Anarchs
Introduction
San Francisco has a thriving vampire population, but one that needs to be careful under with the proliferation of the Internet. The Anarchs are sprinkled throughout the city in a patchwork, decentralized fashion and they compose your usual gallery of passionate Neonates campaigning for meritocracy and an end to neofeudalism, balancing a tense co-existence with the Sabbat and navigating the infuriating hierarchy of Camarilla Court in order to subvert and tame its incursions on the free will of its constituents.
Anarchs And Sabbat
Archbishop Washington started an odd relationship with the Bay Area Anarchs. She's more informally known to the Anarchs as just Mama but less so out of affection and moreso to keep from dropping her real name to any potential (animal) spies. The moniker fits with her brand: she considers vampires various levels of 'family.' Mama and her 'children' have called enough anarchs 'Cousins' for the Anarchs to get the picture that we aren't enemies. That doesn't keep the Sabbat from trying to drag them to their rituals and convert or 'adopt' them, but, at least they can rest easy that Mama looks down on Caine-freaks 'killing the nonbelievers' as "wasting potential".
The Sabbat and the Anarchs tend to get along more or less, if awkwardly, with skirmishes and spats that are mostly pack-vs-gang squabbles. The only real trouble from Mama is that she's just as bad as the Tower about deciding that we're somehow in her jurisdiction. One night, it's Winder breathing down your neck and demanding your participation in Court. The next, it's some wild-eyed doomsday zealot trying to drag you to Esbat.
Anarchs And Camarilla
Prince Winder considers herself in charge of the Anarchs, including Baron Gonzalo Lopez, who rose to prominence as an organizer and strategist and secured the title of Baron in 1999. Through his connections with various warehousing and transportation companies, Lopez runs a tight ship in the business of holding idiots accountable and generally leaves everyone alone beyond that. She invites the Anarchs to Court and expects them to report, and sometimes sends her sheriff in to hold court-skippers accountable.
Current Leadership
- Baron: Gonzalo Lopez
- Architect: Kyle Cooper
- Ambassador: None
- Constable: None
Staff Info
- Wizard: Batty
- Main Storytellers: Batty
- Helpers: Carrie-PRP
- Clerical Staff: Wintermute
Common Clans
Brujah | Open |
Caitiff | Open |
Gangrel | Open |
Nosferatu | Open |
Malkavian | Open |
Toreador | Open |
Ventrue | Open |
Uncommon Clans
Uncommon clans are ones that are considered oddities to have within the sect. You may play one of the following as an Anarch character, but it's just a weird choice.
Banu Haqim | Open |
Followers of Set | Open |
Rare Clans
Rare clans are limited. If there already is one on +census, then the sphere is closed until that character goes inactive. Please check +census for accurate information about availability.
- Ravnos
Leadership
Although Modern Nights has a host of NPCs and the game design starts with NPC leaders in all positions, your character can attain any title within the Anarchs up to and including being the Baron. The position does need to be earned through IC play: we want to see that you will invest time in the character you are playing before giving you the responsibility of a leadership position. However, we are happy to arrange IC events leading to your taking on of the title if you are interested: simply communicate your goals as a player so that we can collaborate with you. If there are competing players who want the same title, then we will allow them to ICly compete without stacking the deck in anybody's favor. If no other player wants to compete for that title, then we will write a storyline with the end-goal being your character's acquisition of such a title.
Status
We use the Mind's Eye Theater Status System. Its intent is to promote and inform the way that the sect social rules work. While you can read about the rules in detail in the official material, here is a simplified run-down that contains enough to play. Please note that this is not actually a 1:1 explanation of the Status System.
You have Titles (called Abiding and Innate status in MET) and you have Fleeting Status. Titles are things like "Prince" and "Elder" and they apply to you so long as you are that thing. Those titles come with privileges, such as descriptions of what is within your authority, which is what you're probably used to ("A primogen represents his clan, yaddah"). But it also talks about giving people badges like "Favored" and "Honorable."
These monikers are called Fleeting Status. They are little badges you get for certain rewardable RP behavior. For example, Triumphant is a Fleeting Status awarded to people who do something risky and come out victorious. These badges give you some thematically appropriate benefit. Triumphant, for example, gives you the ability to feed wherever you like instead of at designated grounds, because you're known as Billy Badass.
Some badges are negative: Warned, Disgraced, and Forsaken. These you get for being insubordinate, breaking sect law, and so on. When you get Negative Status, this comes with some kind of attached punishment (determined by the status trait itself) and it lasts for either 30 days or until the person who administered it (or someone over their head) forgives you.
Fleeting Status traits last until either you spend them, or you get Warned. Continuing with our Triumphant example, Triumphant can be spent on auto-succeeding on a Rotschreck roll (it would not do for Billy Badass to lose his shit). Once you've spent your Fleeting Status, it's gone forever, but you can earn the same kind of status again.
You can collect up to five Fleeting Status points. You can collect multiple instances of the same kind of Fleeting Status, too. So, at any given time, you have up to 5 Fleeting Status traits, and whatever special rules go along with your title if you have a title.
Learn more on the Status page.