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These categories will help you understand the "flavour" of the MUSH. They will help you understand what to expect in terms of role-playing, and what is possible in terms of character creation. For basics, start with '+news Theme/general theme' first. Most of these files are not hard and fast rules. If you're looking for the rules, please see +news Policies and +news Systems.
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| [ anarchs | clans | clan brujah | clan gangrel | clan malkavian | clan nosferatu | clan toreador | clan tremere | clan ventrue | damnation | face the music | general theme | ghouls | hollywood | humans | other supernaturals | technology and weapons | vampires | violence | werewolves | white wolf] |
The first thing to understand about the anarchs is that there is no such thing as an "Anarch" sect, there are only vampire characters who are unwelcome or hunted by the powers that be. "Anarch" is not a term describing a unified group of vampires, it is a title -- a generalization -- that the elders use to describe those who refuse to obey. Anarchs are outlaws who are neither bound nor protected by the Traditions. Think anarch with a small "a".
Many a vampire lives in a small town in solitude, beholden to no Prince. If that vampire were to begin breaking the Masquerade, they would soon find out that the Princes' reach can be long, indeed. But to live in a city is to accept the presence of other vampires, which is to accept the presence and influence of the Prince, or Princes in the case of Los Angeles. All who live within the city are subject to the rule of one Prince or another, and the powers those Princes wield are considerable and should not be tested lightly.
It can be tempting to view the anarchs as "heroes," champions of democracy fighting against the elders' tyranny. Some of those labeled 'anarch' do view themselves this way, but do not be fooled: they are vampires, monsters struggling for their humanity every bit as much as the elders. Many who struggle against the elders' rule are wise, smart, sophisticated. Many are violent street toughs, fiercely proud and territorial. But very few openly oppose the powers. Some simply try to stay out of the way and out of trouble; some are subversive. They suffer loss of status, true, but so long as they cleave to the Traditions, their lives and havens are not in jeopardy.
That said, Los Angeles does have true 'anarchs,' vampires who violently oppose the powers of the Princes. But even those few brave creatures do not force the elders to tip their hand. It is a fine line, the line between fighting and destruction, between struggle and Lextalionis. On this MUSH, all IC actions have IC consequences. If your character wishes to fight against the power of the Princes, he or she may do so. He or she may earn the label 'anarch.' But if the character is clever, they will play the Princes off against each other, seeking favor from one, fighting another. It's a dangerous game. Are you ready to play it?
Several of the clans and bloodlines set forth by White Wolf frankly do not exist in the world of this Los Angeles. Others still do. Only seven are commonly understood to exist in Los Angeles: Brujah, Gangrel, Malkavians, Nosferatu, Toreador, Tremere, and Ventrue. Our theme here is focused upon them. In other words, excepting only the availability of Caitiff, no other Clan or Bloodline is available to player characters (so don't ask). What characters know of the existence of other Clans and Bloodlines will be limited to the +news lores files locked to their lore levels.
As to the clans in play in Los Angeles, each has a dominant theme, a 'tone' to its structure and history. These themes are particular facets of the overall themes of the game. Not every single character in a clan needs to reinforce the clan's theme, but all players should keep it in mind when creating characters. Each and every 'tone' will be (and should be) present, to one degree or another, in every character on the MUSH. Clan themes are not meant to encourage stereotyping, but to give guidelines as to what the "feel" of each consanguineous line is within the city of Los Angeles. These themes do not necessarily hold true outside the city.
The Brujah in Los Angeles face a question of trust and conflicting ideals: who are one's allies, and who are one's secret enemies? What is the purpose that drives your eternal existence? It is not enough merely to maintain your humanity in the face of the Beast. What will you do with it? Who will you be? The division between the anarchs and the elders is most strongly felt within the members of this clan, as they struggle to decide who they are, and what they want.
See also +Explain Brujah.
The Gangrel embody the raw struggle of a vampire's humanity against the Beast - the conflict itself rather than one side or another. Also involved with the clan's theme is the role of the city. As outlanders, they know what it is to be apart from the mortal world, to feel the call of the wild. The cities of mortals are at once a salve and an irritant. Should a vampire remove themselves to safety from temptation, seeking the solitude of the wild? Or should they plunge into the seething masses of humanity and attempt to rediscover what it means to be human? Venture not too far in either direction: it is a balance. The Gangrel more than any other clan represent the basic, uncomplicated struggle to maintain that wedge of consciousness holding back the primal rage within.
See also +Explain Gangrel.
If the Gangrel struggle against the power of the Beast, the Malkavians struggle against its amoral depravity. Sliding into madness, the Malkavians represent the desensitization of even the conscious undead. They are the eccentric seers and wise men found in many games but they are also vampires that blur the distinction between the human in control and the Beast within. They are all the beast has to offer, but coupled with insanity and intelligence. They are the answer to the Riddle, writ into the soul. Their insight could be useful, but do you really want to see what they see? This is by far the darkest clan in the city, and players should keep in mind their Role-Playing preferences when considering whether to play one of these monsters.
See also +Explain Malkavian.
The Nosferatu clan personifies the dilemma of the good man in a bad situation. When everyone around you is a monster, how do you survive? How far are you willing to go to stop the evil in the world, even if only for a little while? They wear their curse on their face, and it is enough. The Nosferatu represent the dying sense of morality - scheming blood-drinkers who are given to moments of compassion and humanity. If such a thing were possible, they would be the "heroes" of the vampiric world. But such a thing is not possible, for vampires are monsters, and none can see that more plainly than the hideous Nosferatu.
See also +Explain Nosferatu.
The Toreador theme is a lonely one: lost vitality. No clan is closer to humanity, and no clan feels more poignantly the absence of the creative spark, destroyed in becoming one of the walking dead. Some vampires try to fan the dying embers of their own vitality, drowning themselves in the world of decadence and excess, others try to touch the pulse of life by nurturing mortal talent, acting as patrons, or inspirational shadows. The Toreador represent what was lost in the Embrace, but Los Angeles is a superficial city. In their desperation to recover what was lost, to fill the void, the Toreador are at once the most social of vampires, but can often become the most spiteful, petty, and jealous as well.
See also +Explain Toreador.
The Tremere theme is one of one-upsmanship, of rivalries and the race for position. They compete within their chantries, and they compete within the larger realm of vampire politics. They can never get high enough, and there will always be someone above them, dancing, just out of reach, and working to keep them down. How high do you reach, and how far can you fall? It is not just the hunger that drives vampires to do the things that they do. The Beast influences the vampire on all levels, driving them to dominate and control.
See also +Explain Tremere.
The Ventrue theme is closely tied to one of the general themes of the MUSH: control and futility. These vampires crave order and obedience, and the clan seeks to rule this city as they rule so many others. But this city is not like the others, and they find that it refuses to conform beneath their will. The times are changing as well, leaving the elders -- especially the traditional Ventrue -- behind. To what measures will they go to accomplish their goals, and what effect will this have? The answers are not always clear. Kings they may have been, and kings they yet might be, but of what and at what cost?
See also +Explain Ventrue.
Vampires are inhuman. They are dead people who survive based upon how well they can drink blood from the bodies of the living. Thus vampires are perpetual predators while humans are relegated to the role of prey. As farmers generally become callous toward the pigs they might slaughter daily for meat, the same invariably holds true for the vampires who must prey upon the living. This unavoidable dichotomy between predator and prey marks vampires as more and more inhuman over time. Even for the most empathetic of vampires, the nature of vampiric existence slides them inevitably toward being something distinctly inhuman. This slide from humanity is marked by Inhumanity Traits. (See +News Systems/Inhumanity Traits.)
Vampires are also beasts. More precisely, each vampire has a Beast within them. The Beast hungers for blood. It fears fire and sunlight. It hates anything that impedes its immortality. The Beast exists inside each vampire, and it can never be ignored. It can only be fought. For some, this fight can last for centuries. For others, it can last but a night. However, when this fight ends, it can only mean that the Beast has won. This battle with the Beast is marked by Beast Traits. (See +News Systems/Beast Traits.)
Learn the golden rule now: IC Actions have IC Consequences. Unless you are playing a Feature PC, no one is going to tell you that you can't do something that is within your character's power (please keep in mind +news policies/Cooperative RP). You want to attack a Prince in Elysium? Go ahead. Maybe you can really do it with your suped-up Gangrel War Machine.
Maybe not.
Your character should have his or her own goals and plans. Execute those plans, pursue those goals - whatever they are. Make good RP out of them. There is no over-arching story arc at this MUSH, and any vampire can become Prince or ash through the proper application of scheming, roleplay, and cunning. But remember that your character lives in a city with over one hundred other vampires, and that the elders are powerful; they do not brook threats to that power lightly. One way or another, for everything your character does, he or she will eventually face the music.
At the turn of the millennium, Los Angeles has become a city spiraling out of control. Freeways are packed to capacity far beyond rush hour and into the night. Masses of humanity stream into the city, hoping to acquire some of the vast wealth flowing in and out of its electronic channels every day. Hollywood and the Recording Industry strain to satisfy the nation's need for the titillating and perverse while numbing any sense of individuality or initiative. Crime runs rampant through the poorer neighborhoods, as the smallest urban police force in the nation tries to patrol an ever-expanding urban sprawl. Politicians, criminal syndicates, corporations, and the undead all vie for control of this conglomerate megalopolis.
Desperately, the undead pour more and more energy into the city, and with every squeeze, the city boils and rolls and becomes more and more unstable, oscillating this way and that. Wealth is polarized, as the enclaves of Beverly Hills, Palos Verdes, Malibu, and Brentwood retreat from the unmanageable terror of Compton and Inglewood. But it's all one city -- linked by L.A.'s legendary freeways, by the Internet, and by the threads of influence which spread through the city like a virus.
One Prince could not control it, but there were others waiting in the shadows. In the wake of chaos, eight princes emerged, sanctioned by the Camarilla, and determined to bring their own brand of order and control to the city. They fight each other, they fight their enemies, and they fight the city itself. Each night is a struggle in a sprawling world going mad. Los Angeles continues to spread and grow unchecked, guided by a hundred different minds. Power is there to be had. But who understands it well enough to control it all? Is it even possible, and will it be in time to save the city from itself?
The primary theme of Los Angeles: A House Divided is one of control. Who controls the city? Who can? Will the elders control the anarchs? Will the anarchs control the streets? Will the Princes manage to even keep control of their domains? The World of Darkness is scarier than our world, but no less confusing. Power structures, politics, everything is complex, and interconnected. Vampires live forever, so how much more connected are they?
Vampires are also creatures apart from mortals and their humanity.
The secondary theme of the MUSH is the fine balance between humanity and the Beast that vampires face every night. The Beast is inside, and it claws to get out. You fight it, every night, but the true horror is that the Beast never consumes you - it overpowers you. Should the Beast reign ascendant, you will forever be trapped inside, unable to act. The Riddle is the only answer: Beasts we are lest beasts we become. What role do the masses of humanity play in this? Los Angeles is an excellent place to find out.
Ah, to be a ghoul in Los Angeles. Eternal life, power, and you don't have any of those problems like having to drink blood to survive, or coping with the Beast, or never getting to see the sun again. Best of all, you can still have sex! What a great deal!
Welcome to reality.
As a ghoul (also known as a retainer, or thrall) in vampire society, you are little more than a slave, bound to the vampire who feeds you. From the moment that first gush of vitae is swallowed, your will ceases to be entirely your own. Once a full blood bond is established, you will do nearly anything your master or mistress (also known as a regnant) asks of you, and although you may dally with others, perhaps even carnally, you will never, ever, know true love, except as the twisted and perverse version that the bond enforces (see +news systems/blood bonds).
Most ghouls become little more than extensions of their regnant's will, seeing to their affairs in mortal society, guarding them from harm, and running daylight errands and operations that the vampire cannot. Then there are those rare few who stand out and maintain some form of free will and initiative despite the bond. These are our ghoul PC's, who manage to keep a certain amount of their own lives and identities intact. They may even occasionally have the resolve to tell their regnant, "No". Or work in a way they think would best benefit their masters, even if the master may think otherwise.
However, just because you have an identity outside your master's, it does not change that ghouls are considered second-class citizens at best by vampire society as a whole. In fact, such willful behavior is often looked down upon, especially by elders. You are considered property, and it should be borne in mind that while breaking another's property is bad form, most vampires feel it is nothing to get truly worked up about, so long as it was provoked and adequate compensation or apology is given. It's not like a vampire died, after all. Unfair? Perhaps. But something to think about before telling that Primogen where he can stick his rules. You may be able to still tread beneath both sun and moon, but always remember to tread carefully.
See +news Undead L.A./ghouls for more details (you must have Vampire Lore 1 or Camarilla Lore 1 to read).
Los Angeles is many things to many people, but it is Hollywood to everyone. Hollywood is the cult of celebrity, the promise of fame, and the realization of dreams. It is also futility, manipulation, and vice. For every starlet who crawls off a bus and strikes it big, dozens are tossed off the casting couch, used and forgotten. Hollywood is a massive and grotesque magnification of humanity's promise and peril; it's just the sort of place where someone like a vampire might feel at home.
No vampire in the city can be completely unaware of the influence of the media and the movie industry on Los Angeles. Movie shoots clog the streets, stars walk the promenades and sit in the restaurants, and movie advertisements adorn entire sides of buildings. The allure of the power and influence that mass media can give is too much for many vampires to resist, and those that have it guard it jealously.
Los Angeles is home to 15 million mortals, masses of humanity clogging the roads, welfare offices, jails, prisons, schools, parking lots, and stores - virtually everything save sidewalks. Every race, creed, and nationality exists, a microcosm of the larger world, thrown often times too close together. These milling masses are the energy fueling the city, the source of its vitality and power.
Humanity is, in the modern age of Los Angeles, crawling out from years and years of undead domination. At last, through technology and sheer recklessness, humanity is once again on the rise. Vampires ruled the industrial age because of its hierarchical structures, and by most accounts they manage to cling to that rule. But the modern nights are decentralized, and the undead feel the tethers slipping out of control. Now, more than ever, the Masquerade is of vital importance.
What other supernaturals?
It's the dawn of the twenty-first century, and Los Angeles is a center of technological consumerism, if not research or development. Computer networks carry millions of dollars in and out of the city every hour. Cell phone networks are jammed with tens of thousands of users. Only a nobody walks in L.A., but anyone who is anyone has a PDA in their pocket and a broadband internet connection at home. Functions combine in increasingly smaller packages - though perfect portable wireless internet is still experimental -- and things become more and more automated.
In many ways, vampires appreciate the anonymity, the ability to act from behind an email address. But at the same time it empowers vampires, it empowers each and every human in the city. Dominate doesn't work through email, or through a cell phone. Technology is ripping vampires away from their traditional power structures. Technology advances quickly, and many vampires find that they simply cannot keep up - they are too old, too set in their ways. Remember that vampires are not as adaptable as mortals, they do not paradigm shift as quickly as humans do.
Technology has brought terrible new weapons into the world as well. The military is equipped to kill efficiently as never before. Assault rifles are smaller, lighter, more powerful than they were just thirty years ago. Portable rockets, bombs, and grenades are all very real threats to the vampire as much as to the mortal. Although such weapons are occasionally found on the streets of Los Angeles, however, their appearance is rare. The elders and the police alike work to keep such armament off the street, in the hands of the army and other institutional sources of power where they can be controlled.
Guns are, by and large, illegal in the city of Los Angeles. Only movie stars and their bodyguards have permits to carry. Carrying a gun means accepting a risk, for even arrest itself can be a threat to the Masquerade. Carrying heavy weaponry such as grenades or full machine guns, although such things can be acquired with the proper influence, is sure to draw the wrath of both the mortal and undead authorities. Few people actually walk the streets of Los Angeles, however, and it is easy enough to hide something in your car, provided you don't get pulled over. . .
Thematically, vampires are first and foremost *dead*. They are cut off from the vitality of life, a cancer on the face of Humanity. Although younger vampires may feel strong emotional bonds to mortals, it is but a shadow of the yearning, living love with which mortals are blessed. Given the predatorial nature of the undead, it is quite rare for any vampire who has survived their first few weeks to feel love, save for that mockery of love that is the Blood Bond. To fill the void of feeling, they find themselves becoming manic, declaring their love with all their heart. But in the end only rage and hate truly resonate, for they fuel the Beast. As time goes on, vampires withdraw from others, for it is near-impossible after a time to truly care for those who serve you primarily as food.
That said, there is a duality to vampiric nature: what was once human competes with the combined forces of Time, Hunger, and the Beast. Goodness can hold out for a time, and a vampire can hold on to their fading humanity for decades, even centuries. Vampires are intensely political creatures, constantly plotting and scheming. This intense conspiratorial behavior is a defense against the Beast - if you are plotting, if you are manipulating, then you are not raging. But it is always a struggle, a struggle that must be fought, not avoided. A vampire cannot wall up the Beast and forgo feeding from mortals forever -- a certain amount of indulgence is needed.
Central to the theme of vampirism at Los Angeles: A House Divided is the Riddle, passed on from sire to childe: Monsters we are lest monsters we become. But what does that mean and where is the line? How much run do you let the Beast have so that it is sated? The answer is unfortunate: the Beast will never be sated. But perhaps you can fight it off for a time. Perhaps a long time. Those with powerful wills may survive to see centuries. But in the end, for the vampire, there is only the horror of being outside of the mortal coil, of feeling your personality, your loves and dreams, swallowed up one by one into the growing night. There is no hope.
Or is there?
People can be brutally violent. Spouses assault their spouses, gangs shoot each other and innocents in the street, and police occasionally beat suspects down into bloody pulps. Still, it is a universally recognized rule among modern humans living in the United States that unjustified violence is wrong, something to be scorned and punished. Humanity is, generally speaking, given to working out their problems socially. Vampires aren't quite as nice.
Vampires make a great show of working out their differences politically. Image is everything, particularly in a city like Los Angeles. Civilized creatures don't brawl, and violence can hurt or destroy your status. When you live forever, the last thing you want to do is have a bad reputation. But vampires are also bestial creatures, monsters given to great passion and anger. Their tempers are quick, and their very natures are attuned to violence.
Fights happen, and it can even be a sanctioned way to settle differences. The Princes tend to look mostly aside at casual violence so long as it does not infringe the Traditions, for the undead will recover from many wounds that would kill a mortal. Do you wish something from an Elder who refuses to speak with you? Challenge him or his champion. You may be beaten, torpored, crushed to a pulp, but unless your insolence is a threat to the Traditions, you are unlikely to be killed. And if you win, and do not succumb to the Beast in the process, you may find you've gained more than talking could ever get you.
Vampires are, however, extremely hard to kill. It is virtually impossible to kill a vampire accidentally, and the Princes hold their power of Destruction dear and will call down the Lextalionis on any who would seek to usurp it: kill at your own peril. As violent as the vampire's existence may be, vampires rarely fear ritual combat or border skirmishes over territory. No, vampires fear carelessness: being caught in the sun in a traffic jam, or leaving a telltale sign for hunters. They fear falling afoul of a vengeful Prince. They fear assassination. On this MUSH, players should not need to worry about their character dying in a random combat. They should fear their character dying because their character did something ICly stupid.
Who knows what lurks in the Santa Monica Mountains, in the Angeles National Forest? Stories have surfaced from time to time of terrifying creatures - wolves that walk on two legs. Some rumors hold that these are vampires that the Beast has finally conquered, completely. Others whisper that it is a disease, or a family curse. Whatever the origin of these stories, rest assured that it is not the story writ out in Werewolf: The Apocalypse. This is a Vampire MUSH. Just forget what you know about werewolves, and pray that you never have a chance to learn.
We have taken a great deal of material from the White Wolf books, including the clans, disciplines, and a lot of the background information for vampires. However, this MUSH is entirely self-contained. If something doesn't appear in the news files or elsewhere in the system, it may not have happened and it may not exist. Things may not work the way seasoned Vampire: The Masquerade players remember them. Please pay attention to the news files and bulletin boards, for White Wolf's printed materials do not bind this place.
SPECIAL NOTE: One important side effect of this theme policy is that certain pieces of the White Wolf lexicon are not used on this MUSH. Chief among these is the term "Kindred." For more information see +news FAQ/Kindred.