Ghoul Rules
Source: https://vamp.bynightstudios.com/vampire/library/ghoulrules
A ghoul is a mortal who has fed upon vampire blood, altering her body and giving her newfound power. This power comes at a cost of a certain amount of freedom. First, a ghoul is emotionally compromised, bound in a forced love to her vampiric master (known as her domitor) by the supernatural qualities of the blood she ingested. Secondly, a ghoul must continue feeding on vampire blood, consuming a small amount every month. If she does not drink from a vampire within that time period, her body slowly loses all supernatural qualities, and she is no longer a ghoul.
Quick Start Guide:
The following information replaces the equivalent steps in the Vampire Quick Start creation guide
Step Three: Choose a Clan
- As a ghoul, you do not technically have a clan. Instead, you are a part of your vampire domitor's clan and bloodline. Ghouls must pay all costs of their domitor's affiliation within the setting, including the purchase of rarity and bloodline merits.
Step Six: Assign Initial Backgrounds
- A ghoul character cannot assign dots to the Generation background.
Step Seven: Assign Initial Disciplines
- Assign 5 dots of disciplines. All of your selections must be in-clan disciplines for your domitor, and your domitor must possess those specific powers. If you cannot spend these dots at creation, you may save them and assign them in this manner at a later date.
Step Eight: Choose Merits and Flaws
- A ghoul cannot purchase any clan-specific merits, save those necessary to play her domitor's clan and bloodline. A ghoul cannot purchase Morality merits, nor purchase merits or flaws that specifically pertain to the vampiric condition. Your Storyteller is the final arbiter of which merits and flaws are or are not appropriate for a ghoul.
Step Nine: Spending Initial XP
- As in step six, ghoul characters cannot purchase dots of the Generation background. Further, they cannot purchase any disciplines with XP.
- A player of a ghoul character may purchase items for her sheet with earned XP. The costs for items purchased in play are:
Attribute --- 3 XP each
Merit XP--- equal to merit rating
Background or Skill --- New level x1
System Rules
The following qualities are attributes of a ghoul:
- A ghoul does not age nor suffer from natural illness or disease. If the ghoul does not drink from a vampire within a month, the effects of her natural age begin to catch up to her, at the rate of 10 years per day she goes without drinking blood. If she reaches the relative age of 100, the ghoul dies. This process is excruciatingly painful for the ghoul.
- A ghoul can never have more than 5 dots in disciplines. A ghoul cannot teach disciplines to others. Ghouls cannot learn elder powers or techniques.
- A ghoul has 10 points of Blood. Five points of this pool may be vampiric vitae. All remaining points of Blood in her system are human (non-supernatural).
- A ghoul can spend the vampiric Blood in her system at a rate of 1 point per turn. This vampiric Blood can be spent to heal, boost attributes, or fuel disciplines as per normal. A ghoul cannot spend the human blood in her pool in this manner. The vampiric vitae in a ghoul's Blood pool cannot be used for any other purpose.
- To refill the vampiric Blood in her pool, a ghoul must drink vampiric vitae. Otherwise, spent points of vampiric Blood regenerate as human Blood at the rate of 1 per day.
- A ghoul may drink up to 5 points of vampiric vitae, and thus convert a maximum of 5 traits in her Blood pool to vampiric Blood. She may do this whether or not her pool is currently full, so long as she never contains more than 5 points of vampiric vitae.
- Unlike vampires, ghouls are not undead. Ghouls are partially supernatural creatures, but still considered mortal, and therefore subject to powers that have additional effects on mortal targets.
- Ghouls suffer from a weakened, roleplay-only version of their domitor's clan weakness. Nosferatu ghouls are particularly ugly for a human, Toreador ghouls are easily distracted by works of art, and so forth.
- Ghouls do not gain Beast traits and cannot lose Humanity. They cannot be on a Path of Enlightenment, nor take any steps toward Golconda.
- In order to switch domitors, the ghoul must wait for the blood bond from her previous domitor to fade. This does not prevent the ghoul from drinking the blood of other vampires, but those vampires are not considered her domitor. When a ghoul transitions from one domitor to another, achieving a full blood bond to the new vampire, the ghoul's player may choose whether to maintain her current 5 dots of disciplines, or to remove those dots and reallocate them to her new domitor's in-clan disciplines. If she chooses to reallocate, all dots must be removed and reallocated; none can remain in disciplines that are not intrinsic to the new domitor's clan.
Source Book: MET - VTM - Core Book