Coterie Merits

Every Kindred is an individual, but clans represent both prevailing archetypes as well as social functions by which vampires seek progeny of like mind. The following sections describe a generalized outlook for how members of each clan might interact with coteries they join.

Merits of Membership

To this end, each also includes a specific Coterie Merit that a Kindred of that clan can purchase at character creation. The benefits of these Merits can be generally activated or enjoyed by anyone in the coterie, a sort of group resource that can either be called upon collectively or that benefits the entire coterie. After all, coteries exist to offer safety in numbers, despite what insular elders or suspicious ancillae may think — and that safety in numbers sometimes comes in the form of advantage that can put those vampires a step ahead of a rival. Note that in some cases, only one member of the coterie can use a given Merit in a session, on a who-needs-itmost basis.  

Banu Haqim

The external perception of the Banu Haqim often identifies them as driven, sombre, and severe. In general, the children of Haqim have little interest in countering this perception. Clan culture rewards those who are goal-oriented, which emphasizes actions and deeds. Esteem among the Banu Haqim follows what they do, rather than exalting lineage or honoring tradition for its own sake. Clan members, therefore, take a pragmatic approach, making allies where they must in order to pursue their goals and accomplish their agendas.   Among the Banu Haqim, coteries are heavily focused. Every group has a goal, whether that is as judges, enforcers, or exerting influence over a sector of mortal infrastructure.   In more cosmopolitan coteries, Banu Haqim may find themselves the recognized motivational force in a coterie. They gravitate toward roles in which they determine the direction of the group, or interpreting commonly agreed objectives. Banu Haqim Kindred regard this as leadership — other vampires, however, can chafe at what they perceive as being ordered around, especially young Kindred who aren’t necessarily seeking a regimented or taskoriented dynamic in their coteries. Interactions with the coterie also vary greatly by the faction to which a given Child of Haqim belongs. Quite simply, the methods and fellows of the clan’s conflicting orthodoxies are different, and whether one shares the perspective of a number of influential Banu Haqim high in the clan’s ranks also bears weight.   As always, individual motivations vary, but this same focus on specific objectives often means that Banu Haqim membership in a coterie may be a temporary thing. Almost akin to serial entrepreneurship, a Child of Haqim may find common cause with a different coterie that better suits her.   Kindred with whom they have shared a coterie with in the past often remain valuable associates. Many see value in renewing lapsed relations with reliable Kindred to rejoin a coterie or form a new one after departing it.   For the Clan of the Hunt, new prey is ever on the horizon.  

●● CALL TO PURPOSE (Clan Coterie Merit)

Once per session, the Banu Haqim motivates a coterie-mate they can see with a rousing statement reminding her of her Convictions or even an intense stare that calls her to action. The coterie-mate gains the effects of a Willpower point that must be used immediately, such as to reroll three dice or to briefly master a frenzy. This “Willpower point” isn’t taken from the Banu Haqim, and must be given to a coterie-mate (the Banu Haqim cannot use it on themselves.) See Vampire: The Masquerade, p. 158, for more information on using Willpower.  

Brujah

Brujah sires often Embrace on a whim, in the throes of emotion, or seemingly without the discretion of other clans. Apocryphally, some domains are so rife with Rabble, it’s almost impossible to find a coterie without at least one Brujah!   Perhaps that’s to be expected given their history. The Brujah are descendants of ancient warriorphilosophers, rebels against oppressive causes, or crusaders against perceived injustices. In such times, Brujah relied on coterie-mates to watch their backs and conspire to bring down those who would wield power against them. Tonight, this premise hasn’t changed, whether it now manifests as revolutionary cells dedicated to overthrowing a corrupt social system, or as outlaw biker gangs that kneel to no law. This might make them come across as hard cases and solitary iconoclasts, but that’s rarely true. The emotional call that brought them into the night sustains them. Brujah look to Kindred coteries as comrades in arms or even siblings. A coterie is as close to family as vampires can afford.   Brujah don’t necessarily care if you’re a Nosferatu or a Malkavian. So long as you’re trustworthy and reliable, they’re ride-or-die for you. What often matters to a Brujah is that the coterie is pulling in the same direction (though this might be a lofty goal, given the contrarian tendencies of the Brujah…). That’s not to say that some preferential attitudes or power struggles don’t exist, whatever form the safe house takes. But the Anarch movement has grown and the Brujah fortunes have risen in the modern nights, and so long as their coterie-mates’ attitudes don’t cause static with a Brujah colleague, they’re willing to kick against the pricks with anyone by their side.   Those who join coteries with Brujah often find the closeness of those bonds to be one of the most memorable and integral factors. The unique familial surrogacy that Brujah may instill (or project...) upon a group is unlike that of any other clan. Yet a coterie for a Brujah is not a transactional “team,” it’s something more. Earning the trust of a Brujah, especially one who particularly values loyalty, is often enough to inspire these vampires to powerful displays of unity.  

● BOOT AND RALLY (Clan Coterie Merit)

Sometimes the best way out of a bad situation is to try again, harder, and have a frenzy-prone coteriemate impress upon you the error of your ways. Once per session, the Brujah inspires a flagging coteriemate, who may then reroll all regular dice on a failed Physical Skill test.  

Gangrel

Kindred have become so disconnected from their roots, from their primal nature, that they can no longer survive without edifices of brick and glass. Kindred have grown so spoiled and dependent upon the luxuries these modern nights have brought them that they have forgotten how to survive without. The Gangrel have not forgotten these things. The Beasts acknowledge their true nature, claiming territory for themselves where they can in the global landscape, whether in perilous urban spaces or the differently dangerous unknown domains between them.   For the Gangrel, a coterie is just a pack by another name, and a pack is a group of individuals working toward a common cause, ensuring that everyone is kept safe. While not all Gangrel codeswitch “packs” for coteries, they can’t deny that it suits their purposes and needs. As the adage goes, the lone wolf dies, but the pack survives. Any coterie with a Gangrel among its number has little to fear should a physical threat arise, for few clans are as strong or tenacious as the Gangrel in combat.   In addition to bearing puissant tooth and claw, Gangrel sometimes pull double-duty as pathfinders to those seeking safe passage through known hazardous areas of domains. In the rare instances a coterie deigns to travel outside the gilded cages of cities, its members become acutely aware of the benefits that a Gangrel member gives them.  

●●● PACK TACTICS (Clan Coterie Merit)

A lone wolf against an enemy risks much, but a pack of wolves working together can take down even the largest and most dangerous prey. When in combat, so long as you have another member of your coterie alongside you, you more effectively harry your common foe: Anyone attacking the same enemy as you adds a single die to their dice pools for Brawl or Melee attacks. This Merit is non-cumulative; no matter how many Gangrel with it gang up on some poor fool, it offers only a single additional die to each of them.  

Hecata

The Hecata have managed to carve out a place for themselves in innumerable domains, yet frequently find themselves considered an unwelcome presence. Although the Kindred as a whole might view the Hecata as distasteful, one can always count on them to give an unvarnished opinion, if not an honest one.   It is perhaps their narrow focus that makes the pragmatic Hecata realize how greatly they rely on other Kindred, as a greater society and as individual members of coteries. Their affinity for the dead and ability to speak to spirits means that they have access to information that others may have thought long gone, and that information makes the Hecata valuable to others in return. And since information is such a valuable currency in the world of the Damned, many coteries are willing to endure the social cost of such unwholesome fellows. The Hecata gain greater facility with the temporal world and the coterie gains access to a shuddersome vein of secrets.   This may seem transactional, and to an extent it is, for which the Hecata bear the responsibility of those assumptions. In both their necromantic acumen and the dealings of the Giovanni family, the Hecata have come to perceive many of their nightly interactions as exchanges — this placation of a spirit, that favor for the Toreador harpy. Such a calculating outlook colors others’ perception of them, but that makes coteries in which they are truly accepted and understood as individuals rather than tools all the more meaningful. And those who surround themselves in the remains of the dead take comfort in willing contact with others where they may.  

●● ARS MORIENDI (Clan Coterie Merit)

Almost all members of the Hecata clan are at least cursorily familiar with death and the dead. Once per session, the Lazarene is able to mask the corpse of someone killed by a member of the coterie. They can disguise foul play in the case of a mortal corpse, or protect the Masquerade by making the remains of a destroyed vampire (usually a brittle skeleton unless the vampire was very young) draw less attention, usually by efficiently disposing of it. These are quick-and-dirty fixes, though, and will not divert someone already on their tail, but they can provide some proverbial breathing space to the coterie.  

Lasombra

Few clans are as ruthlessly efficient as the Lasombra when it comes to achieving goals. Whether crushing rivals or consolidating influence, the Lasombra take no half-measures. This drive for success leads them to being the allies everyone wants, but no one wants to admit they need. From a classical economics perspective, the Lasombra see coteries as a tool, a means to an end to drive their success. Success brings reward, of course, and even failure brings growth through tribulation. Steel is forged in the fires of adversity.   That doesn’t mean the Lasombra see the individuals in their coteries as tools, however. With their clan history of exalted rank and ecclesiastical power, elder Lasombra are familiar with intricate webs of obligation, favor, and elective cooperation upon which legacies are built, and these lessons pervade the self-mythology of the Magisters, even unto the ranks of neonates. Although few Kindred tonight receive their peers and lessers in baroque churches floored in black-veined marble, the same proprieties among fellow Damned may be made in a hotel ballroom or even on a nightclub floor. The quality of the relationship is celebrated in the ceremony that acknowledges it.   While other Kindred may maintain certain wariness in welcoming a Lasombra into their coterie, it is undeniable that Night Clan vampires bring with them a multitude of benefits. Their affinity for shadows and the use of Oblivion make them valuable to coteries whose preferred methods involve secrecy, espionage, and hidden movement. Stories of Lasombra willing to sacrifice coterie-mates for their own immediate benefits are probably overblown… but dealing with “the sins of the fathers” is ironically a burden many Lasombra bear when it comes to reputation.  

●● AT ANY COST (Clan Coterie Merit)

The Magister sets a ruthlessly effective example for their coterie-mates. Once per session, a member of the Lasombra’s coterie can choose to add two successes to a test made. The test is then considered a messy critical, including appropriate negative consequences.  

Malkavian

Each Malkavian’s view of the world is so individually misaligned with those around them, even within their own clan, that it can pose a significant challenge for such a vampire to find someone willing to see the world from the Malkavian’s own unique perspective. Those of Clan Malkavian often have an optimistic outlook toward coteries, seeing them as a chance for social interaction they may otherwise struggle to indulge. As a result, the potential to form social bonds with others in a coterie can be both exciting and terrifying. Malkavians want to relate to their Kindred, but their bane makes it difficult to do so.   Occasionally, a Malkavian’s senses may propel them into the limelight, yielding the chance to enjoy the adulation of other vampires, while at other times they feel an overwhelming urge to withdraw and shut themselves off from those around them. Social interaction can be particularly demanding for the Malkavians, and trying for the other members of their coterie.   Not all vampires, of course, are interested in taking the time to form an emotional support structure for Malkavian Kindred. For some vampires, their view of the Malkavians’ curse is colored by the prejudices that they carried in mortal life — Kindred society is replete with fear of the Malkavians’ difficulties relating.   Some Kindred, especially those raised in a less enlightened age, may view a Malkavian’s bane as judgement for their sins, a trade-off for their “gifts” of insight, or simply a tool to be exploited. One apocryphal elder sequesters a Malkavian in an ironlined coffin, staked and sealed in perpetual night. This wretched Malkavian emerges only at the whim of this cruel coterie-mate, thereafter to be sealed away again for God only knows how long. Few Malkavians would choose to be part of such an arrangement, making for quite the cautionary tale.  

●●● EVERYTHING IS CONNECTED (Clan

  Coterie Merit): The Malkavian is able to extract secrets from the most unlikely sources, such as discerning the location of an elder’s vault from someone’s casual exchange about the weather or unearthing an adversary’s deepest fears from the way they take a right at an intersection. Once per session, the Malkavian has the ability to let another member of their coterie substitute one Skill pool for another of their choice (that they possess) in a test involving the gathering of information. The Oracle is then able to interpret the results, gaining the same information as the original pool would have yielded, depending on the margin of success as usual.  

The Ministry

To hear a member of the Ministry tell it, they can bring everything to a coterie. Everything. The Setites want to be everybody’s confidante, and want to stay close to those in their coteries, making sure that the group’s needs are met, no matter what those needs might be. Viewing the world as a marketplace, Ministry Kindred strive to ensure that they can offer everything their fellows can, but better. If you need guns, they’ll give you a silver Lexus with a trunk full of AR15s. If you need vitae, they’ll bring you blood from vessels high on top-shelf heroin. If you need to get out of the country, they know a guy with a private jet. If you need a herd, they’ll give you a key to their downtown apartment where a number of unidentified refugees are “couch surfing until they find a permanent place to stay.”   Often, this means that the presence of a Setite within a coterie introduces an element of quid pro quo. The Ministry can provide for their fellows, but may expect favors and social benefits in return. Such recompense could be a widening of the Tempter’s network of connections or even recruitments for their spiritual flock. For the Ministry, this in no way precludes social bonds or represents an exception to forming alliances. The Ministry would rather deal with their local community, starting with their coteries. What better customers than people who know the people one knows, after all? Those who share a coterie with a member of the   Ministry are generally quite aware of this. Canny vampires are quick to take advantage of the benefits of maintaining ties with the Setites, even if they’re cautious of the Ministry’s ulterior motives. Some vampires may balk at the idea of working with the Ministry, fearful of what scheme the Tempter might be working right under the coterie’s nose. In truth, the Ministry Kindred is often entirely upfront and even honest about their intentions. Nobody wants to deal with an oily used-car salesman, after all.   If the Tempter were to double-cross, betray, and scheme their way through their unlife, they would find their reputation catching up with them! It can hardly be their fault if their customer wants something to be true other than what the Setite is offering. Let the buyer beware.  

● DISCERNING (Clan Coterie Merit)

Once per session, the Ministry Kindred may discover some thing superficial a Storyteller character wants, so long as any member of the coterie has spoken to that character during the session, even if the Setite wasn’t present. This may relate to the individual’s Desire or Ambition or it could relate to a specific course of action they were undertaking (but should not expose any deep schemes or mysteries, especially if the coterie is unaware of them). The character who interacted with the Storyteller character in question describes the encounter.  

Nosferatu

So far as many Nosferatu are concerned, a coterie is a makeshift family unit, and the clan is already a member of one of the largest family units that exist. A Nosferatu’s bond with other Sewer Rats is poten tially already strong, in no small part due to their nature as outcasts among Kindred society. Whether dwelling in underground warrens or remote hideouts, many Nosferatu come to view the world as a binary: the host of “presentable” Kindred, and themselves.   This pragmatic outlook creates an interesting consequence, in that Nosferatu tend to be fairly open-minded in terms of which coteries they join. A single Nosferatu may even be a member of several coteries at any given time, each without the knowledge of each other. There’s probably no attempted duplicity in this; rather, a Nosferatu may simply compartmentalise their social circles, regarding one coterie as valuable for one purpose and another coterie for other goals. One of these might even be an all-Nosferatu coterie that transcends sect allegiance.   Enterprising Nosferatu across the history of the Kindred have acted as information brokers, and many of the clan continue to play this part even tonight. How they use information, though, can be intensely personal. Nosferatu may freely share information with coterie-mates, simply for the chance to interact with the “beautiful” part of the world. This in itself is a huge benefit for a Nosferatu who belongs to a cosmopolitan coterie: The chance to simply hang out at a nightclub or walk the city streets under starlight may do wonders to abate the Orlok’s sense of alienation.   Of course, not all coteries are quite so accepting of the Nosferatu, and some Sewer Rats simply can’t bring themselves to trust other vampires. Their unique clan curse presents a social barrier that many Kindred must strive to overcome. Whilst every one of the Damned harbors a Beast within, the Nosferatu’s cursed blood exposes theirs for the world to see. (Players interested in exploring these themes should work with their fellow players and Storyteller to ensure that they keep considerate play in mind and respect all involved.)  

●● CONTEXTUAL CONTACT (Clan Coterie Merit)

Nosferatu Kindred often know more about their contacts than the contacts themselves, being able to leverage niche skills and hidden talents of their associates and others’. Once per session, a member of a coterie that has a Nosferatu with this Merit can add the highest single Contact rating of another member of the coterie to any one test to recover information (such as recovering deleted data, using social engineering to acquire a login password, or rifling a physical file cabinet). The contact needs to be involved in some way, but the test is allowed to fall outside their usual area of expertise for this test only. A Contact can only be used once per story for this purpose.  

Ravnos

The Gangrel’s nomadic nature gets the benefit of the doubt, their Blood being wilder than most. The Ravnos rarely enjoy such benefits, and though the Ravnos can be found almost everywhere, thriving in any environment, the more conservative Kindred social structures often regard them as weeds that need to be plucked from their carefully curated gardens.   A lone Ravnos finds themselves a ready target for clans that look down on their peripatetic tendencies. Although the clan cares little for the opinions of so-called “high clans” who simply don’t understand the realities of Ravnos unlife, many Ravens concede that they may have a point: Some roots are better than no roots. If a Ravnos wants to survive, there need to be some concessions made. What better way to develop those roots than among members of a coterie? Coteries represent safety in numbers, after all.   When it comes to coteries, the Ravnos’ itinerant nature has the potential to make them boon members. They know the best places to lie low in a domain, having discovered them while evading their doom, and are skilled at discerning secrets, whether through subservient animals or inveigled mortals.   These secrets can then be used to the advantage of the coterie. Rogues keep their ears to the ground, often hearing of threats long before they garner the notice of more prominent and therefore powerful. Whatever other clans may think of the Ravnos, they often have the ability to come through in the clutch just as it’s needed.   Almost like they planned it that way.  

●●● CRYPTOLECT (Clan Coterie Merit)

Being forever on the move means having to find new ways to communicate with allies. Using coded language, onomatopoeia, and gestures, this Merit provides the Ravnos and their coterie with their own pidgin for the express purposes of communicating with each other — practically no one outside the coterie understands it, short of expert surveillance. The coterie’s cryptolect is not eloquent or robust, but can be used to convey high-level concepts quickly and securely, and isn’t identifiable as any other language. It also requires face-to-face presence to function, as its gestures and signs diminish when observed over phone or video calls. Leaving the coterie or losing its Ravnos member means the Kindred are no longer up-to-date on the cryptolect and can’t use it to communicate subsequently.  

Toreador

If it’s exclusive access to the inner circles of power or the dangerous proximity to fame you seek, look no further than the Toreador. The Divas have the knack for homing in on the desires of others and turning them to their own gain. While the Ventrue like to brag about their successes and pedigree, the Toreador watch from afar with an air of smug satisfaction. Sometimes, it is better to show and not tell.   Few understand the social needs of Kindred more than the self-styled doyennes of Kindred culture. The clan boasts of invite-only salons whose guest list may as well read as a who’s who. Connected at every level of society, from the perennially popular to the brightest rising stars among the neonates, they can put you into contact with whomever you desire. Their reach also extends outside of Kindred society, and into the mortal world. Ever want to meet your idol or get a taste of their blood?   A Diva can arrange that. All you have to do is model for a sculpture or indulge in a night of passion. Such a small price to pay for doors to be opened.   For the Toreador, les petit salons, as some are fond of calling coteries, are a regular part of their existence. They are tiny but extremely valuable communities in which the Clan of the Rose may gain new artistic insight or reignite a waning inspiration, but also to continue to further their own personal network. Everyone wishes they were a Toreador, but in lieu of having the Blood, having a Toreador in your coterie often does the trick. The more important the Diva is to a domain, the better. It’s easier to get things done when one can bend the ear of those with high status and offer the coterie’s luster to them in return. If one can handle the slings and arrows of Kindred social fortune and indulge the Divas’ fits of pique, one will find a strong ally with all the connections they could ever need.  

● ALL ACCESS (Clan Coterie Merit)

Whether it’s the premiere of a film by a budding auteur, a fundraising gala for an aspiring politico, or the dive bar that suddenly has a dress code because it doesn’t like the looks of you, you know how to get yourself in — even without an actual invitation. Once per game session, when a coterie is faced with a barrier to enter a mortal event or facility, they can get past the bouncers or security guards by being on the guest list or having a connection to whatever passes for owner or patron. This applies only to situations with some kind of door staff or guest list; it doesn’t circumvent security systems, mystical wards, or the like, and the Storyteller is of course free to block entry if this would somehow short-circuit a story (but should then provide the players with a juicy clue instead).  

Tremere

It is difficult to say whether a coterie is fortunate or cursed to have a Tremere in its ranks. Many Kindred look upon the Usurpers as being more arrogant than they have any right to be, and the Tremere in return see their cunning and ruthlessness in their pursuit of knowledge as an advantage that the other clans tend to dismiss. The Tremere know what they bring to Kindred society: knowledge and true mastery of certain mystic secrets. Blood Sorcery is perhaps the most potent of advantages to which the Tremere have access that lend well to their inclusion in coteries. Second is their ability to quickly adapt to changing situations, using their keen minds to implement solutions to the obstacles they may encounter. There is one thing that is certain: When you have a Tremere in your coterie, you probably have meticulous accounting, planning, and resource management on your side. The Tremere see the value in having connections to these loose associations of “like-minded” Kindred. One doesn’t think of the Usurpers as especially adept in social matters, but their occult networks offer another way to attain knowledge, whether through mutual exchange or carefully conducted experiments that their peers are unaware of — but that may nonetheless yield a timely edge.  

●● MULTI-LEVEL LOREKEEPING (Clan Coterie Merit)

Despite the Tremere reputation for jealously hoarding occult knowledge, many vestiges of the notorious Pyramid actually facilitate the sharing of such among scholars of the forbidden. Once per game session, a single Kindred in a coterie with a Tremere who has this Merit can use a Loresheet Advantage that someone else in the coterie possess, including clan-specific Loresheets, at the Storyteller’s discretion. This additional Loresheet Advantage is usable only for the game session, and any knowledge supposed by the Loresheet Advantage is not retained thereafter by the borrower.  

Tzimisce

The Tzimisce are an intimidating force for any social group, in no small part due to their demeanor. Most Dragons would regard the coterie as theirs much as they would consider an estate or household as their own. Whether when claiming six blocks as inviolate domain or executing takeover of a mortal zaibatsu, relating to a world outpacing them can pose a significant hindrance. A Tzimisce may, for instance, see little wrong with controlling the minds of a score of mortals and may even believe that this is an act of “subtlety” on account of having left no bodies in their wake. Of course, the social dynamics of most coteries operate on a far less vertical model, but even so, many Kindred may see a value in feeding the Tzimisce’s ego.   Individual vampires of Tzimisce frequently consider themselves the most important of all Kindred, and though they may observe delicate and fraught hospitalities as a courtesy to their fellows, this is often a somewhat obvious facade. Dragons can nurse grudges against other Tzimisce with enough vitriol to put a Toreador vendetta to shame.   More often, Tzimisce join coteries with members of other clans. Even though the Voivodes may presume a certain superiority over their colleagues, this does not preclude affection, as peculiar a form as it may take. The Tzimisce perspective is broad, and they may view coterie-mates as fellows, rivals, compatriots, attendants, or even vassals under their care. For some Dragons, coteries are a source of status: something to be hoarded, cultivated, and ultimately used as a badge of honour. This anachronistic perspective affords value to the recognition and prestige of having an entourage and ultimately being responsible for them, as an Old World lord might.   The coteries themselves have every reason to count a Tzimisce among them. After all, being part of a Tzimisce’s cadre means that you are under their protection, as the custom of hospitality (or the notion of ownership…) demands. For coteries of an especially strong stomach, the powers that a Tzimisce can wield are often enough to support claims of territory. With their affinity for manipulating corporeal forms, a Tzimisce is often equally capable in the Horrid Form as an aesthetic virtuoso, reshaping coterie-mates into paragons of physical beauty.  

●● OLD-WORLD HOSPITALITY (Clan Coterie Merit)

Enter freely and of your own will.   At the beginning of a session, any members of the coterie who stayed at the Tzimisce’s haven when the previous session concluded restore an additional Superficial Willpower damage.  

Ventrue

Those who hold the keys to the kingdom seek ever to extend their control, and if the Kindred of the Clan of Kings desire one thing in common, it is the ability to derive more power from their existing power capital. Financial, political, governmental — they cultivate a facility in every source of worldly power imaginable, making them the ally everyone wants, but the price of doing business with them is too costly for the Blood of many. It may be difficult for Kindred of other clans to find common ground with the Ventrue without feeling that they’re competitors or, worse, obstacles.   Coteries that have at least one Blue Blood among them quickly learn what the phrase “proximity to power” means. The connections an ambitious Venture cultivates are often their own reward for a Ventrue’s coterie-mates, whether in the form of talented and ambitious retainers, well-connected allies, or the luxuries of extensive resources. Need to lock down an intersection to occlude a Masquerade breach? Foreclose on a rival’s haven? Launder money from a dockside deal? A savvy Ventrue can do that, and so much more — all you need to do is ask.   Which isn’t to say that the Ventrue is a magic wand for the coterie’s temporal problem-solving. One does not cultivate a Clan of Kings, carefully building networks spanning centuries with ghouls, willing mortals, and neonates acting as their eyes and ears at every level of world government and aristocracy, by running errands for those less capable than oneself. God created ghouls and mortals to do the scutwork, after all. The premise of a Ventrue’s participation in a coterie is to occupy a position of value, and if that Blue Blood ends up developing the coterie into a willing subsidiary of Ventrue, Inc., well, the coterie should have piped up earlier if it had a problem with the value proposition.  

●● KINDRED LEGACIES (Clan Coterie Merit)

The Ventrue understand that a vampire’s legacy carries with it an accounting of the deeds of their progenitors. For some Blue Bloods, this emerges via written histories while others may have certain sires or scholars among their acquaintances.   However it manifests, once per session, a member of the coterie with a Ventrue who has this Merit may ask the Storyteller to reveal a piece of relevant information about the history of a single vampire with whom they’ve come in contact. This could be something specific, such as “the Ministry club owner smuggled fugitive Anarchs out of town after an uprising in LA,” or more mysterious such as “the allegations levied against that Kindred’s greatgrandsire having committed diablerie were untrue, but his childe still carries the shame to this night.”