These sects, these Kindred, or Cainites, are stuck in
their ways and unwilling or unable to change, even as the entire planet changes around them.
They have never truly learned how to adapt, to change, to evolve. They have failed to grasp that in order
to survive, they must tear down the old ways in order to give birth to the new. This is something we have
always known, and continue to know. As the world changes, so must we change with it. We must learn to
use anything and everything we have at our disposal in order to survive, to grow, to flourish. We ourselves
must evolve beyond the standard ways of sharing ideologies, enacting social change, invoking freedom and
self-determination. Which is why we are now looking to you and asking that question. The world is far
different than it was so many centuries ago, and we need to be different as well. We need to combine all
the other tools we have at our disposal, and our ability to adapt, with perhaps the greatest of all advances
to reveal itself in the course of our history: Technology. Technology levels the playing field. We cannot
out spend, or out muscle, or out politic the Tower and the Sword, but perhaps we can out-think and out-
smart their out-dated ways. Which is why we ask:
WHY DO YOU OBEY?
It is true, there is no such thing as a bloodless revolution, a peaceful coup d’etat, however, not all change
comes from violence. Contrary to the teachings of Mao, not all power stems from the barrel of a gun. In
these modern nights, power, true, wieldable, usable, formidable power comes from not only knowledge, but
information. For centuries, elders and rulers, those of “excellent breeding and High Clan” who retained
positions of formidable standing have hoarded not only traditional means of power, the theoretical Mao’s
Gun, but knowledge and information as well. Not so anymore. With the rise of technology, anyone with
the right skills can learn and teach, share, trade, and sell information. This is our opportunity. It is, as they
might say, Our Time. The computer, the internet, the cell phone and the spy camera are our new AK-47
and hand grenade. Technology has made a very wide world much smaller, we can speak to one another,
organize, plan, learn, and engage on a scale never before possible. We can contact and connect with our
brothers and sisters across the globe. We can use skills others have failed to acquire in order to free our-
selves from tyranny, oppression, servitude and slavery. With technology, we can pave a road which leads
to a new world, a world in which every Kindred is free to choose their own path and destiny unfettered by
the ties of blood, clan, race, gender, socio-economic standing, or religion.
20
It is a brave new world indeed, waiting to be embraced by those willing to do so. A world ready for those
brave enough, passionate enough, driven enough, to remake it. It is a world for those who choose to stand
and move forward towards something better rather than kneel and suffer.
WHY DO YOU OBEY?
Also, you must know, you are not alone. There are many who have asked themselves the Question before,
many who are doing so right now, and many who will in the future. Subjugation is not our natural state,
and existing in fear, at the whim of others, is no existence. There are others like you, that I promise. Some
may be open about it, they have thrown off the ties of their Sect and proclaim loudly that they are members
of the Movement. Others remain quiet, but see that the ideals of the Movement are what they personally,
even if somewhat secretly, strive for. Some are just like you, just now asking themselves the Question, and
seeing all that the answer reveals. We are everywhere, and come from every walk of life. We are diverse,
and adaptable, but we all have one thing in common: We have seen the abuses within the Tower and the
Sword, the corruption, the tyranny, the lies and the deceit. We’ve seen their attempts to control, destroy,
enslave and subjugate any and all who would challenge them. We’ve seen their elders sacrifice the young
on altars of greed, of pride, of politic and fear. We have seen them seek to destroy that which they do
not understand, or destroy simply because they can. We have seen it all, and come to believe that neither
the Tower nor the Sword are systems for the future, but rather relics of the past. A better way, a better
world, is not built upon the backs of its citizens, it is built by those citizens holding it up, together, as one.
So ask yourself, do you wish to languish in the past, or stand in the present and move towards the future.
Ask yourself: WHY DO YOU OBEY?
When you have your own answers, we will be waiting. The Movement is Unbound.
#LIBERTAS4ALL
Appendix D
Anarch Genre Source Material
The following Books, Packets, & Websites were used to compile the information presented here and are
invaluble resources for mechanical & genre related questions:
• Mind’s Eye Theatre, Laws of the Night
• Mind’s Eye Theatre, Laws of the Night: Anarch Guide
• Vampire the Masquerade: Companion
• Vampire the Masquerade: The Anarch Cookbook: A friendly guide to Vampire Politics
• Vampire the Masquerade: Anarchs Unbound
• Vampire the Masquerade: Guide to the Anarchs
• Vampire the Masquerade: Los Angeles by Night
• http://anarch.owbn.net/mediawiki/
• http://theanarchstate.wikidot.com/anarchs
• http://whitewolf.wikia.com/wiki/Anarch_Revolt
• OWbN Packet: Anarch Packets, 2010, 2013, & 2017
• OWbN Packet: Magic in the Movement
• OWBN Packet: Hacking Guide
‘Vampire The Masquerade’ & ‘Character Creation’:
Written by: Holly Race
‘The Anarch Movement’:
Compiled/Edited/Written by: Marion Birdsell
Contributors/Writers: Nate Brown. Steven Hill, Janet James, Bruce Linsay, Maks Stone
Layout Design:
Marion Birdsell #DominationByDesign

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