Coterie Type: Difference between revisions

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= CHASSE =
== CHASSE ==


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= LIEN =
== LIEN ==


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|-
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|'''Transitions<br>(••)'''
|'''Transitions<br>(••)'''
|This is a halfway house or addiction treatment center that
|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.
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.
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= PORTILLON =
== PORTILLON ==


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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.
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.
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|'''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.
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|'''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.
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|'''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.
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|'''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.
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= COTERIE =


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= COTERIE BACKGROUNDS =
== COTERIE BACKGROUNDS ==


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'''Coterie Boon 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.
'''[[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.




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= COTERIE TYPES =
== COTERIE CLAN MERITS ==
 
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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.
 
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{| 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>
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|[[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.
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|[[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.
|}
 
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== COTERIE TYPES ==


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<br><br>
<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.
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{| 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 Ravnos can restrain the Beast of a 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.
|}

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.