Coterie Type
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.
Contents
DOMAIN
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.
CHASSE
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 (••) Disputed Domain (Chasse), where they are overlapping with a rival's territory and when encountering the opposing groups' member test for fury frenzy.
Chasse Merit | Description |
---|---|
Apartment Towers (••) |
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 (••) |
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 (•) |
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 (••) |
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 (••) |
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 (•••) |
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 (••) |
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. |
LIEN
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. (••) Visibility 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.
Lien Merit | Description |
---|---|
Campus (•••) |
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 (•••) |
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 (••) |
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 (••) |
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 (••) |
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 (••) |
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. |
PORTILLON
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 (•) Shared Vulnerabilities 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.
Portillon Merit | Description |
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Abandoned Building (•) |
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 (•••) |
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 (••) |
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 (••) |
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 (••) |
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. |
COTERIE
COTERIE BACKGROUNDS
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.
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.
Merit | Description | Flaw | Description |
---|---|---|---|
Bolt Holes (• — •••) |
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. | Bullies (•) | 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. |
On Tap (• — •••) |
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. | Cursed (• +) |
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. |
Privileged (•••) |
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. | Custodians (••) | 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. |
Transportation (••) |
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. | Targeted (•) | 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. |
Territorial (•) | 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. | ||
Under Siege (••) | 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. |
COTERIE CLAN MERITS
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.
Clan | Merit | Description | |
---|---|---|---|
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. | |
Brujah | Boot and Rally (•) | Once per session, a coterie mate may reroll all regular dice on a failed Physical test. | |
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. | |
Brujah | Pack Tactics (•••) | When in combat gain a single die to pools for Brawl or Melee attacks when together. | |
Hecata | Ars Moriendi (••) | Once per session, they can mask the corpse of someone killed. | |
Lasombra | At Any Cost (••) | Once per session, add two successes to a test. The outcome is treated as a Messy Critical. | |
Malkavian | Everything is Connected (•••) | Once per session, another member of the coterie may substitute one skill for another on a test involving information gathering. | |
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. | |
Nosferatu | Contextual Contact (••) | Once per session, the Nosferatu may add the highest-rated coterie members' contact rating to any one test to recover information. | |
Ravnos | Cryptolect (•••) | Allows the coterie to communicate in coded language and hand signs. | |
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. | |
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. | |
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. | |
Tremere | Multi-Level Lorekeeping (••) | Once per session, someone can use another's loresheet within the coterie including clan specific. | |
Tzimisce | Old-World Hospitality (••) | When daysleeping in the Tzimisce's haven, they regain an additional Superficial Willpower damage. | |
Ventrue | Kindred Legacies (••) | Once per session, the Ventrue may ask for relevant information about the history of a single vampire they've met. |
COTERIE TYPES
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.
Formally condemned as violations of the Masquerade, blood cults have nevertheless resurged with the coming of Gehenna. This coterie entices mortal worshippers, feeding them vitae or just enslaving them. Many blood cults reveal enough supernatural truth (though not always vampiric lore) to alert the Second Inquisition, adding yet more implacable foes.
- Domain: Lien (•) and Portillon (••)
- Herd: (•••)
- Status Flaw: (•) Suspect
Possible extras: Enemies (••), Haven (cult church or compound), Mask Flaw (••) (on the Second Inquisition radar), Retainers
Corebook, pg. 197
Carnival coteries move from place to place, bringing the party with them. Where Nomads celebrate rootlessness, Carnivals strive to make an impression on mortals, Kindred, or both, depending on the coterie’s style. Some Carnivals appeal to elders by providing deliberately anachronistic entertainments, recalling Dust Bowl circuses or further back, medieval troubadours. Others organize raves with cutting-edge music spun by six figure-a-night DJs. Not all Carnivals are devoted purely to entertainment and the chance to feed, however. Their spectacles might include politics and theater or Cainite rites, hidden in plain sight.
- Domain: None
- Contacts: (•••) (fans in every town)
- Fame: (•••) (a wondering spectacle)
- Retainers: (•) (daylight help)
Possible extras: Allies, Herd (fans who follow), Resources
Chicago by Night, pg. 260
The coterie exists to fight for a cause, possibly even one that mortals might recognize as worthy: clean up the neighborhood by devouring drug dealers, for example. Thin-bloods often begin their unlives as champions. Thickerblooded champions likely consider themselves Anarchs or at least Anarch sympathizers, although a clever Prince of the Camarilla can put even the highest-minded vampires to good use. In the end, even champions have to make the hard choice between their human charges and their vampiric urges.
- Domain: Chasse (•) and Lean (•••)
- Allies: (••)
- Enemies: (••)
Possible extras: Adversary, Contacts
Corebook, pg. 197
The coterie exists to fight its master’s enemies: the vampiric equivalent of a SWAT or special operations team. You may even disguise yourself as a squad of the city’s tactical police, as long as you don’t try to pass as officers in front of a real one.
- Domain: Chasse (•) and Portillon (••)
- Mawla: (•••)
(Whoever tasks you for your missions.) - Status: (•)
- Enemies: (••)
Possible extras: Adversary, Haven (base of operations), Mask
Corebook, pg. 197
In their long unlives, vampires experience times of thick and thin. The aged ancilla may have suffered a century of sparse funds just in time for their investments to finally start to pay off. The youthful fledgling may have cultivated a wide social circle in life that their less humane brethren are incapable of formulating. This group has entered into a mutual agreement based on give-and-take. Moocher and freeloaders need not apply.
- Domain: Chasse (••) and Portillon (••)
- Resources: (••)
(A communal "petty-cash" fund.) - Status Flaw: (•) Notorious
(Your group is known to hoard amongst your clique, leading others to automatically feel excluded.)
Possible extras: Herd, Allies, Contacts
Winter's Teeth, vol. 2
Corporate coteries exist to further the economic and territorial goals of their members. They use modern business methods, supplemented by the strongarm tactics and psychic manipulation members can bring to bear as Kindred. Corporate groups are either wracked with infighting or tightly organized in pursuit of their goals, with little room in between, as their selfish goals make or break members’ social bonds. In modern nights, Camarilla traditionalists consider Corporate coteries gauche but useful, since they have the collective skills and resources to harness contemporary capitalism. Stereotype holds that Ventrue lead many of these coteries, but while it is true the clan has long functioned inside bourgeois institutions, the edifice of global capital is too large for any one clan to dominate.
- Domain: Chasse (•) and Lien (••)
- Influence: (••) (business community)
- Resources: (•••) (the portfolio)
Possible extras: Contacts, Herd (interns)
Chicago by Night, pg. 260
The coterie guards the undead city from mortals, especially during the day when most Kindred sleep. Each member must be a thin-blood with the Day Drinker Merit, or the Storyteller needs to provide them another means of remaining active by day.
- Domain: Chasse (•) and Portillon (••)
- Influence: (••)
- Enemies: (•••)
Possible extras: Allies, Contacts, Haven, Mawla, a shared relic or ritual allowing activity by day.
Corebook, pg. 198
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 (••)
(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.) - Influence: (Church) (••)
(An established diocese has influence within its borders and in the cult.) - Herd: (••)
(the true believers, most devout of the mortal cult or those tied to the mask) - Mask: (••)
(a diocese can either have a well-established front, a shelter, pyramid scheme, an evangelical church, or be completely secret.) - Flaw: (••) Enemies
(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.
Children of the Blood, pg. 83
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)
Cults of the Blood Gods, pg. 195
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: (•••)
(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.) - Loresheet: (•••)
(secrets discovered that led to the cult turning on you. A mistranslation or mistake in the sequence of events that irrevocably changes the narrative.) - Mask: (••)
(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.
Children of the Blood, pg. 84
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)
Cults of the Blood Gods, pg. 150
The coterie operates as a criminal gang, or possibly as a crew of burglars or con artists. The fang gang may disguise itself as part of the city’s organized crime syndicate, or act as the Prince or Baron’s liaison with them.
- Domain: Chasse (•), Lien (•), and Portillon (•)
- Contacts: (•)
(Fence or other criminal middleman.) - Enemies: (••)
Possible extras: Haven (clubhouse), Herd (human members/victims of your gang), Influence (organized crime), Retainers, Status (likely with Anarchs)
Corebook, pg. 198
Flagellant coteries have a mocking name, given to them by Kindred who may or may not care about the plight of the kine, but don’t go around being so publicly remorseful, or so desperate to make amends. Flagellant coteries try to redeem their members for the harm they visit upon mortals. The coterie sponsors charitable works, and individuals behave as good Samaritans and occasionally, as vigilantes, hunting down mortals who prey on their own. Most vampires have few objections to this sort of thing, but that changes when Flagellants go after other Kindred. The most extreme of these coteries may act as judge, jury, and executioner over vampires they believe mistreat the kine. Some coteries even abuse the Blood itself, treating the sick by feeding them vitae. Thus, the Camarilla keeps a close watch on these "kindly coteries."
- Domain: Chasse (•) and Lien (••)
- Allies: (•••) (mortals they've helped)
- Influence: (•) (local charity)
- Adversary: (••) (Flagellants almost always annoy a local Cainite)
Possible extras: Contacts, Loresheet (Golconda or some other reputed path to salvation), Retainer (nursed back to health with vitae)
Chicago by Night, pg. 260
These vampires are on the run. The Second Inquisition is after them. The Camarilla proclaimed a Blood Hunt upon them. Anarchs want to treat them to a stakeand- boot party. The pursuer may even be a single, potent vampire. Fugitive coteries keep low profiles, cultivate resources they can take with them or liquidate, and develop contingency plans for when their pursuers catch up with them. It’s rare for every member of the coterie to be hunted. Instead, one or two Kindred on the run convince others to go with them due to bonds of love or camaraderie. In any case, Fugitive coteries survive or perish based on the bonds of loyalty members hold for one another.
- Domain: None
- Contacts: (•••)
(help on the run) - Mask: (••)
(Cobbler; fake IDs available for members) - Resources (••)
(cash and a lightproof vehicle) - Retainer (•)
(daylight driver)
Special: Fugitive coteries always have one or more Flaws related to whoever or whatever is pursuing them, such as Adversary, Enemy, or a Flaw such as Known Blankbody
Possible Extras: Allies, Despised, Shunned, Loresheet (when being hunted because they know too much)
Chicago by Night, pg. 260
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)
Cults of the Blood Gods, pg. 150
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)
Forbidden Religions, pg. 38
The coterie specializes in hunting and capturing humans with particular qualities of the blood. With knowledge of, and tastes for, humors and Resonances spreading among thin-blood cookers and Toreador gourmands alike, coteries on the make often choose to become coteries on the prowl for others.
- Domain: Chasse (•••)
- Ally: (•) or Mawla: (•)
(Blood Broker.)
Possible extras: Herd, Influence (organized crime)
Corebook, pg. 198
This coterie serves and guards the Prince or Baron, doing their bidding as attendants and hatchet-men. Their direct access to the ruler means that influential elders attempt to insert their childer into the coterie – indeed, every member of the coterie may be Primogen get. Elders left out use every means at their disposal to turn (or break) the coterie to their advantage.
- Domain: Chasse (••) and Portillon (••)
- Status: (•••)
Possible extras: Adversaries, Influence, Mawla (Prince/Baron), Retainers
Corebook, pg. 198
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 (••)
(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.) - Mawla: (•••)
(deciding who spreads the word is not a task entrusted to mere neonates. The Mawla of a missionary group has influence within the cult.) - Resources: (•••)
(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.) - Status: (••)
(Kindred chosen to become missionaries should have already proven themselves worthy for the task.)
Possible extras: Mask, Retainer, Suspect.
Children of the Blood, pg. 84
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)
Cults of the Blood Gods, pg. 55
The coterie travels from place to place. It might pose as (or actually be) a band, theater troupe, or other itinerant artists. Indeed, this coterie might perform exclusively for Kindred audiences at Princely courts, not just second-tier rock clubs in the old factory district. Alternatively, nomad coteries might be refugees from the Gehenna War or just "kings of the road."
- Domain: None
- Contacts: (•••)
(Audience, promoters, travel brokers, etc.) - Retainers: (••)
(At least one adult to handle daytime travel problems.) - Status Flaw: (•) Suspect
Possible extras: Herd (fellow travellers)
Corebook, pg. 198
Birds of a feather flock together, and social coteries like plumaires ("feathered ones") exemplify this adage. United by ties of social prominence or simple common enthusiasms, social coteries appear in Camarilla courts and Anarch alleys alike. Some plumaires unite under gothic, club, or other countercultures, sharing similar tastes in music and fashion.
- Domain: Chasse (••) and Lien (••)
- Contacts: (•••)
(Fellow members of your subculture.)
Possible extras: Adversary or Enemy (rival fashionista), Status (for high society Plumaires)
Corebook, pg. 199
The coterie exists to accomplish a great enterprise or objective. Questari coteries often form of their own volition, pursuing their purpose out of desire rather than by edict. They may chase a target, hunt a relic, or solve a mystery. They may often need to leave the city.
- Domain: Chasse (•) and Lien (•••)
- Contacts: (••)
Possible extras: Haven with Library, Mawla, Resources (research budget)
Corebook, pg. 199
An elder of the Camarilla chose or created the coterie to guard their legacy as they were Beckoned into the Middle East. They hold the elder’s vote among the Primogen. Anarch elders who feel the Beckoning likewise facilitate the selection of a steering coterie in their place, or just appoint one to a watching brief on the Council.
- Domain: Chasse (••) and Portillon (•••)
- Mawla: (••)
(Major-domo or zampolit) - Status: (••••) (or ••• for Anarch Regencies)
- Advantages: Select up to 10 dots shared among Haven, Herd, Influence, Resources, and/or Retainers
- Flaws: Select the same amount of dots worth of Flaws as Advantages, above
Possible extras: Adversaries on target city’s Primogen, other Advantages from the coterie’s supposed cover type.
Corebook, pg. 199
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
Cults of the Blood Gods, pg. 84
This coterie disguises itself as one type of coterie, while secretly serving another Prince or Baron than they feign allegiance to. Their patron hand-picks a group of Kindred, and then dispatches them to another city or sometimes to a separate faction within the same metropolis.
- Mawla: (••) (Handler or messenger)
- Mask: (•)
Possible extras: Adversaries on target city’s Primogen, other Advantages from the coterie’s supposed cover type.
Corebook, pg. 199
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: (•••)
(the keystone ‘truth,’ the basis of your conviction the cult has lost its way.) - Resources: (•)
(it takes more than an idea to beget a schism) - Status: (••)
(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.
Children of the Blood, pg. 84
Many coteries are rumored to be Somnophiles, but the term is primarily used as a slur — as slang, it actually comes from the old days of the Sabbat, where loyalty to old, torpid elders was likened to a sexual fetish. True Somnophile coteries represent the oldest vampires, who may well sleep, but are just as likely to dwell in ancient labyrinths (as was the fad shortly after the fall of Rome), masquerade as younger vampires, or otherwise place multiple degrees of secrecy between themselves and modern Kindred. A Somnophile coterie’s patron is often powerful enough to send messages through Disciplines, as omens or dreams, or have penetrated mortal institutions so completely they can relay messages through proxies that can never be traced back to their point of origin. Each coterie has its own reasons for obeying these hidden masters, from Bahari religious convictions to ambitious Kindred convinced their association will bring them power, as major players in the Jyhad.
- Domain: Chasse (•) and Portillon (••)
- Loresheet: (••) (their master teaches them secrets)
- Mawla: (•••) (the somnolent or distant elder)
Possible extras: Allies, Retainers, Status (guardians of an esteemed vampire)
Chicago by Night, pg. 261
The transition from life to undeath is a tumultuous one. The majority of fledglings given the Curse of Caine succumb to Wassail within their first century — those who endure, do so largely with the support of others. Support groups, taking their name and organization from any number of programs available within the mortal world, group for solidarity, but also for accountability.
- Herd: Chasse (••)
(Accumulated vessels deemed safe for feeding.) - Haven: (•)
(A small, private location for group meetings.) - Mawla: (••)
(An older, experienced Kindred, willing to dispense advice and guidance.) - Resources: (••)
(Liquid assets, sometimes necessary for cleanups and bribes.) - Enemy: (••)
(Someone in the group has made a mistake and attracted the attention of a vengeful mortal.)
Winter's Teeth, vol. 2
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: (•••)
(a clandestine location, perhaps a forgotten old speakeasy or a hidden cellar where meetings can be held in secret.) - Resources: (••)
(access to the restricted libraries, scriptures, and sensitive research materials of the members respective cults.) - Retainer: (••)
(a ghoul or thrall, a doorkeeper charged with watching over the coterie’s Haven and steering away the uninitiated.)
Possible extras: Allies, Contacts, Suspect.
Children of the Blood, pg. 84
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)
Cults of the Blood Gods, pg. 195
Named for (and possibly descended from) the vigilante secret society in medieval Germany, Primogen task this coterie to protect the Masquerade at all costs. The Vehme has the authority to arrest and subdue violators, if need be, to bring them before the Prince and Primogen.
- Domain: Chasse (•)
- Influence: (•••)
(Especially in police and media.) - Status: (•••)
Possible extras: Adversaries, Mawla (on Primogen or Anarch Councils)
Corebook, pg. 199
The coterie patrols the city and protects it from intruders, especially Anarchs and werewolves. Camarilla coteries established in border cities to repel Sabbat influence or to colonize newly won territory also count as Watchmen. Anarch cities call their Watchmen (who also guard against reactionaries and Camarilla infiltrators) the Committee of Public Safety, the Cheka, or the Eyes of the People.
- Domain: Chasse (•), Lien (••), and Portillon (•)
- Status: (••) (Camarilla
Possible extras: Contacts, Retainers
Corebook, pg. 199
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