Coterie Type: Difference between revisions
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= | When creating players are creating characters for a game, it is strongly recommended that they work together. A coterie is an option they can take and build collaboratively. It aids both the players and the storyteller as it allows collective buy-ins to the chronicle and indicates what aspects of the World of Darkness the players are interested in pursuing. | ||
The coterie pool begins with one free dot per player character. A group with three or fewer players may be allowed to begin with two free dots per character as determined by their Storyteller. In addition, players may contribute their character's advantage dots to the coterie's pool. The pool is spent collectively, however, in some groups the players may choose to control how their contributions are spent. It is also possible to purchase coterie flaws in order to obtain more dots for the coterie during creation. Every player must agree to the flaw in order for it to be taken. | |||
<br> | |||
__TOC__ | |||
<div style="display:none" class="user-show"> | |||
<br><br> | |||
= DOMAIN = | |||
<br> | |||
Domain is a core aspect of a coterie as it represents the physical area in which the coterie can hunt. Within the Camarilla it is viewed as a feudal fief and to the Anarchs it is their "turf". Each dot of Domain cost one dot from the coterie's pool, these traits cover a lot of ground so use them as abstractions rather than constraints. | |||
Without any domain, coteries may hunt by either poaching in another's territory at their own risk or through a letter from the Prince or another high official granting them temporary passage and the right to hunt. | |||
<br><br> | |||
== CHASSE == | |||
<br> | |||
A trait that describes how valuable the area is for hunting, be it through vulnerable mortals or the richness of their blood. One dot of this provides hunting grounds inside their domain at a hunting difficulty of 6, with each additional dot lowering this by one. This trait also refers to the size of the domain, with • being one city block and ••••• being three neighborhoods with a large group of features such as all the parks, all the hospitals, or all the convenience stores. | |||
A coterie that has cult members can benefit from an overlap of the cult's area of influence. Known as '''(•) Built-in Flock (Chasse)''' they can feed once per week at a set establishment with the hunting Difficulty lowered by 1. If their domain overlaps with the local Mirthraeum, they can take the merit '''(••) Mithraeum (Chasse)''' which provides them with two dots of Haven Merits they can swap for other Haven merits at the start of each story. An option flaw is included <span style="color:darkred">'''(••) Disputed Domain (Chasse)'''</span>, where they are overlapping with a rival's territory and when encountering the opposing groups' member test for fury frenzy. | |||
{| class="mildtable" style="width:105%" ; | |||
! style="width: 25%;" | '''Chasse Merit''' | |||
! style="width: 75%;" | '''Description''' | |||
|- | |||
|'''Apartment Towers<br>(••)''' | |||
|A few very densely packed residential buildings filled with prey with a standard '''mix''' of Resonances. Vampires with the Extortionist Predator Type get one extra die on their hunting pools here. High turnover means enemy observers can more easily infiltrate: subtract one die from your domain’s Portillon pools against observation or surveillance. | |||
|- | |||
|'''Back Alleys<br>(••)''' | |||
|Provides quick access to sewers, coal tunnels, cellar networks, city infrastructure, and '''Phlegmatic''' Resonance. Alley Cat or Montero Predator Types get one extra die on their hunting pools here. The rat population adds one die to the Animalism pool of any Kindred spying on your domain. | |||
|- | |||
|'''Funerary<br>(•)''' | |||
|This is often a cemetery, funeral home, or dedicated morgue. Most prey here have no Resonance, although mourners may present '''Melancholy'''. Kindred with the Bagger or Graverobber Predator Types get one extra die on their hunting pools here. Some vampires see Kindred that congregate and feed in such places as scavengers less worthy of status or respect, costing the coterie a die from Social pools in contests against high-clan snobs. | |||
|- | |||
|'''Gated Community<br>(••)''' | |||
|A residential area with manicured gardens, dedicated security, and full of '''Melancholy''' Resonance. The basic Difficulty for Larceny tests and similar here equals the Resources dots for the average resident: a Middle-Class development has Difficulty 2, an Ultra-Rich one has Difficulty 5. Once entered, Sandman Predator Types add one extra die to their hunting pools. The mortals living here are often educated professionals and a good source for Allies, Contacts, or Retainers with specialized knowledge and skills. They also may have law-enforcement contacts themselves, and get a respectful hearing when they describe strange red-eyed burglars. Storytellers may deny this Merit to a coterie located in the heart of a city. | |||
|- | |||
|'''Hospital<br>(••)''' | |||
|This is usually a larger institutional medical facility with an attached morgue and psychiatric care facility, providing '''Phlegmatic''' or '''Melancholy''' Resonance.. Depending on where the coterie is located, the facility could instead be a dedicated mental health asylum, a medical research establishment, or a sprawling assisted living facility for the elderly. Vampires with the Bagger, Consenualist, Grim Reaper, or Trapdoor Predator Types get an extra die on their hunting pools here, as do pools to obtain bagged blood or medical supplies. Hunter groups with a religious or medical background get an extra die to their pools to infiltrate your domain. | |||
|- | |||
|'''Nightlife<br>(•••)''' | |||
|An area of businesses dedicated to serving food and entertainment open late into the night, providing '''Choleric''' or '''Sanguine''' Resonance. Vampires with the Montero, Pursuer, Scene Queen, Siren, or Trapdoor Predator Type get an extra die on their hunting pools here. Kindred from other territories may also be willing to pay in boons for feeding access to this area. Any 1 rolled in a hunting pool here means the target has enough drugs or alcohol in them to taint their blood. City government and organized crime elements have extra leverage here: add one dot to those Influence types here, for your coterie and your foes alike. | |||
|- | |||
|'''Shelter<br>(••)''' | |||
|Either a homeless shelter or an encampment of unhomed mortals, providing '''Choleric''' or '''Melancholy''' Resonance. Vampires with the Alley Cat or Sandman Predator Types get an extra die on their hunting pools in the Domain. Any 1 rolled in a hunting pool here means the target has drugs or alcohol tainting their blood. The mortals that live in these communities often know a lot about street life and make good Allies, Contacts, or Retainers with specialized knowledge and skills. | |||
|} | |||
<br><br> | |||
== LIEN == | |||
<br> | |||
Another trait dictates how well the coterie has integrated into the domain. Each dot of this adds one die to their pools on attempts to interact peacefully with locals, locate something, gather the word on the street, or investigate all within the area of the domain. Lien does not modify the coterie hunting rolls. | |||
A coterie that has cult members can benefit from overlapping influence with a merit known as '''(•) Community Outreach (Lien)''' which adds one bonus die to all Manipulation and Subterfuge rolls when dealing with mortals in the domain. <span style="color:darkred">'''(••) Visibility'''</span> is an optional flaw that turns all failed hunting tests into total failures and any rolls to conceal the coterie's activities within the domain has its Difficulty increased by 2. | |||
{| class="mildtable" style="width:105%" ; | |||
! style="width: 25%;" | '''Lien Merit''' | |||
! style="width: 75%;" | '''Description''' | |||
|- | |||
|'''Campus<br>(•••)''' | |||
|A university, major library, or research facility that focuses on academic pursuits. It provides '''Choleric''' or '''Melancholy''' Resonance. Using its facilities after hours, it provides the equivalent of two dots in the Haven Merit Library, although access is limited at night and requires break-ins or a Mask that provides justification and clearance. Hunter groups with a religious or academic background get an extra die to their pools to infiltrate your domain. | |||
|- | |||
|'''City Hall<br>(•••)''' | |||
|The seat of the city government or possibly an office building where a lot of the city’s bureaucracy does its work, providing '''Phlegmatic''' Resonance. The coterie can wager these dots in political or urbandevelopment Projects. Records access grants the coterie the equivalent of one dot in Mask for city records. Foes with Influence in city government add one dot to pools to infiltrate your domain. | |||
|- | |||
|'''Cultural Landmark<br>(••)''' | |||
|These locations are usually cultural centers, art museums, sports stadiums, or famous landmarks, but they can also include tourist traps, zoos, or aquariums. They may provide '''Choleric''' or '''Sanguine''' Resonance. During event hours, your Portillon lowers by one dot, as crowds of outsiders flood into your domain. If animals are kept on the premises, vampires with the Farmer Predator type gain an extra die on their hunting pools here. Coterie members can leverage their access to this location for an extra die in appropriate Social dice pools: to get in just before closing, to arrange a party, to trade tickets to a prestigious opening for a minor boon, etc. If an Elysium regularly occurs here, it costs an extra dot but grants a two-dice bonus on Etiquette pools with vampires of your sect and on all tests to pick up Kindred gossip. | |||
|- | |||
|'''Marketplace<br>(••)''' | |||
|A place of commerce and trade such as a shopping mall, port harbor, or trade district. It provides '''Melancholy''' or '''Sanguine''' Resonance. The coterie can wager these dots in economic Projects. Add two dice to appropriate Social or Finance pools: e.g., to source an item or ingredient, pick up stock tips or other insider info, or hide a body (in a harbor district). These areas are also heavily patrolled by mortal law enforcement and rife with electronic surveillance; lose two dice from any Stealth or similar pool here against hunters or Kindred foes with law-enforcement connections. Kindred rarely fight over strip malls, but organized criminal gangs and federal authorities are very sensitive to any disruptions in a port or stock exchange. | |||
|- | |||
|'''Members Only<br>(••)''' | |||
|An exclusive venue or club that serves a dedicated clientele paying for privacy and luxury. This could be anything from a university’s alumni clubhouse to a sex dungeon. It provides '''Sanguine''' Resonance. Any haven the coterie establishes on the premises gains one dot in one of these Haven Merits: Luxury or Watchmen. But of course, any foe who can obtain membership or an invitation can enter your haven with impunity. | |||
|- | |||
|'''Transitions<br>(••)''' | |||
|This is a halfway house or addiction treatment center that helps people reintegrate into society. It provides '''Melancholy''' Resonance. The coterie gains one dot in the Herd Background that defaults to the Melancholy Resonance. Hunter groups with a religious or medical background get an extra die to their pools to infiltrate your domain. | |||
|} | |||
<br><br> | |||
== PORTILLON == | |||
<br> | <br> | ||
The coterie | The last trait describes how secure the domain is against unwelcome intrusions or disruptions be it other vampires, mortals, or the Second Inquisition. This trait rarely adds to character pools, instead acting as resistance against these forces. A critical success by an intruder may lower the portillon of the domain against that specific group, at least until the coterie deals with them. The portillon does not apply to Havens inside or outside the domain. | ||
A coterie that has cult members can benefit from overlapping influence with a merit known as '''(•) Networked (Portillon)''' which allows the characters once per story to use the security cameras around the temple to look at footage or ask the patrol of the temple to expand their route for a few nights. In addition to this merit is the optional flaw of <span style="color:darkred">'''(•) Shared Vulnerabilities'''</span> which means regardless of the coterie's precautions the cult's security is lax and enemies who take advantage of this fact can ignore the Portillon rating as long as they breach the cult's security first. | |||
{| class="mildtable" style="width:105%" ; | |||
! style="width: 25%;" | '''Portillon Merit''' | |||
! style="width: 75%;" | '''Description''' | |||
|- | |||
|'''Abandoned Building<br>(•)''' | |||
|This location is a rundown warehouse or foreclosed business, providing '''Melancholy''' Resonance. Any haven the coterie establishes within this facility gains one dot in the Cell and Postern Merits, but always has the Creepy Flaw. Unless the coterie uses their Influence, there is always a risk that the location gets demolished or renovated. | |||
|- | |||
|'''Firehouse<br>(•••)''' | |||
|This firehouse has a full fire engine crew vigilant to threats against your coterie’s haven and holdings. It offers '''Choleric''' or '''Melancholy''' Resonance. Any attempts to burn the coterie out of their haven or destroy their holdings fail or have very limited success unless this facility is neutralized. | |||
|- | |||
|'''Police Station<br>(••)''' | |||
|A police precinct full of heavily armed police, providing '''Phlegmatic''' or '''Sanguine''' Resonance. This Merit comes with a low level clerical or IT contact in the precinct, who can add two dice to pools attempting to trace infiltrators into your domain. However, if the agency operating through the station moves against the coterie, subtract two dots from both the domain’s Portillon and their Haven Merit to resist. Many Anarch Barons especially advise against making the police your domain’s primary line of defense. | |||
|- | |||
|'''Prison<br>(••)''' | |||
|A maximum security facility, usually crowded, for holding prisoners. it offers '''Choleric''' or '''Melancholy''' Resonance. While controlled by the state, criminal organizations are tacitly allowed to do business inside its walls. Add two dice to Streetwise pools to negotiate favors with criminals inside or outside the joint, or otherwise leverage their access. This Merit includes one (Difficulty 3) means of entry and exit, decided by the troupe: suborned guard, forgotten maintenance tunnel, contract with the laundry trucks, etc. A total failure on this roll launches an investigation, which lowers the domain’s Portillon by two dots until the end of the story. The prison’s nearness lowers the domain’s Lien by one dot to timid mortals and those who consider property values the most important kind. | |||
|- | |||
|'''Transit<br>(••)''' | |||
|A series of tunnels, warrens, or forgotten buildings connected to an active public transit station. It provides '''Phlegmatic''' Resonance. Any haven the coterie establishes within this facility gains two dots in the Postern Merit. Add two dice to pools to evade pursuit on transit, summon rats with Animalism, or any other test relevant to subway tunnels. On the other hand, Nosferatu and other subterranean dangers can bypass these two dots in Portillon when infiltrating your domain. | |||
|} | |||
<br><br> | |||
= COTERIE = | |||
<br><br> | |||
== COTERIE BACKGROUNDS == | |||
<br> | |||
Coteries can purchase certain backgrounds and flaws in common using their pool just as they would during standard character creation. Remember to record major figures on the Relationship Map, just as is done with individual backgrounds. Each member of the coterie can use these backgrounds as if they were their own, however, the backgrounds belong to the coterie and not the individual. Should a character leave the coterie either through mutual splitting up or through ejection in some form, they cannot take backgrounds with them. It is also important to note that Backgrounds do not multiply, a two-dot coterie herd is still the same as an individual's two-dot herd. Regardless of whether being within a coterie's background or not, all backgrounds are subject to in-game risks which means that putting all of it in one place can run a risk should an enemy decide to take action against the characters. | |||
'''[[Advantages|Coterie Boons and Debts]]''' use the same costs and systems as for individual characters (Players Guide, pg. 115). When a coterie possesses a boon or debt, any member of the coterie may call upon the boon, or suffer under or discharge the debt. | |||
{| class="mildtable" style="width:105%" ; | |||
! style="width: 15%;" | '''Merit''' | |||
! style="width: 35%;" | '''Description''' | |||
! style="width: 15%;" | <span style="color:darkred">'''Flaw'''</span> | |||
! style="width: 35%;" | <span style="color:darkred">'''Description'''</span> | |||
|- | |||
|'''Bolt Holes<br>(• — •••)''' | |||
|Your domain covers an unusually large (or confusing) area. Every dot gives the a bonus die when trying to escape detection or evade pursuit when within their domain. | |||
|| <span style="color:darkred">'''Bullies (•)'''</span> | |||
|<span style="color:darkred">Your coterie is associated with a dark time when a tyrant Prince or corrupt Baron ruled. Take a one-die penalty on all Social dice pools (except Intimidation) when dealing with other vampires in the city. This Flaw does not apply to dealings with their old master’s cronies and henchmen.</span> | |||
|- | |||
|'''On Tap<br>(• — •••)''' | |||
|Your coterie goes out of its way to create an atmosphere within your domain that instills a preferred Resonance in your prey. When taking this Merit choose a Resonance. Whenever hunting in your domain you can add dice equal to the rating of this Merit to find a victim with the specified Resonance. | |||
|| <span style="color:darkred">'''Cursed<br>(• +)'''</span> | |||
|<span style="color:darkred">The coterie decides on one or more Mythic Flaws and takes the same number of dots in Cursed. Whenever they are outside their domain, they suffer the drawbacks of their chosen Mythic Flaw.</span> | |||
|- | |||
|'''Privileged<br>(•••)''' | |||
|The coterie has been granted special rights beyond that usually afforded to Kindred in their sect. Determine the remarkable deed you or perhaps one of your sires did to earn this unusual favor. Ideally, connect it to your coterie type. The coterie cannot be punished for a specific crime that would see other Kindred ostracized or destroyed. | |||
|| <span style="color:darkred">'''Custodians (••)'''</span> | |||
|<span style="color:darkred">The Kindred of this coterie have a particularly odious or inconvenient responsibility within the city. If the coterie should ever fail at their task or refuse to do it they lose one dot from their Status within their sect until they make amends and return to their service. If they lose all Status, the coterie also becomes Suspect, but retains this Flaw as well.</span> | |||
|- | |||
|'''Transportation<br>(••)''' | |||
|A small fleet of luxury vehicles and drivers (Driving 6) are at your group’s disposal on short notice. Also, once per story the coterie can call upon a rare or expensive vehicle such as a helicopter or bulletproof SUV for a night. | |||
|| <span style="color:darkred">'''Targeted (•)'''</span> | |||
|<span style="color:darkred">A mortal vampire hunting group knows that Kindred operate in your coterie’s domain. Your coterie’s Portillion rating is halved (round up) against this threat.</span> | |||
|- | |||
| | |||
| | |||
|| <span style="color:darkred">'''Territorial (•)'''</span> | |||
|<span style="color:darkred">For every week the coterie is absent from their domain it suffers a one-dot penalty to all domain traits (Chasse, Lien, Portillon), though a trait can never be reduced below zero in this way. Coteries with no dots in domain traits cannot take this Flaw.</span> | |||
|- | |||
| | |||
| | |||
|| <span style="color:darkred">'''Under Siege (••)'''</span> | |||
|<span style="color:darkred">Once per story the storyteller can reduce one of your coterie’s domain traits to one dot or deny the usage of one of your coterie Merits or Backgrounds as your rivals attempt to chisel your territory out from under you.</span> | |||
|} | |||
<br><br> | |||
== COTERIE CLAN MERITS == | |||
<br> | |||
Kindred can also purchase Coterie Merits at Character Creation, these are merits tied to specific clans but they can generally be activated by anyone within the group. In some cases, only one member of the coterie can use the given Merit in a session based on who needs it the most. | |||
<br><br> | |||
{| class="mildtable" style="width:105%" ; | |||
! style="width: 5%;" | '''Clan''' | |||
! style="width: 20%;" | | |||
! style="width: 25%;" | '''Merit''' | |||
! style="width: 55%;" | '''Description''' | |||
|- | |||
|[[File:BanuHaqim.png|40px]] | |||
|[[Banu Haqim]] | |||
|'''Call to Purpose (••)''' | |||
|Once per session, they may motivate another teammate to gain the effect of a Willpower point to be immediately used. | |||
|- | |||
|[[File:Brujah.png|40px]] | |||
|[[Brujah]] | |||
|'''Boot and Rally (•)''' | |||
|Once per session, a coterie mate may reroll all regular dice on a failed Physical test. | |||
|- | |||
|[[File:Caitiff.png|40px]] | |||
|[[Caitiff]] | |||
|'''Versatile Vitae (••)''' | |||
|Once per session the Caitiff can influence a coterie member with their malleability, enabling them to use a Discipline power they do not possess (as long as they have the Discipline levels and other prerequisites for it) for the duration of the scene.</sup> | |||
|- | |||
|[[File:Gangrel.png|40px]] | |||
|[[Brujah]] | |||
|'''Pack Tactics (•••)''' | |||
|When in combat gain a single die to pools for Brawl or Melee attacks when together. | |||
|- | |||
|[[File:Hecata.png|40px]] | |||
|[[Hecata]] | |||
|'''Ars Moriendi (••)''' | |||
|Once per session, they can mask the corpse of someone killed. | |||
|- | |||
|[[File:Lasombra.png|40px]] | |||
|[[Lasombra]] | |||
|'''At Any Cost (••)''' | |||
|Once per session, add two successes to a test. The outcome is treated as a Messy Critical. | |||
|- | |||
|[[File:Malkavian.png|25px]] | |||
|[[Malkavian]] | |||
|'''Everything is Connected (•••)''' | |||
|Once per session, another member of the coterie may substitute one skill for another on a test involving information gathering. | |||
|- | |||
|[[File:Ministry.png|40px]] | |||
|[[The Ministry]] | |||
|'''Discerning (•)''' | |||
|Once per session the Minister character may learn something about a Storytellers character's wants as long as a member of the coterie has spoken to them. | |||
|- | |||
|[[File:Nosferatu.png|25px]] | |||
|[[Nosferatu]] | |||
|'''Contextual Contact (••)''' | |||
|Once per session, the Nosferatu may add the highest-rated coterie members' contact rating to any one test to recover information. | |||
|- | |||
|[[File:Ravnos.png|40px]] | |||
|[[Ravnos]] | |||
|'''Cryptolect (•••)''' | |||
|Allows the coterie to communicate in coded language and hand signs. | |||
|- | |||
|[[File:Salubri.png|40px]] | |||
|[[Salubri]] | |||
|'''Restraint (•••)''' | |||
|Once per session the Cyclops can restrain the Beast of another coterie member in their presence, enabling them to reroll all (and only all) of their Hunger dice in a test for free.</sup> | |||
|- | |||
|[[File:ThinBloods.png|40px]] | |||
|[[Thin-Blooded]] | |||
|'''Mortal Heart (••)''' | |||
|Once per session the thin-blood can remind their coterie of what it means to be alive, allowing them to count their Humanity as one dot higher for a scene.</sup> | |||
|- | |||
|[[File:Toreador.png|40px]] | |||
|[[Toreador]] | |||
|'''All Access (•)''' | |||
|Once per session, they can get past bouncers to get into a mortal event by being on the list or knowing the right connections. | |||
|- | |||
|[[File:Tremere.png|40px]] | |||
|[[Tremere]] | |||
|'''Multi-Level Lorekeeping (••)''' | |||
|Once per session, someone can use another's loresheet within the coterie including clan specific. | |||
|- | |||
|[[File:Tzimisce.png|40px]] | |||
|[[Tzimisce]] | |||
|'''Old-World Hospitality (••)''' | |||
|When daysleeping in the Tzimisce's haven, they regain an additional Superficial Willpower damage. | |||
|- | |||
|[[File:Ventrue.png|40px]] | |||
|[[Ventrue]] | |||
|'''Kindred Legacies (••)''' | |||
|Once per session, the Ventrue may ask for relevant information about the history of a single vampire they've met. | |||
|} | |||
<br><br> | |||
== COTERIE TYPES == | |||
<br> | |||
Players have the option to create their coterie type from those below or invent their own. If the coterie matches a type, subtract the listed costs from the coterie pool. If the pool isn't large enough to pay the costs of that type, start collecting contributions from the characters. You can increase any listed value with your remaining coterie pool if there is any. Consider the possible extras as more places to put the remaining pool. | |||
<br> | <br> | ||
Line 135: | Line 410: | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Corebook, pg. 198</sub>'' | ''<sub>Corebook, pg. 198</sub>'' | ||
</div></div></div> | |||
<br> | |||
<div class="mw-collapsible mw-collapsed" style="width:568px;"> | |||
<div style="font-weight:bold;line-height:1.6;">DIOCESE</div> | |||
<div class="mw-collapsible-content toccolours"> | |||
''The coterie represents the cult leadership within a territory. From secret meetings in dingy basements to regional bosses of pyramid schemes, to shining offices of gaudy mega churches, they are the leaders. They are responsible for ministering the followers, directing the cult’s efforts and building its influence and congregation within a given domain.'' | |||
* '''Domain:''' Chasse (•••) Lien (••)<br>(a diocese domain might be a large, rich, and well-integrated area, but it is only secure if the local prince or baron is on-side.)<br><br> | |||
* '''Influence:''' (Church) (••)<br>(An established diocese has influence within its borders and in the cult.)<br><br> | |||
* '''Herd:''' (••)<br>(the true believers, most devout of the mortal cult or those tied to the mask)<br><br> | |||
* '''Mask:''' (••)<br>(a diocese can either have a well-established front, a shelter, pyramid scheme, an evangelical church, or be completely secret.)<br><br> | |||
* '''Flaw:''' (••) Enemies<br>(the success of one cult in any area inevitably draws the ire of others.) | |||
'''Possible Extras:''' Allies, Resources, Retainer, Status, a shared relic of significance to the cult, Adversary, Suspect. | |||
<div style='text-align: right;'> | |||
''<sub>Children of the Blood, pg. 83</sub>'' | |||
</div></div></div> | |||
<br> | |||
<div class="mw-collapsible mw-collapsed" style="width:568px;"> | |||
<div style="font-weight:bold;line-height:1.6;">ENVOYS</div> | |||
<div class="mw-collapsible-content toccolours"> | |||
''This group serves on diplomatic missions, functioning as negotiators and mediators between disparate parties. Most often, envoy coteries form in the wake of conflicts between warring factions. When two or more cults come to a compromise, they sometimes task their younger members with forming such a coterie so shared service and common causes can transcend old grievances.'' | |||
* '''Domain:''' Chasse (•), Lien (•••) | |||
* '''Contacts:''' (•••) (mortals from diverse backgrounds and professions) | |||
* '''Resources:''' (••) (pooled cash and assets) | |||
* '''Status Flaw:''' (•) Suspect | |||
'''Possible extras:''' Mask (cover identities for different domains), No Haven (always on the move) | |||
<div style='text-align: right;'> | |||
''<sub>Cults of the Blood Gods, pg. 195</sub>'' | |||
</div></div></div> | |||
<br> | |||
<div class="mw-collapsible mw-collapsed" style="width:568px;"> | |||
<div style="font-weight:bold;line-height:1.6;">EXCOMMUNICATES</div> | |||
<div class="mw-collapsible-content toccolours"> | |||
''Within any religion there are those who fail or fall. They learn too much too fast or say the wrong thing in front of the wrong person and find themselves the scapegoat in a witch hunt. Those who were once of the cult who are no longer, and the cult does not forget.'' | |||
* '''Contacts:''' (•••)<br>(the cult might have made you purge your outsider acquaintances but any you’ve retained are loyal or too terrified to rebel. Maybe one remains within the cult, alerting you when they’re closing in.)<br><br> | |||
* '''Loresheet:''' (•••)<br>(secrets discovered that led to the cult turning on you. A mistranslation or mistake in the sequence of events that irrevocably changes the narrative.)<br><br> | |||
* '''Mask:''' (••)<br>(Documents, drivers’ license, and passport the cult provided you with before they declared you outcast.) | |||
'''Special:''' Excommunicate coteries always have one or more Flaws (usually Excommunicated) related to the cult they escaped from, such as Adversary, Enemy or Despised. These can be applied individually for groups from multiple cults or as a coterie background for groups from a single cult. | |||
'''Possible extras:''' Adversary, Destitute, Influence (outside the cult), No Haven, Shunned. | |||
<div style='text-align: right;'> | |||
''<sub>Children of the Blood, pg. 84</sub>'' | |||
</div></div></div> | |||
<br> | |||
<div class="mw-collapsible mw-collapsed" style="width:568px;"> | |||
<div style="font-weight:bold;line-height:1.6;">FAMILY</div> | |||
<div class="mw-collapsible-content toccolours"> | |||
''The family coterie is one of reliance, connection, and support networks. Vampires within this coterie may be related in a mortal sense as well as through the Blood, and they likely recruit mortal members of their extended families to assist them in their plans.''' | |||
* '''Domain:''' Chasse (•), Lien (•), Portillon (•••) | |||
* '''Ally:''' (•) (a connected mortal family member) | |||
* '''Contacts:''' (••) (family, extended family) | |||
* '''Resources:''' (••) (cash and assets on loan from the family) | |||
* '''Enemies:''' (••) (one or more mortals who oppose the family business) | |||
'''Possible extras:''' Herd (extended family members), Influence (family business), Mawla (vampire within the same family), Retainers (a family ghoul), Fame Flaw: Dark Secret (family criminal connections) | |||
<div style='text-align: right;'> | |||
''<sub>Cults of the Blood Gods, pg. 150</sub>'' | |||
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<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Chicago by Night, pg. 260</sub>'' | ''<sub>Chicago by Night, pg. 260</sub>'' | ||
</div></div></div> | |||
<br> | |||
<div class="mw-collapsible mw-collapsed" style="width:568px;"> | |||
<div style="font-weight:bold;line-height:1.6;">GATEKEEPERS</div> | |||
<div class="mw-collapsible-content toccolours"> | |||
''The gatekeepers coterie utilize their skills in communion with (and potentially control over) the dead to establish a type of coterie common among the Hecata and other Oblivion users, providing spiritual aid and counseling to some, spectral assaults and sabotage against others. They are prestigious users of animated corpses and ghosts as servants.'' | |||
* '''Domain:''' Chasse (••), Lien (•), Portillon (•) | |||
* '''Contacts:''' (••) (graverobbers, morticians) | |||
* '''Resources:''' (•••) (stolen from the dead) | |||
* '''Retainers:''' (•••) (a wraith servant and spy) | |||
* '''Enemies:''' (••) (a vampire hunter who recognizes the coterie dealing with the dead) | |||
* '''Status Flaw:''' (•) Notorious (dealings with dark entities) | |||
'''Possible extras:''' Mawla (accomplished necromancer) | |||
<div style='text-align: right;'> | |||
''<sub>Cults of the Blood Gods, pg. 150</sub>'' | |||
</div></div></div> | |||
<br> | |||
<div class="mw-collapsible mw-collapsed" style="width:568px;"> | |||
<div style="font-weight:bold;line-height:1.6;">THE HOUSEHOLD</div> | |||
<div class="mw-collapsible-content toccolours"> | |||
''The household consists of vampires, ghouls, and mortals, with the ghouls usually enjoying most status, followed by the mortals, and finally the vampires. They invariably share a haven in a quiet residential area and keep comings and goings to a minimum. They hold themselves apart from regular vampiric society, while keeping the rules and fulfilling any duties the domain demands of them.'' | |||
* '''Domain:''' Chasse (•), Lien (•••) Portillon (••) | |||
* '''Haven:''' (••••) (Large family home or condominium) | |||
* '''Herd:''' (••••) (Beloved mortals) | |||
'''Possible extras:''' Mawla (Joseph), Retainers (Joseph’s ghoul recruits) | |||
<div style='text-align: right;'> | |||
''<sub>Forbidden Religions, pg. 38</sub>'' | |||
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<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Corebook, pg. 198</sub>'' | ''<sub>Corebook, pg. 198</sub>'' | ||
</div></div></div> | |||
<br> | |||
<div class="mw-collapsible mw-collapsed" style="width:568px;"> | |||
<div style="font-weight:bold;line-height:1.6;">MISSIONARIES</div> | |||
<div class="mw-collapsible-content toccolours"> | |||
''Each diocese starts with a mission, trusted cult members spread the word to new, often hostile, territories. The missionary’s task is building the foundation for a diocese. Lucky Kindred find themselves promoted to lead the fledgling diocese or, should the elders decree, shipped off to another mission.'' | |||
* '''Domain:''' Chasse (••)<br>(a target area for Missionaries is likely to hold assets valuable to the cult. Wealthy, influential mortals, abundant feeding grounds, or a place of significance to the cult.)<br><br> | |||
* '''Mawla:''' (•••)<br>(deciding who spreads the word is not a task entrusted to mere neonates. The Mawla of a missionary group has influence within the cult.)<br><br> | |||
* '''Resources:''' (•••)<br>(Missionary groups are usually wellfunded. Emissaries to a new territory must secure a Haven and a place to conduct worship either openly or in secret.)<br><br> | |||
* '''Status:''' (••)<br>(Kindred chosen to become missionaries should have already proven themselves worthy for the task.) | |||
'''Possible extras:''' Mask, Retainer, Suspect. | |||
<div style='text-align: right;'> | |||
''<sub>Children of the Blood, pg. 84</sub>'' | |||
</div></div></div> | |||
<br> | |||
<div class="mw-collapsible mw-collapsed" style="width:568px;"> | |||
<div style="font-weight:bold;line-height:1.6;">NEMESES</div> | |||
<div class="mw-collapsible-content toccolours"> | |||
''Formed from the ranks of Kindred who were kept down in life or unlife, nemeses coteries exist to ruin their enemies and improve the lot of those who suffered like them. Far from altruistic, most such coteries behave in this way as a form of catharsis, often escalating until vengeance consumes them and all thoughts of questing for equality are long forgotten.'' | |||
* '''Domain:''' Chasse (••), Portillon (•) | |||
* '''Contacts:''' (••) (downtrodden kine) | |||
* '''Influence:''' (••) (marginalized mortals) | |||
* '''Enemy:''' (•) (a mortal who the coterie wishes to ruin) | |||
* '''Status Flaw:''' (•) (Suspect) | |||
'''Possible extras:''' Herd (survivors), Retainers (survivors) | |||
<div style='text-align: right;'> | |||
''<sub>Cults of the Blood Gods, pg. 55</sub>'' | |||
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<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Corebook, pg. 199</sub>'' | ''<sub>Corebook, pg. 199</sub>'' | ||
</div></div></div> | |||
<br> | |||
<div class="mw-collapsible mw-collapsed" style="width:568px;"> | |||
<div style="font-weight:bold;line-height:1.6;">SABOTEURS</div> | |||
<div class="mw-collapsible-content toccolours"> | |||
''The saboteur coterie is one without an immediate powerbase or roots within their new domain, but their reach among the kine is likely impressive. They often have the support of a vampire assigning them to the task of spying, assassination, or political disruption.'' | |||
* '''Contacts:''' (••) (disenfranchised, outsiders, etc.) | |||
* '''Influence:''' (•) (surveillance companies) | |||
* '''Mawla:''' (••) (the vampire who set them to their task) | |||
* '''Mask:''' (•) (cover identities) | |||
* '''Resources:''' (••) (liquid cash to assist with their cover story) | |||
* '''Adversaries:''' (••) (at least one vampire who would oppose their mission with violence) | |||
'''Possible extras:''' Domain (if the coterie is embedded in their current locale), Status Flaw: Suspect | |||
<div style='text-align: right;'> | |||
''<sub>Cults of the Blood Gods, pg. 84</sub>'' | |||
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<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Corebook, pg. 199</sub>'' | ''<sub>Corebook, pg. 199</sub>'' | ||
</div></div></div> | |||
<br> | |||
<div class="mw-collapsible mw-collapsed" style="width:568px;"> | |||
<div style="font-weight:bold;line-height:1.6;">SCHISM</div> | |||
<div class="mw-collapsible-content toccolours"> | |||
''The cults of the night are as vulnerable to schism as the faiths of the kine. Minds questioning the early translations of the word. Minor changes in inflection or interpretation change the meaning of entire verses of scripture. Leading a schism is dangerous, powerful cults reject change fervently and any vampire leading a schism needs total conviction to their cause.'' | |||
* '''Lore sheet:''' (•••)<br>(the keystone ‘truth,’ the basis of your conviction the cult has lost its way.)<br><br> | |||
* '''Resources:''' (•)<br>(it takes more than an idea to beget a schism)<br><br> | |||
* Status: (••)<br>(the leader of a schism is a wise or respected member of the cult already. Their status grants them access to the scriptures that prompt their discovery.) | |||
'''Possible extras:''' Influence, Fame, Adversary, Despised, Excommunicated. | |||
<div style='text-align: right;'> | |||
''<sub>Children of the Blood, pg. 84</sub>'' | |||
</div></div></div> | </div></div></div> | ||
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<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Winter's Teeth, vol. 2</sub>'' | ''<sub>Winter's Teeth, vol. 2</sub>'' | ||
</div></div></div> | |||
<br> | |||
<div class="mw-collapsible mw-collapsed" style="width:568px;"> | |||
<div style="font-weight:bold;line-height:1.6;">THEOLOGIAN SOCIETY</div> | |||
<div class="mw-collapsible-content toccolours"> | |||
''The coterie is a cult of cultists pursuing universal truth. By comparing the various ways the Kindred worship, they might unlock a dark power or path to true redemption. This is among the most dangerous of coteries, the SPCs remain embedded within their cults but it is a brief misstep to becoming hunted excommunicates.'' | |||
* '''Haven:''' (•••)<br>(a clandestine location, perhaps a forgotten old speakeasy or a hidden cellar where meetings can be held in secret.)<br><br> | |||
* '''Resources:''' (••)<br>(access to the restricted libraries, scriptures, and sensitive research materials of the members respective cults.)<br><br> | |||
* '''Retainer:''' (••)<br>(a ghoul or thrall, a doorkeeper charged with watching over the coterie’s Haven and steering away the uninitiated.) | |||
'''Possible extras:''' Allies, Contacts, Suspect. | |||
<div style='text-align: right;'> | |||
''<sub>Children of the Blood, pg. 84</sub>'' | |||
</div></div></div> | |||
<br> | |||
<div class="mw-collapsible mw-collapsed" style="width:568px;"> | |||
<div style="font-weight:bold;line-height:1.6;">THINK-TANK</div> | |||
<div class="mw-collapsible-content toccolours"> | |||
''Consisting of old and more established Kindred, think tank coteries are advisors, strategists, and researchers for a given cult. Preferably, they are a small group of individuals who are part of the membership, but leaders sometimes hire think tanks when they are trying to take their faith to the next level.'' | |||
''A think tank can take a small cult and grow it into a powerful entity through their expertise. They tend to research the best ways to recruit in a particular city, how to disseminate information, and how to use the local laws to the cult’s advantage. They have almost unlimited access to the logistical aspects of the church so they can create new procedures or policies for the benefit of the leadership.'' | |||
''Most think tanks are long-standing allies who have spent years working together, but some come together for a specific task and dissolve once they complete their goal. Members of think tanks are often procedural specialists, efficiency experts, former bureaucrats, marketing geniuses, or experts in a subject critical to a cult’s interests.'' | |||
* '''Domain:''' Chasse (•) and Lien (•••) | |||
* '''Allies:''' (•••) (analysts, bureaucrats, soldiers, etc.) | |||
* '''Haven:''' (•) (small office as base of operations) | |||
'''Possible extras:''' Resources (profits made from selling their services), Retainers (librarians, scholars) | |||
<div style='text-align: right;'> | |||
''<sub>Cults of the Blood Gods, pg. 195</sub>'' | |||
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</div></div></div> | </div></div></div> | ||
<br> | <br><br> |
Latest revision as of 21:01, 12 April 2023
When creating players are creating characters for a game, it is strongly recommended that they work together. A coterie is an option they can take and build collaboratively. It aids both the players and the storyteller as it allows collective buy-ins to the chronicle and indicates what aspects of the World of Darkness the players are interested in pursuing.
The coterie pool begins with one free dot per player character. A group with three or fewer players may be allowed to begin with two free dots per character as determined by their Storyteller. In addition, players may contribute their character's advantage dots to the coterie's pool. The pool is spent collectively, however, in some groups the players may choose to control how their contributions are spent. It is also possible to purchase coterie flaws in order to obtain more dots for the coterie during creation. Every player must agree to the flaw in order for it to be taken.