Oppositionists
"Letäs play for it. Come on, Iäll let you take the first shot."
In most cases, Carthians pay respect to Kindred based on individual achievement, not inherited relations or mystic markings. Some vampires find this feature of the Movement more attractive than its political activities and gravitate to the covenant just because they feel that they ought to be able to earn recognition through accomplishment alone. One faction of the Movement, known informally as “Oppositionists,” is peopled almost entirely by Kindred of this sort. The original Oppositionists weren’t always Carthians, though, and the story of their conversion is an undeniable example of the political wit of the Movement.
In the nights of the late 1960s, the domain of Houston was having serious problems with a quintet of unaligned Kindred. Ignoring the warnings of the Prince, these vampires spent much of their time racing through the streets of the city in a pell-mell contest invented for their own entertainment. Leaping over or smashing through every obstacle in their paths, they flirted dangerously close to a widespread violation of the Masquerade on more than one occasion. Worse yet, these reckless Kindred were all physically powerful and were likely to resist any official attempts to rein them in. Just as the Prince was poised on the edge of ordering his Sheriff into an extremely risky confrontation, a young Carthian Ventrue by the name of Eduardo Ramos asked permission to speak with the troublemakers. He argued that he might be able to bring theminto Kindred society, where they might be more easily controlled. Ramos was allowed his chance.
Approaching them after one of their races, Ramos attempted to reason with the troublemakers. At first ignored, he persevered until they delivered him a solid beating. Rather than report his failure to the rest of the city, Ramos retreated to his Haven and rested, resolving to try again. One week later, he arrived before their next contest, asking permission to participate. The Unaligned Kindred let him in, and were surprised to see him keep pace with them in their no-holdsbarred competition, even eliminating one of them by knocking her off a freeway overpass in mid-run. At the end of the race, Ramos explained that The Unaligned were dangerously close to exile or destruction, and that he and the Carthians could provide them with a way to continue their activities without risking the wrath of the Prince. As it stood now, if they were to defeat the Sheriff in direct confrontation (as, he said, they were sure to do), they would make enemies of every vampire in the city. If they declared their affiliation with The Carthian Movement, things would be different — there would be a political support structure behind them, and the Prince would have to think twice about interfering with their entertainments. Furthermore, Ramos explained that the philosophies of The Carthian Movement supported their activities. As athletes, they were Kindred exploring physical avenues of self-improvement, arguably inspired by the words of such modern luminaries as Vince Lombardi and Yogi Berra. These troublemakers were, in effect, expressing the as-yet unrecognized innovations of a sector of the modern world through their races, but the other vampires were too ill informed to realize it.
The Unaligned were wary, but a couple of warnings from the Sheriff brought them on side. Arriving at Elysium one night, they petitioned for entry as adherents of The Carthian Movement. To the delight of the few Carthians in town, these converts began to repeat Ramos’ statements on the philosophy of self-improvement through competition, declaring themselves full and faithful members of the covenant. Enraged by Ramos’ manipulations, the Prince ordered the confinement of all five Kindred. As the baffled Sheriff called his Hounds to him, the Carthian Kindred stepped forward and made a statement of support for their newest members. The Prince, who was always relatively tolerant of the Carthian experiment, was faced with a dilemma: condemn them for recruiting The Unaligned or include them in his persecution. Frustrated, he stuck to his order, and the Sheriff was soundly defeated. Taking the initiative, the Carthians (with their new soldiers) staged a coup, eliminating the Prince and several of his more powerful supporters. Ramos was installed as the Carthian President of the domain.
Under his rule, the formerly unaligned Kindred were allowed to continue their competitions undisturbed. Several Carthians actually joined in, supporting Ramos’ original hypothesis about competitive development. Soon, the more intellectual members of the fledgling group were styling themselves “Oppositionists,” claiming that they were exploring a physically rigorous approach to evolution and achievement through friendly struggle. A manifesto was written and transmitted to several Carthian cells around the world, and the faction was born.
Ramos wasn’t the only Carthian strategist to understand the advantage of creating a covenant-sponsored system of sport. Around the world, members of the Movement began putting Oppositionist philosophy to use as a means of recruiting the directionless or uncommitted Kindred of their domains, giving them an outlet for their frustrations and building a force of loyal (or at least well-entertained) followers without directly provoking enemy covenants.
Some Carthian Princes actually went so far as to apply Oppositionist thinking to ordinary domain conflict, insisting that personal grievances be settled in a controlled sport environment, allowing for the satisfaction of a duel with a scoring system that could be more complex (and more forgiving) than that of simple violence. The insistence of these Princes has met with varied levels of success. Some find that their constituent Kindred are perfectly happy settling scores in an arena, while others discover that the Kindred of their domains will simply attempt to kill one another on the sporting field.
In modern nights, any group of competitive Carthians who subscribe to athletic philosophies and physical expressions of excellence is generally referred to as Oppositionist. Few of these groups (or “gangs,” as they usually call themselves) are truly concerned with political advancement, but many of them are made up of physically capable Kindred — a definite asset to the Movement. Their games may be little more than entertainment to most of the vampires who participate, but the display of muscle involved is often an effective deterrent to potential enemies of the covenant. In a sense, the faction is full of potential soldiers, all of whom are ready to fight for their right to play the games they love.
The strange truth is that the Oppositionist faction actually does attract vampires to The Carthian Movement, and often draws those who would otherwise avoid the organization because of an aversion to intellectualism or political involvement. Many see the games of the Oppositionists as an enjoyable diversion and a chance to gain respect through their individual skill and strength. Around the world, swimmers, racers, ballplayers and all manner of competitive athletes are being Embraced and brought into the Movement by the Oppositionists, building a potent physical force within the covenant.
Some Oppositionist cells have even stepped away from purely physical competition, declaring that all rivalries lead to self-improvement. Drag racing is currently fashionable in some Carthian domains, and stylistic sports such as surfing and skateboarding have made appearances among the vampires of some cities.
In the nights of the late 1960s, the domain of Houston was having serious problems with a quintet of unaligned Kindred. Ignoring the warnings of the Prince, these vampires spent much of their time racing through the streets of the city in a pell-mell contest invented for their own entertainment. Leaping over or smashing through every obstacle in their paths, they flirted dangerously close to a widespread violation of the Masquerade on more than one occasion. Worse yet, these reckless Kindred were all physically powerful and were likely to resist any official attempts to rein them in. Just as the Prince was poised on the edge of ordering his Sheriff into an extremely risky confrontation, a young Carthian Ventrue by the name of Eduardo Ramos asked permission to speak with the troublemakers. He argued that he might be able to bring theminto Kindred society, where they might be more easily controlled. Ramos was allowed his chance.
Approaching them after one of their races, Ramos attempted to reason with the troublemakers. At first ignored, he persevered until they delivered him a solid beating. Rather than report his failure to the rest of the city, Ramos retreated to his Haven and rested, resolving to try again. One week later, he arrived before their next contest, asking permission to participate. The Unaligned Kindred let him in, and were surprised to see him keep pace with them in their no-holdsbarred competition, even eliminating one of them by knocking her off a freeway overpass in mid-run. At the end of the race, Ramos explained that The Unaligned were dangerously close to exile or destruction, and that he and the Carthians could provide them with a way to continue their activities without risking the wrath of the Prince. As it stood now, if they were to defeat the Sheriff in direct confrontation (as, he said, they were sure to do), they would make enemies of every vampire in the city. If they declared their affiliation with The Carthian Movement, things would be different — there would be a political support structure behind them, and the Prince would have to think twice about interfering with their entertainments. Furthermore, Ramos explained that the philosophies of The Carthian Movement supported their activities. As athletes, they were Kindred exploring physical avenues of self-improvement, arguably inspired by the words of such modern luminaries as Vince Lombardi and Yogi Berra. These troublemakers were, in effect, expressing the as-yet unrecognized innovations of a sector of the modern world through their races, but the other vampires were too ill informed to realize it.
The Unaligned were wary, but a couple of warnings from the Sheriff brought them on side. Arriving at Elysium one night, they petitioned for entry as adherents of The Carthian Movement. To the delight of the few Carthians in town, these converts began to repeat Ramos’ statements on the philosophy of self-improvement through competition, declaring themselves full and faithful members of the covenant. Enraged by Ramos’ manipulations, the Prince ordered the confinement of all five Kindred. As the baffled Sheriff called his Hounds to him, the Carthian Kindred stepped forward and made a statement of support for their newest members. The Prince, who was always relatively tolerant of the Carthian experiment, was faced with a dilemma: condemn them for recruiting The Unaligned or include them in his persecution. Frustrated, he stuck to his order, and the Sheriff was soundly defeated. Taking the initiative, the Carthians (with their new soldiers) staged a coup, eliminating the Prince and several of his more powerful supporters. Ramos was installed as the Carthian President of the domain.
Under his rule, the formerly unaligned Kindred were allowed to continue their competitions undisturbed. Several Carthians actually joined in, supporting Ramos’ original hypothesis about competitive development. Soon, the more intellectual members of the fledgling group were styling themselves “Oppositionists,” claiming that they were exploring a physically rigorous approach to evolution and achievement through friendly struggle. A manifesto was written and transmitted to several Carthian cells around the world, and the faction was born.
Ramos wasn’t the only Carthian strategist to understand the advantage of creating a covenant-sponsored system of sport. Around the world, members of the Movement began putting Oppositionist philosophy to use as a means of recruiting the directionless or uncommitted Kindred of their domains, giving them an outlet for their frustrations and building a force of loyal (or at least well-entertained) followers without directly provoking enemy covenants.
Some Carthian Princes actually went so far as to apply Oppositionist thinking to ordinary domain conflict, insisting that personal grievances be settled in a controlled sport environment, allowing for the satisfaction of a duel with a scoring system that could be more complex (and more forgiving) than that of simple violence. The insistence of these Princes has met with varied levels of success. Some find that their constituent Kindred are perfectly happy settling scores in an arena, while others discover that the Kindred of their domains will simply attempt to kill one another on the sporting field.
In modern nights, any group of competitive Carthians who subscribe to athletic philosophies and physical expressions of excellence is generally referred to as Oppositionist. Few of these groups (or “gangs,” as they usually call themselves) are truly concerned with political advancement, but many of them are made up of physically capable Kindred — a definite asset to the Movement. Their games may be little more than entertainment to most of the vampires who participate, but the display of muscle involved is often an effective deterrent to potential enemies of the covenant. In a sense, the faction is full of potential soldiers, all of whom are ready to fight for their right to play the games they love.
The strange truth is that the Oppositionist faction actually does attract vampires to The Carthian Movement, and often draws those who would otherwise avoid the organization because of an aversion to intellectualism or political involvement. Many see the games of the Oppositionists as an enjoyable diversion and a chance to gain respect through their individual skill and strength. Around the world, swimmers, racers, ballplayers and all manner of competitive athletes are being Embraced and brought into the Movement by the Oppositionists, building a potent physical force within the covenant.
Some Oppositionist cells have even stepped away from purely physical competition, declaring that all rivalries lead to self-improvement. Drag racing is currently fashionable in some Carthian domains, and stylistic sports such as surfing and skateboarding have made appearances among the vampires of some cities.
Structure
Covenant: The Oppositionists make no bones about their willingness to accept members of any covenant. The faction technically began outside the Movement, and, although most members eventually join the Carthians, the attitude of a potential member with respect to the value of competition and the winner’s instinct is more important than his political affiliation or religious beliefs.
Carthian Oppositionists do tend to see the practices of the faction as extensions of Carthian philosophy, and can often be found subtly (or not so subtly) pushing their viewpoint on the other Kindred in their gangs. When Oppositionists form the majority of a gang, the Carthians actually find the customs of the faction do help to recruit potential members to the Movement. Eventually, most Kindred who function in a system that rewards individual capability over reputation and relation will gravitate toward the Carthians, regardless of persuasive attempts.
Those who aren’t members of the Movement usually just see participation in the Oppositionist games as a way to let off steam and occupy their minds during the long nights of the Requiem. Some Kindred become Contestants as part of the Danse Macabre, finding new and complex ways to relate to one another through open competition. Some are even assigned to gangs by their elders in an effort to demonstrate the superiority of their heritage. Many don’t realize that they are part of a larger system, preferring to remain oblivious. They may or may not be aware that they are being shown off as a potential force for the Movement.
Organization: Every local chapter of the Oppositionists forms a gang, numbering between two and 12 Kindred. Occasionally, gangs will split into two or more smaller groups for the purpose of extended competition. Although the relationship between these sub-gangs is usually friendly, the occasional split will foster real and long-lasting animosity.
The organization of the Oppositionists revolves exclusively around the organization and execution of contests — physical competitions undertaken as both entertainment and opportunity to develop the undead skills and powers of the participating Kindred. Each gang chooses its own style of contest, usually by simple majority vote. Most begin with just one or two events, eventually adding more as varied Kindred join up. Some prefer contests of individual achievement, such as races or martial arts, while others concentrate on team sports.
Each Oppositionist gang sets its own schedule, but most engage in competition at least once a month, gathering all available members for the event. Some will compete as often as two or three times a week. Together with mortal Allies, the gang clears out a space for the event, taking over an arena or strip of land, hidden away from uninitiated mortals so as to protect the Masquerade. Some gangs are not so careful, preferring to run through the city streets, but those who do dance near the edge of Tradition violation, and rarely last long.
After each contest, the Oppositionists refer to a hierarchical system called the ladder, which ranks each member based on his performance. If the gang concentrates its activities on a single sport, the ranking system is relatively simple, but those that engage in a range of varied sports can have extremely complicated systems involving multiple charts and layered-standing tiers. As members move up on down on the ladder, they are accorded more or less respect. Those highest on the list usually receive payment from the rest of the gang after the ranking is complete. These spoils can be proportional to the number of Kindred in the gang, or can simply be arranged by informal bets placed before an event.
Occasionally, a particularly sadistic gang will challenge a group of hapless mortals to a team contest, unleashing the full fury of the Contestants’ power upon them. These chump games almost always devolve into a mass feeding, and the mortals involved rarely survive. On some occasions, one of the mortals in such a game will so impress the Oppositionists that he is set aside for Embrace, but to do so, he would have to survive an almost incomprehensible onslaught of undead might. These exercises are not considered competitive events as much as entertainment, though, and only those Kindred with the strongest stomachs (or the lowest Humanity) are capable of seeing them through to the end.
Most of the Oppositionists spend a good proportion of their time in training and practice. Some gangs choose to organize practice sessions, getting together for scheduled gatherings, but most are less structured, allowing individual members to train as they wish. Instruction in the use of Physical Disciplines is often provided at the organized exercises, including a range of activities from simple speed training for the enhancement of Celerity to extended beatings intended to provoke the development of Resilience.
Almost every decision made by the Oppositionists is based on majority rule, with a simple vote. The gangs rarely push a political agenda, though, and membership in the faction has little or nothing to do with one’s policy preferences in Elysium.
Carthian Oppositionists do tend to see the practices of the faction as extensions of Carthian philosophy, and can often be found subtly (or not so subtly) pushing their viewpoint on the other Kindred in their gangs. When Oppositionists form the majority of a gang, the Carthians actually find the customs of the faction do help to recruit potential members to the Movement. Eventually, most Kindred who function in a system that rewards individual capability over reputation and relation will gravitate toward the Carthians, regardless of persuasive attempts.
Those who aren’t members of the Movement usually just see participation in the Oppositionist games as a way to let off steam and occupy their minds during the long nights of the Requiem. Some Kindred become Contestants as part of the Danse Macabre, finding new and complex ways to relate to one another through open competition. Some are even assigned to gangs by their elders in an effort to demonstrate the superiority of their heritage. Many don’t realize that they are part of a larger system, preferring to remain oblivious. They may or may not be aware that they are being shown off as a potential force for the Movement.
Organization: Every local chapter of the Oppositionists forms a gang, numbering between two and 12 Kindred. Occasionally, gangs will split into two or more smaller groups for the purpose of extended competition. Although the relationship between these sub-gangs is usually friendly, the occasional split will foster real and long-lasting animosity.
The organization of the Oppositionists revolves exclusively around the organization and execution of contests — physical competitions undertaken as both entertainment and opportunity to develop the undead skills and powers of the participating Kindred. Each gang chooses its own style of contest, usually by simple majority vote. Most begin with just one or two events, eventually adding more as varied Kindred join up. Some prefer contests of individual achievement, such as races or martial arts, while others concentrate on team sports.
Each Oppositionist gang sets its own schedule, but most engage in competition at least once a month, gathering all available members for the event. Some will compete as often as two or three times a week. Together with mortal Allies, the gang clears out a space for the event, taking over an arena or strip of land, hidden away from uninitiated mortals so as to protect the Masquerade. Some gangs are not so careful, preferring to run through the city streets, but those who do dance near the edge of Tradition violation, and rarely last long.
After each contest, the Oppositionists refer to a hierarchical system called the ladder, which ranks each member based on his performance. If the gang concentrates its activities on a single sport, the ranking system is relatively simple, but those that engage in a range of varied sports can have extremely complicated systems involving multiple charts and layered-standing tiers. As members move up on down on the ladder, they are accorded more or less respect. Those highest on the list usually receive payment from the rest of the gang after the ranking is complete. These spoils can be proportional to the number of Kindred in the gang, or can simply be arranged by informal bets placed before an event.
Occasionally, a particularly sadistic gang will challenge a group of hapless mortals to a team contest, unleashing the full fury of the Contestants’ power upon them. These chump games almost always devolve into a mass feeding, and the mortals involved rarely survive. On some occasions, one of the mortals in such a game will so impress the Oppositionists that he is set aside for Embrace, but to do so, he would have to survive an almost incomprehensible onslaught of undead might. These exercises are not considered competitive events as much as entertainment, though, and only those Kindred with the strongest stomachs (or the lowest Humanity) are capable of seeing them through to the end.
Most of the Oppositionists spend a good proportion of their time in training and practice. Some gangs choose to organize practice sessions, getting together for scheduled gatherings, but most are less structured, allowing individual members to train as they wish. Instruction in the use of Physical Disciplines is often provided at the organized exercises, including a range of activities from simple speed training for the enhancement of Celerity to extended beatings intended to provoke the development of Resilience.
Almost every decision made by the Oppositionists is based on majority rule, with a simple vote. The gangs rarely push a political agenda, though, and membership in the faction has little or nothing to do with one’s policy preferences in Elysium.
Culture
Appearance: Almost every unit of the Oppositionists styles itself as a street gang, adopting recognizable colors and modes of behavior. The members will proudly display their affiliation, wearing meticulously constructed “uniforms” to distinguish themselves from the rest of Kindred society. The form these outfits take is limited only by the imagination (and the limiting modesty) of the vampires involved. Some simply wear jeans and T-shirts with matching insignia, while others wear painted leather jackets, sport elaborate tattoos or choose more outlandish costumes. Some actually choose outfits that seem ridiculous, hoping that unwary individuals who come across them will foolishly provoke some kind of conflict in response.
Almost all of the Oppositionists take pains to display their physical fitness as well, often picking streamlined or revealing outfits so that their muscular bodies are clearly visible. Those who aren’t as well built will tend to dress in a manner that emphasizes their compact size, implying agility or other advantages.
Those Oppositionists who carry weapons on them tend to choose ones that double as sports equipment for a ready excuse. A skateboard can be just as devastating as a carbon-graphite baton, and is much easier to overlook in ordinary circumstances.
Almost all of the Oppositionists take pains to display their physical fitness as well, often picking streamlined or revealing outfits so that their muscular bodies are clearly visible. Those who aren’t as well built will tend to dress in a manner that emphasizes their compact size, implying agility or other advantages.
Those Oppositionists who carry weapons on them tend to choose ones that double as sports equipment for a ready excuse. A skateboard can be just as devastating as a carbon-graphite baton, and is much easier to overlook in ordinary circumstances.
Assets
Haven: The Contestants tend to dwell in neighborhood groups, not necessarily in shared abodes, but relatively near to one another so that all can quickly gather when called upon. Those who consistently outperform their companions in competition tend to have well-appointed havens, often purchased with prize money or favors, while those less capable will have smaller, more understated homes. Providing an incentive to improvement and victory, the expression of success through material gain is common to the faction. Many of the members of the faction also come from poor mortal backgrounds, and are naturally attracted to the luxuries they never enjoyed in life.
Contestants like to associate with mortal gang members as a means of maintaining cover (thus, a group of Kindred walking along in colors doesn’t seem so out of place), so their havens are usually established in the rougher parts of town. Many take pains to stay near places of exercise and competition such as gymnasiums, arenas and stadiums, just for convenience’s sake.
Contestants like to associate with mortal gang members as a means of maintaining cover (thus, a group of Kindred walking along in colors doesn’t seem so out of place), so their havens are usually established in the rougher parts of town. Many take pains to stay near places of exercise and competition such as gymnasiums, arenas and stadiums, just for convenience’s sake.
History
Background: Most of the members of the Oppositionists were or aspired to be athletes in life, continuing the philosophies that were familiar to them before they began their Requiems. They cover the range of activities and levels of achievement: from solitary pursuits to professional league first-stringers, from burnouts and has-beens to world-class champions. Many are Kindred who never spent their mortal days in competition, but may have wanted to. Some come from poor backgrounds, where the everyday necessities of survival pushed aside the dreams of competitive sport, while others were armchair dreamers, basking secondhand in glories that informed their fantasies.
The rest are vampires who join up with Oppositionist gangs as a means to relieve the sheer tedium of their Requiems, hoping to occupy their minds and bodies with pursuits more engaging than the endless social duck-and-weave of the Danse Macabre. Some disenfranchised Kindred, weary of risking Final Death on the battlefield of rougher domains, join up to demonstrate their worth and achieve success among a crowd that appreciates physical capacity in nonfatal endeavors.
The rest are vampires who join up with Oppositionist gangs as a means to relieve the sheer tedium of their Requiems, hoping to occupy their minds and bodies with pursuits more engaging than the endless social duck-and-weave of the Danse Macabre. Some disenfranchised Kindred, weary of risking Final Death on the battlefield of rougher domains, join up to demonstrate their worth and achieve success among a crowd that appreciates physical capacity in nonfatal endeavors.
Nickname: Contestants. While some know the faction by this blanket nickname, the Oppositionists often divide themselves into local chapters, each choosing and adopting an appellation of their own. There is a unit of the Oppositionists in Buenos Aires calling itself Los Guerreros, for example, and another in Manchester that’s known as the Ardwick Eight. These subunit gang names are the way most Oppositionists refer to one another — there are very few who would actually call themselves “contestants” unless a vampire was having trouble explaining his group’s philosophy to an outsider.
Character Creation: Physical Attributes are primary in almost all cases. Speed, strength, and toughness are what matter most in the Oppositionist games, hands down. Athletics is practically a fetish, and other sport-related Skills (such as Drive, Weaponry and Brawl) are often appreciated.
Faction Disciplines: Vigor, Resilience and Celerity are the Disciplines most valued by the Oppositionists. Although other Disciplines have application in the competitive practices of the faction, the three basic physical Disciplines are the most direct and the most instinctive. Certain powers, such as Dominate and Majesty, are considered less favorable because of their “unsportsmanlike” application and the tendency of their practitioners to negate competition rather than encourage it.
Concepts: Anti-intellectual tough, bare-knuckle boxer, exuberant night runner, fiercely efficient predator, graceful urban acrobat, hellishly hard-hitting ex-halfback, smart-mouthed street racer, stoic swordsman, tactical game theorist, undead waterbaby
Type
Political, Activist
Ruling Organization
Parent Organization
Faction Disciplines: Vigor, Resilience and Celerity are the Disciplines most valued by the Oppositionists. Although other Disciplines have application in the competitive practices of the faction, the three basic physical Disciplines are the most direct and the most instinctive. Certain powers, such as Dominate and Majesty, are considered less favorable because of their “unsportsmanlike” application and the tendency of their practitioners to negate competition rather than encourage it.
Concepts: Anti-intellectual tough, bare-knuckle boxer, exuberant night runner, fiercely efficient predator, graceful urban acrobat, hellishly hard-hitting ex-halfback, smart-mouthed street racer, stoic swordsman, tactical game theorist, undead waterbaby