Vampire Backgrounds
Influence System
This system models a character's ability to affect mortal society behind the scenes through a network of agents, resources, and institutional pressure. It is designed to work with the Vampire: the Masquerade 20th Anniversary Edition (V20) ruleset.
Characters gain Monthly Action Points (AP) from their Influence backgrounds in specific Areas of Influence, and can spend those AP to take actions ranging from minor intelligence gathering to major political or social manipulation.
Overview
Each Area of Influence is purchased as a separate Background (e.g., Influence: Media, Influence: Government).
Every dot of Influence gives you 1 Action Point (AP) per week in that Area of Influence.
Influence actions usually require a dice roll based on your social and mental Attributes and Abilities.
Key Mechanics
Influence are actions taken by the character themselves. Thus their dicepools will be based upon the roll in which the Storyteller decrees..
Influence grants Monthly Action Points to spend.
Most actions cost AP and require a roll (usually Charisma/Manipulation + Skill).
Influence rolls are subject to difficulty and scope determined by the Storyteller.
Areas of Influence
Each of these must be bought separately and reflects your power in that domain (Included are some examples on how each area can be used) :
Media – Kill or plant stories, smear reputations, generate buzz.
Politics – Swing votes, pressure officials, delay policy.
Law Enforcement – Arrange arrests, hide evidence, reroute investigations.
Legal – Delay trials, influence judges, bury legal documents.
Technology – Hack systems, suppress data, expose digital secrets.
Religion – Influence congregations, redirect doctrine, gain sanctuary.
Transportation – Delay or reroute shipping, block road access.
Medical – Access or alter medical records, suppress outbreaks.
Academia – Alter research, block publications, forge credentials.
Underworld – Hire criminals, spread rumors, leverage black markets.
Finance – Disrupt funding, initiate audits, uncover fraud.
See Chart for sample actions, rolls, and AP costs.
Allies - Active help from loyal individuals
Contacts – Access to reliable information sources
Spies – Covert agents for hidden operations and counterintelligence
Contacts/Allies/Spies Dice Pools
Your level in Contacts, Allies, or Spies determines your base dice pool when using those resources. For better results, it’s recommended to buy the appropriate Area of Influence tied to them. If you do, you can add your Influence level to your base dice pool, increasing your chances of success.
Please refer to the appropriate tab for further information.
Passive information (Spies only)
Protection from rival Influence actions (Spies – Counterintelligence)
Monthly Cycle
The system assumes a monthly game cycle:
Storytellers adjudicate results based on rolls, ST fiat, and narrative impact.
Passive effects from Spies are resolved in secret.
Dice Pools For Influence Actions
Influence rolls usually follow this format:
Charisma or Manipulation + Subterfuge/Leadership/Skill+ Influence bonus
Difficulty 6–9 depending on secrecy, power, and resistance
Examples:
Persuade officials: Charisma + Leadership
Bury story: Manipulation + Subterfuge
Hack system: Intelligence + Computer
Block permit: Manipulation + Bureaucracy
Influence System (V20)
This system allows characters to exert their Influence in specific sectors of mortal society, using a monthly Action Point (AP) system and integrating dice rolls per V20 rules. It also links Allies, Contacts, and Spies directly to the effectiveness of your Influence use.
What is an Action Point (AP)?
Each dot of Influence grants 1 Action Point per month. These points represent your capacity to affect change, gather information, and manipulate institutions within a specific sector, including the use of your allies and contacts.
You spend AP to take Influence actions. Most actions require a dice roll to determine success or failure.
Monthly Action Points Table
Influence Rating | Monthly Action Points | Dice Pool Modifier | Typical Scope |
---|---|---|---|
1 | 1 | +1 | Simple favors, minor information, limited contacts |
2 | 2 | +2 | Push local agendas, gain early access to rumors |
3 | 3 | +3 | Control small departments or community figures |
4 | 4 | +4 | Alter internal processes, delay investigations, kill stories |
5 | 5 | +5 | Shape policy, promote or ruin reputations, suppress or create major action |
Dice Pool Modifier applies to your Influence rolls in that area.
Influence Limitations
Everyone will be asked to declare their main area of influence, in which they can raise it to 5. A secondary with can be raised to 4, a tertiary which can be raised to 3. The reason for this is to allow people to grow their main area of influence as their focus, while still having the ability to be influential in a few other areas.
Influence Dice Rolls
When taking an Influence action, roll:
Charisma or Manipulation + Appropriate Ability (Storyteller discretion) + Influence Dice Pool Modifier Difficulty: 6–9 depending on the scope and secrecy of the action.
- Info-gathering: Charisma or Manipulation + Subterfuge
- Public pressure or favors: Charisma or Manipulation + Leadership
- Bureaucratic redirection: Charisma or Manipulation + Bureaucracy
- Technological meddling: Intelligence + Computer
STs may require more specialized skills per sector (e.g., Finance for Business, Medicine for Health, etc.).
Sectors of Influence
You must buy each area of Influence separately.
- Academic
- Underworld
- Business & Industry
- Law Enforcement
- Legal
- Media
- Medical
- Transportation
- High Society
- Arts & Community
- Government
- Religion
- Occult
- Technology
Sample Action Costs & Rolls
Action | Sector | AP Cost | Suggested Roll | Difficulty | Notes |
---|---|---|---|---|---|
Find out if someone has been arrested | Law Enforcement | 1 | Charisma or Manipulation + Contacts | 6 | +1 die if you have Spies |
Bury a news story | Media | 2 | Charisma or Manipulation + Subterfuge | 7 | Allies can reduce cost by 1 |
Redirect police patrol | Law Enforcement | 2 | Charisma or Manipulation + Leadership | 7 | Spies add stealth bonus |
Block a zoning permit | Government | 3 | Charisma or Manipulation + Bureaucracy | 8 | Long-term effect |
Get a hospital to "lose" a blood sample | Medical | 2 | Charisma or Manipulation + Subterfuge | 7 | Contacts or Allies can assist |
Delay legal case | Legal | 2 | Charisma or Manipulation + Law | 7 | Combined with Allies (Legal) = -1 AP |
Find cult activity | Occult | 1–3 | Perception + Occult | 6–9 | Depends on secrecy |
Leak sensitive corporate data | Technology | 3 | Intelligence + Computer | 8 | Spies may allow stealth |
Passive Use (Spies Only)
If you have Spies in a sector, you may get 1 free "data point" per week with no AP spent. ST may roll in secret.
Background:Allies
Allies are mortal individuals or groups loyal to your character and willing to assist when called upon. They are often professionals, community figures, or well-placed individuals in society—people who like you and want to help.
Allies are not your servants, but they will use their resources and positions to assist you when it benefits or protects you.
Using Allies with Influence
- You may only have as many dots of Allies in a given Influence sector as you have Influence dots in that sector.
- Allies reduce the AP cost of **public** Influence actions (like protests, favors, or public relations) by 1.
- They can also add dice to Influence rolls when their expertise applies.
- Allies may act proactively to defend your interests (at ST discretion).
Sample Uses
- Media Ally helps publish or bury stories.
- Legal Ally delays a court date or files strategic motions.
- Medical Ally forges a document or secures medication.
Dot-Level Chart
Dots | Description |
---|---|
1 | 1 moderate Ally (e.g., a local journalist or low-level cop). |
2 | 1 Mid-Level Ally (e.g., a precinct sergeant, local business owner). |
3 | 1 Powerful Ally (e.g., a city council member, newsroom editor). |
4 | 1 highly influential ally (e.g., a judge, CEO, or gang leader). |
5 | 1 Elite Ally (e.g., media mogul, high ranking local official, criminal boss) OR a network of lower leveled allies that would equate to 5 dots. |
- Note: All Allies should be reflected on a local level. Anything beyond the local level or supernatural ally will require the Powerful Ally Merit.
Ally Notes
All Contacts should be captured within a +note on your character.
The note should explain the following:
- Ally Name
- What is Level of this particular Ally ?
- Ally Type/Level
- What is the Ally's connected Area(s) of Influence?
- What is Ally’s role in society or job?
- How does the PC know this Ally?
- What is the PC's leverage or relationship with the Ally?
- Notes: When purchasing this Background during character creation, you receive one individual per level of the Background. For example, purchasing Allies 3 grants you three separate Allies—one at Level 1, one at Level 2, and one at Level 3.
Dice Pools
The level of your background will signify the amount of your dice pool in accordance with the below Chart:
Allies 1 = 3 dice
Allies 2 = 4 Dice
Allies 3 = 5 Dice
Allies 4 = 6 Dice
Allies 5 = 7 Dice
- Please note: You will have the ability to add to the above dice pools with the appropriate area of Influence. Example:
You have Allies 2 (Journalist).
With Allies 2, you have a base dice pool of 4.
You also have Media Influence 3
You now can roll your Media Influence + Allies (7 dice).
- Please note: You will have the ability to add to the above dice pools with the appropriate area of Influence. Example:
- Also: Your action point applies to each individual Ally.
Background:Contacts
Contacts are people you know and can get information from—but they aren’t necessarily your friends. They are informants, professionals, or even street-level eyes and ears. You may have to pay or manipulate them to get what you want, but they provide **reliable access to information**.
Using Contacts with Influence
- You may only have as many dots of Contacts in a given Influence sector as you have Influence in that sector.
- Contacts reduce the AP cost of **information-gathering** Influence actions by 1.
- They may provide rumors, trends, and warnings even without AP spend (ST discretion).
- Contacts do not act on your behalf but may connect you to people who will.
Sample Uses
- Law Enforcement Contact gives you police arrest records.
- Transportation Contact alerts you to shipping delays or hidden cargo.
- Academic Contact leaks upcoming research or grades.
Dot-Level Chart
Dots | Description |
---|---|
1 | One limited source—good for local rumors or narrow knowledge. |
2 | A mediocre consistent contacts who can get you news early. |
3 | A mid-level informant in a sector (e.g., multiple reporters, city clerks) |
4 | A powerful Contact that is able to provide deep pipeline into ongoing developments or secure files |
5 | A highly ranked contact that provides instant access to cutting-edge or classified information. Major rumors reach you first as well as OR a network of lower level contacts that would equal 5 dots. |
All Contacts should be captured within a +note on your character.
The note should explain the following:
- Contact Name
- Contact Type/Level
- What is the contact's connected Area(s) of Influence?
- What is contact’s role in society or job?
- How does the PC know this contact?
- What is the PC's leverage or relationship with the contact?
- Notes: When purchasing this Background during character creation, you receive one individual per level of the Background. For example, purchasing Allies 3 grants you three separate Allies—one at Level 1, one at Level 2, and one at Level 3.
Dice Pools
The the level of your Background will signify the amount of your dice pool in accordance with the below Chart:
Contacts 1 = 3 dice
Contacts 2 = 4 Dice
Contacts 3 = 5 Dice
Contacts 4 = 6 Dice
Contacts 5 = 7 Dice
- Please note: You will have the ability to add to the above dice pools with the appropriate area of Influence. Example:
You have Contacts 2 (Detective).
With Contacts 2, you have a base dice pool of 4.
You also have Law Enforcement Influence 3
You now can roll your Law Enforcement Influence + Contacts (7 dice).
- Please note: You will have the ability to add to the above dice pools with the appropriate area of Influence. Example:
- Also: Your action point applies to each individual Contact.
Background:Spies
Spies are covert agents under your command, often placed within sectors of society. They collect intelligence, perform sabotage, or quietly manipulate processes on your behalf. Unlike Allies or Contacts, Spies operate in the shadows and are rarely known to be connected to you.
Using Spies with Influence
- Spies add +1–2 dice to **covert Influence rolls**, like hiding evidence, blackmail, or theft.
- Spies allow for **passive data gathering**: 1 "free" fact per week (ST rolls secretly).
- They can carry out sabotage or diversions using AP (with ST approval).
Sample Uses
- Business Spy leaks competitor reports or corrupts bids.
- Government Spy intercepts internal memos or blocks appointments.
- Occult Spy watches secret cult activity and warns you of rituals.
Dot-Level Chart
Dots | Description |
---|---|
1 | One covert agent with limited reach (e.g., office temp, hacker). |
2 | Add one trained informant or one well-placed agent. |
3 | Add One Skilled Spy |
4 | Add one Very Skilled Spy |
5 | Add One Extremely Skilled Spy |
Dice Pools
The the level of your Background will signify the amount of your dice pool in accordance with the below Chart:
Spies 1 = 3 dice
Spies 2 = 4 Dice
Spies 3 = 5 Dice
Spies 4 = 6 Dice
Spies 5 = 7 Dice
- Please note: You will have the ability to add to the above dice pools with the appropriate area of Influence. Example:
You have Spies 3 (A few thugs apart of a gang).
With Spies 2, you have a base dice pool of 4.
You also have Underworld Influence 3
You now can roll your UnderworldInfluence + Contacts (7 dice).
- Please note: You will have the ability to add to the above dice pools with the appropriate area of Influence. Example:
- Also: Your action point applies to each individual Spy...
Spy Notes
All Contacts should be captured within a +note
on your character. The note should explain the following:
- Spy Name
- Spy Type/Level
- What is the spy's role in society or job?
- How does the PC know this spy?
- What is the PC's leverage or relationship with the spy?
- Notes: When purchasing this Background during character creation, you receive one individual per level of the Background. For example, purchasing Allies 3 grants you three separate Allies—one at Level 1, one at Level 2, and one at Level 3.
Spy Actions
Spies can take the following actions:
1. Surveillance
Spies can tail a person, monitor a location, scout an area, or attempt to uncover assets.
Opposed Roll:
- Spy rolls their dice pool.
- Target rolls Perception + Alertness (if a PC or Retainer) or their base dice (if an Ally, Contact, or Spy).
- Default difficulty is 6, but Level 4–5 Spies can increase the target’s difficulty to 7.
Outcome:
- Spy wins = surveillance succeeds, and the ST provides more detail.
- Target wins = they notice the attempt, but not who’s behind it.
- Target wins by 3+ = they identify the Spy’s surveillance effort.
- Botch = counts as –1 success toward the final result.
2. Counterintelligence
Spies can be assigned to protect a person or organization from being investigated.
Opposed Roll:
- When someone attempts surveillance or asset discovery, the defending Spy rolls to oppose the attacker’s roll.
- Level 4 and 5 Spies can raise the attacker's difficulty by +1.
- If the defending spy scores more successes, they block the attempt and conceal the target.
- Even if the defending spy does not win, they offset any attacking successes by the other party.
Outcomes:
- Attacker wins = the defended target or location is concealed.
- Defender wins = they know someone acted against them.
- Defender wins by 3+ = they learn who it was.
- Botch = counts as –1 success.
It is also worth noting that multiple spies can be assigned to any of the above tasks and if they are triggered, they all roll as part of any rolls made. In this way it can be possible to mitigate a single bad roll by putting more than one of your spy assets on a valuable asset.
Spy Example
Ned the Nosferatu wants to assign his Average Spy to do a Surveillance action on one of his rivals, Gina, to find out where she has been going. Gina has assigned her Very Skilled Spy to defend her with Counterintelligence and ensure people don’t see what she is doing, anticipating that someone might move against her due to some nefarious actions she plans on pulling in the near future. Ned rolls his dice versus difficulty 7 since Gina has a Very Skilled Spy, Gina rolls hers versus a 6.
Ned rolls 6 (Total: 6) vs 7 for 4 successes: 5, 5, 8, 9, 9, 10 Gina rolls 8 (Total: 8) vs 6 for 3 successes: 1, 3, 5, 5, 6, 7, 7, 9
Ned got lucky! He is able to sneak his asset past Gina’s spy and he will find out what she has planned. This will typically take the form of the ST revealing some to much of where Gina has gone.
Backup
Backup represents a number of nameless, faceless NPCs your character can call upon for support. Each point in Backup grants access to a group of five individuals who can be assigned specific tasks such as defending a location, providing personal protection, or offering general security. The nature of these individuals is defined by the player to match their character's background and influence—for example, they might be a gang of bikers, a team of ex-police officers, or a devoted cadre of cultists. Once their assigned task is complete, these NPCs disperse and return to their usual lives. Players are encouraged to define the nature of their character’s influence over these individuals—whether through loyalty, fear, money, ideology, or some other means.
Dots | Description |
---|---|
1 | Green Backup (Base Pool of 5) |
2 | Trained Backup (Base Pool of 6) |
3 | Experienced Backup (Base Pool of 7) |
4 | Advanced Backup (Base Pool of 8) |
5 | Elite Backup (Base Pool of 9) |
Backup Notes
Backup should be captured within a +note
on your character. The note should explain the following:
- What type of backup is this? Gang, para-military unit, etc.
- What is the backup’s job or role in society?
- How does the PC know this backup resource?
- What is the PC's leverage or relationship with the backup resource?
Backup Actions
1. Secure Target
Assign Backup to protect a PC, location, or NPC asset.
When the target is attacked (by PCs, NPCs, or other assets), Backup rolls to oppose the attacker. Note that Backup cannot attack a target such as a PC or NPC (Spy) who is sneaking or stealthing into an area. If the infiltrating party is detected/defeated by a Spy executing Surveillance, the Backup can immediately proceed to attack that target (see below).
Opposed Roll:
- Backup rolls its dice pool (difficulty 6).
- Attacker rolls either a physical pool (Brawl, Melee, or Firearms for PCs) or their asset’s dice. Level 4 and 5 Backup increase the attacker's difficulty by +1.
Outcomes:
If the defending Backup wins:
- Attack fails and the defended target is protected.
- If Backup scores extra successes on PCs:
- Any extra successes deal 1 damage to each PC in lethal or bashing, defender’s choice. Soak cannot be used to mitigate this damage.
- If Backup scores extra successes on NPCs:
- 2+ successes = attacking NPC is disabled for 1 Influence Cycle.
- 3+ successes = attacking NPC is disabled for 1 RL month.
- 4+ successes = attacking NPC is lost; takes 2 RL months to replace.
If the defending Backup loses:
- The attack proceeds.
- If the Backup loses by the amount listed below, they suffer damage:
- 2+ successes = Backup is disabled for 1 Influence Cycle.
- 3+ successes = Backup is disabled for 1 RL month.
- 4+ successes = Backup is lost; takes 2 RL months to replace.
2. Attack Target
Use Backup to physically attack a PC or an NPC asset/agent.
Attacking an NPC Target
Opposed Roll:
- Backup rolls at difficulty 6.
- Target resists with its base dice at difficulty 6, or 7 if the Backup is level 4 or 5.
Outcomes:
If the attacking Backup wins:
- 2+ successes = NPC target is disabled for 1 Influence Cycle.
- 3+ successes = NPC target is disabled for 1 RL month.
- 4+ successes = NPC target is killed; takes 2 RL months to replace.
If the defending NPC wins:
- 2+ successes = Backup is disabled for 1 Influence Cycle.
- 3+ successes = Backup is disabled for 1 RL month.
- 4+ successes = Backup is killed; takes 2 RL months to replace.
Attacking a PC Target
Opposed Roll:
- Backup rolls at difficulty 6.
- PC chooses one of the following:
- Wits + Elusion or Stealth to avoid the attack, or
- A physical pool (Brawl, Melee, or Firearms) to fight back.
Outcomes:
If the attacking Backup wins:
- Extra successes deal 1 damage to the PC in lethal or bashing (attacker’s choice). Soak cannot be used to mitigate this damage.
If the defending PC wins:
- If the PC evaded the attack, the Backup misses.
- If the PC fought back and won:
- 2+ successes = Backup is disabled for 1 Influence Cycle.
- 3+ successes = Backup is disabled for 1 RL month.
- 4+ successes = Backup is killed; takes 2 RL months to replace.
Resources
The wealthy can often just purchase what they need at any given time. The Resources background allows players to purchase the use of temporary Contacts, Allies, Spies, and Backup during an Influence Cycle. This resource can change each Influence Submission Cycle depending on the PC’s needs.
The following chart indicates what level of background stats someone with money can buy:
Resources Level | Purchasable Backgrounds |
---|---|
4 | 1 Level 1 |
5 | 1 Level 3 or 2 Level 1s |
6 | 1 Level 4 or 2 Level 2s |
Players can use Resources to purchase Contacts, Allies, Spies, and Backup at the levels listed above. The player purchasing an Ally or Contact can specify their Area of Influence—this can align with their character’s existing influence or be chosen independently. They may also select the Areas of Expertise for any agents (such as Spies or Backup) acquired via Resources.
All purchases made with Resources:
- Can be assigned a single task or used for a specific purpose.
- May be maintained from one cycle to the next.
- Cannot be switched or repurposed until the next cycle (1 month).
Armory (Background)
Armory represents access to a cache of weapons and combat-related equipment your character can use to outfit themselves and their Backup. This background does not imply ownership of a storefront or legal dealership, but rather control over a private collection, smuggling route, black-market pipeline, or hidden vault of gear.
Armory is designed to support the equipment needs of your character’s Backup. Whether it’s a gang needing chains and pistols, ex-military contacts looking for body armor and rifles, or cultists armed with ritual knives and molotovs, this Background provides the physical tools for them to do their job effectively.
Rule: Your character’s Armory rating may not exceed their Resources rating. Weapons, ammo, and armor cost money, and without the financial means to maintain such a stockpile, access to gear becomes limited.
Armory Levels & Examples
- Basic Stockpile (●)
A handful of basic melee weapons or makeshift gear. Enough to arm your Backup with blunt or improvised weapons. Examples:
- Baseball bats, crowbars, switchblades, brass knuckles
- 1–2 low-caliber pistols with limited ammunition
- Homemade shields or leather jackets for light protection
Backup Loadout Example: A biker gang armed with pipes and knives, maybe one pistol between them.
- Modest Arsenal (●●)
You have access to a small but functional weapons locker. Firearms become more common, and you can outfit your Backup with simple ranged weapons. Examples:
- Revolvers, pump-action shotguns, tasers
- Tactical flashlights, stun batons
- Basic kevlar vests (Armor 1)
Backup Loadout Example: A team of ex-cops with sidearms and body armor, or a paramilitary duo with shotguns and vests.
- Tactical Cache (●●●)
A reliable stash of military-grade gear and protective equipment. Enough to fully outfit a Backup group with consistent loadouts. Examples:
- Semi-automatic rifles (AR-15 equivalents), SMGs
- Fragmentation grenades (limited), molotov cocktails
- Riot gear or Kevlar with inserts (Armor 2)
Backup Loadout Example: A mercenary team in full gear with rifles and grenades, or cultists in improvised armor wielding military surplus.
- Heavy Arsenal (●●●●)
Access to more destructive weaponry and specialized gear. You can arm a small tactical squad or multiple Backup groups with gear suited to full engagements. Examples:
- Silenced weapons, scoped rifles, LMGs
- Flashbangs, tear gas, reinforced armor (Armor 3)
- Night vision goggles, breaching charges
Backup Loadout Example: A Black Ops-style unit with advanced gear and coordination, or a heavily armed cult militia ready for war.
- War Chest (●●●●●)
A well-hidden vault or constant supply stream with access to high-end military and experimental gear. Examples:
- Explosives (C4), grenade launchers, sniper rifles
- Full SWAT armor or ballistic gear (Armor 4)
- Drones, encrypted comms, magical weapons (ST approval)
Backup Loadout Example: A full kill team capable of taking on fortified targets, fully equipped and possibly armored vehicles.
Equipment represents weapons/armor that a singular PC has available to them.
Dot Level | Guns (Primary) | Armor | Melee Weapons | Explosives & Special | Gear & Accessories |
---|---|---|---|---|---|
1 Dot | Light Pistols/Revolvers Pump Action shotguns | Level 1 reinforced clothing | Stuff you could find in a hardware/sporting good store | None or makeshift (Molotov) | Basic flashlight, cellphone, small backpack |
2 Dots | Heavy Pistols/Revolvers, Hunting Rifles and Semi Automatic Shotguns | Level 2 reinforced clothing | Same as 1 | Same as 1 | Tactical flashlight, handheld radio, small medkit |
3 Dots | SMG (MP5, Uzi, P90) and Assault Shotguns | Kevlar vest | Advanced single handed Melee weaponry like Swords | Fragmentation grenades, flashbangs | Advanced medkit, binoculars, comms earpiece |
4 Dots | Assault rifle / Carbine (M4 Carbine, AK-47, FN SCAR) | Flak Vest | Two handed weapons/Katana | Same as 3 | Night vision goggles, comms headset, multitool kit |
5 Dots | Sniper rifle / Specialized weapon (Barrett M82, M24 sniper rifle) | Military armor | Any melee weapon | Advanced explosives | Integrated HUD, advanced hacking tools, survival pack |
Powerful Allies (Merit)
The Powerful Allies Merit serves as an extension of the standard Allies Background, representing connections beyond the mortal sphere. While the traditional Allies Background (Levels 1–5) reflects mortal contacts and supporters, the Powerful Allies Merit encompasses supernatural entities and begins where the standard Background ends—at Levels 6, 7, and 8.
Mechanically, the level of your Powerful Allies Merit determines the base dice pool when attempting to call upon these allies for assistance. If the ally in question is connected to one of your defined areas of Influence, you may add the relevant Influence dice to your roll as a bonus.
This Merit reflects not only the rarity and significance of such relationships, but also the increased weight and potential impact they may carry in supernatural society.
You can choose an area of influence that you don't own that this powerful ally can roll its dice against. For instance, if you don't have media, you can select media and then roll its base dice.
Merit Levels
Merit Level | Description | Base Dice Pool |
---|---|---|
Powerful Allies 6 | An Elder from your former city (No Higher than Primogen) | 8 |
Powerful Allies 7 | A Prince/Seneschal from your former city | 9 |
Powerful Allies 8 | A Powerful Elder whose influence may span over a few cities | 10 |
- Please note: This background is HIGHLY restricted and these allies can only be purchased with staff approval.
Domain Overview
In Vampire: The Masquerade, Domain refers to a Kindred's territory—an area of influence officially recognized and granted by the Prince or ruling authority of a city. On Retromux.
When petitioning the Prince for Domain, be mindful of the location. If it falls within a specific Clan Domain, the Primogen of that Clan becomes your direct authority. You will be accountable to them, and they will be responsible for you and your holdings.
Domain Levels and Grid Scope
Your Domain rating determines the amount of grid space you control, whether it's a personal haven or a shared coterie base. The breakdown is as follows:
- Domain 1 – A single building or site. Ex: A nightclub in Montrose or a trap house in Fifth Ward.
- Domain 2 – A street or small cluster of blocks. Ex: A section of Harrisburg Blvd in Second Ward.
- Domain 3 – Multiple blocks or micro-district. Ex: East Montrose, Midtown West, Northside Village
- Domain 4 – Half or a major portion of a neighborhood. Ex: Southern River Oaks or West Second Ward
- Domain 5 – A full named Houston neighborhood. Ex: Montrose, Fifth Ward, Second Ward, The Heights, Eastwood
- Domain 6 – Reserved for the Prince of Houston
Clan Domain represents the holdings of individual Clans within the Praxis. Each Clan in good standing with the Prince will be granted an amount of domain by the Prince, typically between 1 and 5 points. This domain is granted in stewardship to the Primogen and held in trust by them. It also costs no experience to purchase. The Clan may collectively pick 1 Domain Trait per level of domain but cannot purchase extra traits with experience. The Primogen is considered to be the domain's owner for purposes of Tradition and the mechanics of traits.
Personal Domain can be purchased by individuals for experience but is ultimately only available for purchase if the Prince is willing to grant them that much territory. Significant Domain grants (3+) are rare outside the most powerful and respected Kindred. A character will generally not be approved in chargen with a Domain background. These domains use Domain Traits (see Domain Traits tab).
Coterie Domain can be purchased by coteries as well and is subject to the same rules as above and must be granted by the Prince. The same caveat exists here that significant Domain grants (3+) to Coteries are rare. The only difference in this is that all coterie members can contribute to the domain background's experience cost and these domains use Coterie Traits (see below).
Refunding Domain Investments
Sometimes domain is revoked by the Prince or someone leaves a coterie.
- Any experience spent on Domain will be refunded, along with any experience for extra traits, if a single player's domain is revoked.
- Leaving a coterie or being removed will give no refund to the player who spent into any shared domain.
- If a coterie is disbanded, the cost of any domain they held and any extra traits purchased is refunded and divided among the coterie members.
Domain Traits
Each level of Domain grants access to Domain Traits, representing specific advantages tied to your territory (e.g., security, influence, resources).
- For every level of Domain, you may select one Trait per level (e.g., Domain 2 = 2 Traits, chosen from Tier 1 or Tier 2).
- Additional Traits may be purchased at a cost of 5 XP each.
- A player many only purchase up to 3 additional Domain Traits for experience.
- You may purchase up to Domain Score + 3 Domain Traits total for your domain.
Coterie Traits
Each level of Domain purchased by a coterie grants access to Coterie Traits, representing specific advantages tied to your coterie's territory (e.g., security, influence, resources). Coterie traits operate similarly to Domain Traits. The only differences are:
- Coteries can collectively contribute to the experience cost of their Domain background and any extra traits that wish to be purchased.
- There is a separate list of Coterie Traits that coteries can pick from. They can only pick from this list.
- When a 'single Kindred' must be determined to be the benefactor of a trait, it is the Coterie leader or the Kindred in the coterie can choose who that is.
Camarilla Domains of Houston
Below is a link to the current Domains as it stands:
Personal Traits
Tier 1 Traits
Feeding Grounds I
Effect: –1 difficulty to Feeding rolls within your domain.
Heightened Security I
Effect: You gain a Level 1 Contact OR Level 1 Spy asset that operates only within your domain.
Influence Over the Kine I
Effect: You gain +1 AP per Influence cycle that can only be applied to any Influence area you possess. It must be used in your domain.
Dread Reputation I
Effect: Gain +1 die to Manipulation and Intimidation rolls made within your domain, including against Kindred.
Nocturnal Infrastructure I
Effect: Gain +1 dice on Stealth, Streetwise, or Survival rolls when operating in your domain at night.
Safehouse Protocols I
Effect: Rolls to breach your designated haven without prior intel suffer +1 difficulty.
Untouchable I
Effect: Once per influence cycle, you may ignore the first AP spent by outsiders trying to influence your domain. The ST will inform you when this is happening and you can choose to block or not. This can also reduce the effectiveness of a higher spend.
Passive Surveillance Grid
Effect: Gain +1 die and -1 difficulty to Investigation and Streetwise rolls within your domain.
Technology Infrastructure I
Effect: Gain +1 die to Computer or Technology rolls when operating in your domain at night.
Tier 2 Traits
Heightened Security II
Effect: You gain a Level 2 Contact or Level 2 Spy asset that operates only within your domain. Replaces Heightened Security I and you can reallocate that point.
Safehouse Protocols II
Effect: All rolls to breach without prior intel suffer +1 difficulty and require 1 additional success. Replaces Security Protocol I and you can reallocate that point.
Control the Narrative I
Effect: Once per Influence cycle you can influence events that transpire within your domain. Roll Manipulation + Subterfuge (diff 6) to spin a cover story, redirect blame, or suppress fallout.
Feeding Grounds II
Effect: –1 difficulty to Feeding rolls within your domain. You can add or remove one feeding method from your domain's list of options. Replaces Feeding Grounds I and you can reallocate that point.
Untouchable II
Effect: Once per influence cycle, you may ignore the first 2 AP spent by outsiders trying to influence your domain. The ST will inform you when this is happening and you can choose to block or not. This can also reduce the effectiveness of a higher spend. All Influence rolls, be they from AP, contacts, allies, spies, or backup are +1 difficulty if they are not invited by the domain holder. Replaces Untouchable I and you can reallocate that point.
Influence Over the Kine II
Effect: You gain +2 AP per Influence cycle that can only be applied to any Influence area you own. It must be used in your domain. Replaces Influence Over the Kine I and you can reallocate that point.
Political Leverage
Effect: Once per Influence Cycle, you can convert up to 2 of your existing Influence AP into another Influence AP type and use it as you see fit.
Veilbreaker I
Effect: Within your domain, all outsiders attempting to use Obfuscate must roll any stealth checks with an additional +1 difficulty penalty. In addition the character can roll Wits + Spies versus 6 to detect that there is someone in their domain (even though they cannot locate them).
Tier 3 Traits
Heightened Security III
Effect: You gain a Level 3 Contact OR Level 3 Spy asset or a Level 1 Contact AND a Level 1 Spy that operates only within your domain. Replaces Heightened Security II and you can reallocate that point.
Untouchable III
Effect: Once per influence cycle, you may ignore the first 3 AP spent by outsiders trying to influence your domain. The ST will inform you when this is happening and you can choose to block or not. This can also reduce the effectiveness of a higher spend. All Influence rolls, be they from AP, contacts, allies, spies, or backup are at -2 dice and +1 difficulty if they are not invited by the domain holder. Replaces Untouchable II and you can reallocate that point.
Grip on the Kine I
Effect: You gain +2 dice on all your influence rolls within your domain. You can only do this for areas you have Influence in already.
Private Army I
Effect: You have access to Backup Level 2 (armed mortals) stationed within your domain. Once per influence cycle call on them for physical attack or defense within your domain.
Dread Reputation II
Effect: If an unwelcome Kindred wishes to act against or within your domain without your consent, they must spend 1 Willpower and roll Courage versus difficulty 6. Note an additional willpower cannot be spent on this roll. Acting against the domain includes influence rolls. Gain +1 die to Manipulation and Intimidation rolls made within your domain, including against Kindred. Replaces Dread Reputation I and you can reallocate that point.
Lockdown
Effect: Spend 1 Willpower. All hostile actions in your domain during the scene suffer -1 dice and +1 difficulty.
Nocturnal Infrastructure II
Effect: Gain +2 dice and –1 difficulty on Stealth, Streetwise, or Survival rolls when operating in your domain at night.
Edict of Silence
Effect: You may declare a Kindred Persona Non Grata within your domain. Until you revoke this edict, they suffer –2 dice and +2 difficulty on all social rolls. All other Kindred gain +2 dice on their social rolls against them. Breaking this ban is also considered to be something potentially worthy of a status reduction by the harpies and other Kindred.
Veilbreaker II
Effect: Within your domain, all outsiders attempting to use Obfuscate must roll any checks with a +1 difficulty. The domain owner can roll Wits + Spies at a difficulty of the invader's Obfuscate + 3 to detect that there is someone in their domain (even though they cannot locate them). If this roll is successful, the Obfuscate penalty increases to +3 difficulty.
Tier 4 Traits
Heightened Security IV
Effect: You gain a Level 4 Contact OR Level 4 Spy or a Level 2 Contact AND a Level 2 Spy asset that operates only within your domain’s mortal population. Replaces Heightened Security III and you can reallocate that point.
Safehouse Protocols III
Effect: Rolls to breach (even with intel) are at +2 difficulty, and all enemies require +1 extra success on related rolls. Replaces Security Protocols II and you can reallocate that point.
Omnipresent Surveillance
Effect: If an activity goes in within your domain that you don't already know about, you get a chance to detect it without any effort on your part. ST will require you to roll Perception + Alertness or Investigation (difficulty determined by the ST) to uncover this activity.
Mystic Shroud
Effect: Supernatural rituals, scrying, or divinations targeting your domain suffer +2 difficulty. If the success threshold is not met, they fail outright.
Blood Tithe
Effect: Any Kindred who feeds in your domain owes 1 Blood Point to you. Once per hunt by other Kindred within your domain, you may collect 1 BP via +gain. Failure to pay this debt can be enforced socially with status penalties.
Domain Income
Effect: Gain passive Resources 4 (in addition to any other Resources you have) within your domain. This can be used in Influence actions or treated as spendable wealth.
Control the Narrative II
Effect: Once per Influence cycle, spend 1 Willpower. You can solve one issue within your domain. This can include making problems disappear with the wave of your hand, manufacturing complex events, and essentially either create and disappear a problem at your whim. Replaces Control the Narrative I and you can reallocate the point. The outcome will be positive but the ST will narrate the degree of success.
Web of Influence I
Effect: You have integrated into the city’s power structure. Once per Influence Cycle, you may treat any single Influence area you own as if it were +1 higher than it is (Max 5) and gain +1 AP in that area. Requires at least three different Areas of Influence at 1 or more.
Sanctified Territory
Effect: Spend 1 Willpower to declare your domain to be “off-limits" for a scene. All influence actions against your domain fail. All characters in the domain who you do not named as exempt suffer –1 dice and +1 difficulty to all non-combat actions.
Tier 5 Traits
The Domain Remembers
Effect: Once per Influence Cycle, you may ask the ST for a brief vision or insight into a past event in your domain. This acts like a unique version of the Level 5 Auspex power “Psychic Projection" and provides very good insight into the event(s).
The Thousand Eyes
Effect: Anytime an unwelcome or hostile Kindred or group of Kindred enters your domain or uses supernatural powers there, you can spend 1 willpower to be automatically alerted. The descriptions of the Kindred are revealed (but not their identity) as well as some insight into the nature of the powers used.
Grip on the Kine II
Effect: Influence rolls within your domain receive +3 dice and –2 difficulty, limited to spheres you already control. Replaces Grip on the Kine I and you can reallocate the points.
Territorial Sanction
Effect: Once per Influence Cycle, issue an in-character domain law (e.g., no combat, no feeding, no rituals). Anyone who violates this suffers +2 difficulty to all rolls which violate the declared law, and also receives a Major Status Hit (40–50 pts). You or those you name are exempt from this law.
Feeding Grounds III
Effect: All Hunting within your domain -2 difficulty and you can dictate your list of hunt options as you wish. In addition, you gain +1 BP automatically each time you hunt, even if you botch or fail. Replaces Feeding Grounds II and you can reallocate the points.
Thaumaturgical Wards
Effect: Your haven is considered to be warded against ritual-based scrying, summoning, or other Thaumaturgical effects. In addition, the haven is considered to be warded (as Ward vs Kindred, etc) 3 supernatural types of your choice. This can be applied to the target of Safehouse Protocols.
Dread Reputation III
Effect: If an unwelcome Kindred wishes to act against or within your domain without your consent, they must spend 2 Willpower and roll Courage versus difficulty 8. Note an additional willpower cannot be spent on this roll. Acting against the domain includes influence rolls. Gain +2 die to Manipulation and Intimidation rolls made within your domain, including against Kindred. Replaces Dread Reputation II and you can reallocate that point.
Web of Influence II
Effect: You have integrated into the city’s power structure. During an Influence cycle you may treat any single Influence area you own as if it were +1 higher (Max 5). You gain 2 Influence in 2 areas of your choice that you don't own and +1 AP in each area for this cycle. Requires at least three different Influence Backgrounds at level 2 or higher. This replaces Web of Influence I and you can reallocate the points.
Private Army II
Effect: You have access to Backup Level 4 (armed mortals or ghouls) stationed within your domain. This backup is exceptionally well equipped and gets an additional +3 dice to their rolls. This can only happen once per influence cycle. Replaces Private Army I and you can reallocate the points.
Coterie Traits
Tier 1 Traits
Feeding Grounds I
Effect: –1 difficulty to Feeding rolls within your domain.
Nocturnal Infrastructure I
Effect: Gain +1 dice on Stealth, Streetwise, or Survival rolls when operating in your domain at night.
Communal Haven I
Effect: Rolls to breach your designated haven without prior intel suffer +1 difficulty.
Technology Infrastructure I
Effect: Gain +1 die to Computer or Technology rolls when operating in your domain at night.
Coterie Reputation I
Effect: When with at least two other coterie members in a scene, they benefit from +1 die and -1 difficulty on any Social roll where the coterie's name would have weight.
Passive Surveillance Grid
Effect: Gain +1 dice and -1 difficulty to Investigation and Streetwise rolls within your domain.
Defensive Maneuvers
Effect: If you are in a combat with at least two other members of your coterie, add +1 die to defensive combat rolls (but not soak).
Political Infrastructure I
Effect: Coterie members gain +1 dice on Bureaucracy, Law, Subterfuge, or Politics rolls when operating in your domain at night. Note this does not add to any discipline rolls.
Effect: Once per scene, one coterie member may reroll a failed Investigation or Streetwise roll if another coterie member has succeeded in a similar roll within the same scene.
Coterie Cache I
Effect: Once per scene, up to one member of the coterie may declare a nearby cache in their domain and acquire one (1) of the following: 1 weapon that could be acquired from Armory 1, 1 piece of equipment suitable for the Equipment 1 background, or 2 Blood Points.
Tier 2 Traits
Effect: As long as at least two members of your coterie have Resources 3 or greater, all coterie members gain access to the equivalent of Resources 1 for the purposes of spending.
Communal Haven II
Effect: All rolls to breach without prior intel suffer +1 difficulty and require 1 additional success. Replaces Communal Haven I and you can reallocate that point.
Technology Infrastructure II
Effect: Gain +1 die and -1 difficulty to Computer or Technology rolls when operating in your domain at night. Replaces Technology Infrastructure I and you can reallocate that point.
Feeding Grounds II
Effect: –1 difficulty to Feeding rolls within your domain. You can add or remove one feeding method from your domain's list of options. Replaces Feeding Grounds I and you can reallocate that point.
Comfort of the Flock I
Effect: Gain +2 dice to Self-Control or Instinct rolls when two or more coterie members are present.
Coterie Reputation II
Effect: When with at least two other coterie members in a scene where the coterie's name or cause would have weight, they benefit from +1 die and -1 difficulty on any Social roll and anyone who wishes to speak ill of the coterie or its members must pay 1 willpower and succeed in a Courage roll at difficulty 6. Note an additional willpower cannot be spent on this roll. Replaces Coterie Reputation I and you can reallocate that point.
Teamwork
Effect: Once per scene, two coterie members may select the best of the two required scores between them and use those for the roll. This also reduces the difficulty of the roll by -1.
Coordinated Approach
Effect: Once per scene, when planning a task together as a coterie, the selected character gains +2 dice on a single roll. Secondary members may also spend a Willpower point to add +1 die each. This planning must at least take 5 minutes of in-character discussion.
Political Infrastructure II
Effect: Coterie members gain +2 dice on Bureaucracy, Law, Subterfuge, or Politics rolls when operating in your domain at night. Note this does not add to any discipline rolls. Once per Influence cycle, one member of the coterie can spend a Willpower to either get a special insight into how to solve or a Bureaucracy, Law, or Politics issue OR can resolve one issue in the area of Bureaucracy, Law, or Politics without a roll (the ST will moderate). Replaces Political Infrastructure I and you can reallocate that point.
Veilbreaker I
Effect: Within your coterie's domain, all outsiders attempting to use Obfuscate must roll any stealth checks with an additional +1 difficulty penalty. In addition a member of the coterie can roll Wits + Spies versus 6 to detect that there is someone in their domain (even though they cannot locate them).
Tier 3 Traits
Effect: As long as at least two members of your coterie have Resources 4 or greater, all coterie members gain access to the equivalent of Resources 2 for the purposes of spending. Replaces Shared Resources I and you can reallocate that point.
Pack Mentality
Effect: Once per scene when at least two other members of the coterie are present, when any coterie member spends a Willpower point for an extra success present, all other coterie members gain a temporary willpower that can be spent that round.
Synchronized Assault
Effect: If two or more coterie members attack the same target in a single round, each attacker gains +1 die to their attack pool. Only applies to Brawl or Melee rolls.
Coterie Vanguard I
Effect: You have access to Backup Level 2 (armed mortals) stationed within your coterie's domain. Once per Influence cycle you can call on them for physical support in a scene.
Effect: Once per scene, a coterie member may donate a Willpower point to another member in the same scene, representing trust and shared conviction. The donor loses this point for the scene and cannot recover it.
Nocturnal Infrastructure II
Effect: Gain +2 dice and -1 difficulty on Stealth, Streetwise, or Survival rolls when operating in your domain at night.
Night Watch
Effect: Within your domain, the coterie benefits from constant passive security. Any ambush, surprise attack, or attempt to surveil the coterie suffers +2 difficulty, and any coterie member present gets +2 dice on Wits + Alertness to notice the attempt.
Comfort of the Flock II
Effect: Gain +2 dice to Self-Control or Instinct rolls when two or more coterie members are present. Once per scene, a coterie member may reroll a failed Self-Control or Instinct roll. This replaces Comfort of the Flock I and the point may be reallocated.
Coterie Cache II
Effect: Once per scene, up to one member of the coterie may declare a nearby cache in their domain and acquire one (1) of the following: 2 weapons that could be acquired from Armory 2, 2 pieces of equipment suitable for the Equipment 2 background, or 4 Blood Points. The same item cannot be chosen twice. This replaces Coterie Cache I and the point can be reallocated.
Veilbreaker II
Effect: Within your domain, all outsiders attempting to use Obfuscate must roll any checks with a +1 difficulty. A member of the coterie can roll Wits + Spies at a difficulty of the invader's Obfuscate + 3 to detect that there is someone in their domain (even though they cannot locate them). If this roll is successful, the Obfuscate penalty increases to +3 difficulty.
Tier 4 Traits
Communal Haven III
Effect: All rolls to breach (even with prior intel) suffer +2 difficulty and require 1 additional success. Replaces Communal Haven II and you can reallocate that point.
Unseen Empire
Effect: Within your domain, your coterie may operate under the effects of Obfuscate 1: Cloak of Shadows at all times, as long as they remain still or blend into crowds. Additionally, all Investigation or Streetwise rolls against the coterie inside the domain suffer +2 difficulty.
Battle Communion
Effect: When three or more coterie members are in combat together, each member may, once per combat, reroll any failed attack or soak roll. Additionally, if three or more coterie members strike the same target in one round, the target’s soak difficulty next round increases by +1.
Mystic Shroud
Effect: Supernatural rituals, scrying, or divinations targeting your coterie's domain suffer +2 difficulty. If the success threshold is not met, they fail outright.
One Voice
Effect: The coterie can present a single, flawless social front. When at least three members of the coterie are present in a scene, all social rolls made by any member may be considered to have the highest Social Attribute + relevant Ability from among the coterie instead of the speaker’s own and add +1 die and are made at -1 difficulty.
Defend the Weak I
Effect: Once per scene, if a coterie member takes damage after a soak, another coterie member in the scene may take that damage instead, regardless of distance. This must be declared immediately. This damage must be taken in full and cannot be soaked again.
Flanking Maneuver
Effect: If a target is being attacked by at least two coterie members from different directions, both attackers gain +2 dice to hit and the target suffers +1 difficulty to Dodge. This cannot apply to more than two attacking characters against one target but can be declared more than once in a round.
Effect: As long as at least two members of your coterie have Resources 5 or greater, all coterie members gain access to the equivalent of Resources 3 for the purposes of spending. Replaces Shared Resources I and you can reallocate that point.
Tactical Synchrony
Effect: Once per combat round, after all initiative is rolled, the coterie may swap the initiative positions of any two members.
Sanctified Territory
Effect: Each member of the coterie spends 1 Willpower to declare the coterie's domain to be “off-limits" for a scene. All influence actions against that domain fail. All characters in the domain who you do not named as exempt suffer –1 dice and +1 difficulty to all non-combat actions.
Tier 5 Traits
Vigilant Dominion
Effect: Once per scene, a coterie member within the domain may declare a "Threat Detected". This reflexively—causes all members to enter combat with that threat a +2 bonus to Initiative for all members of the coterie during the first round.
Defend the Weak II
Effect: Once per scene, if a coterie member would take damage, another coterie member in the scene may take that damage instead before the soak, regardless of distance. This must be declared immediately. This damage is soaked at +3 dice. Replaces Defend the Weak I and you can reallocate that point.
Reaping Circle
Effect: If a target is reduced to torpor or Final Death by one coterie member, another may immediately make an attackl against any other enemy in the same scene at +2 dice.
Thaumaturgical Wards
Effect: Your haven is considered to be warded against ritual-based scrying, summoning, or other Thaumaturgical effects. In addition, the haven is considered to be warded (as Ward vs Kindred, etc) 3 supernatural types of your choice. This can be applied to the target of Safehouse Protocols.
Coterie Vanguard II
Effect: Your coterie has access to Backup Level 4 (armed mortals or ghouls) stationed within your domain. This backup gets an additional +3 dice to their rolls. This can only happen once per influence cycle. Replaces Coterie Vanguard I and you can reallocate the points.
Feeding Grounds III
Effect: All Hunting within your coterie's domain is -2 difficulty and you can dictate your list of hunt options as you wish. In addition, all coterie members gain +1 BP automatically each time they hunt, even if you botch or fail. Replaces Feeding Grounds II and you can reallocate the points.
Coterie Cache III
Effect: Once per scene, up to one member of the coterie may declare a nearby cache in their domain and acquire any one (1) of the following: 3 weapons that could be acquired from Armory 3, 3 pieces of equipment suitable for the Equipment 3 background, or 6 Blood Points. This replaces Coterie Cache II and the point can be reallocated.
Coterie Reputation III
Effect: When with at least two other coterie members in a scene where the coterie's name or cause would have weight, they benefit from +2 die and -1 difficulty on any Social roll and anyone who wishes to speak ill of the coterie or its members must pay 2 willpower and succeed in a Courage roll at difficulty 8. Note an additional willpower cannot be spent on this roll. Replaces Coterie Reputation II and you can reallocate that point.
Kill-Chain
Effect: When two or more coterie members attack the same target in a round, they may initiate a Kill-Chain. For every successful hit beyond the first, add +1 die to the next attacker’s pool (cumulative). If three or more coterie members hit the same target in the same round, the target must immediately roll Stamina + Survival (difficulty 8) or be staggered—losing their next action.
Comfort of the Flock III
Effect: Gain +2 dice and -1 difficulty to Self-Control or Instinct rolls when two or more coterie members are present. Once per scene, a coterie member may reroll a failed Self-Control or Instinct roll and use the highest Self-Control, or Instinct among the present coterie members. Even if the Kindred frenzies they will not attack those in their coterie. If the coterie are the only ones present, the character can elect to flee instead. This replaces Comfort of the Flock II and the point may be reallocated.