# [[36 Coterie Creation|Coterie Creation]] [[02 Roleplaying and Storytelling#The Players|Players]] might build their [[29 Characters|characters]] individually, but they build their coterie together. Collaborative coterie creation creates shared buy-in to the chronicle, and it allows players to indicate which aspects of the [[01 A World of Darkness|World of the Darkness]] they have the most interest in exploring. The coterie pool begins with one free dot per player character. (The [[02 Roleplaying and Storytelling#The Storyteller|Storyteller]] may allow player groups with three or fewer players to begin with a coterie pool of two free dots per character.) Players may also contribute their own characters’ [[35 Advantages|Advantage]] dots to the coterie pool. Players spend the coterie pool collectively, although in some groups, each player controls their own contribution. The coterie can also purchase coterie Flaws to get more dots for the coterie during coterie creation. Every player must agree in order for the coterie to take a Flaw. > [!recite] Example: > *The players have made a [[36 Coterie Creation#Maréchal|Marechal]] (see below) coterie, and as such they argue that they have no Domain of their own, and instead place their four dots into Contacts for ease of travel and a floating cabin cruiser [[35 Advantages#Haven|Haven]]. They also take two dots of Adversary (a mysterious figure that stalks the Coterie) for two additional coterie dots that they place in [[06 The Camarilla|Camarilla]] [[35 Advantages#Status|Status]].* ## Domain The core aspect of a coterie, [[73 The Feudal System#Domains|Domain]] represents a physical area of the city in which the coterie can hunt. $\quad$To the [[06 The Camarilla|Camarilla]], each domain resembles a [[73 The Feudal System|feudal fief]], held by grant from the [[10 Lexicon of the Damned#^Prince|Prince]] or another noble [[10 Lexicon of the Damned#^Kindred|Kindred]]; [[06 The Camarilla#The Anarch Movement|Anarch]] coteries more likely refer to their domain as “turf.” Either way, the principle remains the same. $\quad$Like other elements of the [[01 A World of Darkness|World of Darkness]], Domains have [[23 Simple Tests#Traits|Traits]]. Each dot of a Domain Trait costs one dot from the coterie pool. Domain Traits cover a lot of ground, so to speak: use them as abstractions, not as constraints. ### Chasse This Trait describes how well-stocked, vulnerable, and rich the domain is as a [[73 The Feudal System#Hunting Territories|hunting ground]]. One dot in Chasse provides the coterie with a default hunting [[23 Simple Tests#Difficulties|Difficulty]] of 6 inside their domain. Each additional dot reduces that Difficulty by one. $\quad$Chasse also refers abstractly to the physical size of the domain. This quality varies radically, depending on the specific city’s geography, but as a very general rule use the following table. | Chasse | Geographical Equivalent | | ------ | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | • | One city block, one suburban gated community | | •• | Two to four blocks, one park and its entrances, one small site (tourist landmark, hospital, mall) | | ••• | Eight blocks on both sides of a major street, one medium site (airport, major employer, casino, college) | | •••• | One neighborhood or defined district, a square kilometer, everything along one highway or major street, one major site (large university, amusement park) | | ••••• | Three neighborhoods, a large group of features ("all parks on the South Side," "all hospitals in Queens," "all highways south of the river") | Dots need not always translate to size. Obviously a smaller domain in a rich hunting area, such as [[10 Lexicon of the Damned#^TheRack|the Rack]], still has a higher Chasse than a large domain in a desolate or empty part of the city. ### Lien This Trait describes how well-integrated the coterie is into their domain. Each dot in Lien adds one die to a coterie member’s pool on attempts to, e.g., interact peacefully with a native mortal; find something, someone, or somewhere specific within the domain; find out the “word on the street,” or otherwise investigate something within the domain. $\quad$Lien never modifies coterie member hunting rolls. ### Portillon This Trait describes how secure the domain is against intrusion or disruption: other [[39 Vampires|vampires]], mortal police or predators, the [[01 A World of Darkness#The Second Inquisition|Second Inquisition]], etc. Each dot of Portillon subtracts one die from a foe’s [[23 Simple Tests#Pools|pool]] when they attempt to, for example, enter, investigate, or surveil the domain without the coterie’s knowledge. $\quad$Portillon seldom adds to character pools; it primarily acts as a resistance Trait. A critical success by an intruder might lower the Portillon of the Domain against that specific intruder – unless the coterie deals with them before the next incursion. $\quad$Portillon does not apply to Havens, in or out of the Domain. ### Coteries Without Domains A coterie without a Domain either poaches its dinner (at grave risk from the angry holder of the domain they enter to do so) or holds a letter of passage from their own Prince or another high official. If the local authorities recognize such credentials, they generally grant the coterie a temporary right to hunt somewhere. $\quad$The Storyteller can use the values on [[70 Systems of the Blood#Hunting Grounds|p. 308]] to determine the default Difficulty of the coterie’s hunts. ## Coterie Backgrounds Coteries can hold certain [[35 Advantages#Backgrounds|Backgrounds]] and Flaws in common: [[35 Advantages#Mawla|Adversary]], [[35 Advantages#Allies|Ally]], [[35 Advantages#Contacts|Contacts]], [[35 Advantages#Allies|Enemy]], [[35 Advantages#Haven|Haven]], [[35 Advantages#Herd|Herd]], [[35 Advantages#Influence|Influence]], [[35 Advantages#Mask|Mask]], [[35 Advantages#Mawla|Mawla]], [[35 Advantages#Resources|Resources]], [[35 Advantages#Retainers|Retainers]], and [[35 Advantages#Status|Status]]. Buy coterie Backgrounds with coterie pool dots, just like you would buy an individual character’s Background. $\quad$Remember to record major figures on the [[31 Character Creation#The Relationship Map|Relationship Map]], just as with individual Backgrounds. $\quad$Each member of the coterie can use these coterie Backgrounds as their own, using the rules on [[35 Advantages|p. 179-194]]. However, the Background belongs to the coterie, not to the individual character. If the coterie splits up, or if a character gets ejected from their coterie (banished by the [[10 Lexicon of the Damned#^Prince|Prince]], for example), then they cannot take the Background with them. $\quad$The Background does not multiply itself – a two-dot coterie Herd still only has the same number of [[10 Lexicon of the Damned#^Kine|kine]] and provides only one [[47 You Are What You Eat#Resonance|Resonance]], the same that an individual vampire with two dots of Herd (••) commands. $\quad$Like all Backgrounds, coterie Backgrounds remain vulnerable to in-game events. If a mob of torch-wielding Baptists burns out a coterie Haven, those dots are gone, just as if they had burned out one player’s Haven – except, in the case of a coterie Haven, when it goes, nobody has a place to sleep today. Putting all of one’s eggs in the same basket has its downside. ## Types of Coteries The [[10 Lexicon of the Damned#^Kindred|Kindred]] like to propagate the myth that they are solitary creatures. This statement is partially true; like all addicts, they put themselves and their need for blood ahead of any personal loyalties. A vampire with close friends is a vampire with great weakness. As the centuries turn love into hate and familiarity breeds contempt, betrayal is almost inevitable, later if not sooner. What the [[10 Lexicon of the Damned#^TheDamned|Damned]] seldom let on is that they crave meaning and companionship as deeply as we do, perhaps more deeply. Theirs is an existence on the edge of a bottomless pit of despair. A lone Kindred falls victim to the [[43 Compulsions|Compulsions]] of the [[10 Lexicon of the Damned#^TheBeast|Beast]] or is drawn to the flame of self-annihilating depression very easily. $\quad$Besides existentialism then, what’s the reason for your crew’s existence? In practice, [[39 Vampires|vampires]] associate into as many types of coteries as humans do into their own types of social groups. $\quad$Choose a coterie type or invent your own. See the Anarch and Camarilla books for many more inspirations. $\quad$If your coterie matches a given type, subtract the listed costs from the coterie pool. If your pool isn’t large enough to pay for that coterie type, start collecting dot contributions from the characters. $\quad$You can increase any listed value with your remaining coterie pool dots, if any. Consider the possible extras as more places to put spare dots. ### Blood Cult Formally condemned as violations of the [[06 The Camarilla#The First Tradition The Masquerade|Masquerade]], blood cults have nevertheless resurged with the coming of [[10 Lexicon of the Damned#^Gehenna|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 [[01 A World of Darkness#The Second Inquisition|Second Inquisition]], adding yet more implacable foes. - [[36 Coterie Creation#Domain|Domain]]: [[36 Coterie Creation#Lien|Lien]] (•) and [[36 Coterie Creation#Portillon|Portillon]] (••) - [[35 Advantages#Herd|Herd]]: (•••) - [[35 Advantages#Status|Status Flaw]]: (•) Suspect Possible extras: [[35 Advantages#Allies|Enemies]] (••), [[35 Advantages#Haven|Haven]] (cult church or compound), Mask Flaw (••) (on the Second Inquisition radar), [[35 Advantages#Retainers|Retainers]] ### Cerberus The coterie exists to protect or guard a certain spot or important location, such as a grave, a portal, or the vault of a priceless relic. Cerberus coteries often become "legacy coteries", with membership passed down to generations of new vampires. - Domain: [[36 Coterie Creation#Chasse|Chasse]] (•) and Portillon (•••) - Haven: (••) Possible extras: [[35 Advantages#Mawla|Adversary]], Haunted flaw in Haven, Status (for legacies) ### Champions 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. [[20 The Thin-Blooded|Thin-bloods]] often begin their unlives as champions. Thicker-blooded champions likely consider themselves [[06 The Camarilla#The Anarch Movement|Anarchs]] or at least Anarch sympathizers, although a clever [[10 Lexicon of the Damned#^Prince|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 Lien (•••) - Allies: (•) - Enemies: (••) Possible extras: Adversary, [[35 Advantages#Contacts|Contacts]] ### Commando 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 (••) - [[35 Advantages#Mawla|Mawla]]: (•••) (whoever tasks you for your missions) - Status: (•) - Enemies: (••) Possible extras: Adversary, Haven (base of operations), [[35 Advantages#Mask|Mask]] ### Day Watch 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 [[35 Advantages#Merits|Day Drinker Merit]], or the [[02 Roleplaying and Storytelling#The Storyteller|Storyteller]] needs to provide them another means of remaining active by day. - Domain: Chasse (•) and Portillon (••) - [[35 Advantages#Influence|Influence]]: (••) - Enemies: (•••) Possible extras: Allies, Contacts, Haven, Mawla, a shared relic or ritual allowing activity by day ### Fang Gang 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) ### Hunting Party 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 [[16 Toreador|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) ### Maréchal 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. [[46 The Blood#Sixth through Ninth Generations Elders|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 ### Nomads 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 travelers) ### Plumaire 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 [[06 The Camarilla|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) ### Questari 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 [[72 Cities|city]]. - Domain: Chasse (•) and Lien (•••) - Contacts: (••) Possible extras: Haven with Library, Mawla, Resources (research budget) ### Regency 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 ### Sbirri 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 ### Vehme 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) ### Watchmen 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 [[35 Advantages|⬅️ Previous Section]] | [[Vampire - The Masquerade 5th Edition Core Book#Structure|Table of Contents]] | [[37 Character Creation Summary|Next Section ➡️]]