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Coterie Types

Your Coterie Type informs what kind of group you are, what your shared Haven looks like, and where your collective strengths and weaknesses lie. Pick one during Session Zero that more or less fits the story you want to tell together, mark down your starting stats on your Coterie sheet, and choose your Haven Features together. If none of these quite fit what you're going for, skip to the end for guidance on how to build your own!

Haven Stats always sum to a total of +2 (at the beginning; they go up and down as you play). The typical starting range for each stat is ±1, with ±2 for types that lean heavily into one identity. Only the Cult starts with a +3 in anything, because cults are like that.

Haven Features are the defining characteristics of your shared unliving space. Each Coterie Type lists how many Positives and Negatives to pick; most are 3 and 2, but some types get more or fewer depending on their circumstances. These aren't just flavor, they're hooks for the Storyteller to pull on and for you to leverage, exploit, or suffer through.


The Champions

You protect the neighborhood. Muggers, predatory landlords, corrupt cops, drug operations poisoning the locals (and your food supply): you deal with it, one way or another. The mortals around you sleep a little easier because of what you do, even if they'll never know what you are. The tension is obvious; you're apex predators playing guardian angel, and the line between protecting people and terrorizing them gets blurrier every night. But someone has to do it, and at least you're trying.

Haven Stats: Clout +0 | Cohesion +1 | Charm +2 | Claim +0 | Currency -1

Haven Features
  • Pick 3 Positive: community respect, neighborhood watch, cool telescope, police scanner, first aid kit, local informants, reinforced doors, escape route, motion sensors, tip line
  • Pick 2 Negative: vigilante reputation, chronic underfunding, rabid local fanbase, nosy neighbors, big target, local resentment, sleep deprivation

The Circumstantials

Nobody here chose this. A shared sire who couldn't pick favorites, a mandated arrangement from local vampiric leadership, a mutual enemy who forced your hands, or just catastrophically bad timing. Half of you can barely stand the other half. The question isn't whether your Coterie will succeed, it's whether it'll survive long enough to figure out if it even should. On the upside, you've been set up with a decent unliving space. If you tear each other apart, everyone who survives gets more room for themselves. Have fun!

Haven Stats: Clout +0 | Cohesion -2 | Charm +1 | Claim +1 | Currency +2

Haven Features
  • Pick 2 Positive: surprisingly spacious, convenient location, pre-furnished, secure locks, reliable internet, nice view, free parking, good water pressure, lenient/lazy landlord
  • Pick 3 Negative: one bedroom, thermostat wars, unclear lease, hostile chore wheel, mysterious stain, someone's lingering ex, overcrowded blood fridge, incompatible décor, thin walls

The Cult

Your Coterie formed around shared devotion. Maybe it's genuine faith in something ancient and unknowable. Maybe it's one charismatic monster who got really good at making the others believe. Either way, the bond between members is conviction, ritual, and the heady rush of being part of something bigger than yourself. Outsiders find you unsettling. Insiders would die for each other (again). The congregation keeps you fed, the rituals keep you united, and the secrecy keeps you alive. Just make sure nobody starts asking questions about what happens in the basement. I mean, um, what basement?

Haven Stats: Clout -1 | Cohesion +3 | Charm -1 | Claim +1 | Currency +0

Haven Features
  • Pick 3 Positive: ritual chamber, devoted congregation, soundproofed sanctum, hidden entrance, communal blood supply, sacred relic, indoctrination library, altar with drainage, rooftop garden
  • Pick 3 Negative: incense-scented everything, many complaints filed, curious police, definitely watchlisted, stained floors, fundamentally unsanitary, fire hazard, escaped member

The Day Watch

Most vampires are useless during the day. You're not. Your Coterie is composed of kith and Kindred who can walk in sunlight (Thin-Bloods, Ghouls, Devorari, Osirians, or anyone else who's somehow figured it out), and that makes you indispensable to vampiric leadership that needs eyes, hands, and fangs operating while the rest of the city slumbers. You guard sleeping Elders, scout hunter movements, run daytime errands that would dust anyone else, and generally handle hours of the day that most vampires try to pretend don't exist. The thanks you receive is roughly proportional to how expendable they consider you.

Haven Stats: Clout -1 | Cohesion +2 | Charm +0 | Claim +0 | Currency +1

Haven Features
  • Pick 3 Positive: blackout curtains, daytime armory, mortal-passing décor, sunscreen stockpile, light-tight room, shift schedule, tinted vehicle, dawn alarm, coffee machine, rooftop sundeck
  • Pick 2 Negative: expendable reputation, nocturnal visitors, double shifts, suspicious van, always on call, unappreciative supervisor(s), overworked and understaffed

The Enterprise

You're in business together, and business is good, or at least complicated enough to keep you busy! Shell companies, investment portfolios, commercial real estate, import/export operations of questionable legality, or just a really aggressive nightclub franchise. The corporate structure gives you access to mortal power systems in ways that guns, swords, and Disciplines can't match, and the money keeps everyone comfortable. The downside is that money attracts attention, auditors are relentless, and your competitors may include things significantly worse than rival firms.

Haven Stats: Clout +1 | Cohesion +0 | Charm +0 | Claim -1 | Currency +2

Haven Features
  • Pick 3 Positive: corner office, legal counsel, slush fund, corporate housing, company vehicles, mortal employees, tax shelter, investor network, expense accounts, conference room, attractive secretary
  • Pick 2 Negative: pending audit, paper trail, disgruntled employee, hostile shareholders, embezzlement rumors, regulatory scrutiny, overtime culture, quarterly expectations

The Envoys

You exist in the gaps between factions that would rather kill each other. Mediators, ambassadors, negotiators, or possibly just the only vampires in the city stubborn enough to sit in a room with two groups who despise each other and try to find common ground. You go where you're needed, talk to everyone patiently, and maintain enough neutrality to be trusted by people who trust nobody. The work is exhausting and often thankless, but when a deal holds and a war doesn't happen, that's your doing. You just can't ever pick a side, because the moment you do, you become a target instead of a bridge.

Haven Stats: Clout +1 | Cohesion +0 | Charm +2 | Claim -1 | Currency +0

Haven Features
  • Pick 3 Positive: neutral ground, diplomatic immunity, secure meeting room, confidential archives, trusted couriers, faction contacts, travel documents, hospitality suite, multilingual library, white flag collection
  • Pick 2 Negative: no real allies, assassination risk, constant travel, borrowed spaces, trust deficit, weaponized neutrality, everyone's dirty secrets

The Family

You're related. By Clan, by Blood Marriage, by sire, by some tangled combination of mortal lineage and vampiric dynasty that makes your family tree look more like a mangrove patch and less like a noble oak or whatever. The bond is older than your Coterie and runs deeper than politics; you've been dealing with each other's nonsense since before some of you died. Family Coteries often fight viciously, forgive quickly but reluctantly, and close ranks against outsiders with terrifying speed. The dysfunction is a feature, not a bug.

Haven Stats: Clout +1 | Cohesion +0 | Charm -1 | Claim +1 | Currency +1

Haven Features
  • Pick 3 Positive: ancestral property, family heirlooms, nearby mortal relatives, generational wealth, legacy contacts, extensive genealogy, holiday traditions, family lawyer, spare bedrooms, wine/"wine" cellar
  • Pick 2 Negative: inheritance disputes, estranged branch, family secrets, judgmental Elders, awkward reunions, unsettled wills, skeletons (literal), obligatory dinners

The Fang Gang

You're criminals and you're damn good at it. Heists, shakedowns, smash-and-grabs, protection rackets, or just good old-fashioned muggings with supernatural advantages. Every crew needs a driver, a hitter, a face, a lookout, and someone who knows a guy. If you're short a few, that's fine too. Local vampiric governance doesn't care if you break mortal laws, and rebels love company, right up until you rob the wrong person or step on the wrong turf. Keep your scores clean, your fence reliable, and your getaway vehicle gassed up.

Haven Stats: Clout +0 | Cohesion +1 | Charm -1 | Claim +1 | Currency +1

Haven Features
  • Pick 3 Positive: getaway vehicle, weapons stash, reliable fence, police scanner, loading dock, cash safe, fake IDs, chop shop, lookout post, burner phones
  • Pick 2 Negative: rival territory, persistent detective, bullet-hole decor, landlord snitches, inherited beef, known hangout, stolen goods, annoying wannabe

The Fixers

Someone breached the Masquerade. Someone always breaches the Masquerade. That's where you come in. You clean up messes, manipulate media, redirect investigations, silence witnesses (preferably without adding to the body count), and make problems disappear before they become everybody's problems. Vampiric leadership gives you broad authority and expects results. Other Kindred are polite to your face because they know that one night they'll need you, and you'll remember exactly how polite they were.

Haven Stats: Clout +2 | Cohesion +1 | Charm -1 | Claim +0 | Currency +0

Haven Features
  • Pick 3 Positive: media contacts, police liaison, surveillance gear, cleanup supplies, evidence disposal, social media monitoring, blackmail archive, secure comms, unmarked vehicle, cover stories
  • Pick 2 Negative: seen too much, everyone's trash, constant callouts, many dead bodies, budget constraints, dangerous knowledge, favors owed

The Fugitives

You're running. Someone powerful wants you found, staked, and dealt with. Maybe it's a hunter organization, a vampiric authority with a grudge, or you might just know too much about someone who can't let that slide. You keep moving, stay low, and trust almost nobody outside the group. Your Haven is wherever you can crash today. Tomorrow night you'll be somewhere else. The good news is that nobody runs forever. The bad news is that you might find out why.

Haven Stats: Clout -1 | Cohesion +2 | Charm +1 | Claim -2 | Currency +2

Haven Features
  • Pick 2 Positive: hidey-holes, burner phones, emergency cash, fake plates collection, faraway contact, light-tight trunk, forgery kit, go-bags ready, backup vehicle, buried safe
  • Pick 3 Negative: no fixed address, active pursuers, smelly car, slumbering in shifts, compromised safehouse, cash only, paranoid habits, no friends nearby

The Gatekeepers

Your Coterie deals with the dead. The actually dead; ghosts, spirits, restless ancestors, things that lurk in the spaces between life and whatever comes after. You commune with them, command them, lay them to rest, or exploit them, depending on your moral compass and your client list. Other vampires find you creepy, which is saying something. They also find you useful, which is why they keep calling.

Haven Stats: Clout +1 | Cohesion +1 | Charm -2 | Claim +1 | Currency +1

Haven Features
  • Pick 3 Positive: spirit wards, cemetery access, ritual circle, spectral informants, séance parlor, occult library, consecrated ground, bone collection, ghost traps, cold storage
  • Pick 3 Negative: very fucking haunted, perpetual chill, friendly new neighbors, unsettling noises, always attracting weirdos, corpse smell, restless tenants, flickering lights

The Hunting Party

You know blood better than anyone. Where to find it, how to cultivate it, which mortals carry the best Resonances, and how to keep a herd healthy, happy, and blissfully ignorant. You're sommeliers, ranchers, and logistics experts rolled into one predatory package. Other vampires come to you when they need something specific, and you deliver... for a price. The work requires patience, a gentle touch with mortals, and the willingness to treat living human beings as a renewable resource.

Haven Stats: Clout +0 | Cohesion +0 | Charm +1 | Claim +2 | Currency -1

Haven Features
  • Pick 3 Positive: managed herd, blood storage, private feeding rooms, distinguished clientele, discreet location, veterinary supplies, delivery network, wellness program, tasting notes
  • Pick 2 Negative: herd poachers, inventory spoilage, demanding clientele, attachment issues, refrigeration costs, ethical queasiness, jealous rivals

The Nomads

You don't stay. Maybe you perform; a traveling show, a band, a roving market of curiosities and contraband. Maybe you just drift, all for one and one for all, moving on before anyone asks too many questions but after you collect your tips. Your Haven (you prefer Haven't — it's less sad when it's voluntary) is a convoy, a tour bus, a caravan, a blacked-out truck, or whatever gets you down the road before dawn. Every city is a new audience, a new feeding ground, and a new set of problems you'll leave behind in a week or two, tops. The freedom is genuine. The loneliness is too.

Haven Stats: Clout +0 | Cohesion +1 | Charm +2 | Claim -2 | Currency +1

Haven Features
  • Pick 3 Positive: trusty vehicle, mobile blood storage, updated maps, performance gear, mortal entourage, inter-city contacts, portable shrine, dope sound system, campfire stories, fascinating collection
  • Pick 2 Negative: vehicle breakdowns, frequent border crossings, cramped quarters, no gas money, unwelcome everywhere, local rivalries, road fatigue, no fixed address

The Operatives

You serve a patron, a cause, or a faction from the shadows. Espionage, infiltration, assassination, sabotage, intelligence gathering, false flag operations, or all of the above. Your cover identities are meticulous, your real loyalties are hidden, and your nightly existence is a performance within a performance. The work is paranoid, isolating, and occasionally thrilling in ways that make you wonder if you're doing this for the mission or for the rush. Your handler expects results. Your targets expect nothing. Keep it that way.

Haven Stats: Clout -1 | Cohesion +2 | Charm +1 | Claim +0 | Currency +0

Haven Features
  • Pick 3 Positive: comprehensive fake identities, dead drops, secure comms, surveillance gear, handler contact, actual safe house, disguise kit, encrypted devices, extraction plan, cool weapon stash
  • Pick 2 Negative: burned cover risk, handler's agenda, disposable assets, double agent paranoia, loyalty tests, compartmentalized lives, paper-thin trust

The Regents

Someone powerful left, and you inherited the keys. Maybe your patron entered Torpor to wait out some drama, maybe they answered some distant call, maybe they were recently staked and buried under a parking lot. Regardless, their territory, their responsibilities, their enemies, their Debts, and their half-finished schemes are now your problem. The authority is real but borrowed; everyone knows you're keeping the bench warm, not sitting on the throne. Some vampires respect the office even if they don't respect you. Others smell opportunity. Prove you deserve the position or watch someone take it.

Haven Stats: Clout +2 | Cohesion +0 | Charm +0 | Claim +1 | Currency -1

Haven Features
  • Pick 4 Positive: inherited estate, political connections, existing staff, established domain, extensive library, recognized authority, ancestral wards, intelligence network, impressive address, legacy reputation
  • Pick 3 Negative: inherited enemies, empty treasury, unfinished business, loyalty tests, succession vultures, crumbling infrastructure, outdated policies, impossible expectations, useless help, nasty rumors

The Salon

You are tastemakers, aesthetes, and social predators of the most refined variety. Your Coterie exists at the intersection of art, culture, and vampiric society, and you intend to be the most interesting, beautiful, and talked-about group in the city. Fashion, music, gallery openings, underground performances, curated experiences that mortals and Kindred alike would kill to attend (some literally). Competition with rival socialites is vicious, personal, and endlessly entertaining. Looking good is a given. Being the best is the goal.

Haven Stats: Clout +1 | Cohesion +0 | Charm +2 | Claim -1 | Currency +0

Haven Features
  • Pick 3 Positive: gallery space, art collection, designer wardrobe, event connections, VIP contacts, recording studio, rooftop lounge, impressive bar, personal stylist, several blood dolls
  • Pick 2 Negative: rival socialites, expensive tastes, reputation fragility, tabloid attention, venue damage, trend anxiety, jealous admirers

The Saviors

You move people. Thin-Bloods fleeing persecution, Kindred dodging a death sentence, mortals who saw too much and can't go home, and anyone else the local power structure has decided is risky or disposable. You shelter them, hide them, and get them somewhere safer, often at enormous personal risk and for very little reward. Everyone you help owes you a favor, and everyone you help also knows exactly where you operate. The fangs in charge don't approve of what you do. The folks you save don't forget it.

Haven Stats: Clout -2 | Cohesion +1 | Charm +2 | Claim +0 | Currency +1

Haven Features
  • Pick 3 Positive: clear-ish conscience, hidden rooms, escape tunnel, forged documents, mortal sympathizers, medical supplies, safe route maps, refugee network, rotating shelters, trusted drivers, supply cache
  • Pick 3 Negative: hunted by authorities, always overcrowded, resource drain, informant risk, desperate guests, betrayal potential, worn-out welcome, guilt trips, network stretched thin

The Seekers

You chase questions and answers, not necessarily related to each other. Ancient relics, forbidden texts, unsolved mysteries, lost bloodlines, or just the persistent question of what the hell actually happened three hundred years ago in that crypt beneath that cathedral. Your Coterie is part research team, part expedition crew, and part obsessive hoarders of knowledge that other vampires would prefer stayed buried. The deeper you dig, the more dangerous the secrets get, and the more your rivals want what you've found.

Haven Stats: Clout +1 | Cohesion +1 | Charm -1 | Claim +0 | Currency +1

Haven Features
  • Pick 3 Positive: ancient library, artifact vault, expedition gear, academic contacts, translation tools, map collection, rare manuscripts, restoration workshop, impeccable filing system
  • Pick 2 Negative: obsessive hoarding, rival researchers, cursed acquisitions, unstable artifacts, grant dependency, information overload, recently-stolen goods, dangerous upcoming expedition

The Sentinels

You guard something important. A sacred site, a strategic chokepoint, a building with secrets in the walls, a gathering place for local vampiric society. Your Coterie was charged with its protection (or took the job voluntarily), and your identities have become inseparable from the place itself. You know every entrance, every weakness, every shadow in every hallway. Other vampires may hold more political power, but they come to your door when they need safety, and they follow your rules while they're inside. The place is yours. You answer for what happens inside it.

Haven Stats: Clout +1 | Cohesion +1 | Charm -1 | Claim +2 | Currency -1

Haven Features
  • Pick 4 Positive: fortified entrance, security system, patrol routes, armory access, defensible layout, guest quarters, emergency lockdown, watchtower, hidden passages, architectural plans
  • Pick 3 Negative: no nights off, siege mentality, crumbling walls, unwanted visitors, thankless duty, maintenance costs, cabin fever, territorial obsession

The Warband

You fight. That's the short version. The longer version is that you fight for a patron, a cause, a territory, or just for each other, and you do it with the kind of coordinated violence that makes other Coteries very uncomfortable. Patrols, raids, defensive operations, hunting dangerous enemies, and occasionally being pointed at a problem and told to make it go away. You train together, bleed together, and trust each other with your unlives every night. The hierarchy is clear, the discipline is strict, and the scars are numerous.

Haven Stats: Clout +2 | Cohesion +1 | Charm -2 | Claim +1 | Currency +0

Haven Features
  • Pick 3 Positive: large weapons arsenal, training room, tactical maps, armored vehicle, medical supplies, fortified perimeter, sparring ring, war trophies, comms array, watchtower
  • Pick 2 Negative: constant threat(s), expendable reputation, civilian discomfort, unrepaired battle damage, growing enemies list, aggressive neighbors, recent member death, foolish new recruit

The Web Crawlers

You control information. Hackers, influencers, citizen journalists, rumor brokers, data analysts, social engineers, or some combination that makes you the most well-informed (and therefore dangerous) Coterie in the area. The modern Masquerade runs on controlling narratives, and while the Fixers clean up breaches after they happen, you make sure they don't happen in the first place by owning the channels through which information flows. The downside is that knowing everything means knowing things you wish you didn't, and being the city's information hub makes you a target for anyone who wants to control what others know.

Haven Stats: Clout +1 | Cohesion +0 | Charm +0 | Claim -1 | Currency +2

Haven Features
  • Pick 3 Positive: server room, social media bots, encrypted network, police band radio, hacker contacts, data archive, burner phones, remote monitoring station, VPN infrastructure, truly anonymous accounts
  • Pick 2 Negative: electricity dependency, digital footprint, rival hackers, information addiction, targeted by authorities, server overheating, data breaches, just moved again

The Uncategorizable

If none of the above Coterie archetypes fit, choose this option to create your own. Discuss with your fellow players and Storyteller to figure out what social niche your Coterie should occupy, what they're running from/toward, who they know/who they don't, what your nights usually consist of, and where you park your coffins. You may come up with a name or other title as above if you choose, but don't feel like you have to lock yourselves into one particular playstyle or storyline. Vampires are as varied as the mortals that become them; I'm sure you'll think of something!

Haven Stats: Distribute stats to reflect your current situation, ensuring that none start at ±3 and that all the numbers add up to a total of 2.

Haven Features
  • Pick 3 Positive: any from the above lists in any combination that makes thematic sense, or invent your own with your Storyteller's help
  • Pick 2 Negative: ditto, but make sure they'll be fun for everyone