Retainers...

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Retainers...

Post  Dark STalker on Fri Oct 19, 2012 11:32 pm

There are two types of ghouls for you to chose from, and the choices  will determine their stats...The Trusted Valet and The Ghoul Bodyguard.  These ghouls are very cut and dry, cookie cutter made, and there will be no adjusting their stats to personalize them.  You can however spend your hard earned XP on boosting up their stats.

The house rulings on your retainers learning a second dicipline are based on your character's humanity scores and the type of retainer they are. You have to have a Humanity 7 to teach your Trusted Valet a second one of your disciplines, you need a Humanity of at least 5 to give your Ghoul Bodyguard a second level 1 discipline...you won't however have to spend your XP or your FB on it during character creation, but during game play, your XP's are what you would spend on your ghoul's stats if you chose to boost them. To start your retainer with an extra Discipline, they must be have been a ghoul for at least 15 years

Your ghouls can be useful, and they can make great disposable pawns, but as much as you try and make them like family members, they are still going to be creepy.  They will live up to their name...A GHOUL.  Most mortals will find their addiction to your blood just as disturbing as any other addict, imagine they are like junkies for your blood, willing to give up their free will for the sake of the monthly drop of blood you must bestow upon them.  Granted, your blood betows on them super human powers and keeps them from aging like most mortals, but you must never forget, they can not handle your blood correctly enough to pass as "Normal."  As it is, "Normal" is still a trick your character is working on.  To further illustrate this point, imagine Renfield, from Bram Stoker's Dracula (1992)

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The vampiric blood in their system affects ghouls psychologically as well as physically. They are capable of entering frenzy, although their difficulty numbers to resist are two lower.

Some long-term ghouls eventually develop side effects resembling their domitor's clan weakness. For instance, a ghoul who drinks too much Nosferatu vitae may begin sprouting unsightly boils and buboes, while a Ventrue's vassal might find his dark appetites even more demanding than before.

Trusted Valet
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 2, Occult 1, Subterfuge 3
Disciplines: Potence 1 Humanity: 6 Willpower: 4  Self Control: 4 Conscience: 3  Courage: 2


Ghoul Bodyguard
Attributes: Strength 4, Dexterity 4, Stamina 4, Charisma 2, Manipulation 2, Appearance 2 (possibly higher), 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 Humanity: 5 Willpower: 5  Self Control: 3 Conscience: 2    Courage: 4

As a House Rule, Ghouls in service to their Domitors for more then 15 years will start to suffer from a derangement
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Dark STalker
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Posts : 15175
Join date : 2012-10-10

Character sheet
Appearance : 4 Exceptional
Humanity: 6 Creep
Status: None

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