Coterie Stats
These five stats, all starting with C for thematic consistency, represent your Coterie as a collective entity. It has its own tracking sheet, and is intended to ebb and flow in general success throughout normal play. Just surviving can be enough, but truly thriving can bring many benefits.
Typical Starting Range: ±1 (rarely ±2 for exceptional circumstances)
Maximum Range: -3 to +3
Reaching ±3 should be a major achievement requiring sustained effort (or lack thereof), significant accomplishments, or catastrophic fumbles. For a more granular breakdown of what the stats might actually mean, see the Coterie Stat Reference Tables.
Clout¶
Your power and capability reputation among other Kindred. High Clout gets you invited to vampire gatherings and respect from locals. Negative Clout means you're actively mocked or dismissed.
Spendable. Gamble any amount of Clout you have (1 or more; can't gamble with 0 or lower) to double Cohesion bonuses for the scene and give +1 Ongoing. If your Cohesion is negative, it becomes +0 until the end of the scene. Win the conflict = gain back gambled Clout +1. Lose = lose gambled Clout. If this brings you into negatives, yikes! Consequences!
Changes through: Public victories/defeats, major favors owed/called in, spectacular collective successes or failures.
Cohesion¶
How well the Coterie works together. Positive Cohesion gives numeric bonuses to Coterie Moves. Negative Cohesion does the opposite, making group actions harder.
Bonus: Cohesion rating directly modifies Coterie Move rolls (+2 Cohesion = +2 to all Coterie Moves).
Changes through: Betrayals, shared trauma, resolving internal Debts, successful cooperation, fracturing or building trust.
Charm¶
How likable and affable your Coterie is. High Charm makes people — living and unliving alike — gravitate toward you and give you the benefit of the doubt. Negative Charm makes everyone wary or hostile.
Changes through: How you treat others, public incidents, maintaining good relationships, being good neighbors vs. municipal menaces.
Claim¶
The size and quality of your collective territory. Minimum: a single (probably smelly) room. Maximum: a neighborhood or borough. High Claim means firm control and respect from other Kindred. Negative Claim means rivals are actively encroaching.
Changes through: Taking/losing territory, neglecting/improving your domain, rival incursions, establishing boundaries (even with lawn flamingoes).
Currency¶
Monetary wealth, abstracted. High Currency means you're loaded. Negative Currency is literal debt.
Spendable: Use for bribes, equipment, safe houses, cover-ups, hiring help, maintaining your Haven.
Changes through: Heists, expenses, investments, getting robbed, steady income sources.