Advantages
and Disadvantages of being a Ghoul
Ghouls do not age as long as they
have Kindred vitae in their systems. They eat as normal mortals do, have
all the biological functions normal mortals have, but it is as if they
are living the same day, over and over again. So long as they continue
to have Kindred blood in their veins, they remain physically the same as
the first night they drank the vitae. Ghouls can live to be quite old.
Once a ghoul has lived past a normal mortal lifespan, they must have vitae
in their systems at all times or they will begin to age rapidly, and die.
Ghouls have some of the other advantages over being a vampire. Along with not aging they also have Disciplines, although it is harder for a ghoul to learn them than it is for a vampire. They have blood pools, and can, just as vampires do, use the blood to heal themselves. A ghoul's pool of blood that can be used in this way is smaller than a vampire's, and must be replaced by drinking vampiric blood.
Ghouls have a capacity for Frenzy, but it is harder for a ghoul to Frenzy than for a vampire unless the ghoul is desperately in need of vitae or is overdosing. An overdosing ghoul is just as vulnerable to Frenzy as a vampire. Sweat, tears, and any other bodily fluid is tinged with blood. If the overdosing ghoul does not use some of this vitae quickly, she will begin to suffer damage, with symptoms similar to the bends. Overdosing ghouls frequently suffer hallucinations, and if all of the vitae taken is from a single clan, the ghoul will manifest the weakness of that clan until the vitae has been reduced to normal levels.
Many (but not all), Vassal ghouls tend to have a milder form of the weakness of their Domitor's clan (Clan Weakness 3 pt. Flaw). A Brujah Ghoul will gain the Negative trait: Violent and be prone to more inhuman frenzies, A Gangrel ghoul will likely earn a Negative trait of Feral each time he frenzies, A Malkavian ghoul will suffer some mild derangement. A Nosferatu ghoul will likely lose a trait in appearance (to a minimum of one). A Toreador ghoul will become somewhat distracted in the presence of beauty. A Tremere ghoul will be one willpower trait down at resisting commands from her Regnant. Finally, a Ventrue ghoul will not desire any blood other than that of the Ventrue clan, finding all others unpalatable.
Ghouls serve an important role in
the unlife of their vampiric masters. Ghouls are bodyguards, caretakers,
and assistants. Some of them serve as envoys to other clans. Some are also
trusted companions of the vampire. In the paranoid existence vampires lead,
a ghoul, bound by blood, is often the only companion the vampire can really
trust.
Ghouls are chosen for a wide variety
of reasons, some for abilities that the vampire requires, some for appearance,
some as toys, some on whim, some by circumstances. Some vampires ghoul
family members to keep them close and preserve them. Other vampires ghoul
potential childer, thus binding the ghoul to them, and providing the childe-to-be
with training prior to their Embrace. Some vampires ghoul many, and choose
the best of those to Embrace.
Ethics Traits
One of the major benefits of being
mortal is the gift of higher ethical awareness along side our human morality.
In the End of Eternity game these ethics traits mirror the form and function
of the Libre de Goules and Laws of the Hunt old humanity systems with some
notable differences. First is that the Ethics traits do not replace the
humanity system of mortals or ghouls, they in fact supplement it. Secondly,
Ethics traits are a reflection of that part of the mortal spirit and psyche
that vampires have lost to the Beast upon Embrace. Only mortals and ghouls
can take advantage of Ethics traits in the ways detailed below. Vampires
using Dominate as well as Wraiths using Possession powers have no access
to a victim’s Ethics Traits.
Traits: Benevolent, Charitable, Chivalrous, Diligent, Empathetic, Fair, Generous, Giving, Gracious, Helpful, Honourable, Humane, Humble, Innocent, Kind, Liberal, Loyal, Merciful, Moral, Naïve, Patient, Pious, Sympathetic, Tolerant, Valourous, Warm
Ghoul players start with three (3) Ethics traits and may increase these Ethics traits to a maximum of eight (8). Each trait costs 3 xp and is only permitted with either the Narrator or HST’s approval. Players may only have a number of Ethics traits equal to double their Humanity path rating. i.e. Humanity Path 3 allows for a maximum of six (6) Ethics traits.
Using Ethics Traits
When an Ethics Trait is used,
for whatever purpose, it does not return for two weeks minimum.
Losing Ethics
Traits
Temporary
Loss: Failure on a virtue test, theft and/or robbery, vandalism,
harming an innocent, accidental killing, causing suffering, purposely inflicting
injury, torture, unreasoning destruction,
Permanently Lost: Premeditated murder, mass murder, acts of moral outrage [cannibalism, etc.], Infernalism, destruction of innocence/moral purity
Regaining Ethics Traits
Courage - Although fire and sunlight to not affectt the psyche of the ghoul as much as a vampire, the constant threat of extinction and the presence of supernatural powers and all other myriads of horror do. In the presence of these fears, gouls must succeed in Virtue tests of Courage to avoid a Rotschreck Frenzy, which will surely land them in trouble with their Domitor, other vampires or the local constabulary. Tests on the Virtue of Courage are as follows,
Level 1:Being
bullied, failing any Intimidation challenge
Level 2:
Being witness to vulgar sorcery powers, being in the presence of a Ghost
or minor Angel/Demon, if targeted by any “fear” powers
Level 3:
Death threats, being set on fire, Werewolf Crinos form
Level 4:
Trapped in a house fire, being in the presence of a Spectre, the prospect
of torture, in sight of the Horrid (Zulo) Form or the Tenebrous Form
Level 5:
Trapped inside a burning building (large, inferno), in the presence of
a true Angel/Demon
Self-Control
- This virtue is identical in its mechanicc for ghouls as it is for vampires.
In addition, the ghoul must make a Virtue test based on the indicated level
on the following stimuli;
Level 4: vitae overdosing, in need
of vitae (monthly feeding)
Derangements
and Beast Traits
All ghouls start with a Beast trait
in similarity to either their Domitor’s Nature or in reflection to the
Regnant’s Humanity level. Ghouls cannot gain any other Beast traits, as
they are not vampires.
However, if their Humanity Path traits dwindle away in service to their master, then the likelihood of insanity and the acquiring of Derangements are there. At each loss of a Humanity Path Level the ghoul suffers, they are more than likely to gain a Derangement to reflect the extinguishing of their humanity. Players must succeed in a Static Social test versus 6 traits, with any retest requiring the use of a Willpower trait. Success holds the ghoul’s sanity intact, for now, while failure means the ghoul gains a Derangement to reflect the trauma of the Humanity Path loss.
In order to suppress an activated Derangement for the duration of a scene the ghoul must succeed in a Static Mental test versus 8 traits. Failure on this test indicates that the ghoul then enters into a Frenzy related to the active Derangement. The Frenzy can only then be quelled by either the expenditure of a Willpower or an Ethics trait.
Blood
Imbibing
Blood Uses
Disciplines
Blood Loss
Blood Bonds
Overdosing
For each stamina-related trait a
ghoul has, she can "cram" an extra blood point into her system. If a ghoul
ingests more blood than she can contain, she makes a Physical challenge
versus 4 traits. If this test is successful, she can use the blood normally.
If she fails, she suffers a Health level of damage per blood point over
her maximum, and this blood cannot be used to increase Attributes or heal
wounds; the ghoul will vomit up the excess blood. While overdosed, a ghoul's
chance to resist Frenzy is penalized by -2.
While overdosed, the ghoul must
pass a Static Mental challenge against 5 traits; failure indicates the
ghoul suffers from violent hallucinations for the duration of the scene.
Regeneration
Ghouls can regenerate limbs by spending
a Willpower point and winning a Simple challenge; if the ghoul fails the
test, she will never regrow that limb. If the test is successful, the ghoul
then spends an appropriate amount of blood to regenerate the limb (one
for a finger, two for a hand, three for an entire limb, etc.)
Withdrawal
A ghoul suffers from withdrawal
for a period of weeks equal to 6 minus her Willpower traits. During this
time, whenever an opportunity arises to gain vitae, the ghoul makes a Virtue
Test of Self-Control versus 4 traits to resist partaking from the vitae
source. Each week of withdrawal, the ghoul must succeed in a Self-Control
test versus 3 traits. If this roll fails the ghouls begins to sublimate
her cravings into human desires (food, sex, drugs, etc.) A Willpower point
may be spent to resist these cravings.
Willpower
Ghouls start play with a single
Willpower trait and, depending on background story, roleplay (including
Nature), and earned XP may purchase further Willpower traits to a maximum
of 5.
Merits &
Flaws
Some Merits & Flaws simply cannot
apply to ghouls. Some are recommended for ghouls. Some are specific to
ghouls. Be sure to see the main list of Merits & Flaws as well.
Disallowed
- You cannot take these for a ghoul characcter:
Deep Sleeper, Eat Food, Infections
Bite, Nine Lives, Permanent Wound, Prey Exclusion, Selective Digestion,
Thin-Blooded, True Faith, Unbondable
Restricted
- These will only be allowed with detailedd explanations, and very few,
if any, will be accepted. All require HST approval:
Ghoul-Specific
Merits and Flaws - Please see the ghoul’s Merits and Flaws page
The Domitor
Background
Loss of
Domitor
Back to
General Character Creation Page
Anachronism
- Only an elder ghoul may have this.
Hunted
- requires detailed explanation
Pale Aura
- very rare
Any Supernatural
Companion/Ally Merit
This Background reflects the generation
of your Domitor, and the general attitude of the Domitor towards you.
One point
- 12th Gen.or lower, and considers you a vvalued confidant. Bloodpool: 2
Two points
- 11th Gen., and is somewhat fond of you. Bloodpool: 2
Three points
- 10th Gen., and will sometimes let you geet a word in edgewise. Bloodpool:
3
Four points
-
9th Gen., and expects you to do your job, nothing more. Bloodpool: 4
Five points
- 8th Gen., and by some miracle has not yeet grown sick of the sight of
your face. Bloodpool: 5 (HST approval only)
If your Domitor dies, you have two
options. One; you will, after a month, become fully human. You will suffer
the affects of withdrawal, and longing for Vitae, for (6 minus Willpower)
weeks. Two; you can look for a new Domitor. Some vampires are pleased to
take on an already-trained ghoul. The new Domitor will usually ask the
ghoul for some sort of pledge of loyalty. After a period of time the ghoul
will become blood bound to the new Domitor. You do not lose any discipline
points, unless your old Domitor was of low generation, and the new Domitor
is higher in generation. You may now also, with sufficient Experience Points,
learn new disciplines from your new Domitor. Of course, this takes a great
deal of time, and his willingness to teach.
Ghouls' Merits
and Flaws Page
The Blood
Bond Page
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