Laws of the Night

V5 MET LARP SRD — Mind's Eye Theatre / BNS

Boot and Rally

Enemies of the Night

MeritClan CoterieClan: Brujah

Clan Coterie Rules

Each clan brings a unique perspective to a coterie that allows them to bring new tactics, skills and ways to help their allies.

The following is a list of Merits that may be purchased just like other Merits, but only when a vampire joins a coterie. If the vampire leaves the coterie, she no longer benefits from the Merit until joining a coterie again.

Each Merit can only be purchased by its listed clan. A coterie can only benefit from each clan’s Merit once, no matter how many members of that clan are in the coterie.

A vampire must begin the game session as part of the coterie and be accepted by a majority of the other characters already established in the coterie to gain the benefits of these Merits. In order to remove a character from a coterie, and, in turn, their access to these Merits, a majority of the characters must agree. This cannot be done in the middle of a combat scenario.

Clan Merits are helpful and are designed to incentivize small group play. However, there are use cases where players could try to make a coterie large enough to get all of the benefits. While this might be appropriate in a game with 100 players or more, most games are in the range of 15 to 40 players and would benefit from having smaller, more diverse coteries and gangs. To accommodate the needs of the game, the Storyteller decides how many Clan Merits a coterie can benefit from at a time.

Note that, as with all other coterie mechanics, these mechanics apply to Camarilla coteries, Anarch gangs, and any other small group of vampires that the Storyteller allows to use them. “Coteries” are referred to in this section for convenience only.

●

Once per session, the Brujah inspires a coterie mate to unexpected physical feats. A Brujah character may declare the use of this Merit at any time with no action expenditure required. She chooses one target character in her coterie within her line of sight. For that chosen character’s next action, she may substitute any or all of her physical attributes with those of the Brujah with this Merit. If she succeeds in whatever action she takes, she keeps any substituted values until the start of her initiative next turn.