Anarchs
The Anarch Movement isn’t one organization but a thousand burning nights. It thrives in the cracks between corporate towers, police stations, and data centers. Its creed: “No Prince. No Caine.”
The Anarchs of the Fifth Era are heirs to every revolution that failed — punks, hackers, street priests, philosophers, and thin-blood chemists. Where the Camarilla controls with fear, Anarchs mobilize through belief. Where the Tower hides, they broadcast.
Play Principles
Freedom Demands Fire. Revolution always costs Vitae, friends, and safety.
Humanity as Protest. To fight the system, you must still care about it. Losing touch with Humanity means becoming what you hate.
Community is Power. Coteries act as Collectives, pooling influence and turf.
Eternal Dissent. Every Anarch domain eventually fractures — ideology is a weapon and a wound.