Ghoul
Merits And Flaws
The following
Merits and Flaws are meant for use with ghoul characters
only. Some duplicate certain Merits or Flaws found in The
Vampire Players Guide; in all cases, this book is assumed
to take precedence. Ghouls are not subject to all the limitations
or prerequisites Kindred may be, and the rules goveming
ghouls should be appropriately different.
Pale Aura
(1 pt. Merit)
Due to some quirk of fate or your reaction to the Blood,
your aura is naturally pale. Vampires reading your aura
via Auspex assume you to be Kindred unless they have strong
reason to suspect otherwise. This Merit can be of great
use if you wish to impersonate a vampire, but can also cause
some very dangerous misunderstandings.
Blood
Flaw Immunity (3 pt. Merit)
For some reason, you are resistant to the bloodline flaws
of any vampire from whom you drink. You can guzzle Nosferatu
vitae until your stomach bursts, and your complexion won't
suffer a whit.
Benevolent
Domitor (3 pt. Merit)
You must purchase the Domitor Background to buy this Merit.
For whatever reason, your domitor is actually rather fond
of you. Perhaps your service has been exemplary, or perhaps
you simply remind him of someone in his past -- given the
alien nature of the vampire mind, you may never know for
sure. Your domitor treats you with some measure of compassion
and does not casually endanger your life. Of course, he
still expects you to give your life for his if need be,
but until that night, the two of you are something akin
to friends.
Kinfolk
(4 pt. Merit or 4 pt. Flaw)
Whether you know it or not, you are kin to a werewolf tribe.
You carry the blood of the Garou in your veins, and your
own children may be Garou.
For ghouls,
being Kinfolk can be an advantage or a hindrance. If purchased
as a Merit, then you are still on amicable terms with your
relatives (Garou 'and Kinfolk alike). Although they will
never allow you to bring any vampire "friends"
into their territory (and may well use lethal means to enforce
their privacy ), they have an interest in your well-being
and give you aid so long as this doesn't compromise their
principles. Of course, your kin do not want you to be a
ghoul forever, as they would like you to return to their
society and raise a family of your own. Typically, only
independent ghouls may purchase Kinfolk as a Merit.
However,
it's more likely that the Garou consider a ghoul Kinfolk
to be a serious threat. If bought as a Flaw, then your extended
family believes you may compromise their security. They
seek either to remove you entirely from your diet and/or
domitor's influence, or to kill you as a favor to your corrupted
soul. This Flaw earns you dangerous enemies, one from whom
your domitor (if any) is very unlikely to intercede and
rescue you. This Flaw is more appropriate for vassal ghouls,
as no werewolf would agree to let one of their precious
Kin be sworn to a vampire. Revenants cannot be Kinfolk,
either as a Merit or as a Flaw.
Supernatural
Companion (4 pt. Merit)
You are allied with a supenatural being, but not a vampire.
This may be a werewolf comrade, the ghost of a relative,
or even a friendly mage. You may ask for her help in times
of need, but she may not always be able to help. She may
also require your help at inconvenient times (such is the
cost of friendship). It is highly improbable that your allegiance
is looked on favorably by her kind, and any Kindred who
discovered your relationship would almost certainly disapprove.
The Storyteller will create your companion, be it werewolf,
wraith, mage or something else entirely, and won't reveal
her full capabilities.
(Note:
This Merit supersedes those of Werewolf Companion and Spirit
Mentor in The Vampire Players Guide.)
True Gypsy
(5 pt. Merit)
The blood of the Rom runs true in your veins. Perhaps you
have a Ravnos domitor who chose you for your potential,
or perhaps you simply acquired a taste for Kindred blood
in your travels. You may purchase Blood Affinities, or other
Gypsy only abilities from World of Darkness: Gypsies. Your
relatives may or may not approve, depending on the whys
and wherefores of your ghouling.
Revenants may not purchase this Merit under any circumstances.
Unbondable
(6 pt. Merit)
You cannot be Blood Bound to a vampire, no matter how often
you drink from his veins. This Merit is obviously very useful
for one whose powers depend on vitae, and its cost is accordingly
high for ghoul characters.
Vicissitude
Modifications (Variable pt. Merit)
Although you may not be talented at the Tzimisce forms of
fleshcrafting and boneshaping, at some point you have been...
modified into a more warlike form. Generally speaking, you're
a szlachra, and most modifications necessitate the pur-
chase of the Flaw: Monstrous (The Vampire Players Guide,
p. 19). As a role, the Tzimisce make sufficient cosmetic
alterations to rain the looks of all their battle-ghouls,
even those whose modifications are not in and of themselves
hideous.
These
modifications are permanent unless shaped away by further
Vicissitude. Although dangerous, any weaponry causes normal
danaage only; despite its horrid appearance, your arsenal
is still only mortal flesh and bone. You may purchase as
many modifications as you can afford, but your social abilities
are probably doomed.
Circular Vision (1 pt.): One of your eyes has been moved
to the back of your head, granting you the ability to see
at a wider angle. This is a difficult operation and can
be performed only by masters of medicine and Vicissitude.
In addition, your depth perception is poor at any angle,
and you suffer a two-die penalty to any rolls that involve
gauging distance, including use of missile weapons. You
must take the Monstrous Flaw.
Fangs
(1 pt.): Your teeth have been lengthened and sharpened;
your smile may resemble a shark's or cat's, or may be unlike
anything found in nature. You may use the Bite maneuver,
but lose two dice from any Manipulation Dice Pools that
do not involve intimidation or causing fear.
Digestive
Modifications (2pts.): You are able to digest any organic
material that you can break up and swallow. Your Stamina
is treated as two points higher for purposes of resisting
ingested poisons.
Spurs
(2 pts.): Long bone spurs protrude from your forearms, back
and/or legs. You may slash with these for Str + 2 damage;
however, they are hard to conceal, and you must subtract
three dice from any Social Dice Pools save those involving
intimidation.
Carapace
(3 pts.): You are covered with bony or horny plates that
protect you from attack. You may add two soak dice to your
pool, but you must take the Monstrous Flaw.
Patagia
(4 pts.): Your bones have been hollowed, and flaps of skin
(from yourself or another hapless soul) have been grafted
onto your arms, giving you the appearance of a human pterodactyl.
You may use these flaps to glide, though you may not actually
fly. While gliding, you may not use your arms. Furthermore,
you subtract one from all soak pools to resist strikes from
fists and blunt weapons, or any other forths of concussive
damage ( your bones are hollow). You must take the Monstrous
Flaw.
Note:
Ghouls may never heal Vicissitude modifications, not even
with vampire blood. In this respect they are as helpless
as mortals. The exceptions are ghouls who themselves possess
Vicis- situde, though a lowly Zantosa may well find herself
helpless to repair the mutilation inflicted by a seventh-generation
Tzimisce (to repair Vicissitude alterations, a ghoul must
have a level of Vicissi- tude superior to that of the vampire
who inflicted the mutilation).
Virulent Strike (1 pt. Merit)
Through strange Thaumaturgical sorcery, unknown ritu- als
or even an odd quirk of your ghoul physiognomy, you have
been imbued with the power of the supernatural. You can
cause aggravated damage to supernatural creatures by striking
them, biting them, raking them with bonecrafted spurs whatever.
This is considered standard Brawl damage against mortals,
and should normally apply to only one attack form (bite,
bone claws, etc.). You should work with the Storyteller
to find an explanation for this Merit, and the Storyteller
may disallow this Merit entirely if she so chooses.
Artificially
Aged (2 pt. Revenant Flaw)
You have been fleshcrafted to look like an adult, although
true maturity is still some time in your future. Although
you can pass as older than you actually feel, you have difficulty
dealing with complex situations. Your difficulty to resist
frenzy is only one less than that of a vampire (or one more
than normal, in the case of Bratovitches); tantrums come
easily to you. You must also subtract one die from all Social
Dice Pools that involve subtlety or sophistication.
Domitor
Pariah (2 pt. Flaw)
You are Bound to a vampire who, for whatever reason, is
unwelcome among or even hated by the other Kindred of the
chronicle area. Without Cainite allies, she finds herself
relying on her human and ghoul associates to get by. You
will likely find yourself given additional responsibilities,
which may present opportunities for you to further ingratiate
yourself with the master. However, if other Kindred discover
whom you serve, your life might well be in danger. The Storyteller
will determine why your domitor is so despised; you are
welcome to offer suggestions, but the Storyteller is under
no obligation to tell you the cause of such antipathy. You
might not even know that your beloved liege is hated at
all; after all, who could dislike such a wonderful creature
as she... ?
Romantic
Notions (2 plk Flaw)
You believe your entire existence as a ghoul to be head
and shoulders above your previous life. You feel that your
domitor needs you, and that every feeding is nothing short
of an act of purest love. Revenants with this Flaw want
nothing more than to serve the glorious ideals of the Sabbat,
and leap to indulge any Sabbat vampire's whim.
Your Willpower
is considered to be two points lower when the object of
your romanticism attempts to use Dominate or Presence on
you. For a vassal, the domitor triggers this penalty; for
revenants, any vampire known to be Sabbat may easily influence
a ghoul with this Flaw. Independents may not take this Flaw
unless the Storyteller approves a common sort of vampire
whom the ghoul idolizes, and with whom the ghoul puts herself
at a disadvantage in dealings, due to her romanticized ideas.
Vitae
sink (3pt. Flaw)
For whatever reason, you metabolize vitae more quickly than
other ghouls do. You must be fed every two weeks, rather
than every month, or lose all supernatural traits and revert
to a human once more. Few ghouls with this Flaw last beyond
their natural life spans; at this rate, missed feedings
do happen ....