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Coterie Moves

Coterie Moves represent actions your group takes together, whether resolved in the moment or summarized as narrative compression. Each Coterie Move can only be used a maximum of once per session of play. I'm going to repeat that part in bolded all caps because it's very important:

EACH COTERIE MOVE CAN ONLY BE USED A MAXIMUM OF ONCE PER SESSION OF PLAY!

Every time your Coterie triggers one of these Moves, each Coterie member rolls, adds the correct bonus from their own stats per the Move, and then applies your Coterie's Cohesion modifier. Count the number of successes (7 or higher) and implement the appropriate results.

Important Note

For larger Coteries (6 or more members), the Storyteller may opt to change "Everyone rolls 10+" to "All but one roll 10+" for the sake of mathematical fairness. The Coterie Moves function identically if everyone still rolls above 10 — it's just a little probability utility.

Another Equally Important Note

Ultimately, it's up to your group and your Storyteller to decide in Session Zero whether "half" rounds up or rounds down if your Coterie has an odd number of members. Rounding up makes things easier, rounding down makes them harder.

Sate Your Hunger

When your Coterie hunts and feeds together as a group, everyone describes their approach and rolls with the appropriate individual stat as per their Predator Type +Cohesion.

Count successes: 7+ = a success

Everyone rolls 10+: The Coterie feeds exceptionally well with no Masquerade complications. Everyone reduces Hunger by 2. Choose 3 benefits:

  • No one was seriously harmed
  • You learned something useful about the area
  • Someone found prey with beneficial Resonance
  • A mortal really enjoyed the experience and wants more sometime
  • You acquired something useful or important while you were out

Half or more succeed: Most feed adequately. Those who succeeded reduce Hunger by 2, those who didn't reduce by 1. Choose 2 benefits. The Storyteller chooses 1 complication:

  • Someone was hurt or a vessel was killed
  • Evidence was left behind (start or advance the Masquerade Clock)
  • You drew unwanted attention
  • A Coterie member's Beast got a taste for something dangerous

Less than half succeed: The hunt went poorly. Everyone reduces Hunger by 1. Choose 1 benefit. The Storyteller chooses 2 complications.

Nobody succeeds: Disaster. The Coterie is still hungry. The Storyteller makes a Hard Move.

Tidy the Haven

When your Coterie maintains your Haven and territory together, everyone describes what they're taking care of and how they're doing it, then rolls with the appropriate individual stat for their approach +Cohesion.

Count successes: 7+ = a success

Everyone rolls 10+: The Haven is running smoothly and everyone contributed meaningfully. Choose 3 contributions:

  • The Haven is supernaturally secure (wards intact, no intrusions detected)
  • All mundane matters are handled (repairs done, bills paid, space functional)
  • Mortals are satisfied and unsuspicious (neighbors unbothered, landlord appeased)
  • Live-in characters are well-cared for and content
  • You've improved the Haven meaningfully (new feature, upgrade, fortification)

Half or more succeed: The Haven is adequately maintained. Those who succeeded handled their responsibilities. Choose 2 contributions. The Storyteller chooses 1 complication:

  • Something needs more attention (start or advance a Haven Clock)
  • A mortal noticed something odd but hasn't made an issue of it yet
  • A character living in the Haven is stressed or needs extra care
  • The work cost more than expected; reduce Currency by 1
  • Your nighttime activities drew some minor attention

Less than half succeed: The Haven is barely holding together (unless something interferes). Choose 1 contribution. The Storyteller chooses 2 complications.

Nobody succeeds: The Haven is falling apart. The Storyteller makes a Hard Move.

Execute the Plan

When your Coterie coordinates to accomplish a specific objective together, everyone describes their role in the plan, gains 1 Hunger from the night's exertion, and rolls with the appropriate individual stat for their approach +Cohesion.

Count successes: 7+ = a success

Everyone rolls 10+: The plan goes smoothly with no Masquerade breaches. The Coterie collectively Holds 3.

Half or more succeed: The plan mostly works. The Coterie collectively Holds 2. The Storyteller chooses 1 complication:

  • The plan takes longer than expected or draws attention
  • Someone on the team takes 1 Harm or is compromised
  • You have to give something up you weren't planning to (resources, information, a Debt)
  • Evidence or witnesses complicate things; start or advance a relevant Clock
  • An unexpected obstacle appears that needs handling

Less than half succeed: The plan barely comes together. The Coterie collectively Holds 1. The Storyteller chooses 2 complications.

Nobody succeeds: The plan falls apart. No Hold is gained. The Storyteller makes a Hard Move.

Spend Hold 1-for-1 during or immediately after executing the plan to:

  • Avoid collateral damage to mortals (no bystanders hurt, no property destroyed)
  • Avoid collateral damage to Kindred (no vampires hurt who weren't targets)
  • Avoid anyone in the Coterie taking Harm during execution
  • Discover an unexpected advantage or opportunity
  • Learn something valuable about your opposition or environment
  • Pull off your supernatural abilities flawlessly; take no complications or extra Hunger from Disciplines used
  • Finish efficiently; you have time/resources left over
  • Gain something extra (resources, intel, a Debt, a useful contact)
  • Impress or gain favor with someone important or powerful
  • Improve yourselves; the Coterie member(s) with the lowest roll learns a valuable lesson and gains 1 XP

Enforce Your Claim

When your Coterie needs to assert or defend your territory, standing, or boundaries, the Coterie decides on a unified approach. Everyone rolls with the same stat that best represents that collective approach +Cohesion.

Count successes: 7+ = a success

Everyone rolls 10+: Your Coterie makes a definitive statement. Choose 3 assertions:

  • You expand or solidify your position; gain +1 Claim
  • You earn genuine respect or fear, either through a show of power or extortion; gain either +1 Clout or +1 Currency
  • The threat is completely eliminated or driven off
  • You learn something valuable about your opposition
  • No one in the Coterie is harmed or compromised
  • You send a clear message that won't be forgotten
  • You gain something tangible and valuable (a secret, artifact, weapon, vehicle, etc.)

Half or more succeed: You hold your ground effectively. Choose 2 assertions. The Storyteller chooses 1 complication:

  • It costs you; spend 1 Currency, reduce Clout by 1, or mark a Coterie Debt (Storyteller chooses)
  • Someone in the Coterie takes significant Harm or is exposed
  • You make a dangerous enemy or burn a bridge
  • Evidence or witnesses complicate things; start or advance a relevant Clock
  • Your display attracts unwanted attention; start or advance the Masquerade Clock
  • The threat retreats but isn't gone for good
  • You had to compromise on something important

Less than half succeed: You barely maintain your position. Choose 1 assertion. The Storyteller chooses 2 complications.

Nobody succeeds: Your Coterie loses ground. Reduce Claim by 1. The Storyteller makes a Hard Move.

Save Face

When things go awry and your Coterie is confronted, everyone describes how they're trying to smooth things over and rolls with the appropriate individual stat for their approach +Cohesion.

Count successes: 7+ = a success

Everyone rolls 10+: You successfully defuse the situation and come out looking good. Choose 3 assurances:

  • You maintain (or even improve) your standing with them
  • You don't give up anything valuable (secrets, resources, Debts)
  • No one in the Coterie faces individual consequences
  • You learn something useful about who's confronting you
  • You turn the situation to your advantage somehow
  • The Coterie is partially absolved; everyone removes up to 2 Stains

Half or more succeed: You manage to smooth things over, mostly. Choose 2 assurances. The Storyteller chooses 1 complication:

  • You have to give something up (information, resources, a Debt owed)
  • Someone in the Coterie takes the fall or gets singled out
  • Your reputation takes a hit; reduce Clout by 1
  • You make a promise or commitment you'll have to keep (gain a Coterie Debt)
  • They're suspicious now and will be watching you more closely
  • You accidentally reveal something you didn't want to
  • You draw even more attention; start or advance the Masquerade Clock

Less than half succeed: You barely manage to avoid making things worse. Choose 1 assurance. The Storyteller chooses 2 complications.

Nobody succeeds: You've made everything worse. The Storyteller makes a Hard Move.

Talk It Out

When your Coterie gets together and discusses the state of things, set aside a good chunk of the evening. Everyone describes how they engage with the conversation and rolls with the appropriate stat for their individual approach +Cohesion.

Count successes: 7+ = a success

Everyone rolls 10+: The conversation is honest and productive. The Coterie collectively Holds 3.

Half or more succeed: Most people feel heard and understood. The Coterie collectively Holds 2. The Storyteller chooses 1 complication:

  • Someone feels dismissed or unheard; they take -1 Ongoing until the end of the scene
  • An old wound or unresolved issue resurfaces
  • A difficult truth comes out that someone wasn't ready for
  • The conversation takes longer than expected and cuts into the night too much
  • Someone's frustration shows; they gain +1 Hunger from stress
  • The Coterie fails to connect; any attempt to increase Cohesion from this conversation is negated

Less than half succeed: The conversation is tense but not entirely unproductive. The Coterie collectively Holds 1. The Storyteller chooses 2 complications.

Nobody succeeds: The conversation falls apart. The Coterie Holds nothing and reduces Cohesion by 1. The Storyteller makes a Hard Move.

Spend Hold 1-for-1 during the conversation to:

  • The Coterie grows closer; increase Cohesion by 1
  • Settle an existing Debt between Coterie members
  • Create a new Debt to represent a promise or commitment made
  • The Coterie member(s) with the lowest Humanity score gains perspective on their actions and regains +1 Humanity
  • The Coterie member(s) with the lowest roll learns from another's experience and gains 1 XP
  • The group identifies a shared goal or priority that everyone commits to
  • A long-standing issue or conflict is finally resolved, possibly erasing a Debt
  • Someone opens up about something vulnerable; they and one other character each remove 1 Stain