Most ghouls in the Sabbat are animals. The Sabbat does not like to rely on humans becuase they are typically weak, so there are few such ghouls. The following two types of ghouls - the hell hound and the gaurdian ghoul - are those most commonly found among Sabbat havens. The hell hound is seen more frequently, but both hound and guardian are deadly.
The hell hound is a mutated dog. Tzimise use their
powers of Viscissitude to horribly disfigure the poor
animal, making it more terrifying to look at.
Physical: Strength 5, Dexterity 3, Stamina 4
Mental: Perception 3, Intelligence 2, Wits 3
Talents: Alterness 1, Athletics 1, Dodge 2, Brawl 4, Smell 3
Disciplines: Potence 2
Merits: Acute Hearing, Acute Sense of Smell, Light Slepper
Flaws: Driving Goal (serve maters), Mild Phobia (fire), Monstrous
Willpower: 6
Bloodpool: 10/1
Attack: Bite/3 dice, Claw/2 dice
Health Levels: OK, OK, -1, -1, -2, -2, -5, Incapacitated
Expcept for the Tzimisce and Malkavian ghoul families
there are few human ghould within the Sabbat. Those few
differ from those of the Camarilla. Most are used to
provide protection to the communal havens of the packs
dring the daylight hours. These ghouls are horribly altered
through Vicissitude, empowering them with the ability to
protect their Sabbat master while preventing them
from ever being accepted as a part of human society again.
All is not bad for these unfortunate creatues, and more are
allowed to do as they please as long as they serve thier
masters faithfully. Most turn to books for entertainment
because a social lilfe is impossible.
There are a few ghouls who are not altered by
Vicissitude, but they serve the Sabbat as connections
to mortals who are used as pawns of the Sect.
The following entry is for a general guardian ghoul
altered through Vicissitude. Most ghouls of this type
are unique in appearance.
Nature : Sycophant
Demeanor : Conformist
App Age : Hard to tell due to disfigurement, but usually between 20 and 30.
Physical : Strength 5, Dexterity 4, Stamina 5
Social : Charisma 1, Manipulation 1, Appearence 0
Mental : Percerption 5, Intelligence 2, Wits 4
Talents : Alertness 2, Athletics 2, Brawl 4, Dodge 2, Scan 2
Skills : Melee 2, Repair 1, Stealth 1, Tracking or Sewer Lore 2
Knowledge : Any three at 2, any two at 3
Disciplines : Potence 1, Fortitude 1
Backgrounds : None
Virtues : Conscience 2, Self-control 4, Courage 5
Humanity : 3
Merits : Acute Hearing, Light Sleeper
Flaws : Absent-minded, Driving Goal (serve masters), Monstrous, Mute
Willpower : 4
Bloodpool 10/1
Notes: Every guardian ghoul's appearence is unique, and no two
are alike in their alteration.
Equipment: Most guardian ghouls do not carry weapons because their
body is a weapon. They vary in attire, wearing nothing, rags, normal clothing,
butler suits, studded leather, or formal wear.
Role-playing hints: You are almost totaly insane. You are a subservient
pet to all Sabbat, though you are a ferocious beast to all intruders. Even if you can
speak (a rare ability among them), you seldom do so.
The following entry for Zombies can be applied to
undead creatures byt the Giovanni and any Sabbat
practicing the Path of Death and the Soul.
Nature : Autist
Demeanor : Conformist
App Age : 30's.
Physical : Strength 5, Dexterity 1, Stamina 6
Social : Charisma 0, Manipulation 0, Appearence 1
Mental : Percerption1 , Intelligence 1, Wits 1
Talents : Brawl 2,
Skills : None
Knowledge : None
Disciplines : Potence 1,
Backgrounds : None
Virtues : Conscience 0, Self-control 0, Courage 0
Humanity : 0
Merits : Iron Will
Flaws : Amnesia, Confused, Severe Phobia (fire)
Driving Goal (serve master), Monstrous
Willpower : 0
Bloodpool 10/1
Equipment: Most wear the rotting clothing in
which they were buried.
Role-playing Hints: Don't talk, Don't think,
Don't do anything - except
what your master tells you
to do.