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Difference between revisions of "Territory System"

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= The Territory System=
 
= The Territory System=
 
=== What is the Territory system ===
 
=== What is the Territory system ===
'''{{Dropcap|O}}btaining territory is not simply as easy as moving in to an unclaimed neighborhood, even if you killed the previous residents. To obtain territory, a Cadre must invest time and resources in relation to the Location Value (LV) of the territory. Territories have a LV, whether claimed or not. The hows and whys of a LV are abstractions designed to cover everything from bribing local politicians, haggling with local gangs, bartering or intimidating local residents and simple construction and renovations. This system is designed to be simple, fun, and easy to use, not necessarily accurate and all-encompassing.'''
+
{{Dropcap|O}}btaining territory is not simply as easy as moving in to an unclaimed neighborhood, even if you killed the previous residents. To obtain territory, a Cadre must invest time and resources in relation to the Location Value (LV) of the territory. Territories have a LV, whether claimed or not. The hows and whys of a LV are abstractions designed to cover everything from bribing local politicians, haggling with local gangs, bartering or intimidating local residents and simple construction and renovations. This system is designed to be simple, fun, and easy to use, not necessarily accurate and all-encompassing.
 
<br>
 
<br>
  
 
=== How does the system work ===
 
=== How does the system work ===
'''There are only two basic actions for which a Clout pool can be used: building Influence and destroying Influence. Both use a Cadre's Clout as the base dice pool and each success earns one level of Influence built or destroyed. Resources and Coins can be spent on a one for one basis to add dice to any single Clout roll. There are no other modifiers to Clout rolls.  Clout refreshes once a week and does not roll over.'''
+
There are only two basic actions for which a Clout pool can be used: building Influence and destroying Influence. Both use a Cadre's Clout as the base dice pool and each success earns one level of Influence built or destroyed. Resources and Coins can be spent on a one for one basis to add dice to any single Clout roll. There are no other modifiers to Clout rolls.  Clout refreshes once a week and does not roll over.
  
'''To claim an Open Territory a Cadre must build a number of Influence equivalent to the LV of that Territory. Once the level of Influence in an Open Territory matches the LV, the Cadre then become the Owner and the Territory becomes Claimed.  The Owner of a Claimed Territory receives all benefits of that Territory for the duration of being that Owner. Note: no Influence can be built over the LV.'''
+
To claim an Open Territory a Cadre must build a number of Influence equivalent to the LV of that Territory. Once the level of Influence in an Open Territory matches the LV, the Cadre then become the Owner and the Territory becomes Claimed.  The Owner of a Claimed Territory receives all benefits of that Territory for the duration of being that Owner. Note: no Influence can be built over the LV.
  
 
''{{Tab}} Example: If the Open Territory LV is 15, you must raise your Influence in that Territory to 15/15 to become the Owner.''   
 
''{{Tab}} Example: If the Open Territory LV is 15, you must raise your Influence in that Territory to 15/15 to become the Owner.''   
  
'''To take over a Claimed Territory from another Owner you must first remove the Owner by destroying all Influence. Each success on a Clout roll to destroy Influence subtracts one level of Influence that the Owner has invested in that Territory's LV.  When all Influence has reached 0, the Owner is removed and the Territory becomes Open. Note: no Influence can be lowered below 0.'''
+
To take over a Claimed Territory from another Owner you must first remove the Owner by destroying all Influence. Each success on a Clout roll to destroy Influence subtracts one level of Influence that the Owner has invested in that Territory's LV.  When all Influence has reached 0, the Owner is removed and the Territory becomes Open. Note: no Influence can be lowered below 0.
  
 
''{{Tab}} Example: If the Claimed Territory LV is 15, you must destroy the Influence in that Territory to 0/15 to remove the Owner.''  
 
''{{Tab}} Example: If the Claimed Territory LV is 15, you must destroy the Influence in that Territory to 0/15 to remove the Owner.''  
  
'''Influence can be built and destroyed by different Cadres at the same time. Each week the influence built and destroyed will be tallied based on the Clout rolls with a final tally for the week on a one for one basis.'''
+
Influence can be built and destroyed by different Cadres at the same time. Each week the influence built and destroyed will be tallied based on the Clout rolls with a final tally for the week on a one for one basis.
 
<br>
 
<br>
''{{Tab}} Example: Territory A (LV 15) is Owned by Cadre X (15/15 Influence).<br>''
+
''{{Tab}} Example: Territory A (LV 15) is Owned by Cadre X (15/15 Influence).''<br>
''{{Tab}} Week 1 Cadre Y destroys Influence in Territory A and achieves 4 successes. Cadre X's Influence is now 11/15. (15 - 4 = 11)<br>''
+
''{{Tab}} Week 1 Cadre Y destroys Influence in Territory A and achieves 4 successes. Cadre X's Influence is now 11/15. (15 - 4 = 11)''<br>
''{{Tab}} Week 2, Cadre Y destroys Influence in Territory A and achieves 3 successes.  Cadre X builds Influence in Territory A and achieves 2 successes. Cadre X's Influence is now 10/15. (11 - 3 + 2 = 10)<br>''
+
''{{Tab}} Week 2, Cadre Y destroys Influence in Territory A and achieves 3 successes.  Cadre X builds Influence in Territory A and achieves 2 successes. Cadre X's Influence is now 10/15. (11 - 3 + 2 = 10)''<br>
 
''{{Tab}} Week 3, Cadre Y destroys Influence in Territory A and achieves 2 successes. Cadre Z also destroys Influence in Territory A and achieves 2 successes. Cadre X builds Influence in Territory A and achieves 5 successes.  Cadre X's Influence is now 11/15. (10 - 2 - 2 + 5 = 11)''
 
''{{Tab}} Week 3, Cadre Y destroys Influence in Territory A and achieves 2 successes. Cadre Z also destroys Influence in Territory A and achieves 2 successes. Cadre X builds Influence in Territory A and achieves 5 successes.  Cadre X's Influence is now 11/15. (10 - 2 - 2 + 5 = 11)''
''{{Tab}} Despite losing influence both in Week 1 and Week 2, Cadre X remains the Owner and retains all benefits.  They will continue to retain those benefits until their Influence is reduced to 0 and the Territory reverts to being Open, and they are removed as Owners.<br>''
+
''{{Tab}} Despite losing influence both in Week 1 and Week 2, Cadre X remains the Owner and retains all benefits.  They will continue to retain those benefits until their Influence is reduced to 0 and the Territory reverts to being Open, and they are removed as Owners.'''<br>
 
 
 
'''If two or more Cadres attempt to claim the same unclaimed Territory, the process is contested. All Cadres will roll their Clout pools and successes will be cancelled out by all other opposing Influence, the same as with destroying Influence actions.  Any Cadre with Influence remaining builds Influence in that Territory. This does mean that with enough competing Influences, no one may build any Influence.'''
 
'''If two or more Cadres attempt to claim the same unclaimed Territory, the process is contested. All Cadres will roll their Clout pools and successes will be cancelled out by all other opposing Influence, the same as with destroying Influence actions.  Any Cadre with Influence remaining builds Influence in that Territory. This does mean that with enough competing Influences, no one may build any Influence.'''
  
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''{{Tab}} Despite gaining influences in Week 1 and Week 2, neither Cadre becomes the Owner nor receives and Territory benefits.  They will not receive those benefits until one of their Influences is built to 15 and the Territory becomes Claimed with that Cadre declared as Owner.<br>''
 
''{{Tab}} Despite gaining influences in Week 1 and Week 2, neither Cadre becomes the Owner nor receives and Territory benefits.  They will not receive those benefits until one of their Influences is built to 15 and the Territory becomes Claimed with that Cadre declared as Owner.<br>''
  
'''{{Dropcap|O}}wner Upkeep: Upon becoming the Owner of a Territory, 5 Clout points must be used every week to maintain that Territory's Influence, effectively lowering that Cadre's weekly Clout pool by 5.  Vacating a Territory by ceding Ownership will return that upkeep to the Clout pool.'''
+
{{Dropcap|O}}wner Upkeep: Upon becoming the Owner of a Territory, 5 Clout points must be used every week to maintain that Territory's Influence, effectively lowering that Cadre's weekly Clout pool by 5.  Vacating a Territory by ceding Ownership will return that upkeep to the Clout pool.
  
'''{{Dropcap|S}}upport: A Cadre's Influence actions can be used in support of another Cadre.  The system remains the same, except when declaring in support of another Cadre, the successes are simply added to that Cadre's total rather than working against them.
+
{{Dropcap|S}}upport: A Cadre's Influence actions can be used in support of another Cadre.  The system remains the same, except when declaring in support of another Cadre, the successes are simply added to that Cadre's total rather than working against them.
  
'''{{Dropcap|S}}plitting: A Cadre can split their Clout pool for the week in any number of ways to wield their Influence, however, the declaration of all spent Clout must be made at the same time (for book-keeping and sanity's sake).
+
{{Dropcap|S}}plitting: A Cadre can split their Clout pool for the week in any number of ways to wield their Influence, however, the declaration of all spent Clout must be made at the same time (for book-keeping and sanity's sake).
  
'''{{Dropcap|F}}iefdoms: A Cadre can own multiple Territories, but must maintain Owner Upkeep for each one separately.
+
{{Dropcap|F}}iefdoms: A Cadre can own multiple Territories, but must maintain Owner Upkeep for each one separately.
 
<br>
 
<br>
 +
 +
{{Dropcap|M}}ortals are invaluable. To represent the ease with which they can move in human society, when a mortal/+ spends +Coins to bolster a Cadre's temporary Clout, they gain +2 clout, instead of +1.
  
 
=== How do I use the system in game ===
 
=== How do I use the system in game ===

Revision as of 12:27, 1 October 2020

[edit]

I

nfluence has an important role here. And it doesn't always come in the form of dots on a character sheet. To try and reflect the benefits that having influence over an area can provide, we've come up with a system to represent these abstract ideas in a somewhat concrete manner.

What does territory do? Territory provides a Cadre with protection, in the form of myriad defenses. Hardened walls and pit traps are equally important as zoning commissions and a press of bodies. In game terms, there are four bonuses to every territory:

Unique Bonus
This is a bonus available only to those who claim a given territory, such as unique knowledge or access to a rare resources.
Cost Reward
This is a trio of merits which, when purchased by a Cadre member, awards 1 beat, through fulfilling a Condition, as each merit relates to the nature of each neighborhood. PCs must be the Owners of the Territory at the time of purchasing the merit in order to receive the Cost Reward, and the onus of remembering to put it in the +request for the kick back is on the player.
Specialty
A specialty that Cadre members can access at all times as though it were on their sheet, as long as they are Owner of that Territory.
Superiority
When within a territory they control, Cadre members receive +2 Dice to react to surprises and ambushes.

H

ere is a list of the common terms used in the system that we use to maintain and control the Claimed Territories of various Cadres.

Cadre
A blanket term for Packs/Coteries/Motleys/Cabals (or mixed sphere groups)
Territory
A geographically contiguous area that can be controlled, either physically, legally, or socially.
Open Territory
A Territory that has not been Claimed.
Claimed Territory
A Territory that has been Claimed by a Cadre through Influence
Location Value (LV)
A numerical representation of the difficulty and energy needed to secure an area.
Influence
A numerical representation of the successes achieved towards securing an area.
Clout
The sum total of assets and skills a Cadre can devote to claiming and maintaining territory. This creates a die pool that can be used to enhance Territory Actions, both offensive and defensive. This is an abstraction of a groups total power, not an exact measure.

Clout is composed of the sum of approved merits, minus Power Stat(s) across the group.

+Resource points and +coins can be spent to bolster that number temporarily, reflective of using on-hand, disposable income to assist you. This does give templates that do not have a power stat (Primal Urge, Gnosis, Wyrd, Blood Potency, etc) an advantage over supernaturals when figuring out their personal and group Clout.

What is the Territory system

O

btaining territory is not simply as easy as moving in to an unclaimed neighborhood, even if you killed the previous residents. To obtain territory, a Cadre must invest time and resources in relation to the Location Value (LV) of the territory. Territories have a LV, whether claimed or not. The hows and whys of a LV are abstractions designed to cover everything from bribing local politicians, haggling with local gangs, bartering or intimidating local residents and simple construction and renovations. This system is designed to be simple, fun, and easy to use, not necessarily accurate and all-encompassing.

How does the system work

There are only two basic actions for which a Clout pool can be used: building Influence and destroying Influence. Both use a Cadre's Clout as the base dice pool and each success earns one level of Influence built or destroyed. Resources and Coins can be spent on a one for one basis to add dice to any single Clout roll. There are no other modifiers to Clout rolls. Clout refreshes once a week and does not roll over.

To claim an Open Territory a Cadre must build a number of Influence equivalent to the LV of that Territory. Once the level of Influence in an Open Territory matches the LV, the Cadre then become the Owner and the Territory becomes Claimed. The Owner of a Claimed Territory receives all benefits of that Territory for the duration of being that Owner. Note: no Influence can be built over the LV.

      

Example: If the Open Territory LV is 15, you must raise your Influence in that Territory to 15/15 to become the Owner.  

To take over a Claimed Territory from another Owner you must first remove the Owner by destroying all Influence. Each success on a Clout roll to destroy Influence subtracts one level of Influence that the Owner has invested in that Territory's LV. When all Influence has reached 0, the Owner is removed and the Territory becomes Open. Note: no Influence can be lowered below 0.

      

Example: If the Claimed Territory LV is 15, you must destroy the Influence in that Territory to 0/15 to remove the Owner. 

Influence can be built and destroyed by different Cadres at the same time. Each week the influence built and destroyed will be tallied based on the Clout rolls with a final tally for the week on a one for one basis.
      

Example: Territory A (LV 15) is Owned by Cadre X (15/15 Influence).

      

Week 1 Cadre Y destroys Influence in Territory A and achieves 4 successes. Cadre X's Influence is now 11/15. (15 - 4 = 11)

      

Week 2, Cadre Y destroys Influence in Territory A and achieves 3 successes.  Cadre X builds Influence in Territory A and achieves 2 successes. Cadre X's Influence is now 10/15. (11 - 3 + 2 = 10)

      

Week 3, Cadre Y destroys Influence in Territory A and achieves 2 successes. Cadre Z also destroys Influence in Territory A and achieves 2 successes. Cadre X builds Influence in Territory A and achieves 5 successes.  Cadre X's Influence is now 11/15. (10 - 2 - 2 + 5 = 11)

      

Despite losing influence both in Week 1 and Week 2, Cadre X remains the Owner and retains all benefits.  They will continue to retain those benefits until their Influence is reduced to 0 and the Territory reverts to being Open, and they are removed as Owners.

If two or more Cadres attempt to claim the same unclaimed Territory, the process is contested. All Cadres will roll their Clout pools and successes will be cancelled out by all other opposing Influence, the same as with destroying Influence actions. Any Cadre with Influence remaining builds Influence in that Territory. This does mean that with enough competing Influences, no one may build any Influence.

      

Example: Territory A (LV 15) is Open (0/15 Influence).

      

Week 1 Cadre Y (0/15 Influence) builds Influence in Territory A and achieves 4 successes. Cadre X (0/15 Influence) builds Influence in Territory A and achieves 3 successes.

      

      

Cadre Y now has 1/15 Influence in Territory A. (0 + 4 - 3 = 1) Cadre X has 0/15 Influence in Territory A (0 + 3 - 4 = -1) Note: no Influence can be lower than 0.
      

Week 2, Cadre Y (1/15 Influence) builds Influence in Territory A and achieves 3 successes. Cadre X (0/15 Influence) builds Influence in Territory A and achieves 4 successes.

      

      
Cadre Y now has 0/15 Influence in Territory A. (1 + 3 - 4 = 0)  Cadre X has 1/15 Influence in Territory A (0 + 4 - 3 = 1)

      

Week 3, Cadre Y (0/15 Influence) builds Influence in Territory A and achieves 4 successes. Cadre X (1/15 Influence) builds Influence in Territory A and achieves 5 successes.  Cadre Z (0/15 Influence) also starts to build Influence in Territory A and achieves 6 successes.

      

      
Cadre Y's Influence is now 0/15. (0 + 4 - 5 - 6 = -7) Cadre X's Influence is now 0/15. (1 + 5 - 4 - 6 = -4). Cadre Z's Influence is now 0/15. (0 + 6 - 4 - 5 = -3)

      

Despite gaining influences in Week 1 and Week 2, neither Cadre becomes the Owner nor receives and Territory benefits.  They will not receive those benefits until one of their Influences is built to 15 and the Territory becomes Claimed with that Cadre declared as Owner.

O

wner Upkeep: Upon becoming the Owner of a Territory, 5 Clout points must be used every week to maintain that Territory's Influence, effectively lowering that Cadre's weekly Clout pool by 5. Vacating a Territory by ceding Ownership will return that upkeep to the Clout pool.

S

upport: A Cadre's Influence actions can be used in support of another Cadre. The system remains the same, except when declaring in support of another Cadre, the successes are simply added to that Cadre's total rather than working against them.

S

plitting: A Cadre can split their Clout pool for the week in any number of ways to wield their Influence, however, the declaration of all spent Clout must be made at the same time (for book-keeping and sanity's sake).

F

iefdoms: A Cadre can own multiple Territories, but must maintain Owner Upkeep for each one separately.

M

ortals are invaluable. To represent the ease with which they can move in human society, when a mortal/+ spends +Coins to bolster a Cadre's temporary Clout, they gain +2 clout, instead of +1.

How do I use the system in game

+Requests, preferably titled TS: (Neighborhood Name), will be used to manage the system. Please include the people involved, or the +lair number, the Cadre's Clout (with any subtractions for held territories noted).

Territory Value Sphere Specialty Cost Reward Unique Bonus Status
Albany Park 15 Unclaimed Hiking (Survival) Greyhound, Multilingual, Library With an hours work, a meal can be found to satisfy any dietary requirement. Even the undead. Open
Archer Heights 15 Werewolf Homeless (Streetwise) Anonymity, Barfly, Sympathetic A safe-place in the back of the Greater Chicago Food Depository, that can be used once a a week. Open
Armour Square 20 Changeling Research (Academics) Library, Good Time Management, Eidetic Memory Once a month, spend a Resources point to get a plus +3 to a research roll. Open
Ashburn 15 Changeling Ghost (Occult) Danger Sense, Eye for the Strange, Empath Once per month, spend a point of Willpower to be able to find out something about a death. Open
Auburn Gresham 15 Changeling Flirting (Socialize) Direction Sense, Defender, Vice-Ridden Once a month, spend a Resources point to be able to cover your tracks for a crime or failed event. Open
Austin 20 Vampire Props (Crafts) Stunt Driver, Allies (Media), Fame Once a week, spend a Resources point to get access to a film business prop for a day. Open
Avalon Park 15 Unclaimed Manners (Socialize) Common Sense, Patient, Closed Book Once a month, spend a resource point to procure a dead body. Open
Avondale 15 Werewolf Cuisine (Crafts) Language (Polish), Hardy, Taste Once a week, find someone willing to assist with an artistic project (+3 to Crafts roll) Open
Belmont Cragin 15 Vampire Neighbors (Empathy) Sympathetic, Virtuous, Patient Once a month, gain the benefits of therapy as per a therapist with the Empath merit. Open
Beverly 20 Changeling Architecture (Academics) Iron Will, Contacts (Finance), Staff Once a week, spend a Resources point to reserve a section in the Beverly Arts Center for an evening. Open
Bridgeport 25 Changeling Baseball (Academics) Bar Fly, Demolisher, Good Time Management Once a month, spend Resources point to host a suite at a Sox game and gain +3 to social rolls while there. Open
Brighton Park 15 Werewolf Trains (Drive) Encyclopedic Knowledge (Drive), Multilingual, Hobbyist Clique Once a month, spend a Resources point to access an empty freighter car for any personal use. Open
Burnside 20 Werewolf Murderous Stare (Intimidation) Quick Draw, Vice-Ridden, Air of Menace Once per week, spend a point of Resources to gain access to Staff (Gangbangers: Streewise) for one day. Claimed
Calumet Heights 15 Changeling First Aid (Medicine) Patient, Tolerance for Biology, Indomitable Once per month, use up to 2 dots worth of hospital-specific Resources. Closed
Chatham 15 Werewolf Business (Academics) Allies (BBB), Common Sense, Vice-Ridden Once per month, succeed at a social roll (difficulty 2) to hire services as per the Fixer merit. Claimed
Chicago Lawn 15 Werewolf Gardening (Crafts) Multilingual, Holistic Awareness, Sympathetic Once a month, use authentic Middle Eastern catering to give +2 to social rolls at a public event (if the food is served). Open
Clearing 20 Werewolf Security (Larceny) Fixer, Allies (Transportation), Automotive Genius Once a month, spend a Resource point to move an illegal item Size 1 or 0 in or out of the city. Open
Douglas 20 Changeling History (Academics) Encyclopedic Knowledge (History), Area of Expertise, Virtuous Once per month, use a Resources point to make use of a college intern as Retainer 3 for a day. Open
Dunning 20 Vampire Mental Health (Science) Meditative Mind, Patient, Iron Will Once per month, spend a Resources point to use the personal information of a mental patient as Alternate Identity 2. Open
East Garfield 15 Vampire Real Estate (Academics) Direction Sense, Holistic Awareness, Demolisher Once a month, spend a point of Resources to retain the services of Retainer 3 (Day Laborer) for day. Open
East Side 20 Unclaimed Shelter (Survival) Direction Sense, Iron Stamina, Hobbyist Clique Once per month, spend a Resources point to gain the services of a guide for +3 to Survival rolls for a day. Open
Edgewater 20 Unclaimed Carousing (Socialize) Holistic Awareness, Multilingual, Safe Place Once per week, can obtain a moderately fresh corpse from Graceland Cemetery without a roll. Open
Edison Park 20 Unclaimed Foraging (Survival) Direction Sense, Meditative Mind, Fleet of Foot. Once per week obtain holy water or sacrament blessed with true faith from the Saint Juliana Catholic Church. Open
Englewood 15 Werewolf Gangs (Streetwise) Danger Sense, Vice-Ridden, Tolerance for Biology Once a week, make a social roll to fulfill any Vice. Open
Forest Glen 25 Unclaimed Gardening (Crafts) Fleet of Foot, Inspiring, Table Turner Spend a point of Resources to gain +1 to social rolls as per Striking Looks for a day. Open
Fuller Park 15 Changeling Urban Ecology (Science) Vice-Ridden, Untouchable, Anonymity Once a month, spend a Resources point to cover up a minor crime by dead-ending the evidence in the neighborhood. Open
Gage Park 20 Werewolf Running (Athletics) Parkour, Fleet of Foot, Greyhound Once per week, satisfy a Pride virtue by winning an athletic event. Open
Garfield Ridge 20 Werewolf Rivers (Survival) Multilingual, Interdisciplinary Specialty, Direction Sense Once per month, spend a Resources point to have a weatherproof shelter set up in the marshes for +2 to survival rolls for one outing. Open
Grand Boulevard 15 Changeling History (Academics) Virtuous, Iron-Willed, Inspiring Once a month, use a point of Resources to reserve the Harold Washington Cultural Center for an evening. Open
Grand Crossing 15 Changeling Engineering (Science) Patient, Indomitable, Automotive Genius Once per month, succeed on a social roll to get advice from a mechanic for +3 to one Crafts project. Open
Hegewisch 15 Unclaimed Wetlands (Survival) Holistic Awareness, Patient, Virtuous Once a week, succeed on a social roll to find a place to sleep in the Harbor Estates trailer park. Open
Hermosa 20 Vampire Finance (Academics) Language (Spanish), Good Time Management, Taste Once a month, make a social roll (difficulty 3) to gain Safe Place 5 for a night in the Honduran Consulate. Open
Humboldt Park 15 Vampire Trends (Socialize) Taste, Language (Spanish), Virtuous Once per week, with a successful social roll, get a table at any restaurant on Division Street or free access to any one meal. Open
Hyde Park 30 Changeling Industry (Science) Library (Any), Encyclopedic Knowledge (Any), Interdisciplinary Specialty (Any) Once a month, spend a Resources point to gain access to a student intern as a Retainer 3 for one day. Closed
Irving Park 20 Vampire Architecture (Academics) Common Sense, Taste, Multilingual Once per week, make a social roll to get a table at any restaurant in the neighborhood without notice and gain +2 to social rolls while there. Open
Jefferson Park 20 Unclaimed Navigation (Streetwise) Barfly, Safe Place, Hobbyist Clique Once per week find a safe place to sleep. Open
Kenwood 20 Changeling Calming (Empathy) Common Sense, Holistic Awareness, Library (Academics) Once a month, use a Resources point to reserve a section of the Blackstone Library after hours and gain +2 to social rolls while there. Open
Lakeview 25 Vampire Emotions (Empathy) Barfly, Taste, Hobbyist Clique (Athletics, Expression, Crafts) Once a month, with a successful social roll (difficulty 3) fulfill any Virtue Closed
Lincoln Square 15 Unclaimed Bureaucracy (Politics) Allies(Government), Retainer, Staff Once per month, you can find a willing and suitable mortal "employee" for a task. (Permanent acquisition requires Experience Expenditure.) Open
Lincoln park 25 Vampire History (Academics) Encyclopedic Knowledge (Academics), Good Time Management, Contacts (Finance) Once a month, spend a Resources point to gain access to the Lincoln Park Zoo after hours and gain +2 to social rolls while there. Claimed
Logan Square 20 Werewolf Landscaping (Crafts) Multilingual, Virtuous, Inspiring Once a week, succeed in a social roll (difficulty 2) to find a Safe Space 2 in one of the neighborhood churches or parks. Claimed
Loop 50 Vampire Business (Academics) Resources, Retainer (Any), Status (Any) Once a week, spend a Resources point to reserve any business, theater, or restaurant for the entire day and gain +3 to social rolls while there. Closed
Lower West Side 15 Vampire Art (Crafts) Multilingual, Patient, Common Sense Once a week, succeed on a social roll to find a Safe Place 2 within the neighborhood. Open
McKinley Park 15 Werewolf Small Talk (Socialize) Hardy, Closed Book, Hobbyist Clique One per month, succeed on a social roll to reserve the park for a special event. Open
Montclare 15 Vampire Suburbs (Academics) Interdisciplinary Specialty (Suburbs), Good Time Management, Virtuous Once a month, use a point of Resources to use a neighborhood teen as Retainer 2. Open
Morgan Park 20 Changeling Shelter (Survival) Eye for the Strange, Meditative Mind, Trained Observer Once a week, succeed on a Survival roll to find a Safe Place 3 for a night somewhere in the neighborhood. Open
Mount Greenwood 15 Changeling Legal Rights (Academics) Safe Place (1,2), Defender, Small Unit Tactics Once per month, spend a Resources point to organize a community rally. Open
Near North 35 Neutral Finance (Academics) Allies (Media), Resources, Taste Once per week, succeed on a social roll to acquire the use of a lavish venue for an evening and gain +2 to social rolls while there. Closed
Near South 35 Neutral Football (Athletics) Iron Stamina, Library (Any), Encyclopedic Knowledge (Any) Once a week, succeed on a social roll (difficulty 2) to gain access to any museum in the neighborhood after hours for an evening and gain +2 to social rolls while there. Open
Near West Side 35 Vampire First Aid (Medicine) Library (Any), Parkour, Contacts (Any) Once a week, succeed on a social roll (difficulty 2) to acquire a suite at the United Center for an evening and gain +3 to social rolls while there. Open
New City 15 Werewolf Nightlife (Socialize) Closed Book, Taste, Patient Once a month, spend a Resources point to throw a private party at any club in the neighborhood. Open
North Lawndale 15 Vampire Security Systems (Larceny) Vice-Ridden, Anonymity, Relentless Once a week, spend a Resources point to satisfy any Vice. Open
North Park 25 Unclaimed Cross Culture (Socialize) Barfly, Multilingual, Iron Stamina Once a month find someone that can translate a spoken or written language to english. Open
North center 20 Werewolf Public Speaking (Expression) Virtuous, Multilingual, Contacts (Media) Once a month, succeed on a social roll to have a sponsored community event thrown with the theme of your choosing. Open
Norwood Park 20 Vampire First Aid (Medicine) Common Sense, Tolerance for Biology, Direction Sense Once per month acquire fresh bio-waste from the hospital. Closed
O'Hare 20 Vampire Black Market (Streetwise) Fixer, Pusher, Support Network Once per month find someone to courier a message of package. Treat it as Anonymity 2 for tracking purposes. Closed
Oakland 15 Werewolf Carpentry (Crafts) Eye for the Strange, Hobbyist Clique (Any), Safe Space Once a week get baked goods from neighbors. Claimed
Portage Park 15 Neutral Bargains (Persuasion) Fleet of Foot, Language (Polish), Taste Spend a point of Resources to be able to obtain any meal at any time from within the neighborhood. Open
Pullman 20 Unclaimed Engineering (Science) Encyclopedic Knowledge (Trains), Direction Sense, Patient Once a week, succeed on a social roll (difficulty 3) to have a public space in the neighborhood reserved for private use for a day. Open
Riverdale 15 Werewolf Environment (Science) Air of Menace, Vice-Ridden, Anonymity Once a week, spend a point of Resources to fulfill any Vice. Claimed
Roger's Park 20 Unclaimed Running (Athletics) Iron Stamina, Multiligual, Holistic Awareness Once per month, spend a resource point to hire students for a +3 bonus to a research check. Open
Roseland 15 Werewolf Rumors (Streetwise) Indomitable, Closed Book, Hobbyist Clique Once per month, find an abandoned house to occupy for a day as a Safe Place 3. Claimed
South Chicago 15 Unclaimed Bureaucracy (Politics) Multilingual, Patient, Trained Observer Once a month, on a successful politics roll (difficulty 3) gain enough signatures to support a political initiative. Open
South Deering 15 Werewolf Toxins (Science) Hardy, Sympathetic, Patient Once a month, with a successful social roll (difficulty 2), find a connection as per the Fixer merit. Closed
South Lawndale 15 Vampire Retail Therapy (Socialize) Virtuous, Taste, Common Sense Once a month, spend a Resource point to use Marshall Square Theater privately for a day and gain +2 to social rolls while there. Open
South Shore 20 Changeling Civil Law (Academics) Virtuous, Inspiring, Area of Expertise (Any) Once a month, spend a Resources point to reserve the South Shore Cultural Center for a private event and gain +2 to social rolls while there. Open
Uptown 20 Unclaimed Sale Pitches (Persuasion) Direction Sense, Meditative Mind, Trained Observer Once per month, find someone that can get you what you need as per the Fixer merit. Open
Washington Heights 20 Changeling Accounting (Academics) Holistic Awareness, Virtuous, Meditative Mind Once a month, succeed on a social roll to eliminate criminal activity in the neighborhood for an evening. Open
Washington Park 20 Changeling Art History (Academics) Eye for the Strange, Inspiring, Table Turner Once per week, spend a Resources point to have a neighborhood youth function as Retainer 2 for one task. Open
West Elsdon 15 Werewolf Law (Academics) Multilingual, Virtuous, Closed Book Once a month, succeed on a social roll to have the West Elsdon Civic Association raise funds for a benefit of your choice. Open
West Englewood 15 Werewolf Basketball (Athletics) Scarred, Alternate Identity, Danger Sense Once per month, succeed on a social roll (difficulty 3) to have someone in the neighborhood stopped by police and searched. Open
West Garfield 15 Vampire Dealers (Streetwise) Tolerance for Biology, Quick Draw, Danger Sense Once a month, spend a point of Resources to procure an unidentified corpse. Open
West Lawn 15 Werewolf Automobiles (Science) Multilingual, Automotive Genius, Hobbyist Clique Once per month, spend a Resources point to get the use of an unregistered car for a day. Open
West Pullman 15 Unclaimed Environment (Science) Hardy, Vice-Ridden, Interdisciplinary Specialty Once per week, spend a Resources point to have a homeless person function as Staff (Streetwise). Open
West Ridge 15 Unclaimed Religious Works (Academics) Peacemaker, Safe Place, Support Network Once per month, spend a point of resources to get a +3 bonus to research efforts related to the local religious groups. Open
West Town 20 Vampire Festivals (Socialize) Multilingual, Virtuous, Holistic Awareness Once per week, succeed in a social roll (difficulty 3) to find someone in the neighborhood with information functioning as Library 1 (Any) Open
Woodlawn 25 Changeling Research (Academics) Library (Any), Mentor, Area of Expertise (Any) Once a month, spend a point of Resources to find an intern to function as Retainer 3 for a day. Open

The territory system is an abstraction of constant, repeated, and sustained actions taken to influence and change neighborhoods and the people in them. As such, all merits pertaining to the territory system are those which are available only to mortals as the amount of supernatural activity on the scale the territory system requires would draw too much attention. Again, the system is just an abstraction. Individual uses of supernatural merits are still handled on an individual basis.

Below is a list of applicable merits that are counted towards a cadre's clout. The merits not counted are stricken in the list, but shown for clarity.

CoD Core


Mental

Area of Expertise

Common Sense

Danger Sense

Direction Sense

Eidetic Memory

Encyclopedic Knowledge

Eye for the Strange

Fast Reflexes

Good Time Management

Holistic Awareness

Indomitable

Interdisciplinary Specialty

Investigative Aide

Investigative Prodigy

Language

Library

Meditative Mind

Multilingual

Patient

Professional Training

Tolerance for Biology

Trained Observer

Vice-Ridden

Virtuous


Physical

Ambidextrous

Automotive Genius

Crack Driver

Demolisher

Double Jointed

Fleet of Foot

Giant

Hardy

Greyhound

Iron Stamina

Parkour

Quick Draw

Relentless

Seizing the Edge

Sleight of Hand

Small-Framed

Stunt Driver


Social

Allies

Alternate Identity

Anonymity

Barfly

Closed Book

Contacts

Fame

Fast-Talking

Fixer

Hobbyist Clique

Inspiring

Iron Will

Mentor

Mystery Cult Initiation

Pusher

Resources

Retainer

Safe Place

Small Unit Tactics

Spin Doctor

Staff

Status

Striking Looks

Sympathetic

Table Turner

Takes One to Know One

Taste

True Friend

Untouchable


Hurt Locker

Air of Menace

Body as Weapon

Cohesive Unit

Defender

Empath

Object Fetishism

Peacemaker

Punch Drunk

Scarred

Support Network

Survivalist


Other

Unseen Sense