"I could die for you. But I couldn't, and wouldn't, live for you."
Special consideration should be given to the role of retainers in the Victorian age. Kindred who attempt to carry on as sociable mortals will be expected to have at least one valet. In fact, the relationship between retainers, resources, influence and humanity is delicate and essential to maintaining the Masquerade to high-profile vampires. An influential figure who does not appear well (because of a low Humanity rating) might be directed to a physician, who could become eager for such important clientèle and concerned when her daytime appointment is missed. A highly visible sort with a great deal of wealth but no servants seems odd. Anyone of meaningful social standing who cannot manage the occasional country house weekend might fall from favour in mortal society. Retainers can make daytime excuses for their employers, manage social calenders and appointments and support the illusion of a normal, successful British aristocrat.
To the benefit of the Kindred, it is easier than ever to maintain multiple havens across Europe. It is generally much safer for a vampire to travel great distances. Those with substantial resources might even own a private, windowless railcar for travel by day. Those Kindred with more realistic ideas of international travel (and less pride) might have themselves sent as cargo aboard a steamship. Trustworthy retainers are not just invaluable for journeys such as this, they are necessary.
"Whether out of personal gratitude, love, the blood bond, or some other means, buying the Retainer background, even once, means that you have the fellowship of a mortal who is intensely trustworthy and loyal to you. Unlike the Allies background, your Retainers are always available when you need them. They can be trusted to oversee your personal effects, defend your property, and further your goals."
A Retainer does not have the specialized knowledge of a Contact, nor the broad capacity to perform favors like Allies do, but she is more loyal and resilient than either of the other two. A Retainer will fight for the vampire, if necessary, defending her when she is sleeping or carrying out her will when the vampire cannot do something for herself. For a vampire, a Retainer is usually a ghoul, controlled via the blood bond; even if the Retainer is free-willed, she will put the vampire’s needs and survival ahead of her own.
Use the rules for Stock NPCs to build Retainers. They can take any action that an NPC can take, but the Storyteller should remember that Retainers are not perfect. For example, a Retainer spying on the Brujah clan meeting would certainly report back to her master, but would not be able to quote the things she’s observed verbatim. If there is ever a question about what a Retainer can accomplish, the Storyteller has the final call.
You may purchase the Retainer background multiple times, representing multiple Retainers, but you must purchase dots separately for each Retainer. No Retainer can have more than 5 dots.
If your Retainer is released or killed, you lose access to that background for one game or two weeks (whichever is longer) for every dot you purchased for that specific Retainer. During this time, the vampire is finding a suitable replacement. Players should work with their Storytellers to determine how the character secured such a loyal Retainer.
Building Retainers
Your Retainer’s test pool for most actions will be equal to her Retainer rating x2. For example, a level 3 Retainer has a test pool of 6 for most actions.
Specialities
There are two types of specialities: skill specialities and discipline specialities. A Retainer has a number of specialities equal to the Retainer’s overall rating. For example, a 2-point Retainer has two specialities, and may choose to place them both in different skills, or one in a skill and one in a discipline.
- Skill Speciality: Choose one skill in which your Retainer will specialize. When the Retainer makes a challenge utilizing this skill speciality, her test pool is increased by 5. For example, if our aforementioned 2-point Retainer selected a skill speciality in Brawl, her test pool for unarmed combat would be 9 (rating 2 x2 = 4 + 5 = 9).
- Discipline Speciality: Ghoul Retainers may use one (and only one) of their specialities to learn a discipline that is in-clan for their domitor. A discipline speciality allows the Retainer access to one power per dot of the Retainer. For example, if our 2-point Retainer from the above example was a ghoul, she could choose to select a second specialization in Potence. This gives her access to the first 2 dots of the Potence discipline, because she is a 2-point Retainer. If the player purchases a 3rd dot in this Retainer background, the ghoul immediately gains a 3rd dot of Potence and gains the ability to select a third speciality. For more information about disciplines Click Here.
"Death is no more than passing from one room into another. But there’s a difference for me, you know. Because in that other room I shall be able to see."
Retainer Finishing Touches
Retainers do not have Willpower and cannot retest failed challenges unless they can overbid. Ghoul Retainers have 5 potent Blood points that may be spent on vampiric powers and 5 mortal Blood points, which cannot be spent. They can spend 1 Blood per round to heal or power disciplines.
Retainers have one effective health level per rating of the background. For example, a 4-point Retainer has four health levels. When a Retainer runs out of health levels, she falls unconscious, or is in too much pain to act effectively.
Retainers are not automatically killed, but they may die if they don’t receive medical attention.
For more information on retainers, please see Chapter Twelve: Allies and Antagonists, Stock NPC Generation on page 489.
"Ghoul Retainers are OP. Seriously. Buy them."