Animal Retainers
Source: https://vamp.bynightstudios.com/vampire/library/animalretainers
Some vampires choose to seclude themselves away from humanity. For these Kindred, the thought of maintaining a ghoul is exhausting. The idea of creating animal Retainer grew from these cases.
Each time you purchase a Retainer, you can choose for that Retainer to be either an animal or a standard mortal.
System Rules
1-point Options
- Brawny: Your Retainer can carry weight equal to its body weight.
- Ferocious: Once per hour, your Retainer may use a feral combat maneuver without expending Willpower.
- Fleet: If your Retainer expends both its simple and standard actions to move, it can move nine steps in a round.
- Hardened: Gains a +3 bonus to its defensive test pools when resisting Brawl or Melee attacks.
- Huge: Gains 2 additional Healthy wound levels.
- Imposing: Non-supernatural stock NPCs with a lower rating cannot attack or interfere with it.
- Stealthy: Gains a +3 bonus to Stealth skill-based test pools.
2-point Options
- Aquatic Combatant: Can swim at normal speed. Receives +2 wild card bonus to Brawl while submerged.
- Burrowing: Can move underground at normal speeds.
- Climbing: Can stick to solid surfaces, climbing walls or ceilings.
- Grappler: Can use Grapple or Disarm once per hour without spending Willpower.
- Natural Weapons: On exceptional success Brawl attacks, inflicts an additional point of damage.
3-point Options
- Ambush Predator: Gains +2 wild card bonus to Physical test pools against unaware opponents.
- Combat Mount: Can serve as a mount in combat, initiating attacks on turns when you do.
- Elusive: Gains +3 wild card bonus to all Dodge skill test pools.
- Intelligent: You can provide complex if/then tasks.
- Species Alpha: Attracts two additional creatures of the same type.
Source Book: MET - VTM - V2 Issue 1