Difference between revisions of "Retainers"

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(Created as per request from staff)
 
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On City of Hope MUSH, staff allows any PC of any sphere to be able to take this Background, as if it was in your own sphere, so long as it makes IC sense for the PC.  This allows the power section to change from Disciplines to what makes most sense.   
 
On City of Hope MUSH, staff allows any PC of any sphere to be able to take this Background, as if it was in your own sphere, so long as it makes IC sense for the PC.  This allows the power section to change from Disciplines to what makes most sense.   
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Keep in mind, Retainers are meant to be useful tools for RP.  They are not meant to be as powerful as another PC.  If that is what you want, then find someone to app that PC for RP.
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Ghoul Stats can be customized by reallocating Attributes or Abilities. Like those above, no Attributes or Abilities should be above 4. Custom ghouls should be oriented toward serving a distinct role other than the two above: Balanced and Protection. Stat reallocations should clearly support that.
 
Ghoul Stats can be customized by reallocating Attributes or Abilities. Like those above, no Attributes or Abilities should be above 4. Custom ghouls should be oriented toward serving a distinct role other than the two above: Balanced and Protection. Stat reallocations should clearly support that.
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* '''Disciplines''': All ghouls learn Potence 1 within minutes of ingesting blood for the first time, and can also learn Fortitude.  A ghoul might be capable of learning other Disciplines that his domitor knows, and will be approved at staff discretion. 
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Also found in ''[[Rules_Entries#Kuei-jin_Retainers|+rules kuei-jin retainers]]''.
 
Also found in ''[[Rules_Entries#Kuei-jin_Retainers|+rules kuei-jin retainers]]''.
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[[Category:Stats]]

Revision as of 16:31, 11 February 2022


Based on +rules retainers
More details can be found in WW2300 Vampire The Masquerade (Revised Edition) pg.#133, 275-276


On City of Hope MUSH, staff allows any PC of any sphere to be able to take this Background, as if it was in your own sphere, so long as it makes IC sense for the PC. This allows the power section to change from Disciplines to what makes most sense.


Keep in mind, Retainers are meant to be useful tools for RP. They are not meant to be as powerful as another PC. If that is what you want, then find someone to app that PC for RP.


Standard Ghouls

(Found in WW2300/276):

Trusted Valet - Balanced

Type Stats
Attributes: Strength: 2, Dexterity 3, Stamina 2, Charisma 3, Manipulation 3, Appearance 4, Perception 3, Intelligence 3, Wits 3
Abilities: Academics: 2, Alertness 2, Computer 1, Crafts 2, Dodge 2, Drive 2, Empathy 3, Etiquette 4, Finance 2, Firearms 2, Leadership 2, Linguistics 1, Medicine 2, Melee 1, Occult 1, Subterfuge 3
Disciplines: Potence 1
Misc: Humanity 7, Willpower 4, Mid-size Sedan, Light Pistol (+equip/types 1)

Ghoul Bodyguard - Protection

Type Stats
Attributes: Strength: 4, Dexterity 4, Stamina 4, Charisma 2, Manipulation 2, Appearance 2, Perception 4, Intelligence 2, Wits 3
Abilities: Alertness 4, Athletics 2, Brawl 4, Dodge 3, Drive 2, Firearms 4, Intimidation 3, Investigation 2, Medicine 1, Melee 3, Occult 1, Stealth 3, Streetwise 2
Disciplines: Potence 1, Fortitude 1
Misc: Humanity 5, Willpower 5, Heavy Pistol (+equip/types 4), Pump Shotgun (+equip/types 9)


Custom Ghouls

Ghoul Stats can be customized by reallocating Attributes or Abilities. Like those above, no Attributes or Abilities should be above 4. Custom ghouls should be oriented toward serving a distinct role other than the two above: Balanced and Protection. Stat reallocations should clearly support that.

  • Disciplines: All ghouls learn Potence 1 within minutes of ingesting blood for the first time, and can also learn Fortitude. A ghoul might be capable of learning other Disciplines that his domitor knows, and will be approved at staff discretion.


Merits/Flaws are not allowed for Retainers. Any other stats that are not listed on this page will not be allowed for Retainers.


NPC servants created by a PC using magic (e.g. Ushabti, Bakemono Rite) count as magic items (+rules magical items) instead of Retainers.


Other Races

Other types of retainers will generally be allowed if they make IC sense for the PC. Each NPC gets two power slots. Each of the following occupies one slot:

  • Level 1 gift (kinfolk)
  • Gnosis 3 (kinfolk)
  • 1 in numina (sorcerer/psychic)
  • 1 in arts and 1 in realms (kinain)
  • 1 possessed power (possessed)
  • 1 pact power (demon thrall)
  • 1 charm (gaffling spirit; charms possessed by most spirits are free)
  • 5 dots of passive Joss (dhampyr, see +rules kuei-jin retainers)
  • Medium
  • High-quality equipment


Animal Ghoul Retainers

Please see +rules animal ghoul retainers and Animal Ghoul Retainers.


Kuei-jin Retainers

Passive Joss (Dhampyr 54):

  • When hit for lethal or agg, roll Humanity vs 8. On a success, spend 1 joss, and all damage is prevented by some absurd coincidence.
  • This doesn't work vs bashing, doesn't work if all Joss is spent, and you can't save it for a bigger attack later.
  • On a botch, the dhampyr is paralyzed by fear for a number of turns equal to the number of 1s.
  • Joss regenerates 1 per day.

Devil Tigers may have bakemono retainers with three power slots, limited to powers from KotE 219-220.

  • 'Launchable quills' uses up two power slots.
  • Possessed powers from other books may be allowed at staff discretion.


Also found in +rules kuei-jin retainers.