Anarch Vampires in the World of Dimness
Index
Diablerie
Merits and Flaws
Backgrounds
Anarch Society

    Anarch vampires can be from any of the other vampiric groups.  Anarch cities are made up of vampires that have left the cities in other control and have banded together and their childer.
    The Anarchs are those vampires that do not follow any of the rules of any of the clans.  They follow only the right of power and individuality.  Technically any vampire who lives in this way is an Anarch.  This by definition includes any of the free Lillanite clans who wander the occidental world as well.  Few large cities are controlled by the Anarchs though many of the smaller cities are (simply because it is too much trouble for any of the other groups to hold from each other)
    Anarch controlled cities may accept a vampire from any group the controller of the city desires.  Anarch cities tend to be incedibly violent and dangerous for vampires as well as any mortals who finds themselves in the way.

Diablerie
    The power of diablerie is probably the power that scares most low generation vampires. In fact many of the rules of the camarilla society are created to prevent the younger vampires from setting his sights upon the blood and soul of the more powerful vampire.  The Anarch controlled cities tends to frown strongly on Diablerie.
    Diablerie is the ability that vampires have to absorb the soul and power of other vampires ( diablerie file).

Merits and Flaws
 see the file on Cainite Merits and Flaws.

Backgrounds

Status

The character has status within the Anarch city.
Level 0 is the starting status.  Level 1 is for those who are starting to make a good name for themselves.  Level 5 has the ear of the leader (prince) whenever he wants it.  Level 6 is one of the leader's chosen in the city.  Level 7 leads an area.  Level 10 is a well respected methuselah.

Character Creation
   Character creation involves several steps but very few that are any different than those involved with creating a normal mortal character in Talorian.

Game Concept
    What are the limitations set by the game?  The Storyteller will set the point limits for the game as well as any character limitations.  From these limitations and your own imagination you will create a Character concept.

Character Concept
    Who were you born as?  When were you born?  When were you Embraced?  Who Embraced you?  How do you survive?  How involved in vampiric society are you?  How involved in mortal society are you?  What are you good at?  What do you like to do? What brought you to an Anarch city and made you decide to stay there and transfer your loyalty to them? These are just a few of the questions you should ask yourself.  Make sure to keep the answers reasonable for the game concept.

The Points
    When creating a vampire character you will have a number of statistic and skill points (see talorian basic system).  All vampires' games automatically include all ten attributes. The chart below includes a list of guidelines for character points.  The storyteller may ignore or modify these charts at will.  Note the character may with storyteller approval use the point charts and disadvantages of the character's origin sect:  Sabbat, Camarilla, Celestial Court or other.
 
Character's Place
Beginning 
Discipline
Dots
Backgrounds
Basic Stats Points 
Basic Skill 
Points *
total pts 
special skills
max skill level
regular skills
max skill level 
special skills
Ancient Elder
20
20
80
75
15
10
10
Elder
10
10
70
65
10
10
10
Experienced
6
7
75
60
7
8
5
Neonate
3
5
60
50
6
8
5
Newly created
1
0
50
45
6
7
5
 * Add Reflexes + Intelligence to the number of skill points given.

Freebie points are assigned at the beginning of the game as well.  A beginning game should include 15 freebie points.  Follow the rules outlined under the Basic Talorian System for the spending of all points.

Anarch Society
    Before the beginning of the Camarilla and the Sabbat war technically all vampiric cities were Anarch controlled.  Anarch control simply means that there is no organized rules for how the city is run on the international scene.  Anarch controlled cities may dislike one another as much as they dislike the Camarilla or the Sabbat depending on who rules them.

The Rules of the Anarchy
    Anarch controlled cities vary in how they formulate their rules of behavior.  Primarily the rules are created by the most powerful in the city by common agreement.  However, below are some of the primary issues that these rules have to address.

Other Vampiric Groups

Anarch
    Other Anarch cities can also be as much of a problem for an Anarch as the Camarilla.  Most cities have a free travel agreement with the other Anarch cities just because it makes it easier to remain free.  However, this agreement is based on any visitor not causing any problems.  Since the rules aren't actuall written down anywhere a traveler can cause problems without even knowing it.

Camarilla
    The Camarilla hates the Anarchs almost as much as they hate the Sabbat.  Many Anarch controlled cities used to be Camarilla controlled cities and they cannot forget that indignity.  Many within the Anarch actually converted to the Anarch side when the attacks took place if the Prince was weak.

Celestial Court
    The Celestial Court controls much of the oriental and eastern world.  They originally come from China but have expanded outward since that time. The Anarchs have no thoughts on the Celestial Court and have little interest in them.  However, there is some representation among the Celestial Court within the Anarch.

Sabbat
    The Sabbat and the Camarilla constantly fight over territory.   The Anarchs can often use this moment of weakness to take a city.  Very rarely is a Sabbat city taken without killing every Sabbat in the city.

The Servants
    See the file on the servant groups for the abilities of these groups.  The following are common servants to vampires: Constructs, Ghouls, Ghoul Families (Revenants) and Spirits.

Constructs
Constructs are spirits who have been taken from the spirit world and placed in a physical form created by the use of powerful magics. Constucts may look like anything though the humanoid constructs are more successful.

Ghouls
A Ghoul is a mortal who drinks vampiric blood regularly. Due to this they have several advantages. Most vampires use them as servants and the blood bond tends to keep them loyal.   All clans have their ghouls except for the Demonkin who cannot produce ghouls.

Ghoul Families (Revenants)
A ghoul family is a group of humans who are the progeny of two persons who were ghouls. The ghoul cannot bear or sire children while drinking vampiric blood however, the ghoul may allow the blood to fade from their system and produce children normally. The first child does not have the special abilities of a ghoul family member. But if that person mates with a ghoul as well then their child is a ghoul family member (or revanant). Ghoul families are common among all the vampiric clans except Samedi
To have a revenant as a personal servant requires paying merit points or paying extra background points depending on the power of the ghoul.

Spirits
There are two primary types of spirits. There are spirits that are some sort of elemental force (called elementals) and their are spirits of deceased beings (called ghosts). The difference in these two types of creature is shown by the type of psychic gifts the character has, the physical form they hold, and the type of skills they possess.

The mortals
    The number of vampires is strictly controlled in modern times due to several different factors.
 
Timeperiod Safe number of 
vampires / mortals
Reasoning Timeperiod Safe number of 
vampires / mortals
Reasoning
dark ages 1 / 1,000 no reason to hide 2000 to 2020 1 / 15,000 psychics and werecreatures public
1400 to 1600 1 / 20,000 deep hiding no infrastructure 2020 to 2075 1  / 15,000 ditto
1600 to 1800 1 / 10,000 hiding but scientific age begins 2075 to 2200 1 / 10,000 ditto but more so.  Concentration on space travel
1800 to 1900 1 / 10,000 ditto 2200 onward 1/ 10,000 seemingly impossible things happen regularly
1900 to 1950 1 / 10,000 ditto
1950 to 1975 1 / 15,000 cameras
1975 to 2000 1 / 20,000 advanced cameras

Anytime the number exceeds the number above roll 1d10 once / week per doubling of the desired vampiric population.  If a one is rolled there was an accidental discovery that must be covered up quickly.  There was no hiding of identities within the smaller communities before the 1400's.
 
Beastial  Lillanite Vampire Camarilla Vampire Sabbat Vampire Lillanite Families