Game Territories

Underground Theater Seattle

The city of Seattle has been divided up into a total of 32 Territories. These territories traditionally belong to the current praxis holder (the Prince), who may choose to award territory to individuals, factions, clans, coteries, and so forth.

The person or group assigned a territory can choose to host guests there, if they wish.

At any time, the Prince may redistribute territory. If an individual or group of characters refuse to vacate a territory on the Prince’s command, this will likely have consequences… if the Prince is powerful enough to levy them against you.

Disputes and intrigues around territory are a common element in vampire stories. Players can be creative in how they share, dispute, and otherwise create story around territory.

Please note, however, that in order to keep the system manageable the 32 territories cannot be mechanically subdivided for OOC purposes. If multiple kindred are sharing a territory, any action impacts the whole territory. It is not an option to only patrol “your” section of a territory, nor to only attack “character B’s” section of a territory.

Feeding Actions
Each territory is assigned a number of Feeding Actions. This indicates how many separate Feeding Actions may take place in this territory each month without taxing the feeding resources. This is called Over Taxing. This is where clan weaknesses and certain flaws can become problematic for some players. For example if a Territory has a Feeding Actions score of 6 this territory could comfortably support up to 6 Kindred a month, however if they were Ventrue it could only support 3 if none of them had any Background Traits in Herd.

Currently on the map are 92 Feeding Actions a month in Seattle. Each territory has a Feeding Action score with a range between 1 and 6. (Purchasing the Herd Background Trait can reduce the number of feeding actions in the Downtime.)

A 1 or 2 indicates relatively poor feeding conditions. There are a number of reasons why a territory would have poor feeding conditions such as low population, rural areas, or large industrial areas.

A 3 or 4 indicate mediocre feeding conditions. These areas are typically business districts with few residents, suburb communities where there are few pedestrians, or areas in the city with a high police presence.

A 5 or 6 indicate the best feeding conditions. These are typically densely populated urban neighborhoods with a healthy nightlife filled with pedestrians and dark alleys.

Your downtime report must always address how and where you feed. Please specify in which territory you are feeding.

Over Taxing
Over Taxing occurs when too many Kindred are feeding in the same territory exceeding the Feeding Actions score. For every Feeding Action that exceeds the maximum the Territory gains a point of Infamy (see below).

Example: Downtown Seattle has a Feeding Action score of 3. In the month of June, 5 Feeding Actions are taken in that Territory. As a result the Downtown Territory would gain 2 Infamy points.

Player-controlled stock NPCs ghouls do not impact the calculation of feeding. Player-controlled stock NPC vampires do impact the calculation of feeding. How and where these NPCs feed must also be addressed in related downtime reports.

Also, please note that storyteller stock NPCs can impact feeding, and can poach in your territories; patrolling your territory is important to detect PC or NPC actions of this kind.

Infamy Points
Infamy points are bad! When a territory accumulates Infamy Points that means people are starting to pay attention to strange things going on in the territory, such as strange neck wounds and things like this start to pop up in the news. Each Infamy Point is essentially a breach of the Masquerade requiring Influences and other Downtime Actions to cover up. The unfortunate part about accumulating Infamy Points is they don’t go away for three months. If at any time a single Territory has five Infamy Points the Feeding Action score will be permanently reduced by one. In addition when things like this happen people notice such as hunters and other denizens of the World of Darkness. Not to mention the Prince and other leaders in the city who are not likely to be pleased with the Masquerade breaches occurring in your Territory.

Special Qualities
Not all territories are equal. Some have special qualities. Perhaps there is an important hub of transportation or vast wealth contained within the territory. This translates to various bonuses for controlling the territory. These Special Qualities typically equate to a Resource trait and or Influence. These are communal, meaning only one person can use them at a time monthly. Typically if the territory is assigned to a single kindred that kindred controls the Special Qualities even if they allow other kindred to reside there. However territories awarded to clans or coteries must cooperate and decide who gets to control the Special Qualities for the month. If there is more than one Special Quality they may be distributed between more than one kindred.

Special Qualities held due to Territory are only available in the city of Seattle. You may not access these Special Qualities if you travel.

Drawbacks
Some territories have drawbacks, things that complicate having the Territory. There are three types of Drawbacks:
Size
Police
Denizen

*Size
This indicates that the territory is very large and requires more than one Downtime Action to properly patrol the territory. If only one is assigned the player will learn what is happening in the territory but will be unable to affect what occurs in the territory.

*Police
This territory has a high concentration of police and other governmental agencies present. As a result every time Over Taxing occurs the territory will gain two, instead of one, Infamy Points per Feeding Action that exceeds the Feeding Action Score.

*Denizen
The World of Darkness has many Denizens many of which are not friendly to Vampires. If this Drawback is present you have a hostile Denizen in your territory that is likely to cause you trouble.

Holding More than One Territory
If a clan or coteries possess more than one territory they may have advantages if these territories share a boundary forming one contiguous territory they may expend One Downtime Action to Patrol. This can only be done for every two territories they hold. Thus if a coterie/clan holds 4 territories that all share a boundary with each other the group need spend only 2 Downtime Actions Patrolling instead of 4.

New Downtime Action: Attack Territory
Players may spend one of their downtime actions to attack another player’s territory. In doing so they essentially inflict 1 point of Infamy, if the territory has the Police Drawback they inflict 2. Multiple players may attack a single territory and an individual player may assign multiple downtime actions to attacking a territory. Retainers and other Background Traits (such as Influences) may not be set to attack a territory. While these things can be used to harass other players and their actions the aegis of territory warfare falls to player characters.

Attacking Territory is not a subtle action. As a result if you want to do so subversively you must take precautions. You can describe this in your downtime action. How you intend to attack a territory can be fun for flavor purposes; if you do not specify, the storytellers will take liberties.

New Downtime Feeding Action: Poaching
Players may choose to feed in territories that are not assigned to them. Typically this is done covertly. Seattle has had a long history of Poaching. The Tremere who once held the Downtown District once had a difficult time with the Nosferatue who poached from the Water Warrens. This conflict lasted for several years until the two clans came to the agreement and shared the feeding in downtown to avoid large-scale masquerade breaches.

A Kindred who poaches is fed and this action counts towards the Feeding Actions a territory can sustain. Poaching is potentially problematic for Territory holders as they may not account for the Poaching action which could result in the accumulation of Infamy.

Patrol vs. Poachers or Territory Attacks
These new actions are downtime actions, not influence actions. That said, as noted above, they are potentially subject to influence actions. A player could potentially use relevant influence actions to help watch for poachers, in addition to patrolling, or could use influence actions to address infamy.

Typically a Patrol action gives you information about what’s going on in your territory and making certain you are aware if kindred are doing business in your territory. It also allows you to protect your territory from threats from mortal and mundane threats.

In terms of Poachers and Territory Attacks one Patrol Action in a territory will cancel one Poach or Territory Attack action. If you anticipate multiple attacks or poachers it would be prudent to assign multiple Downtime Actions to Patrolling.

Obfuscation presents a problem for some. Characters that have Obfuscate cannot have their Poaching or Territory Attacks blocked with a Patrol Action unless the character (or retainer) assigned to the Patrol Action has an Auspex score that exceeds the Obfuscation score.

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