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Retainer Rules


Kings of New York uses the following new rules for the Retainer background. The first step once a player has purchased the Retainer background is to build the sheet for the Retainer with the storyteller. Choose from one of the templates below to start. Then apply the retainer level adjustments to the sheet based on the level of the background possessed by the Character.

Note

Only Tzimisce may take Hellhounds, Revenants, and Szlachta at creation. These specialty ghouls have the following special rules: they require Vicissitude 3 and Body Crafts 2 to make. Please see the templates for these specific creatures for their special rules. Any PC may purchase these as individual retainers should they gain them in game.

Rules: Background

Each level of the Retainer background is purchased for each NPC. Meaning to have multiple separate ghouls would be two separate backgrounds. For example: Retainer Bob 1 and Retainer Joe 1.

  • Retainer 1: Choose a template. May take a max of 2 points in neg traits and 3 in flaws. These bonus points can only be used for merits. Ghouls also gain a point in merits for each level of the background. Merits and Flaws can only be taken from the following books with st approval. Laws of the Night Revised, Laws of the Night Revised: Guide to the Sabbat, Liber des Ghouls.
  • Retainers 2: Add 3 traits, 2 abilities, 1 Background. No ability may exceed 3
  • Retainers 3: Add 3 traits, 2 abilities, and either Potence 2 or 1 of the Regnant In Clan Disciplines
  • Retainers 4: Add 3 traits, 2 abilities, 1 Background, Ability cap raised to 4
  • Retainers 5: Add 3 traits, 2 abilities, and an additional level of Potence or one of the Regnant’s In Clan Disciplines of your choosing. Ability cap raised to 5.


Retainers can also gain additional Backgrounds, subject to st approval. Retainers may never purchase the background "Retainer" or any of its analogues. Retainers may not be semi supernatural, or supernatural creatures other than humans or ghouls when purchased via the background.

All abilities gained are subject to ST approval.

Templates

Trait caps are 9 and Willpower 3

Enforcer/Cop

  • 6 phys
  • 4 mentals
  • 3 socials


  • 6 Dots to spread between Brawl, Dodge, Firearms, and Melee - No ability to exceed 3
  • 4 Dots to spread between Streetwise, Security, Drive and Larceny
  • 2 Dots to spread between Stealth, Survival, Law, Subterfuge


  • Potence 1
  • 5 Blood Traits


  • Either Street, Underworld, or Police Influence 1

Professor/Researcher

  • 3 phys
  • 7 mentals
  • 4 socials


  • 6 Dots to spread between Academics, Linguistics, Occult, Medicine
  • 4 Dots to spread between Science, Politics, Computer, Law
  • 2 Dots to spread between Leadership, Crafts, "Common" Lores (subject to ST approval)


  • Potence 1
  • 5 Blood Traits


  • Either Health or University Influence 1

Socialite/Politico

  • 3 phys
  • 4 mentals
  • 6 socials


  • 6 Dots to spread between Politics, Etiquette, Performance, Expression
  • 4 Dots to spread between Subterfuge, Crafts, Linguistics, Empathy
  • 2 Dots to spread between Investigation, Leadership, Animal Ken


  • Potence 1
  • 5 Blood Traits


  • Either High Society, Media, or Political Influence 1

Financier/Lawyer

  • 3 phys
  • 6 mentals
  • 4 socials


  • 6 Dots to spread between Finance, Bureaucracy, Computer, Law
  • 4 Dots to spread between Etiquette, Politics, Subterfuge
  • 2 Dots to spread between Linguistics, Investigation, Expression


  • Potence 1
  • 5 Blood Traits


  • Either Finance, Legal, or Bureaucracy Influence 1

Laborer/Artisan

  • 6 phys
  • 3 mentals
  • 4 socials


  • 6 Dots to spread between Crafts, Repair, Streetwise, Intimidation
  • 4 Dots to spread between Leadership, Survival, Dodge, Empathy
  • 2 Dots to spread between Security, Stealth, Investigation
  • 1 Dot of Scrounge or Panhandling


  • Potence 1
  • 5 Blood Traits


  • Either Transportation or Industry Influence 1

Priest/Cultist

Requires an expenditure of Church Influence 3 or Occult Influence 3 to find.

  • 4 phys
  • 4 ment
  • 4 social


  • 6 Dots to spread between Occult, Theology, Academics, Linguistics
  • 4 Dots to spread between Streetwise, Leadership, Expression, Performance
  • 2 Dots to spread between Appropriate Lore, Torture


  • Potence 1
  • 5 Blood Traits


  • Either Church or Occult Influence 1.
  • Cult: 1, may be a typical church congregation or a bonafide cult.

Animal Kin

  • 3 Phys (May cap at 3 depending on breed)
  • 5 Mentals
  • 4 Socials


  • 8 Dots to spread between Brawl, Dodge, Survival, Primal urge
  • 5 Dots to spread between Intimidation, Animal ken, Investigation, Stealth.


  • Potence 1
  • 5 Blood Traits


  • Merit options: Acute sense (sight smell) Huge size, Fast runner, Good right hook, Long fangs, extra (merits are decided on based on type of animal.

Hellhound

  • 10 Phys
  • 0 mental
  • 0 Social


  • 4 Brawl
  • 4 Dodge


  • Celerity 2
  • Potence 2


  • 2 Aggravated Damage
  • 10 Blood Traits


  • Merit Options: Acute Sense Sight, Huge Size, Fast Runner

Revenant

  • 6/4/3 Traits that may be assigned in any order.
  • 5 Abilities that may be assigned to any Laws of the Night Revised Ability
  • 5 Backgrounds that may be assigned to any background from Laws of the Night Revised (excluding Retainers)
  • Path of Enlightenment: Normal rules for this
  • 1 level of the Family Discipline
  • 10 Blood

Szlachta

  • 6 Phys
  • 3 Mentals
  • 4 Socials


  • 4 Brawl
  • 4 Dodge
  • 2 Awareness


  • Potence 1 (May only possess Potence, Celerity and Fortitude)
  • 0 Backgrounds