Documente Academic
Documente Profesional
Documente Cultură
: Jo Vallianatou Photography
Model: Evel Maleficent
MUA: Evel Maleficent
Issue 7 crew:
Owner/Founder/
Table of Contents Editor in Chief:
Rachel Boese
Cover Model: Zoie Campbell (Black Metal Barbie)
Cover Ph ographer: Luke Guinn Ph ography Managing Editor:
Hannah Rudow
Pages 12-27 Vampire: The Masquerade
Pages 28-43 MUA Feature: Kenzi Sho Contributing Writer/
Editor:
Pages 46-47 Band: Pretty Boy Floyd Logan Boese
Pages 48-51 Goth Girl Gift Guide
Music Editor:
Beth Amphetamine
Vampire: e Masquerade
Background on the game (for Interviews, turn 2 pages!)
In brief, each clan of the Camarilla had their own niche in the
world’s vampire mythos as a whole. There were other clans outside of
the Camarilla, such as a clan modeled a ter Gypsy and Indian
legendry, a clan of Egyptian vampires that took their name and
abilities from Set, one of assassins, a line of old nobility who had no
re lections, a family of necromantic mobsters, and the vicious, lesh-
cra ting Tzimisce modeled a ter eastern European and Romanian lore.
However, these other clans were all written as at least slightly less
sympathetic than the Camarilla.
Background on Vampire: e Masquerade
The Malkavians are all incurably For those who preferred their
insane, but gifted with heightened predators with a more occult and
and preternatural senses, functional mystic slant, there were the blood
invisibility, as well as the power to mages of clan Tremere, who were
dominate minds and, eventually, to bound tightly to their clan by chains
spread their own madness. of blood and loyalty enforced through
the blood magic rituals that was their
The Nosferatu were among the most own particular power.
tragic, as each one, upon becoming a
vampire, became repulsive and And last, but not least, were the
hideous to look at, much like the Ventrue, who represented some of
cinematic creature from whom they the most dangerous sorts of their
took their name, but gained strength, kind, the ones who adapted and
invisibility, and a kinship with animals. blended into human society, and
wielded carefully garnered and
curated power, money and prestige
to affect and control mortal society,
to say nothing of their mind control
abilities or physical toughness.
Vampire: e Masquerade
e interviews
Crazy B!tch Magazine Editor in Chief, Rachel Boese and her husband, Logan
Boese (a lifelong fan of Vampire: The Masquerade) interviewed two of the most
in luential people behind the curtain of Vampire: the Masquerade.
Jason Carl: CEO of By Night Studios and producer at White Wolf Studios, the
company responsible for publishing this fantastic game.
Martin Ericsson:
Do you like stories? Do you ever imagine yourself as someone
else? Wouldn’t you wish to be like a director and be able to like live
inside your favorite vampire TV series or video game? Vampire is the
other side of roleplaying from DnD. If DnD is an adventure game,
Vampire is a "Blood Opera", it’s very social driven, full of politics. It’s
all the juiciness you get from all your character driven, socially driven
shows. It’s your chance to become a part of a grand character gallery.
You can get to know all these fantastic immortals from all times in
human history who’ve observed us and manipulated us from the
shadows and you can be one of them. Vampire is a story about
characters and characters relationships to each other. It’s more
similar to a soap opera show, or like Dynasty.
Can you describe the appeal of role-playing games, and that
of Vampire: the Masquerade specifically?
Jason Carl:
Stories are the building blocks of communication. “Hey honey, how was work?” We all
know how to tell stories and we all love them. We’ve all been telling stories our whole lives.
We’ve also been roleplaying since we were kids. Whether it’s building Lego playsets together
or playing cops and robbers. Anything that involves collaborative imagination is storytelling.
Roleplaying draws on the imaginative experiences we had as young people and brings it up to
today. It makes it into a fun, mature, sophisticated experience that anybody can enjoy. It
allows you to create stories with your friends- and what can be better than that! Sharing
imagination with people you like and want to spend time with, to me, is the best thing in the
world.
We live in an age where we are confronted daily with very di ficult questions and our
first impulse may be to want to escape, to leave those questions, those di ficult issues behind
into fantasy. That may be very appealing, but there are di ferent kinds of escapism. It’s the
prisoner’s duty to escape but it’s also the prisoner’s duty to take what he or she has learned
and bring it back to the world a ter the escape. The World of Darkness is a very dark re lection
of what we face every single day. I think that the way that it questions all the fundamental
issues of our times in a fun way that lets you play an awesome monster may be the most fun
there is while still being legal at the same time. I think there’s an undeniable allure to
darkness. It has an insatiable deep hunger that covets what’s best in us. It’s very easy to
mistake darkness for evil or something bad, when in actuality, exploring that darkness if o ten
the only way to shine light on what’s best about us.
Jason Carl:
This is the third incarnation of White Wolf. 25, almost 26 years ago, a
gentleman by the name of Mark Rein-Hagen had the idea for Vampire: The
Masquerade and World of Darkness. He founded a company called White Wolf in
Atlanta, GA and it was very successful. CCP (Crowd Control Productions) an Icelandic
video game company, merged with the company in 2002. They attempted to develop
an MMO but it was canceled after 8 years. White Wolf at this point was, as far as
anyone knew, done. When this happened, is around the time I aquired the rights to
the rules used by Mind’s Eye Theatre and started By Night Studios.
But my history with White Wolf goes all the way back to the very beginning. I
was an early customer, bought a copy of the first edition game- couldn’t find anyone
to play with until I found an ad for the Camarilla*. I didn’t know what a LARP was;
we didn’t have a word for it back then. I showed up to my first game and that’s when
I figured out, these were my people. I had found my tribe.
I started freelancing for White Wolf a couple of years later. I wrote for
Vampire: the Dark Ages, and after that I started freelancing for Mind’s Eye Theatre,
did that for a long time. I wrote for Dungeons and Dragons also.
* Herein, the Camarilla is in reference to a group of Live Action Roleplayers
that use the name in honour of the Faction from the game.
Martin Ericcson
Image Courtesy of White Wolf
In the 25 years since it irst began, how has the game has changed?
Martin Ericcson: Every writer and every developer who’s touched the game and worked with
Mark Rein Hagen’s original vision has brought something to it. The first edition was very
concentrated on more personal horror themes. Some were city based, some were character based.
Second edition brought in more global conspiracy and more of a complete world. In Revised, we
are in the desperate final nights, pushed into the end times. All of the editions have their own
flavors and tones. Of course, we hope that the Fifth Edition will have its own way and its own life. I
hope that with it of course, I’ll be able to communicate effectively the vision that’s in my heart. I
hope that we get to ask some questions maybe and present some of the unique issues in today’s
world vs the nineties, and present some of the unique plights and struggles from different parts of
the world.
Martin Ericcson: I think the Koch brothers are very classic Ventrue or Ventrue pawns, but it’s
true, part of the appeal of Vampire is that kind of sort of created conspiracy.
Logan Boese: I think that one of the reasons that Vampire: the Masquerade is so topical is because it
was sort of built from the outside in by looking at the world that already exists and then applying
this complex mythology to sort of explain and present what could exist in the undertow. You’ve
created one of the most immersive, well-built mythologies in all the land and it gives a really great
starting point from a storyteller perspective.
Martin Ericcson: The ease of storytelling is great when it comes to explaining, for example, “The
7-11 is here.” Everyone knows what a 7-11 looks like so it’s easy to visualize and immerse yourself.
Every time we tell stories there are allegories, and metaphors, we want them to have meaning in
our own life. Vampire is a little bit different, it’s somewhere in between a reflection of the reality of
our own world and this mythology. You have the dream of power. You have the dream of social
power. You can also reflect on issues like, “what is it worth to achieve popularity of a clique?” Or a
story that takes place in a challenged urban community that allows you to look at and reflect on
some of the horrors in the real world. By putting yourself in that point of view and situation,
maybe you become inspired to do something about it and help out for real, in real life. Vampire is
probably the first medium to really apply itself to the real life. It’s not just a fantasy story; it’s an
important story, because it lets us look at some of the more difficult things that exist in the real
world.
What in luence do you think Vampire the Masquerade has
had on Vampire media and vampire lore in the public eye?
Jason Carl:
I’m going to cheat; I’m not going to answer your question. I’m going to
point you towards the World of Darkness documentary film because it goes
through and essentially walks you through the original Vampire: the Masquerade
and shows that The in luence of V:tM on modern horror and vampire media is
undeniable.
Martin Ericcson:
A large percentage of the 21st century vampire stories are directly or
indirectly derived from Vampire: The Masquerade. There are a few essays on that
topic out right now. But it's not quite yet the doctorate thesis of “the in luence on
modern 21st century vampire culture made by Vampire: the Masquerade'” but I
definitely think there will be, because vampires are always interesting to
academia. You can see the in luence in True Blood, Vampire Diaries, and others.
I don’t think urban horror culture would exist without Vampire: the
Masquerade. I don’t think it would be the same without it. Though, of course,
White Wolf borrows from earlier vampire culture. Lost Boys, Anne Rice, of
course. Back in the day, I think it was Mark Rein Hagen the CEO of White Wolf,
who said, “Everyone else has made more on our brand than we have”. But he said
it with NO BITTERNESS! Not saying anything bad, but I think that’s really
accurate. It’s very brutal, but it’s very true… except this time around that’s not
going to happen!
Martin, what can you tell us about Fi th Edition?
Martin Ericcson:
With the new system, we said that for the World of Darkness to be what it
was, it has to change. When World of Darkness came out in the early 90’s,
there was nothing like it. It was very grunge and “what is this cover with a
rose”? The vampires look like real people, these 20 year old gothic punk kids
with tattoos and piercings. If we were to do that again, it wouldn’t do the
same thing. It has to change. We have to say something new, we need to
shock people, change the mechanics a little bit. With the new ‘hunger dice’,
we were looking at “how do you do a mechanic that makes it so you never
forget that you’re a vampire?”
We always take on the big ideas in Vampire: the Masquerade. First, it’s a game
about exploring evil and your own moral boundaries. Secondly, we look at
lore: the beast I am, lest the beast I become. Thirdly, we look at mechanics.
Some people think the mechanics were perfect the first time around… they
were not perfect the first time around, sorry. It was beautiful and streamlined
for the time, like a great adaptation of the Shadowrun system. Which is really
what it is, but for today, it’s clunky, and we are fixing that.
We are very excited to bring the World of Darkness back over several
different media formats, and it’s always been sort of transmedia. The thing
that Marvel and others have been doing recently, White Wolf was doing in
‘93. With video games, Fifth edition Vampire: the Masquerade, tabletop, live
action roleplay, novels, trading card games and more. 2018 will be very
exciting for fans of all things dark and terrible.
Jason, what can you tell us about Fi th Edition?
Jason Carl: Let me take you through the sort of setting for Fi th Edition. Come back with us to
yesterday: it’s the year 2000. It’s the final nights, Gehenna is upon us, (except it’s not), but what
does happen is a terrible tragedy that shakes the world. It’s 9-11. The Camarilla gets the bright
idea that it’s going to take this opportunity to rid itself of its dreaded enemy, the Sabbat. So,
the CIA and other agencies were tipped o f that there are vampires. The Second Inquisition, once
they deal with the Sabbat, they turn their attention to the Camarilla. Their plan backfires and
someone has to be blamed for it. They blame the young ones, the Anarchs, the Neonates. “You.
It’s your fault, with your Facetogram, and your Instabook, your Twitting things.” You can
imagine how the Anarchs react to that. “Fuck you”. There’s a new War of Ages, like there was
this con lict between the Anarchs and Camarilla in the early 90’s, it’s sort of come full circle
again. Penthouse against the streets. The Camarilla backs o f and brings an iron curtain down
around the Masquerade, no social media, no cell phones, and strictly enforces the masquerade.
It’s a new net-feudal age for them. They go old school with communication. Meanwhile, the
Anarchs aren’t having any of this. Their lives are the streets, they are accustomed to their
mobile phones, and they’re going to keep them.
Rachel Boese: I mean, that’s not suspicious, not using cell phones and Facebook.
Jason Carl: Yeah, that’s not conspicuous at all. So, on the one hand, we have the conspiracy of
this hidden Masquerade, on the other hand we have these vampires hiding in plain sight, so we
are going to turn the heat up on this con lict.
Rachel Boese: I’m from New Orleans originally and it’s changed drastically in the last 25 years.
It reached sort of the height of crime in the mid 90’s, but it’s now reaching another peak a ter
Katrina. I went back to help rebuild with Habitat for Humanity in 2008 and most of the city
was still completely devastated. The 9th Ward is mostly squatters and vagrants, and despite
some groups trying to revitalize the neighborhood it’s not even close to back in the 90’s. On top
of that, you have places like the French Quarter where they’re really cracking down on street
kids and vagrants. Now ,unless you’re a performer and specifically working with the city, it’s
really easy for vagrants to get arrested when it used to be kind of a free for all. So I think a lot
of what was possible before with The Masquerade that you could avoid getting caught for, you
really can't do now. Much of the city has been gentrified and even many of the Jazz musicians
who work in the quarter have been priced out of living there.
Jason Carl: We want to address many of the serious contemporary issues of our world with
the World of Darkness. We were one of the first games to talk about LGBTQ issues, wealth
inequality, gender inequality, environmental damage, to ask who gets to shape reality, and
to ask what death means in a post-modern society. Those are issues we want to examine
through the lens of being a monster. Think about a person, today, living in New Orleans,
who is a transgender individual. What happens when they get embraced- are you still Trans
when you’re a vampire? Does that matter anymore? Does gender matter when you’re dead?
What happens to tropes or gender roles or wealth gaps when you have eternity? With
Werewolf, we really do see this as a game of environmental vengeance. What happens when
the werewolves say “enough”? What happens when the central theme of a role-playing game
shi ts from, “we gotta fight the Wyrm” to “okay enough with these human beings- do we kill
them or what? Is that the only way to save the planet? Kill the disease?” Issues like that are
the heart and soul of the World of Darkness.
Kenzi Shô
IG:
Kenzi_Sho
Can you tell us more about your background?
Of
course!
I
am
Afro-Rican
on
my
mother’s
side
and
on
my
father’s
side,
I
am
German,
though
I
never
got
to
properly
meet
him,
nor
was
I
raised
with
him
around.
I
was
born
in
Bronx,
but
was
raised
by
my
single
mother
in
the
hoods
of
Miami
until
I
was
a
teenager
and
moved
to
Orlando.
I
have
always
been
homeless
and
had
to
struggle
growing
up.
I
was
always
getting
picked
on.
I
was
always
the
odd
kid
in
my
class
in
elementary
who
acted
weird
(eating
erasers
and
meowing
like
a
cat
haha)
and
drawing
weird
things
and
dressing
in
non-matching
clothes
and
wearing
my
hair
in
weird
up-dos
that
I
would
make
up
that
really
didn’t
make
any
sense
to
the
other
kids.
I
was
always
moving
from
school
to
school
because
my
mother
wanted
to
move
to
better
areas.
Those
weren’t
the
best
circumstances
to
be
in
as
a
kid,
but
I
always
found
an
escape
and
always
tried
to
make
the
best
of
it
through
art.
I
originally
wanted
to
be
an
illustrator
and
painter.
I
spent
most
of
my
middle
and
high
school
days
pursuing
art
and
taking
classes
for
it,
but
I
was
told
that
is
a
very
competitive
area.
I
was
told
that
I
wouldn’t
be
making
enough
money
to
survive
and
that
I
would
always
struggle,
so
I
was
urged
to
go
for
the
next
best
thing
that
I
good,
at
which
was
cutting
hair.
So
I
went
to
Paul
Mitchell
(the
school)
right
after
graduating
high
school
when
I
was
18,
and
graduated
PM
when
I
was
19.
I
was
good
at
hair,
but
it
wasn’t
until
we
learned
about
the
basics
of
makeup
and
practiced
on
clients
that
it
sparked
a
love
in
me.
Can you tell us more about your background?
(Continued)
I
thought
my
passion
was
to
cut
hair
and
style
it.
In
a
way
it
still
is,
especially
on
wigs
since
I
grew
up
with
my
grandma
and
saw
her
style
wigs.
She
had
cancer
and
lost
all
the
hair
on
her
body.
Seeing
her
style
wigs
made
me
so
fascinated
by
the
idea
of
not
having
to
constantly
dye
my
own
hair.
But
seeing
the
different
ways
you
can
do
make
up
really
got
me
excited,
since
my
passion
originally
was
painting.
Granted,
I
always
did
my
makeup,
since
I
was
14
actually,
which
was
only
eyeliner
at
that
time
and
maybe
a
bit
of
concealer,
and
then
slowly
growing
into
different
types
of
fashion
phases
and
learning
how
to
properly
do
my
make
up
in
accordance
to
those
fashion
scenes.
But
when
I
actually
learned
how
to
technically
do
“proper”
make
up
in
accordance
to
my
face
shape,
and
actually
learned
what
contouring
was
or
what
placement
of
eyeshadow
goes
where,
I
became
fascinated.
I
kept
doing
research
and
looking
up
different
YouTube
videos
and
kept
practicing
on
myself
constantly.
I
became
pretty
much
engulfed
in
it,
since
in
a
sense
I
started
feeling
like
I
was
painting
again,
except
my
canvas
was
my
face
and
body.
I
didn’t
have
to
worry
about
whether
if
my
drawing
had
an
even
facial
structure
since
I
already
had
a
natural
pre-made
canvas.
Since
I
was
always
practicing,
and
I’ve
always
wanted
to
be
a
model.
But
I
never
got
to
be
since
I
am
unfortunately
very
bad
at
posing,
short,
T
H
I
C
C,
and
shy.
I
always
took
pictures
of
myself
in
my
room
or
in
bathrooms
in
private.
I
am
a
firm
believer
of
not
wasting
makeup.
Looking
back
at
how
far
I’ve
come
in
the
many
phases
of
living
my
own
truth
and
best
life,
even
in
the
midst
of
many
hellish
moments
I’ve
had
to
live
through
in
my
life,
both
exteriorly
and
battling
mental
illness.
I
also
find
humor
in
a
sense
of
how
extra
I
can
be.
But
anyways,
ever
since
those
days,
I’ve
always
been
trying
to
step
out
of
my
comfort
zone
to
grow
and
create
many
different
things.
I’ve
also
fallen
in
love
with
props,
theatrics,
and
special
effects.
I
always
think:
What
would
my
own
illustrations
look
like?
What
is
my
own
interpretation
of
______?
What, or who, is your biggest source of inspiration?
Oh
man,
I
get
inspired
by
so
many
things.
I
definitely
do
have
a
huge
love
for
deities,
myths,
and
things
of
the
past.
I
was
honors
in
my
history
classes,
and
so
a
lot
of
worldly
figures,
religions,
beliefs,
fashions,
paintings,
you
name
it,
I
was
in
awe
of
it
all.
Of
course,
I
do
get
inspired
by
modern
day
things
like
technology,
as
well
as
certain
trends
here
and
there.
Hell,
I
even
get
inspired
by
certain
flowers,
animals,
paintings,
and
even
emotions.
But
yeah,
I
think
my
biggest
source
of
inspiration
is
channeling
spirits
and
deities
of
the
past.
Almost
like
painting
what
is
dead,
or
honoring
certain
things
that
some
people
usually
don’t
think
about,
or
may
take
for
granted.
If you could make art with anyone alive, who would it be?
Such
a
hard
question!
I
want
to
create
art
with
so
many
others,
and
it’s
hard
to
think
of
all
of
them
at
the
top
of
my
head.
But,
grabbing
artists
that
have
inspired
me
since
childhood
all
the
way
to
now,
and
have
been
my
all-time
favorites,
it
would
be
with
illustrators
or
painters
like
Takato
Yamamoto,
Yoshitaka
Amano,
and
Ayami
Kohima.
Most
of
the
artists
that
inspire
me
tend
to
be
Japanese-
like
the
closeted
weeb
I
am,
ha
ha
ha.
I
have
a
huge
love
for
the
art
in
Japan.
It
would
be
a
dream
if
one
of
them
drew
up
a
concept
and
I
could
bring
it
to
life.
How did you get to where you are (answer that however
you want, biographically, career wise)?
Lots
of
practice
and
patience,
as
well
as
making
many
mistakes
but
not
giving
up,
even
if
I
think
I
suck,
because
passion
is
a
very
powerful
feeling.
What
I
do
is
an
outlet
for
many
things
inside
of
me,
mentally,
spiritually,
and
emotionally,
and
I
am
fully
aware
that
the
mind
can
be
our
own
biggest
enemy.
IG:
Kenzi_Sho
On February 20th, 2018, channels with fewer than 1,000 subs or 4,000 watch hours will no longer be
able to earn money on YouTube. When they reach 1,000 subs and 4,000 watch hours they will be
automatically re-evaluated under strict criteria to ensure they comply with our policies. New channels
will need to apply, and their application will be evaluated when they hit these milestones.
Channels that lose monetization will also lose tools that help them reach those milestones and get seen
by more viewers. Please follow and support as many small content creators on Youtube as you can
before this deadline.
WWW.PRETTYBOYFLOYDBAND.COM
goth girls'
Gift
Guide