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Ghouls |
Ghouls trait Maximums are the same as all other partially "awakened" mortals.
Ghouls "ages" are the age that they appear thanks to the preservation of their bodies by the vampire vitae. NPC Ghouls have ATTRIBUTE MAXIMUMS of 10 Attribute Trait Maximums Young (13-19) 10 Peak (20-65) 13 Old (66 and over) 7 Ability Trait Maximums Abilities 5 Willpower Maximums Young (13-19) 8 Peak (20-65) 9 Old (66 and over) 10 Humanity Trait Maximums Young (13-19) 4 Peak (20-65) 4 Old (66 and over) 4 Influence Trait Maximums Young (13-19) Equals half the number of the total of the character's physical, social, and mental traits. Peak (20-65) Equals the total number of the character's physical, social, and mental traits. Old (66 and over) Equals two-thirds total number of the character's physical, social, and mental traits. Disciplines Basic disciplines of the mentor's clan can be taught to a ghoul at a cost of 6 experience points as long as they are taught. Intermediate disciplines cost 12 experience points, and your mentor must be 10th gen or lower, and advanced cost 18 experience points and your mentor must be 9th gen or lower. |
Ghouls have all the same character creation rules as normal mortals with the exception that they start with Attributes at (7/5/3). Ghouls start with one first basic level of a physical discipline (Potence, Celerity, Fortitude) All three books agree that ghouls cannot learn disciplines higher than advanced no matter their regents generation. Known Ghouls whose regent is a member of the Camarilla get the status trait "Recognized" this trait protects them from casual destruction by the cities Camarilla kindred. Ghouls may not take the merit Unbondable without storyteller permission. Even if they do it costs twice the normal trait cost to purchase. Ghouls can hold up to ten traits of vampire vitae in their systems. Any more than that and they will become bloated. Their vitae amounts are limited by their master's generosity. In my game ghouls can learn their regents clan's disciplines, and at character creation they may learn basic if their dominator is of 11 gen or higher which cost 4 freebies, to learn intermediate disciplines your mentor must be 10th gen or lower and it costs 7 freebies, and advanced your mentor must be 9th gen or lower and cost 10 freebies. To learn disciplines which are out of regent's clan you must have the "Learn Other Disciplines Merit" which is 3 traits and have a mentor, and it costs an additional point per level. (More on disciplines and ghouls.) Free Ghouls Free ghouls are much the same as normal ghouls with one exception: they must take the "Ghoul" merit. The ghoul merit is a five-trait merit, which indicates that they are being fed a vampire's potent vitae, but are now free from their regent’s control. They still need a steady supply of blood lest they lose their powers and face the perils of aging and disease. Ghouls do not age as long as they have at least one trait of their regents blood in their system to preserve them. Being a free ghoul is a dangerous path to tread. They are walking breaches of the masquerade and without a regent to speak for them and protect them any vampire may destroy them. Furthermore in finding a new supply of blood they may again be bound into service by the powerful blood bond. Ghouls who go without vampire blood for more than one month cease to be ghouls (But they still suffer from the blood bond). They will lose all the benefits of the blood, aging rapidly back to their "normal" age appearance, and losing their ability to use disciplines. Particularly old ghouls may quickly age to death. Ghouls who survive the withdrawal may be ghouled again. (Thereby having access to their disciplines again.) This is a very traumatic event in a ghouls life. Vampire blood is highly addictive, and this can be easily complained to a heroine junkie being forced to go "dry". |