This applies to the Vampire venue only (currently).
Hello one and all.
We're going to start play-testing a change to the Retainer Merit in Requiem.
Beginning with the RAW definition of Retainers, and their abilities:
* One dot suggests a child, an automaton or a madman with limited capabilities and freedom of thought.
** Two dots indicate an ordinary person over whom your character has sway. The servant is completely mundane and has no particular training above the human norm (he has two dots in all of his Attributes and Skills).
*** Three dots represent a capable employee with a range of training at his disposal (three or four of his traits have three dots).
**** Four dots represent a valued and irreplaceable assistant (someone with a handful of traits with four dots each).
***** Five dots indicate an extraordinary follower. He is exceptional in many ways (five dots in a couple traits, and four in many others) or he may be capable of supernatural feats.
The new Retainer system is designed to keep those guidelines in place, but offer flexibility to customize the Retainer.
The Retainer Merit
** So let's start with a 2dot Retainer being the standard:
- All Attributes at 2, no chargen dots applied
- apply Skills as per standard chargen, but no Skill over 2
- no merits
*** As above, plus:
- 4 dots may now be allocated to Atts, Skills, and Merits however no single item can be raised above 3
**** As above, plus:
- 3 additional dots may be allocated to Atts, Skills, and Merits however no single item can be raised above 4
***** As above, plus:
- 2 additional dots may be allocated to Atts, Skills, and Merits however no single item can be raised above 5
Using this system should produce a Retainer which can be specialized in a number of ways. It's definitely a case of diminishing returns, but allows for tailoring -- a person could buy a standard *** Retainer with Striking Looks 2 without having to sell their first child.
Merits of Retainers
It's always tempting to buy a Retainer, then have the Retainer Buy Things. To circumvent 'doubling down' on XP expenditures in this way with the 'dot allocation' system in mind, the Merits which are accessible to Retainers will be limited in scope to the following:Boxing
Brawling Dodge
Danger Sense
Direction Sense
Distinctive Voice
Fast Reflexes
Fleet of Foot
Gunslinger
Language
Quick Draw
Status (to represent professional accreditation ONLY)
Resources (cannot exceed 'parent' character)
Striking Looks
Stunt Driver
Two Weapons
Weaponry Dodge
Notably absent are the 'social' merits: Allies, Contacts, Fame, as well as Retainer (a Retainer cannot, in turn, spawn more Retainers).
- Also absent is FS: Kung Fu, to keep the FS options in balance. Boxing, Two Weapons, Gunslinger all offer two attacks, and no more.
Ghouled Retainers
- Ghouling a Retainer adds two dots to the cost. They gain the ability to spend Vitae, increase one Attribtue, and select two dots of Discs as per RAW.
- They gain no other advantages of the dot increase (ghoul surcharge is applied last, not in conjunction with)
- We break the five dot threshold on Retainers for Ghouling purposes
This should allow for truly exceptional ghouls, while making it possible to have a pretty cool ghoul (3 dots + 2 dots) at a palatable cost.
Ghouls as Characters
A little of A and a little of B. We're open to allowing a player to write for another PC's Retainer Merit. It will not be a character in it's own right:
- There will be no character sheet, but be defined as the Retainer Merit above
- They will not earn XP
In this way, we're willing to open the door to role-playing opportunities by letting a player inhabit another PC's Retainer purchase, but this should also make it clear that the ghoul is an accessory to a player character and not a character in their own right. This will also keep all Retainers in line as far as scope goes.
- If you want more, then find a Vampire Sire and play a Childe
As always, questions for clarification are welcome.