Coterie Types

BLOOD CULT

(V5 Corebook p.197) Controls a human cult and feeds from them
  • Gain Domain: (•) Lien and (••) Portillon
  • Gain Herd (•••)
  • Gain Status [•] Suspect
  • Possible extras: Enemy [••], Haven (cult church or compound), Mask [••] (on the Second Inquisition radar), Retainer
 

CARNIVAL

(Chicago by Night p.260) Troubadours on eternal tour
  • Gain Domain [•] No Domain
  • Gain Contacts (•••) fans in every town
  • Gain Fame (•••) wandering spectacle
  • Gain Retainer (•••) daylight help
  • Possible extras: Ally, Herd (fans who follow), Resources
 

CERBERUS

(V5 Corebook p.197) Protects or guards an important location
  • Gain Domain (•) Chasse and (•••) Portillon
  • Gain Haven (••) the location in question
  • Possible extras: Adversary, Haven [•] Haunted, Status (for legacies)
 

CHAMPIONS

(V5 Corebook p.197) Fights for a good cause
  • Gain Domain (•) Chasse and (•••) Lien
  • Gain Ally (•) someone you have rescued
  • Gain Enemy [••] someone or group you have fought before
  • Possible extras: Adversary, Contact
 

COMMANDO

(V5 Corebook p.197) Fights for a master
  • Gain Domain (•) Chasse and (••) Portillon
  • Gain Mawla (•••) your taskmaster
  • Gain Status (•) Recognized
  • Gain Enemy [••] someone or a group you have fought before
  • Possible extras: Adversary, Haven (base of operations), Mask
 

CORPORATE

(Chicago by Night p.260) It’s just business, literal corporate bloodsuckers
  • Gain Domain (•) Chasse and (••) Lien
  • Gain Influence (••) business community
  • Gain Resources (•••) the company portfolio
  • Possible extras: Contact, Herd (interns)
 

DAY WATCH

(V5 Corebook p.198) Guards the undead sleepers from mortals
  • Gain Domain (•) Chasse and (••) Portillon
  • Gain Influence (••) Influential
  • Gain Enemy [•••] The enemy of my friend is out for me
  • Possible extras: Ally, Contact, Haven, Mawla, a shared relic or ritual allowing activity by day
 

DIOCESE

(Children of the Blood p.83) Leaders of a cult
  • Gain Domain (•••) Chasse and (••) Lien
  • Gain Influence (••) Church
  • Gain Herd (••) devout mortal cultists
  • Gain Mask (••) the diocese’s cult
  • Gain Enemy [••] success draws detractors
  • Possible extras: Ally, Resources, Retainer, Status, a shared relic of significance to the cult, Adversary, Suspect
 

ENVOYS

(Cults of the Blood Gods p.195) Representatives and diplomats of their Clan(s) or Cult(s)
  • Gain Domain (•) Chasse and (•••) Lien
  • Gain Contacts (•••) mortals from diverse backgrounds and professions
  • Gain Resources (••) pooled cash and assets
  • Gain Status [•] Suspect
  • Possible extras: Mask (cover identities for different domains), No Haven (always on the move)
 

EXCOMMUNICATES

(Children of the Blood p.84) Intentional or not you are now apostates outcast or hunted
  • Gain Contacts (•••) remaining connections
  • Gain Loresheet (•••) the secret or mistake that caused it all
  • Gain Mask (••) remaining documents and IDs
  • Gain one or more dots in any of the following or similar Flaws: Adversary, Enemy, Excommunicated, 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
 

FAMILY

(Cults of the Blood Gods p.150) Relatives as Kine or Kindred, and use their extended families as their primary network
  • Gain Domain (•) Chasse, (•) Lein and (•••) Portillon
  • Gain Ally (•) a connected mortal family member
  • Gain Contacts (••) family, extended family
  • Gain Resources (••) cash and assets on loan from the family
  • Gain Enemy [••] 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)
 

FANG GANG

(V5 Corebook p.198) Criminal crew, gang, or the like
  • Gain Domain (•) Chasse, (•) Lien, and (•) Portillon
  • Gain Contact (•) fence or other criminal middleman
  • Gain Enemy [••] rival gang
  • Possible extras: Haven (clubhouse), Herd (human members/ victims of your gang), Influence (organized crime), Retainer, Status (likely with Anarchs)
 

FLAGELLANT

(Chicago by Night p.260) You protect kine to atone for some sin
  • Gain Domain (•) Chasse and (••) Lien
  • Gain Ally (•••) mortals you’ve helped
  • Gain Influence (•) local charity
  • Adversary [••] your altruism irritates at least one Kindred
  • Possible extras: Contact, Loresheet (Golconda), Retainer (nursed back to health with vitae)
 

FUGITIVE

(Chicago by Night p.260) You are on the run from something
  • Gain Domain [•] No Domain
  • Gain Contact (•••) help on the run
  • Gain Mask (••) Fake Identity and (*) Cobbler
  • Gain Resources (••) cash and a light-proofed vehicle
  • Gain Retainer (•) daylight driver
  • Gain one or more dots in any of the following or similar Flaws: Adversary, Enemy, or Known Blankbody (These are related to whoever or whatever may be pursuing the coterie.)
  • Possible extras: Ally, Despised, Shunned, Loresheet (hunted because you know too much)
 

GATEKEEPERS

(Cults of the Blood Gods p.150) Reputed to maintain strange powerful connections with geists and spectres
  • Gain Domain (••) Chasse, (•) Lien, and (•) Portillon
  • Gain Contacts (••) graverobbers, mortician
  • Gain Resources (•••) stolen from the dead
  • Gain Retainers (•••) a wraith servant and spy
  • Gain Enemies [••] a vampire hunter who recognizes the coterie dealing with the dead
  • Gain Status [•] Notorious for dealings with dark entities
  • Possible extras: Mawla (accomplished necromancer)
 

HUNTING PARTY

(V5 Corebook p.198) Procure mortals with requested Resonances
  • Gain Domain (•••) Chasse
  • Gain Ally (•) or Mawla (•) blood broker
  • Possible extras: Herd, Influence (organized crime)
 

MARÉCHAL

(V5 Corebook p.198) Serves and guards the lord of the city
  • Gain Domain (••) Chasse and (••) Portillon
  • Gain Status (•••) Influential
  • Possible extras: Adversary, Influence, Mawla (Prince/Baron), Retainer
 

MISSIONARIES

(Children of the Blood p.84) Evangelists and spreaders of the faith
  • Gain Domain (••) Chasse
  • Gain Mawla (•••) Guides or coordinates the mission
  • Gain Resources (•••) Funds necessary to establish a haven and a place of worship
  • Gain Status (••) Proven worthy to the cult
  • Possible extras: Mask, Retainer, Suspect
 

NEMESES

(Cults of the Blood Gods p.55) Seeks cathartic or allconsuming revenge
  • Gain Domain (••) Chasse and (•) Portillon
  • Gain Contacts (••) downtrodden Kine
  • Gain Status (••) marginalized mortals
  • Gain Enemy [•] a mortal who the coterie wishes to ruin
  • Gain Status [•] Suspect
  • Possible extras: Herd (survivors), Retainers (survivors)
 

NOMADS

(V5 Corebook p.198) Travels from place to place
  • Gain Domain [•] No Domain
  • Gain Contact (•••) audience, promoters, travel brokers, etc.
  • Gain Retainer (••) at least one adult to handle daytime travel problems
  • Gain Status [•] Suspect
  • Possible extras: Herd (fellow travelers)
 

PLUMAIRE

(V5 Corebook p.199) Social coterie that flocks together
  • Gain Domain (••) Chasse and (••) Lien
  • Gain Contact (•••) fellow members of your subculture
  • Possible extras: Adversary or Enemy (rival fashionista), Status (for high society Plumaires)
 

QUESTARI

(V5 Corebook p.199) Seeks to accomplish a great enterprise or objective
  • Gain Domain (•) Chasse and (•••) Lien
  • Contact (••) someone who helps you to complete your quest
  • Possible extras: Haven (*)Library, Mawla, Resources (research budget)
 

RECTORATE

(Chicago by Night p.248) Dedicated to obtaining magical lore and relics
  • Gain Domain (••) Chasse and (••) Portillon
  • Gain Resources (••)
  • Gain Retainer (•) daylight guardian of their secrets
  • Possible extras: Contact, Enemy
 

REGENCY

(V5 Corebook p.199) Just running things until the elder gets back
  • Gain Domain (••) Chasse and (•••) Portillon
  • Gain Mawla (••) your absent elder
  • Gain Status (••••) for Camarilla or (•••) for Anarch Regencies
  • Advantages: Select up to 10 dots shared among Haven, Herd, Influence, Resources, and/or Retainer
  • Flaws: Select the same amount of dots worth of Flaws as Advantages, above
 

SABOTEURS

(Cults of the Blood Gods p.84) Spies, assassins, and political disruptors, you seek to upend the structure
  • Gain Contacts (••) disenfranchised, outsiders, etc.
  • Gain Influence (•) surveillance companies
  • Gain Mawla (••) the vampire who set you to your tack
  • Gain Mask (•) cover identities
  • Gain Resources (••) liquid cash to assist with cover story
  • Gain Adversaries [••] at least one vampire who would oppose your mission with violence
  • Possible extras: Domain (if the coterie is embedded in their current locale), Status Flaw: Suspect
 

SBIRRI

(V5 Corebook p.199) Disguised and covertly inserted by a rival lord
  • Gain Mawla (••) handler or messenger
  • Gain Mask (•) Fake ID
  • Possible extras: Adversaries on target city’s Primogen, other Advantages from the coterie’s supposed cover type
 

SCHISM

(Children of the Blood p.84) Not merely unorthodox, you lead a potentially dangerous branch of a larger cult
  • Gain Loresheet (•••) a truth that demands change
  • Gain Resources (•) an idea without means is nothing
  • Gain Status (••) a schism’s leaders is afforded access and respect
  • Possible extras: Influence, Fame, Adversary, Despised, Excommunicated
 

SOMNOPHILE

(Chicago by Night p.261) You serve an elder disconnected from the modern nights
  • Gain Domain (•) Chasse, and (••) Portillon
  • Gain Loresheet (••) you have learned from your master
  • Gain Mawla (•••) a somnolent or distant elder
  • Possible extras: Ally, Retainer, Status (guardians of an esteemed kindred)
 

THEOLOGIAN SOCIETY

(Children of the Blood p.84-85) You are dedicated to research of dangers, secrets, and truths
  • Gain Haven (•••) clandestine location for meeting
  • Gain Resources (••) access to restricted texts or other research materials
  • Gain retainer (••) a ghoul/thrall charged with guarding the meeting place
  • Possible extras: Allies, Contracts, Suspect
 

THINK TANK

(Cults of the Blood Gods p.195) Usually a temporary coterie to spearhead local proselytization projects
  • Gain Domain (•) Chasse, and (•••) Lien
  • Gain Allies (•••) analysists, bureaucrats, soldiers, etc.
  • Gain Haven (•) small office as base of operations
  • Possible extras: Resources (profiles made from selling their services), Retainers (librarians, scholars)
 

VANGUARD

(Chicago by Night p.236) Establish operations behind enemy lines
  • Gain Domain (••) Chasse and (•••) Portillon
  • Gain Status (•) Anarch usually
  • Gain Enemy [•] reactionaries and bootlickers!
  • Possible extras: Adversary, Mawla
 

VEHME

(V5 Corebook p.199) Enforces the Masquerade
  • Gain Domain (•) Chasse
  • Gain Influence (•••) especially in police and media
  • Gain Status (•••) Influential
  • Possible extras: Adversaries, Mawla (on Primogen or Anarch Councils)
 

WATCHMEN

(V5 Corebook p.199) Protects the city from supernatural intruders
  • Gain Domain (•) Chasse, (••) Lien and (•) Portillon
  • Gain Status (••) Respected in the Camarilla
  • Possible extras: Contacts, Retainers