Difference between revisions of "Ghoul Rules"
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Revision as of 19:01, 26 October 2015
Contents
Vampires have been part of a secret society for a very long time. Throughout their unlives they’ve used mortals as tools - in some cases, Ghouls. These servile creatures are made to work in the sun where Vampires cannot normally tread.
Advantages to playing a Ghoul:
- Access to Vampire Powers up to Level 3 using the same methods Vampires use to learn them
- No Vampire costume requirements
- Feed to and from Regnant at double rate
- Vampiric Knowledge
- Native Realm: Realm
Disadvantages to playing a Ghoul:
- Bound to Regnant
- Primary Energy source is feeding from vampires
Building a Ghoul
Follow the normal Mortal rules with the following modifications:
- Choose a single Innate Discipline tree from your Domitor's Clan. You may take powers from this tree up to level 3. The first level is free. You may spend your Free XP on your normal options and any Discipline from your Domitor's Clan, however only the first tree is considered Innate for spending purposes. In the case of Disciplines with multiple trees, such as Thaumaturgy, choose a single tree.
- You receive a free level of the Potence Discipline, but it is not considered innate. If Potence is your Innate discipline, you still receive a free level of the Potence Discipline (Level 2).
- Ghouls may take any Mortal merits or flaws and/or the Vampire merits Extra Discipline or Unbondable.
Power Access
Ghouls gain access to a single Vampire Power Tree as Innate, this tree must be chosen from their original Domitor's clan. Ghouls also get the first level of Potence for free, but unless chosen as the innate tree other levels cost as normal. They may purchase up to the 3rd level of any discipline they can get their hands on except for Protean, Quietus, Serpentis, Vicissitude and Thanatosis, as changing the body to these levels is beyond the power of the living.
As a Ghoul your Essence Pool no longer regenerates naturally at sunrise. Your energy pool is still Essence, but acts as both Essence and Blood for purposes of power usage. When feeding from blood you may only refill your Essence pool by feeding from a vampire - feeding from any other source is of no benefit. In order to feed as a ghoul you must cut a target - you may use a thrown weapon prop or a bladed weapon prop to cut (call “cutting 1, cutting 2, cutting 3”) the target will take no damage from this process. Afterward you may drain as much blood as you wish unless the target breaks the drain. Ghouls drinking this way receive 2 Essence for every Blood drained. You may not be fed from for 2 hours after feeding from a vampire. If someone attempts to feed from you during this time, respond “No effect.” If you have been fed from by a vampire you may not feed from a vampire for 2 hours.
Ghouls are not damaged by sunlight as vampires are, and thus do not have the vampire costume requirements.
Frenzy
Ghouls have one type of Frenzy. Rage. Rage Frenzies are caused by the Enrage power or through other powers in the Animalism discipline. When a character enters a Rage Frenzy they become immune to Mentals except for Quell Beast. You may not use active resists, Mental, or Status powers, but can use any other powers on your character sheet. While in Frenzy you may not choose the targets of your wrath, you simply attack anyone nearby. If you do not have a weapon or fist boffers you may instead choose to behave like an aggressive beast. The effect ends after 1 minute or upon reaching unconsciousness.
Ghoul Merits
- Revenant - 2 point Merit - Restricted; See the section on Restricted Concepts in chapter 1. Your energy pool fills completely at dawn each day. You do not receive the free level of Potence, but may choose an additional Innate Discipline tree. You may not purchase the Unbondable Merit. As a Revenant you have a version of your parent clan’s flaw.
- Brujah: Costs 2 Willpower to resist the Enrage power.
- Lasombra: Take exposure damage from the sun every 5 minutes if you do not meet the Vampire costume requirements.
- Malkavian: Must take at least one Derangement Flaw for only 1 point. This derangement can never be bought off.
- Nosferatu: Required to wear makeup that makes you either look diseased or disfigured. This is considered a costume requirement.
- Toreador: The first time you experience a new piece of art you become Frozen (unable to move or act) for 60 seconds while you study it. Being attacked or physically moved will break this effect.
- Tremere: Two-steps blood bound to Clan Tremere
- Tzimisce: Must keep 2 “Earth Fetter” jars with you. If you are without either of them for 24 hours your health pool is reduced by 1/4. Without both, your health pool is reduced to 1/2.
- Ventrue: You may only receive Blood from Vampires of the following clans: Ventrue, Toreador, Lasombra, Cappadocian, Tzimisce, and Brujah.
- Assamite: Must ingest at least 1 point of vampire blood every session. Failing to do so halves the blood that you replenish at dawn each day.
- Giovanni: Take the Obsession flaw for "watching death" for 1 point.
- Ravnos: Derangement: Compulsion for a specific criminal activity
- Setite: Take exposure damage from the sun every 5 minutes if you do not meet the Vampire costume requirements.
- Daughters of Cacophony: There are no DoC Revenants
- Gangrel: There are no Gangrel Revenants
- Salubri: There are no Salubri Revenants
- Samedi: There are no Samedi Revenants.
- Caitiff: There are no Caitiff Revenants.
- Gargoyle: There are no Gargoyle Revenants.