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Territory (Vampire: The Masquerade 5th Edition)

Flaws

Definition

Territory means your unlife is anchored to a specific place: a neighborhood, a building, a patch of ancestral ground. Inside it you are fine. Outside it you feel wrong, tired, and exposed, and the longer you stay away the worse it gets. It resembles the Tzimisce bane in this system, which forces them to rest in chosen earth, but applies to any character who takes it.

How it works

**Effect**: While outside your territory for more than a night, you suffer a dice penalty or Willpower damage at Storyteller discretion until you return. Resting outside it is uncomfortable and may not restore Willpower. **Scope**: Define the territory's borders when you take the flaw; smaller territories justify a larger benefit. **Benefit**: Grants creation experience points or story leverage, like every flaw on the RPG Stack sheet.

Tips

**Character concepts**: Neighborhood Nosferatu, Gangrel bound to a forest, old-country Tzimisce, Anarch baron who never leaves their block. **When to take**: Take it for a chronicle that stays in one city. In a traveling chronicle it becomes crippling.

Frequently asked questions

Does Territory replace the Domain background?

No. Domain is the area you control and hunt in. Territory is a dependency. Many characters with Territory also hold Domain over the same ground.

Can my territory move?

Rarely, and only through a long story arc. Some Storytellers allow soil or relics from the old territory to ease the penalty temporarily.