Server Rulings
Creation Rules
General Creation Rules
- Ghouls start at Humanity 8, and use the Humanity system below.
- Should a ghoul hit Humanity 0, the ST will take over the character until the end of their lifespan.
- They do not have a Predator Type, Bane Severity, Clan Curse, if they are a ghoul please put the domitor’s name in the sire box at the top of the sheet.
- Ghouls may take one Discipline that the domitor has at level 1. It does not have to be the same power.
- Please think about which Merits/Backgrounds make sense for them, Players Guide denotes which Merits are for them with a sun icon. Mawla is not possible for mortals or ghouls to take.
SPC Creation Rules
- SPC Retainers will be built using the statblocks for Weak Mortal (1-dot retainer), Average Mortal (2-dot Retainer), and Gifted Mortal (3-dot retainer) as delineated in the Corebook on page 185.
- SPC 3-dot/Gifted Mortal Retainers must take at least 2-dots of Flaws; these Flaws are counted toward the total of 10 advantages overall. (Ex, if 2-dots of Flaws are taken, the SPC can take 8 Merits.) SPC ghouls must also be given Convictions with Touchstones and have a Humanity Rating.
PC Creation Rules
- PC ghouls or Retainers are not added as the Retainer Merit on the domitor’s sheets, nor any XP spent.
- PC ghouls and mortals will follow the creation guide distribution for a fledgling, with the section specific to Kindred remaining blank. Regardless of their age, PC Ghouls do not get any experience points to spend at character creation. It is recommended to read through the Companion Guide for character creation, you can download this for free from World of Darkness.
- In order to have more things to spend experience on, we do allow PC ghouls to purchase any and all level 1 powers their domitor has access to at the cost of 10exp. Just remember that the discipline rating will always be considered as 1.
Ghoul Mechanic Rules
Baneful Blood: Tzimisce ghouls may take Baneful Blood, they would need to sleep within the same area of their Domitor’s object of their Bane. Note: This Flaw doesn’t leave when the domitor changes and their object does not change from the original domitor.
We will not be using the Humanity Mechanics for Mortals from the Companion due the unintended ableism and poor reference towards Mental Health issues; and for comfort of our users we instead will be using what we have placed below:
Non-ghoul mortals do not have a Humanity rating. They are human by default, already fully in touch with their nature. This does not mean they are kind or humane; but it means they are human and not vampiric in nature.
Ghouled mortals, by contrast, while remaining functionally human in most senses, have been altered in some ways by their consumption of vampiric vitae. Most of the time their ‘vampiric nature’ is faint, manifesting mostly in the single discipline and requirement for monthly doses of vitae. However, it is possible that ghouls can, by breaking personal Convictions or Chronicle Tenets in much the same way vampires might, begin to become more in tune with this vampiric side of their nature and lose connections with their Humanity, becoming more predatory and more like vampires in personality and mentality. Their requirement for vitae begins to echo a vampire’s beastly thirst.
While still able to think and experience the same range of emotions they could before ghouling, they are increasingly driven by a set of bestial instincts which echo those of a vampire’s Beast, including an increased hunger to consume life. Interactions with other non-ghouled humans become more difficult, as the non-ghoul humans sense something ‘off’ about the ghoul. Low-humanity ghouls also require vitae more often in order to maintain their ghoul-state. In general, it behooves a prudent domitor who wishes to continue to benefit from their retainer to assist the ghoul in maintaining a higher humanity rating.
At humanity 5, ghouls suffer a one-die penalty on social rolls to interact with non-ghoul humans as the ‘predatory’ side of their nature becomes harder to hide.
At humanity 4, ghouls suffer a two-dice penalty to social pools, as their growing bestial instincts begin to supersede human reason. They also require doses of vitae twice a month instead of only once.
At humanity 3, the ghoul’s twisted echo of vampiric hunger is such that they acquire a single unslakeable hunger die, in addition to the above penalties.
At humanity 2 and 1, a ghoul’s hunger for vitae is such that they may try to slake their need on any blood they can find, human or animal, in addition to the above penalties. These attempts will be unsuccessful, as nothing can fully slake their hunger, but this is unlikely to dissuade them. Their loyalty to their domitor becomes resentful and driven by selfish need, even if they were previously on good terms.
A ghoul at humanity 0 has become nothing but a vehicle for the ingestion of life, consumed entirely by their need for vitae. A ghoul at humanity 0 is functionally a wight, driven by pure instinct, and becomes the property of the ST.
Becoming a ghoul or being Embraced
Below talks about the mechanics changes that may be done to the sheet
Mortal to ghoul changes
- Mortals may use XP to pick up ghoul-related Merits and Flaws, such as Blood Empathy. Anything that mentions being a Kindred or refers to Kindred mechanics cannot be added.
Mortal/ghoul being Embraced
Generally the first usual step for Kindred to get the right to Embrace someone, they ask for it from the Prince. Should it be accepted the Kindred then proceeds with the Embrace and faces no complications politically. Illegal Embraces or mistakes during the process, such as incorrect information, Masquerade Breaches, or other situations the domain may be unhappy with can cause complications for them. In extreme cases this can include the final death of the sire and childe.
Reminder: Anyone who is Embraced starts at a minimum of 1-step bound to the domitor, keep in mind any Bonding Flaws.
General sheet changes
- The childe character will need to remove any ghoul specific Merits and Flaws and can swap them for other things.
- Childer set their Blood Potency to 1 and add their Clan Curse, unless they are a Duskborn.
- They can also spend XP to purchase Attributes, Skill and Advantages, once this is done the character is locked in.
SPC sheet changes
- SPC Childer can be upgraded as the PC roleplays out their story, similar to how Mawla can be leveled.
PC sheet changes
- PC Childer start with 2-dots in one Discipline and then 1-dot in another, if they were a ghoul, the power remains and is part of this distribution. They get access to the same Disciplines as their Sire.
- PC Childer do not take a Predator Type, and instead must be taught how to hunt. They can add TW or be given TW by the teacher. This is generally done by the sire as they cannot use Predator Type rolls to hunt on their own, and instead should they hunt solo they need to submit a multiple roll hunt scene. Once they’ve been shown or give a rundown on how to hunt, they then can begin working on gaining a Predator Type using the ask system. These tests usually involve hunting with another Kindred. Gaining a Predator Type does not grant the Merits, Disciplines, Humanity changes, or Flaws. After having a Predator Type for 3 months, they can begin using any of the Predator Type rolls.