Retainers

Category
A Retainer is a relationship based on loyalty- the Retainer's loyalty to you. This can be the kindred Blood Bond, Mind Magick, or plain, ordinary loyalty. Whatever the case, Retainers follow your orders unquestioningly- but Retainers are specific individuals. Vampires may Ghoul any Retainer or enhance (using Vicissitude) any Retainer (but must pay the XP cost as though they were enhancing their own stats). Mages may enhance the stats of any Retainer (but must pay the XP cost as though they were enhancing their own stats). Any player may fund Cyber for any Retainer. All equipment (weapons, armor) must be provided by the PC to the retainer, ICly. Shifters may have any or all of their Retainers be Kinfolk. Mages may have any or all of their Retainers be Aware, and Retainers may be Acolytes. Importantly, a Retainer represents a specific individual- if your Retainer dies, those points are gone forever. Retainers are purchased individually, at a cost of: 5xp for the first dot, then 3 x current level (so the distribution is 5/3/6/9/12). No Retainer can be greater than five dots.
System
The stats of a retainer are determined by (a) the dot value of the retainer, and (b) the template they use. Templates are created by staff; when suggesting templates, bear in mind that each ability/attribute after the first is at a cumulative -1 die. No NPC can ever be expert at more than one task. Each dot in the appropriate background nets you one dot to allocate to an NPC. Thus, Retainers 5 can give you a single 5-dot Retainer or 5 1-dot retainers- or anything in between. Attribute: 1; Ability: 2 Attribute: 2; Ability: 4 Attribute: 3; Ability: 6 Attribute: 3; Ability: 7 Attribute: 4; Ability: 8   Available Templates Suggestions for new templates are welcome. (Where an option is provided, the decision is to be made by staff, taking into consideration the situation in which the retainer will be used- such as corporation, Tradition/Convention/Tribe/Clan, etc.) Accountant: Attributes: None. Abilities: Full dice: Finance Acolyte or Lab Assistant: Attributes: Full dice: Intelligence. Abilities: Full dice: (Computer, Enigmas, Herbalism, Meditation, Research, Science, Survival, or Technology, depending on Tradition/Convention); -1: Occult; -2: Awareness; -3: Crafts Animal:  Attributes: Full dice: Perception, Dexterity, Strength, or Stamina (depending on the type of animal).  Abilities: Species-dependent; drawn from Alertness, Brawl, Flight, Intimidation, Stealth, or Survival. Bodyguard: Attributes: Full dice: Stamina; -1: Strength. Abilities: Full dice: Alertness; -1: Firearms; -2: Brawl; -3: Dodge; -4: Melee Chauffeur: Attributes: None. Abilities: Full Dice: Piloting; -1: Drive; -2: Area Knowledge; -3: Alertness; -4: Repair Corporate Executive: Attributes: None. Abilities: Full dice: Bureaucracy; -1 Die: Finance Craftsman: Attributes: None. Abilities: Full dice: Crafts; -1 Die: Firearms, Melee, or Science; -2 Dice: Technology; -3 Dice: Research Lawyer: Attributes: None. Abilities: Full dice: Law; -1 Die: Research; -2 Dice: Bureaucracy Personal Assistant: Attributes: Full dice: Charisma. Abilities: Full Dice: Computer; -1: Bureaucracy; -2: Etiquette; -3: Research; -4: Area Knowledge Private Investigator: Attributes: Full dice: Stamina. Abilities: Full dice: Investigation; -1: Stealth; -2: Streetwise; -3: Research Security Guard: Attributes: Full dice: Stamina; -1: Strength. Abilities: Full dice: (Firearms, Melee, or Brawl); -1: Alertness; -2: Dodge; -3: (Firearms, Melee, or Brawl); -4: (Firearms, Melee, or Brawl) Street Thug: Attributes: Full dice: Stamina; -1: Strength. Abilities: Full dice: (Melee or Brawl); -1: Streetwise; -2: Intimidation; -3: Dodge; -4: (Firearms, Melee, or Brawl); -5: (Firearms, Melee, or Brawl)
Freebie Cost
1
Prerequisites
Vampire