Tuesday, April 13, 2021

Index of Coterie Types (Vampire: the Masquerade 5th edition)

As always, I thank my patrons Alan, Keeper, Ferny, and Dave.  If you enjoy what I do and want to help keep me doing it, please consider becoming my patron!


    One of the reasons I'ven't posted in a while is that I have buried myself in a big V5 project, converting everything ever written about the Kiasyd to V5.  This includes a quick sketch of Strasbourg, the only city in the world with a Kiasyd Prince, and that the first one, to boot!

    Anyway, while doing so, I tried to assay the various coterie types published among the books, only to find that no one had made such an index!  The travesty of it!  So I did it myself.  It's not glamorous, but it might hopefully be useful to someone.  Every coterie type published until now for V5:

  1. Blood Cult (Core, p. 197)
    1. 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.
      1. Domain:  Lien (🩸), Portillon (🩸🩸)
      2. Herd: (🩸🩸🩸)
      3. Status Flaw:  (🩸) Suspect
      4. Possible extras:  Enemies (🩸🩸), Haven (cult church or compound), Mask Flaw (🩸🩸) (on the Second Inquisition radar), Retainers
  2. Carnival (Chicago By Night p. 260)
    1. 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.
      1. Domain:  None
      2. Contacts: (🩸🩸🩸) (fans in every town)
      3. Fame:  (🩸🩸🩸) (a wandering spectacle)
      4. Retainers:  (🩸) (daylight help)
      5. Possible Extras:  Allies, Herd (fans who follow), Resources
  3. Cerberus (Core, p. 197)
    1. 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.
      1. Domain:  Chasse (🩸), Portillon (🩸🩸🩸)
      2. Haven:  (🩸🩸)
      3. Possible extras:  Adversary, Haunted flaw in Haven, Status (for legacies)
  4. Champions (Core, p. 197)
    1. 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.  Thicker-blooded 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.
      1. Domain:  Chasse (🩸) and Lien (🩸🩸🩸)
      2. Allies:  (🩸)
      3. Enemies:  (🩸🩸)
      4. Possible extras:  Adversary, Contacts
  5. Commando (Core, p. 197)
    1. 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.
      1. Domain:  Chasse (🩸), Portillon (🩸🩸)
      2. Mawla:  (🩸🩸🩸) (whoever tasks you with your missions)
      3. Status:  (🩸)
      4. Enemies:  (🩸🩸)
      5. Possible extras:  Adversary, Haven (base of operations), Mask
  6. Corporate (Chicago By Night p. 260)
    1. 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.
      1. Domain:  Chasse (🩸) and Lien (🩸🩸)
      2. Influence:  (🩸🩸) (business community)
      3. Resources:  (🩸🩸🩸) (the portfolio)
      4. Possible Extras:  Contacts, Herd (interns)
  7. Day Watch (Core p. 198)
    1. 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.
      1. Domain:  Chasse (🩸), Portillon (🩸🩸)
      2. Influence:  (🩸🩸)
      3. Enemies:  (🩸🩸🩸)
      4. Possible extras:  Allies, Contacts, Haven, Mawla, a shared relic or ritual allowing activity by day
  8. Diocese (Children of the Blood p.83)
    1. 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.
      1. 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.)
      2. Influence (Church):  (🩸🩸) (An established diocese hascinfluence within its borders and in the cult.)
      3. Herd:  (🩸🩸) (the true believers, most devout of the mortal cult or those tied to the mask)
      4. Mask:  (🩸🩸) (a diocese can either have a well-established front, a shelter, pyramid scheme, an evangelical church, or be completely secret.)
      5. Flaw:  (🩸🩸) Enemies (the success of one cult in any area inevitably draws the ire of others.)
      6. Possible extras:  Allies, Resources, Retainer, Status, a shared relic of significance to the cult, Adversary, Suspect.
  9. Envoys (Cults of the Blood Gods p. 195)
    1. 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.
      1. Domain:  Chasse (🩸), Lien (🩸🩸🩸)
      2. Contacts:  (🩸🩸🩸) (mortals from diverse backgrounds and professions)
      3. Resources:  (🩸🩸) (pooled cash and assets)
      4. Status Flaw:  (🩸) Suspect
      5. Possible extras:  Mask (cover identities for different domains), No Haven (always on the move)
  10. Excommunicates (Children of the Blood p. 84)
    1. 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.
      1. 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.)
      2. 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.)
      3. Mask:  (🩸🩸) (Documents, drivers’ license, and passport the cult provided you with before they declared you outcast.)
      4. 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.
      5. Possible extras:  Adversary, Destitute, Influence (outside the cult), No Haven, Shunned.
  11. Family (Cults of the Blood Gods p. 150)
    1. 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 family to assist them in their plans.
      1. Domain:  Chasse (🩸), Lien (🩸), Portillon (🩸🩸🩸)
      2. Ally:  (🩸) (a connected mortal family member)
      3. Contacts:  (🩸🩸) (family, extended family)
      4. Resources:  (🩸🩸) (cash and assets on loan from the family)
      5. Enemies:  (🩸🩸) (one or more mortals who oppose the family business)
      6. 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)
  12. Fang Gang (Core p. 198)
    1. 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.
      1. Domain:  Chasse (🩸), Lien (🩸), Portillon (🩸)
      2. Contacts:  (🩸) (fence or other criminal middleman)
      3. Enemies:  (🩸🩸)
      4. Possible extras:  Haven (clubhouse), Herd (human members/victims of your gang), Influence (organized crime), Retainers, Status (likely with anarchs)
  13. Flagellant (Chicago By Night p. 260)
    1. 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 giving them vitae.  Thus, the Camarilla keeps a close watch on these "kindly coteries".
      1. Domain:  Chasse (🩸) and Lien (🩸🩸)
      2. Allies:  (🩸🩸🩸) (mortals they've helped)
      3. Influence:  (🩸) (local charity)
      4. Adversary:  (🩸🩸) (Flagellants almost always annoy a local Cainite)
      5. Possible Extras:  Contacts, Loresheet (Golcanda or some other reputed path to salvation), Retainer (nursed back to health with vitae)
  14. Fugitive (Chicago By Night p. 260)
    1. 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 stake-and-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.
      1. Domain:  None
      2. Contacts:  (🩸🩸🩸) (help on the run)
      3. Mask:  (🩸🩸) (Cobbler; fake IDs available for members)
      4. Resources:  (🩸🩸) (cash and a lightproof vehicle)
      5. Retainer:  (🩸) (daylight driver)
      6. 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
      7. Possible Extras:  Allies, Despised, Shunned, Loresheet (when being hunted because they know too much)
  15. Gatekeepers (Cults of the Blood Gods p. 150)
    1. The gatekeepers coterie utilizes 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.
      1. Domain:  Chasse (🩸🩸), Lien (🩸), Portillon (🩸)
      2. Contacts:  (🩸🩸) (graverobbers, morticians)
      3. Resources:  (🩸🩸🩸) (stolen from the dead)
      4. Retainers:  (🩸🩸🩸) (a wraith servant and spy)
      5. Enemies:  (🩸🩸) (a vampire hunter who recognizes the coterie dealing with the dead)
      6. Status Flaw:  (🩸) Notorious (dealings with dark entities)
      7. Possible extras:  Mawla (accomplished necromancer)
  16. Hunting Party (Core p. 198)
    1. 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.
      1. Domain:  Chasse (🩸🩸🩸)
      2. Ally:  (🩸) OR Mawla:  (🩸) (blood broker)
      3. Possible extras:  Herd, Influence (organized crime)
  17. Maréchal (Core p. 198)
    1. 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.
      1. Domain:  Chasse (🩸🩸), Portillon (🩸🩸)
      2. Status:  (🩸🩸🩸)
      3. Possible extras:  Adversaries, Influence, Mawla (Prince/Baron), Retainers
  18. Missionaries (Children of the Blood p. 84)
    1. 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.
      1. 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.)
      2. 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.)
      3. Resources:  (🩸🩸🩸) (Missionary groups are usually well-funded.  Emissaries to a new territory must secure a Haven and a place to conduct worship either openly or in secret.)
      4. Status:  (🩸🩸) (Kindred chosen to become missionaries should have already proven themselves worthy for the task.)
      5. Possible extras:  Mask, Retainer, Suspect.
  19. Nemeses (Cults of the Blood Gods p. 55)
    1. 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 this way as a form of catharsis, often escalating until vengeance consumes them and all thoughts of questing for equality are long forgotten.
      1. Domain:  Chasse (🩸🩸), Portillon (🩸)
      2. Contacts: (🩸🩸) (downtrodden kine)
      3. Influence: (🩸🩸) (marginalized mortals)
      4. Enemy: (🩸) (a mortal who the coterie wishes to ruin)
      5. Status Flaw: (🩸) (Suspect)
      6. Possible extras:  Herd (survivors), Retainers (survivors)
  20. Nomads (Core p. 198)
    1. 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."
      1. Domain:  None
      2. Contacts:  (🩸🩸🩸) (audience, promoters, travel bookers, etc.)
      3. Retainers:  (🩸🩸) (at least one adult to handle daytime travel problems)
      4. Status Flaw:  (🩸) Suspect
      5. Possible extras:  Herd (fellow travelers)
  21. Plumaire (Core p. 199)
    1. 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.
      1. Domain:  Chasse (🩸🩸), Lien (🩸🩸)
      2. Contacts:  (🩸🩸🩸) (fellow members of your subculture)
      3. Possible extras:  Adversary or Enemy (rival fashionista), Status (for high society Plumaires)
  22. Questari (Core p. 199)
    1. 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.
      1. Domain:  Chasse (🩸), Lien (🩸🩸🩸)
      2. Contacts:  (🩸🩸)
      3. Possible extras:  Haven with Library, Mawla, Resources (research budget)
  23. Rectorate (Chicago By Night p. 248)
    1. A Rectorate is a coterie dedicated to the acquisition and management of esoteric knowledge.  The title comes from the term for an ecclesiastical or academic administrator's Domain.  Like a Questari coterie, a Rectorate is devoted to a specific purpose, but seeking out the subject of its concern is secondary to organizing and managing it.  A Rectorate usually operates from a secure location where it can safely store items (or people) of interest, perform rituals, and organize operations over their chosen protectorate.  Many traditional Tremere chantries are coteries of this type, though in modern nights, these are much less common than they used to be.
      1. Domain:  Chasse (🩸🩸), Portillon (🩸🩸)
      2. Resources:  (🩸🩸)
      3. Retainers:  (🩸) (daylight guardian of their secrets)
      4. Possible Extras:  Contacts, Enemies
  24. Regency (Core p. 199)
    1. 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.
      1. Domain:  Chasse (🩸🩸), Portillon (🩸🩸🩸)
      2. Mawla:  (🩸🩸) (major-domo or zampolit)
      3. Status:  (🩸🩸🩸🩸) (or 🩸🩸🩸 for anarch Regencies)
      4. Advantages:  Select up to 10 dots shared among Haven, Herd, Influence, Resources, and/or Retainers
      5. Flaws:  Select the same amount of dots worth of Flaws as Advantages, above
  25. Saboteurs (Cults of the Blood Gods p. 84)
    1. 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.
      1. Contacts: (🩸🩸) (disenfranchised, outsiders, etc.)
      2. Influences: (🩸) (surveillance companies)
      3. Mawla: (🩸🩸) (the vampire who set them to their task)
      4. Mask: (🩸) (cover identities)
      5. Resources: (🩸🩸) (liquid cash to assist with their cover story)
      6. Adversaries: (🩸🩸) (at least one vampire who would oppose their mission with violence)
      7. Possible extras:  Domain (if the coterie is embedded in their current locale), Status Flaw: Suspect
  26. Sbirri (Core p. 199)
    1. This coterie disguises itself as one type of coterie, while secretly serving another Prince or Baron that 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.
      1. Mawla:  (🩸🩸) (handler or messenger)
      2. Mask:  (🩸)
      3. Possible extras:  Adversaries on tearget city's Primogen, other Advantages from the coterie's supposed cover type
  27. Schism (Children of the Blood p. 84)
    1. 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.
      1. Loresheet:  (🩸🩸🩸) (the keystone ‘truth,’ the basis of your conviction the cult has lost its way.)
      2. Resources:  (🩸) (it takes more than an idea to beget a schism)
      3. 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.)
      4. Possible extras:  Influence, Fame, Adversary, Despised, Excommunicated.
  28. Somnophile (Chicago By Night p. 260)
    1. 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.
      1. Domain:  Chasse (🩸), Portillon (🩸🩸)
      2. Loresheet:  (🩸🩸) (their master teaches them secrets)
      3. Mawla:  (🩸🩸🩸) (the somnolent or distant elder)
      4. Possible Extras:  Allies, Retainers, Status (guardians of an esteemed vampire)
  29. Theologian Society (Children of the Blood p. 84)
    1. 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.
      1. Haven:  (🩸🩸🩸) (a clandestine location, perhaps a forgotten old speakeasy or a hidden cellar where meetings can be held in secret.)
      2. Resources:  (🩸🩸) (access to the restricted libraries, scriptures, and sensitive research materials of the members respective cults.)
      3. Retainer:  (🩸🩸) (a ghoul or thrall, a doorkeeper charged with watching over the coterie’s Haven and steering away the uninitiated.)
      4. Possible extras: Allies, Contacts, Suspect.
  30. Think Tank (Cults of the Blood Gods p. 195)
    1. 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.
    2. 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.
    3. 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.
      1. Domain:  Chasse (🩸), Lien (🩸🩸🩸)
      2. Allies:  (🩸🩸🩸) (analysts, bureaucrats, soldiers, etc.)
      3. Haven:  (🩸) (a small office as base of operations)
      4. Possible extras:  Resources (profits made from selling their services), Retainers (librarians, scholars)
  31. Vanguard (Chicago By Night p. 235
    1. Vanguard Coteries are most common among anarchs, though Camarilla coteries surrounded by the most hostile political rivals may also belong to this type.  "Mastery in one domain, revolution in many," is the Vanguard way.  These coteries establish a strong Domain among their enemies, but after seeing its borders, check further ambitions in favor of making their own position as strong as possible.   This allows them to be "first among equals" in any embattled alliance and prevents enemies from crushing them.  After that, a Vanguard engages in a campaign of destabilization against established powers.  The point isn't conquest, but to make the Vanguard a better alternative to the enemy.  Vanguards might call themselves Soviets, Syndicates, Councils, and the like.  Once entrenched, the Vanguard assumes decision-making powers over other Kindred, with their ostensible consent, though naturally, this springs from realpolitik more often than a shared ideology.
      1. Domain:  Chasse (🩸🩸), Portillon (🩸🩸🩸)
      2. Status:  (🩸) (anarch, usually)
      3. Enemies:  (🩸) (reactionaries and bootlickers!)
      4. Possible Extras:  Adversary, Mawla
  32. Vehme (Core p. 199)
    1. 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.
      1. Domain:  Chasse (🩸)
      2. Influence:  (🩸🩸🩸) (especially in police and media)
      3. Status:  (🩸🩸🩸)
      4. Possible extras:  Adversaries, Mawla (on Primogen or Anarch Councils)
  33. Watchmen (Core p. 199)
    1. 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.
      1. Domain:  Chasse (🩸), Lien (🩸🩸), Portillon (🩸)
      2. Status:  (🩸🩸) (Camarilla)
      3. Possible extras:  Contacts, Retainers

Coterie type average a net of about 6 dots, with a general range of about 4-8 dots.  Several outliers exist, however, both above and below that range.

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