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Such alliances have both merits and flaws. Most obviously, they create a polarization that could end in more or less open warfare between clans and covenants, something most Kindred actively seek to avoid.

Additionally, such monolithic politics often result in the subornation of the individual, and not every character wants to play a cog in the greater machine as the political existence of the unaligned attests. In the preceding example, the Mekhet will be excellent spies to gather dirt on the opposition, while the Gangrel might help when the Ventrue and Daeva manipulate a local gang into attacking Mekhet holdings.

On the flip side, the Daeva can lend their vast social acumen to the pragmatic, businesslike approach for which the Ventrue are famed, making the alliance deadly when it comes to securing vital influence. In the end, however, such clan alliances tend to break up in the face of covenant and personal pressure.

After all, covenants tend to place considerations of clan and individual agendas secondary to those of the institution. In such a situation, a mixed-clan coterie could easily be in danger of angering the high-ranking members of their covenant, should they persist.

Sometimes, coteries form on the basis of such interests. One of the most common interests that draws Kindred from several covenants together is an interest in Kindred history and occult lore. Those Kindred who wonder about the origins of the clans, the purpose of the Kindred and the beginning of the covenants often congregate to share findings and assist each other. While not all such gatherings are coteries in the strictest sense, coteries frequently form based upon these relationships.

These coteries might be viewed with some suspicion from insular covenant members and leaders who fear that covenant secrets might be revealed to outsiders, but startling revelations sometimes come out of this cooperation. A Kindred from one covenant might manage to compare notes on a section of an obscure Kindred chapter one text with scholars from other covenants, shedding light on an unsolved mystery.

While few Kindred are willing to share all or even some of their sacred rituals, a number of curious scholars might be willing to share some details of these rites and esoteric knowledge in the name of research.

This cooperation need not always be about rituals and magic either. Knowledge of other supernatural creatures, such as werewolves and spirits and mortal mages is also debated and shared. In most domains, such coteries must either meet in secret or be content with siginificant supervision by covenant leaders who do not want proprietary secrets to be shared with outsiders. This can lead to a rather suspenseful chronicle, where the characters must do their best not to be discovered by the higher-ranking members of their covenants.

History is by no means the only thing that draws Kindred together, however. Sometimes, something as seeming innocuous as a classical game or collecting rare items is enough to unite a group of Kindred. The basic need for survival is also a common reason for a cosmopolitan coterie to form. If several Kindred, especially neonates, manage to make the same powerful vampire their enemy or inherit this enemy from their sires , they might decide that drawing together lessens the chance of any single one of them being targeted.

The sins of the sire also tend to be transferred to childer, so if, for instance, a group of Kindred manages to make enemies of a political faction that fails, or the group is subjected to a blood hunt, their childer would do well to stick together.

This is especially true if their sires are more interested in saving their own hides than trying to help their childer. From such a simple introduction, complex stories can arise. Does the young coterie run for it, despite all the dangers of traveling? Do the characters lie low, waiting for the storm to blow over? Do they face their enemy, hoping to settle the score with one mighty blow? Do they sell out their sires and hope for the best?

And what if one member decides to sell out the others? What if a high-ranking member of one covenant offers sanctuary to the characters… provided they all join said covenant? Kindred who are drawn together for survival in the face of overwhelming odds tend to stick quite closely together, with strong bonds of loyalty forming through the hardship. Notions of solidarity grow and can result in a strong, united coterie. Yet what happens when the threat is over? Do the Kindred still stick together, or do they suddenly realize that they have little in common — or even grow sick of the sight of each other?

If the latter happens, a breakup can often be quite dramatic. United they stand, divided they face destruction. For example, Kindred who have lost sires, lovers or confidantes to another coterie might decide to unite in order to exact revenge upon that coterie.

If members of a certain coterie have made enemies of a number of different Kindred, these Kindred could join together to better fight their opponents. If the political climate is one of allies and enemies, coteries of allies often come together to oppose the other side. When opposing a common enemy, strength in numbers is just one of the possible rewards. Each member might bring some kind of information about the enemy to the group, and diversity means more strengths and more allies to compensate for weaknesses.

Such coteries rarely last beyond the current struggle if closer bonds fail to develop. If neonates have joined together to take care of the deranged unbound elder who has killed their sires in his quest for Vitae, then they have little reason to stay together after this elder has been destroyed. On the other hand, sometimes genuine bonds of kinship and respect form through such tribulation.

Does this mean that the coterie is offered a chance to earn prestige or resources when this Kindred asks for help with a little problem he has, or does it spell trouble when the paranoid elder decides that the coterie is just a little too competent?

Joining together to stop the enemy of a sire or ally is a rather straightforward approach, but deeper ulterior motives are often at work. Such a scheme often requires Kindred from several different covenants, in order to gain insight into possible threats to vampires.

It is also obviously dangerous, especially if one of the members of the coterie decides to turn on the others. If it succeeds, however, it will not only mean a reward for the coterie, it will also give the characters a wonderful reason to stick together. None of them can really trust the others not to come clean at some point, so mutually assured silence might be quite advisable. For example, consider a cosmopolitan coterie made up of a single member of each of the five major covenants.

One member is a childe of an influential elder who happens to be a rival of the Prince. This Kindred hatches a plan to wring some favors out of her sire, with the help of her new allies. Drawing upon various connections in the covenants, the coterie begins to spread rumors about a coup attempt being planned by the elder in question. At the same time, another member of the coterie hires an independent Kindred to attack the elder. A group of young Kindred who all have substantial knowledge of computers and electronics might be gathered by their sires to sabotage the businesses of an undead rival.

Often, such missions come with some form of payment, even if it is just recognition and a chance to rise in the hierarchy of the city or covenant. In addition, practically inclined Kindred see this as an opportunity to learn from others, presumably competent others. Even if there is no reward, the threat of punishment or censure from above might force Kindred who dislike or even hate each other to work together in strict or oppressive domains.

Such a focused coterie presents a number of options for interesting play. Complications might also arise. For example, the newly formed coterie might decide that however much they dislike each other, they dislike being ordered around even less, so they scheme together to get back at whoever forced them into confidence. Then, when the mercenary Kindred attacks, the coterie arrives to save the elder before he realizes that the threat is not as dire as he assumed, neatly destroying the unaligned Kindred in the process.

Such situations can be many and varied. Maybe the characters are required to scour the ranks of society in their domain in search of a criminal Kindred who eluded the sheriff by going to ground. Maybe strange, magical happenings at local cemeteries require a team of scholars and occultists. Release the Hounds A variation on the coterie focused on a mandated single purpose is a coterie dedicated to assisting the Sheriff.

Such a chapter one 20 group is usually formed by orders from above, though a Sheriff might approach individual Kindred or an entire coterie and ask for assistance, effectively deputizing the characters. Both positions of Sheriff and Hound have immense potential for stepping on the toes of other covenants. If one covenant holds sway over a domain, the other covenants might suspect the Prince of using the Sheriff and Hounds to silence rivals for power.

In domains where the power is more evenly distributed, the Sheriff and Hounds must do their best to appear as neutral as possible. At the same time, both positions might require the assistance of someone who possesses skills that they do not have, or simply require more people to tackle a potentially dangerous situation.

Of course, that might not actually be the truth at all. Some Princes truly see the benefit of having a cosmopolitan coterie helping the Sheriff and Hound, though. Of course, the altruistic ideal of involving all the covenants equally is understandably rare among Kindred society.

More often than not, the Sheriff chooses his Hounds based somewhat on prevailing covenant alliances. As such, a Hound might decide to show leniency to members of her covenant and allied covenants while arranging for less ideally suited Kindred from other covenants to represent those covenants among the other Hounds. This can create quite an interesting coterie, where everybody is supposed to be working together toward a common goal and complement each other, yet where the reality is much different.

Some take to the job at hand easily, while others blunder along, making their covenant look bad by association. The coterie is usually put together in such a way as to be able to support the Sheriff in areas that might not be her strength, though Kindred with an undeniable talent that can be put to use might also find themselves offered a position in such a coterie.

Once again, partisan interests might take over and someone who does not have the skills needed are drafted for a job with the express purpose of making her covenant look bad. It gets even worse if said courtiers are rivals or even direct enemies. They now have a chance to impress the Prince, gain an ally in the Sheriff and maybe even frame their rivals but only if they can put aside their differences, improvise in the many areas where they are lacking and avoid making complete fools of themselves.

Hounds and their coteries tend to be made up mainly of muscle, with a few people who know how to track and travel. Such coteries are far less common than the coteries that directly support the Sheriff, if for no other reason that the Prince and Primogen prefer that as few people as possible know about whom they eliminate. If a city includes Kindred with an aggressive bent, Princes sometimes try to include them among the Hounds in order to give them a focus for their aggression.

And if they have some useful skill, even better. While some might see this as selling out and many others might only respect them out of fear, these are small considerations for coteries willing to take any path to power. Of course, sometimes a coterie that helps the powers that be is put together from Kindred with vastly different outlooks on the matter at hand.

Some might be bootlickers who are either given the position as a reward or assigned the position by some title-holder in the hopes that they will screw up. The coterie must either overcome its internal differences or face failure, with consequences for both sides.

The characters will need to trust each other despite their different views, sometimes even to the point of leaving their Requiems in the hands of their potential enemies. Sometimes, however, a coterie dedicated to assisting the Sheriff forms independently.

If the characters succeed, they have a chance to gain recognition and possibly rewards, but if they fail, they stand to make things very difficult for themselves. Kindred in official positions rarely take kindly to amateurs complicating their affairs.

Sticking Together While single-goal coteries make for fine short stories, what about longer-spanning chronicles? If the coterie was formed with a single, set goal in mind, what happens when its members achieve that goal? Sometimes, a coterie does stay together after it has achieved the purpose at hand.

On the other hand, they might have recognized just how efficient they are together and decided to make the arrangement permanent. Sometimes, more sinister motives arise. Maybe, during the course of the mission, one of the members gained some hold over the others. As a result, this Kindred now demands that the coterie stay together and that she be recognized as the leader. Another nasty option is that whomever the characters performed the service for now wants them dead.

During the course of their duty, they might have learned something that their erstwhile benefactor does not want to become public knowledge.

This leaves the characters with no option but to stick together in order to survive and deal with their new enemy. If the characters were given a reward, this reward might be a reason to stick together.

If an influential Kindred grants the characters significant interest in one of his own endeavors as a reward for a dangerous job, the coterie might not be willing to divide up the payment.

The characters might decide to stick together and reap the profits of their new resource instead. If the Storyteller decides from the start to extend the story beyond a single objective, it is a good idea to make plans for keeping the characters solvent after the problem forcing them together is resolved. One good idea is to make sure that the players create characters who will not instantly dislike each other such as an arrogant, high-society snob being forced to work with an Embraced dock worker and devoted union man.

While minor differences can be worked around, and will likely lead to rewarding group dynamics, major trouble between the characters can end up stretching the suspension of disbelief just a little too far in the end.

Also a good idea is to make sure that the characters have abilities, advantages or interests outside the role they play in 21 the coterie or that one of the other characters might see use for whatever abilities brought the Kindred into the group. A character with his sights set on becoming a Harpy might not have any interest in sticking with the coterie after the objective is completed, but if he learns that one of the other members is a historian with plenty of dirt on local ancillae and elders, he might just stay.

The Storyteller can also devise events that lead to the coterie wanting to stick together after the initial situation concludes. A common enemy or reward or a realization of the advantages of working together are all good reasons. The Storyteller might set up the story so that the characters are guaranteed to make at least one powerful enemy, or he could tailor the chronicle so that the players realize just how effective their characters are together.

A shadowy mentor assembles a diverse group with a corporate expert, a hacker, an experienced burglar and a structural engineer. During the course of the job at hand, the characters not only manage to make an enemy of the elder whose business they are attacking, they also learn just what they are capable of when they put their various abilities to use in synergy. As the clandestine cause draws to a close, they consider sticking together. This does not endear them to their mysterious employer, who fears what they can reveal if they ever discern his identity.

As a result, a preemptive strike might be in order… chapter one At best, they might be censured or punished. At worst, the Regent might have new subjects of his ire. With both success and failure come good reasons to stick together. If the characters fail, they share the blame and punishment and might find themselves unpopular with everyone but each other. If they succeed, an authority figure could make them the official Hounds. Embracing progeny represents a serious investment and a violation of the rules of the Kindred condition and is never done frivolously.

While a neonate might certainly rebel against her sire and this might be just the thing to drive her into a group of equally rebellious neonates , few Kindred are willing to brook consistent insubordination from their childer. They often have ways of ensuring cooperation, however unwilling, but if such cooperation cannot be assured, few Kindred are willing to destroy their childer outright.

Of course, sires with such attitudes might be just the kind of Kindred that foster resentment in childer, causing them to flee their draconian protective custody. Often, young Kindred who resent their sires meet at Kindred gatherings and conspire to break away, hoping that their respective sires will either be intimidated by the show of unity or simply decide not to retaliate if each childe has proven to have strong allies.

Sires often look askance at childer who run off and join a cosmopolitan coterie, especially if the sire herself is part of a single-covenant coterie or one-clan brood — or if her childe joins a coterie that has members from covenants with which the sire has issues.

Yet sometimes a sire will demand her childe break with his new allies. At other times, the sire accepts the new arrangement and hopes for the best. One thing that is almost certain is that the sire will not simply disregard her childe though she might certainly consider the experience a lesson learned for any future childer she might Embrace. The first is that she and probably her coteriemates too makes an enemy of her sire. Sometimes the sire is content to utterly ruin her childe socially and economically, perhaps hoping that said childe will come crawling back.

Other times, the sire goes so far as to want her childe destroyed. A more dramatic possibility is that a sire develops an animosity toward the rest of the coterie, perhaps thinking that they seduced away her childe. The sire might then monitor affairs in the hope that the coterie breaks up or possibly even try to destroy the others while her childe is otherwise occupied.

The second possibility is that the sire accepts the choice of her childe at least somewhat and decides to make the best of it. This can result in the entire coterie gaining a mentor or just an ally in this one sire. In this case, the sire might actually help the entire coterie if she feels that doing so would benefit her childe.

A number of story hooks can arise from sire interference in a coterie that consists mainly of rebellious childer. Sires might plot to pull the coterie apart, or they might clash, with one sire wanting to destroy the childer of others to drive her own childe back to her.

Concerning the Covenants When considering cosmopolitan coteries, it is important to remember that covenants are not monolithic entities constantly involved in a shadow war against each other.

Certainly, the Lancea Sanctum and the Circle of the Crone have a degree of animosity toward each other and the hierarchical Invictus is strongly at odds with the egalitarianism espoused by the Carthians. By and large, though, the covenants realize that they must accept each other to avoid outright war — which only the self-destructive would want.

Therefore, it is quite possible for coteries with members from different covenants to form and exist without any trouble. After all, people with vastly different political and religious beliefs can and do become friends. Of course, mortals are not ageless being who slowly drift away from their humanity. Sure, all of the covenants have people who believe extremely strongly in the 22 cosmopolitan coteries party line, but such Kindred are rarely the type to join cosmopolitan coteries.

On the other hand, throwing out the ideology and beliefs of a covenant simply to fit into a multi-covenant coterie is selling the covenants short. Sure, the Sanctified character and the Ordo Dracul character have vastly different beliefs and might even end up arguing from time to time, but as long as this conflict does not split up the coterie, it poses more of a roleplaying opportunity than a problem.

Covenant by Covenant While no Kindred should be a walking stereotype, covenants do attract certain types of personalities, so some generalizations can be made. The following, however, are just that: generalizations. They can serve as a good springboard for a character concept or a hook that a character might want to develop in relation to another covenant. The Carthian Movement Carthians are both the easiest and the hardest Kindred to get along with.

Their strong secular focus also tends to rankle the more devout members of the Lancea Sanctum and Circle of the Crone. On the other hand, younger Kindred, and those with no power, status or influence, are often intrigued by the Carthian ideal. After all, the equality of opportunity that the covenant proposes tends to resonate most strongly with those who stand to gain from it, rather than those who stand to loose. Those Kindred who join coteries with Carthians for reasons other than interest in their political ideals often find the Carthians trying allies.

Carthians are nothing if not willing to discuss politics and ideals, and this can quickly become taxing. Many young Kindred of other covenants speak with Carthians at least in passing, and from these relationships coteries sometimes form.

Elders of other covenants tend to look down their noses at such coteries, troubled that the Carthians might seduce members to their vainly idealistic movement. Some sires, however, see this as a valuable learning experience for their childer. This is not to say that all Carthian ideas are doomed to fail or that all mixed-covenant coteries that contain Carthians are dedicated to rebelling against the power structure or seducing members of other covenants.

Many Carthians use cosmopolitan coteries even those that contain no Carthians as examples of how cooperation between Kindred can lead to cosmopolitan coteries 23 chapter one something bigger and better. Of course, most other Kindred shrug this off and claim that similar cooperation can never work on a grander scale. From time to time, however, the Carthians illustrate their points when a mixed-covenant coterie accomplishes something that a single-covenant coterie has been unable to do.

What Carthians most often have to offer mixed-covenant coteries is a connection to and contacts among mortal society. Many Carthians are relatively young, and most of them tend to maintain at least some connection to the mortal world — something a Dragon sorcerer or Acolyte cultist might have neglected.

For their part, Carthians tend to enjoy cosmopolitan coteries. Anything that fosters understanding between Kindred is positive as far as they are concerned, and it can be used as an object lesson. Such coteries can also help Carthian members learn more about other covenants and influence nascent leaders within these covenants toward a more open and equal distribution of power. In cities dominated by Carthians, mixedcovenant coteries are much more common than normal, as the city leadership actively encourages such cooperation.

The same is true in those domains where the revolution has become its own enemy as well, because the leaders want spies in other factions. The Carthians believe that their ideas are validated by the mere existence of a cosmopolitan coterie and that other Kindred will realize what this means on their own in due time.

The Circle of the Crone Almost as secretive as the Ordo Dracul, more enigmatic and undoubtedly unorthodox, the Acolytes are the sort of Kindred with whom one gets along famously or not at all.

Outsiders rarely take any middle ground where the Circle is concerned. Yet this is precisely what happens in a cosmopolitan coterie if for no other reason than because Acolytes who join cosmopolitan coteries tend to be the more open-minded or approachable of the lot.

Add to this the fact that they can be just as fervent as the Carthians, though in spiritual matters rather than political, and it is a wonder that anyone is ever willing to join them in a mixed coterie. Mistrust runs high on both sides. The Acolytes wonder if a mixed-covenant coterie might result in their most guarded practices being exposed, and other covenants worry that the Circle might try to convert members to their pagan beliefs.

Individual cultists are often easier to get along with than the cult taken as a whole, however. Their chief motivation for joining a coterie is often to challenge their own perceptions, as the Circle sometimes recognizes that other covenants might have some insight that can lead to greater understanding. Whereas the Ordo Dracul is interested in any and all kinds of knowledge — be it occult, historical or otherwise — chapter one 24 the Circle tends to focus mainly on occult secrets and the sorts of experiences that can broaden her understanding of the Kindred world.

Indeed, it is knowledge of many and varied occult secrets, some of them quite dark and forbidding, that an Acolyte can add to a cosmopolitan coterie.

While a Dragon is likely to have some esoteric knowledge and some secrets about the vampiric condition, the Acolytes have access to secrets that none of the other covenants have, due to their focus on the natural world and their connection with old powers. While they are even less willing to let others know of their secrets than the Dragons are, they are still willing to give some insight to members of their own coteries. Of course, such insights rarely come cheaply and never free.

An exchange of knowledge is often required, sometimes along with swearing bloody oaths or some form of trial. Many Acolytes believe that one must suffer punishing and exacting epiphanies before one can truly understand what the Circle teaches, so they often demand as much from those who want to learn what they know.

More often than not, the Acolytes hope that Kindred who go through such tests will gain enlightenment that leads her to abandon her former covenant and join the Circle.

Another kind of coterie that often appeals to the Acolytes is a physically oriented one. Those Circle members who focus on testing their bodies often find like-minded Kindred of other covenants with whom to experience the limits of endurance.

These Kindred are sometimes put off by the extremes to which an Acolyte is willing to go, but often, they are simply spurred on, and such coteries can grow quite skilled through Circle associates. Such coteries are well liked by those who can direct them if they can be put to good use, but they are feared and distrusted if they cannot be commanded, retained or manipulated.

From the perspective of the Circle, cosmopolitan coteries present both a danger and an opportunity. As such, many Acolyte members of cosmopolitan coteries focus strongly on their beliefs and teachings, making sure that they rarely miss gatherings and rituals, in order to keep their faith strong. In cities where the Circle is strong, however, the Acolytes have little to fear in doing so. In such Circle-dominated cities, Acolytes are far more often encouraged to be members of cosmopolitan coteries without supervision, as the covenant leaders are less worried about spiritual pollution.

When the Circle is not in a position of strength, though, individual members are often watched and sometimes interrogated and punished for mixing with outsiders. After all, the covenant has elders who usually conspire to keep it in a comfortable position, and its finely defined hierarchy cannot be ascended with outside help. Also, a good deal of Invictus Kindred tend to be arrogant and consider their covenant to be more exclusive than any of the others — mainly, they say, because you need brains and skill to succeed in the Invictus but can get by in the other covenants with simple devotion.

It is a wonder, then, that anyone wants to be in a coterie with the stereotypical member of the Invictus. Not all Invictus Kindred are arrogant elitists, however, and even those who are can sometimes find common ground with members of other covenants.

As the covenant is more of a political organization than a system of belief, Invictus Kindred tend to be more functionally diverse than members of other covenants, with much broader interests. And the Invictus is more than willing to form partnerships in order to increase influence or resources. Such partnerships often arise when the cornerstone diversity of the Invictus fails.

As history has shown, the Invictus and the Lancea Sanctum complement each other quite well, with the spirituality of the Lancea Sanctum aiding the worldliness of the Invictus. The Lancea Sanctum is not the only covenant that has something to offer, though. Much as the Invictus is loath to admit it, its members often have trouble truly relating to mortals instead of seeing them as resources. In a situation where empathy with humanity is required, an Invictus Kindred might seek the aid of a Carthian.

Also, the secular approach of the Invictus often leaves individual members lacking when it comes to esoteric knowledge about the Kindred, so an inquisitive Invictus Kindred might be drawn to a Dragon or Acolyte. In cities where the Invictus holds power, most members are focused on social climbing.

Many Invictus Kindred understand that relationships with Kindred from other covenants can be a benefit, though. Instead of the political power about which their covenant is so often obsessed, such Kindred might decide that occult knowledge or knowledge of the Kindred condition is power and pursue this avenue.

Alternatively, they might take a more Carthian approach to humanity, hoping to gain an edge in battles of influence by neglecting hierarchical rank and the enemies that come with such a rank and just accruing resources. One thing that redeems Invictus Kindred in the eyes of their peers is that Kindred of other covenants who join in a cosmopolitan coterie with one rarely have to listen to The Lancea Sanctum As the self-styled — and widely accepted — spiritual advisors of the Kindred, the more moderate members of the Lancea 25 Sanctum work rather well with other Kindred, especially considering normal Kindred relations.

Many take a keen interest in forming cosmopolitan coteries. On the other hand, a good number of the Sanctified are fanatics, something that can lead to frustration at best and the splitting of a coterie at worst, when an issue arises. Many of the Sanctified join cosmopolitan coteries that have spiritual interests or who are involved with Kindred history, especially anything related to The Testament of Longinus.

They also offer their services as spiritual guides and advisors in religious matters, sometimes pressing their services upon others without having been invited to do so. Indeed, missionary work is the primary motive for the Sanctified to seek out Kindred from other covenants. Kindred from the Lancea Sanctum are also some of the most willing when it comes to being ordered to form a coterie, at least as long as the goals for the coterie seem worthwhile.

Such directions, however, usually have more weight when the order comes from someone higher in the hierarchy of the Lancea Sanctum, as opposed to a high-ranking member of the city hierarchy who is not among the Sanctified.

Of course, this idealism can also be a problem if those Kindred they join are less idealistic. In many ways, the Lancea Sanctum exemplifies the best and worst of a mixed-covenant coterie.

When it works, the Sanctified can be the glue that holds the group together, the mediator, the one the others can come to with their problems, the confessor figure offering absolution.

For example, if an Invictus or Carthian Kindred finds herself experiencing extreme moral doubt and guilt over breaking one of the central laws of the Kindred, maybe having Embraced or endangered the Masquerade, a Sanctified counselor can listen to what the Kindred has to say, offer advice based on Kindred texts and prescribe a proper penance.

Such confessional work can often keep a Kindred from sliding into spiritual decay and losing herself to inhumanity. Few coteries can survive such a member. Yet those Sanctified who truly consider themselves the keepers of their fellow Kindred can sometime hold even extremely varied groups together by sheer perseverance and charisma. For example, a Sanctified Kindred might bring a member of the coterie who was sliding into moral decay back or rally the coterie in the face of overwhelming opposition with inspiring oration and leading by example.

When it comes to Sanctified who consider themselves above their coterie-mates spiritually and morally, a few leave in exasperation, but many tough it out. They see the tribulation as a form of penance, believing they are doing good work or gaining satisfaction from the instances when they do get through to their coterie-mates. Apart from spiritual advice, most Sanctified can offer their coterie at least some help from the Lancea Sanctum, unless chapter one proselytizing.

Instead, most Invictus Kindred focus on matters at hand and leave political and religious discussions for others. As a matter of fact, although Invictus Kindred tout the virtues of their covenant, they rarely try to convert their follow coterie-mates.

The Invictus hierarchy has only so many rungs on the ladder and it would be foolish to bring in more members to share those rungs. Of course, Invictus Kindred are not perfect coterie-mates. They tend to think of themselves as leaders.

After all, that is the way the Invictus works. If in good standing with the covenant, an Invictus Kindred can often contribute surprising resources to a coterie, in the form of both mortal resources and pull in Kindred politics. Those who are on the bottom have the advantage that very few covenant leaders care at all what they are doing. Although they might not have much political and social pull, they are still likely to bring the pragmatic mindset and can-do spirit of the Invictus to the coterie.

Of course, this also leads to situations in which an Invictus Kindred in a cosmopolitan coterie is merely using her coterie-mates to further her own goals. With that in mind, some Invictus who are members of a cosmopolitan coterie only to use the others try to divorce themselves from their former coteries less dramatically once they cannot get any more out of them.

In general, the Invictus approves of cosmopolitan coteries almost as much as the Carthians do. With no central spiritual dogma, the Invictus is less worried that members will be exposed to unorthodox ideas from anyone except the Carthians. A certain level of confidence also applies here, as most Invictus leaders consider the covenant so attractive that no Kindred could be seduced away from it.

After all, the Invictus is the premiere of the covenants. In cities where the Invictus is strong, the leaders often encourage cosmopolitan coteries in order to keep an eye on rival covenants and to promote an air of cooperation that might make the other covenants believe that they have some influence. In cities where the Invictus holds less power, mixed-covenant coteries represent an excellent way of gleaning information about the stronger covenants.

Other resources depend on the Kindred in question. A true disciple of the covenant will likely have a lot of insight to offer about The Testament of Longinus, which can help shed light on the Kindred condition, Kindred history or moral dilemmas faced by a coterie.

The size and influence of the covenant means it harbors a number of politically savvy members as well. When it comes to influence within the Catholic Church, the Lancea Sanctum is second to none. This influence can be turned into a source of hard cash at the very least, but it can also provide access to experts in such fields as ancient languages, angelology, miracles or demonology.

In general, the Lancea Sanctum encourages cosmopolitan coteries, as it represents not only an opportunity for members to spread the faith, but also to be there for every Kindred the way the covenant is meant to. Sanctified leaders keep tabs on any covenant member who joins a coterie containing those Kindred whose spiritual beliefs run counter to those of the covenant, however. Unofficially, the Lancea Sanctum prefers cosmopolitan coteries in stable domains in which either it or the Invictus is dominant.

The general belief is that not all members are strong enough in the faith, so it is best to have them be exposed to other ideas in a stable domain rather than a domain where they might be tempted to change covenants. I heard about this one from the 2 GM's, 1 Mic podcast and [ Paul H. A well printed, clear and informative introduction to the Vampire. It presents the most important facts, the background and organization of the Vampire clans most effectively.

If you are serious about writing in this genre and need to save, read the in [ Fabio P. It's a good starting point for Vampire: The Requiem, and it's free. Nathan O. A great stater to a great game so have fun with it.

Michael G. This is an excellent Demo Chronicle for Vampire: the Requiem. Everything needed to play is contained inside. It has great tips for new and old storytellers alike. Things are well written and left open for the group to go where they please in the game. See All Ratings and Reviews. Browse Categories.

Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Modiphius 2d Savage Worlds. Product Type. Core Rulebooks. Non-Core Books. Other Tabletop Games. Gift Certificates. Publisher Resources. Family Gaming.

Science Fiction. Phone PDF. Virtual Tabletops. STL 3D Model. White Wolf. Thanks R. Reinvigorated to be sure. Sounds like ya'll have been busy. I know there are those who are really into game mechanics, but that's always been secondary to nonexistent for me personally. For me, that moves the story better. So, sounds fun. I'm in. I'll be driving back thru next payday. Oh, and thank goodness ya'll got to the bottom of that little language snafu! Tres gauche Hello, Requiem 2nd Ed is being described as "A complete guide to playing a vampire in the World of Darkness.

No other rulebooks are required. I have yet been able to confirm that. You certainly have everything you need to play with just that book. Any other books are optional as ons. I just recieved my print on demand copy, as usual it took pretty much a month to come in, but also unfortunately, it, like all print on demand HC's I've ordered from Drivethru masquerade 20, werewolf 20 and now requiem 2nd edition has come in with huge gouges and damage along the cover due to the shipping methods.

For the money I'm paying I'd like to think it's get things in the condition they'd be off the shelf at my local gaming store. This has been my 1 criticism with Onyx Path since they decided to go down the POD path and not traditionally bound.

So for now Im going to stick to pdfs, which I can also share with my gaming group. My big hope now that Paradox Games has purchased the White Wolf IP is that they will return to a traditional model of printing.

The spine cracked and broke the first time I opened it!!! At this point, POD is only to be used for soft back books. This POD system is just terrible. I much preferred buying my books in the store. Sad, but true. I am on the fence so far and i would like to preview it first. But can i find a changelog between the 2 versions somewhere please? Thanks a lot R. B The index is very very very usefull!!!

I gonna check the conditions appendix soon. As english is not my native language, i'm not sure i really undertand this sentence relative to Mekhet Clan Bane : "This bane counts toward the three banes a vampire is allowed". But is he allowed ultimately 3 or 4 banes other than collectives banes?

I tried translators on internet but the meaning of "toward" is unclear to me. I still have a doubt. In my idea it seems that a Mekhet can't have more than 3 individuals banes neither, like other clans but must have at least one of them well and that's a good thing as 3 banes tend to be very difficult to play!!! You get three and this is one of those three. It says I don't own this now. Is there any way to get a copy of the new and improved PDF?

For the love of God, why is there no index in this book!? Did they fix bugs from earlier version? I mean, if I'll take PoD now - will it be the exact version of book, that was released in december, or better version with errata? I just want to organize my library guys. Are any of the books in the Requiem line made obsolete rules wise by this book?

Other than the core book. Dillon R. I purchased the premium, hardcover print. What i got, was flimsy paper and washed colors. I honestly hope they sent me the standard copy by mi [ Edward C. I purchased both the PDF and Hardcover books, so i will review the physical book, as my complaint is from that. Andrew B. Doesn't include an appendix of Tilts which is annoying as I have to refer to other books for them. Otherwise good and really useful with a lot of potential story hooks [ Erlan P. The definite vampiric TRPG, and a massive improved related to 1st edition.

Now vampires are raw, brutal, scary; but also a deep reflection into the most savage part of the human psyche. The mechanics are amazing, and you will find a lot of options for [ Jacob F.

See All Ratings and Reviews. Browse Categories. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Modiphius 2d Savage Worlds. Product Type.



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