22 min read
GHOULS

Source material: Ghouls, White Wolf; Ghouls: Fatal Addiction, White Wolf; Liber des Goules: The Book of Ghouls, White Wolf

NOTES: 

  1. In Dominions of Darkness, Ghouls can only be created in roleplay and cannot be rolled up during initial Character Creation. 
  2. While anyone can become blood-bonded to a Vampire (should the Vampire desire), Ghouls must be willing Human Player-Character victims. There must be consent between the Players of the Vampire and Human Characters before a Ghoul can be made during roleplay. 
  3. Animals can be turned into Ghouls, but these are always NPCs (Non Player Characters). There is a limit of two Animal Ghouls per Vampire Character. These Animal Ghouls are played by the Player of the Vampire, but can be played by the Storyteller at the Storyteller's discretion.

What is a Ghoul?
Consecutively feed just about any living creature a little Vampire blood (also called Vitae) directly from a Vampire's veins and it becomes a Ghoul, at least for as long as it is regularly given the blood of a Vampire. Ghouls are omnipresent servants, easily created, and heavily abused - although networks of Hunters do exist to assist them in escaping their masters. 

A ghoul’s emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond — such a creature often falls prey to great rages and disturbing cravings. 

The name “ghouls” was not chosen at random, and refers to a creature, usually an innocuous human or animal, made suddenly supernatural by a diet of Vitae — the blood of the Vampire. Unhindered by the Kindred’s driving thirst, no more vulnerable to the noon day sun than the next person, they hardly seem like the corpse-eating bogey men from which they take their name. 

For some, it may seem like an attractive life: A ghoul never ages, can heal almost any wound, has either supernatural strength, speed or fortitude — hey, that sounds great!

It isn’t.

A ghoul isn’t a watered-down version of a vampire. Ghouls may not be Damned, but in many ways their lot is worse. The Blood changes many things when it enters a living being. The vampiric curse of frenzy haunts all ghouls, driving them to extremes of anger and desire — extremes often focused on their still-present human needs. Other taints can take root as well: deformity, madness or worse. Perhaps worst of all, most ghouls become shackled by the Blood Bond. These hapless addicts become obsessed with their masters, or domitors. It becomes all too easy fora ghoul’s personality to be subsumed by the force of her domitor’s will. You’re a slave — maybe initially by choice, but no longer. Once you’ve tasted the Blood, you don’t have any choice at all.


Benefits of Being a Ghoul
After a Vampire feeds their Vitae/blood to another creature, that mortal creature becomes a ghoul, granting a few notable benefits: 

  • The aging process halts and they do not age as long as they regularly drink Vitae. The Ghoul may even begin to appear younger after extended exposure to regular feedings of Vitae. 
  • The Ghoul's Player selects one their choice of the following disciplines to be added to their Character's Character Sheet (see below for a full description of these abilities):
    • Fortitude
    • Potence
    • Celerity
  • Faster healing rate

Challenges of Being a Ghoul
The hardest adaptation in the beginning for a ghoul is maintaining the sham of a normal, unaltered life. Every ghoul had a previous life — a job, a family, friends and anormal routine. The addition of a second life is no less of a strain than it would be for a stripper, hooker or drug dealer. In this case, there is no out. The ghoul is bound to this new fate with the potent addiction of blood and the threat of death for any failure.

Also, Ghouls are subject to Frenzy. For more information on Frenzy, CLICK HERE  and read "#16 Frenzy."


How to Create a Ghoul
Turning a mortal creature into a Ghoul is nothing short than the coercive act of a monster. A Human must drink the blood of a Vampire, from the Vampire's body himself, three times on three separate occasions. Usually this is done with the Vampire opening up one of his own veins and enticing the mortal to drink. This cannot be forced, though it can be coerced, Dominated or other form of persuasion used. The mortal must make that choice to drink, much like Adam making the choice to take the apple from Eve. The fall into sin and subjugation must be done of their own free will, because it will be the last notable act of free will the Ghoul will make.

Turning a Mortal Into a Ghoul:

  1. OOC Agreement Between Players: The Players of both the Vampire and the Mortal must agree OOC (Out of Character) to the roleplay of turning the Mortal into a Ghoul. While the roleplay itself may be one of forced/coerced Ghouling, the Players themselves must consent
  2. Drinking Vitae From The Source: The Vampire must feed his Vitae to the Mortal directly from his veins on three separate occasions. This usually amounts to a few mouthfuls of blood, but the amount is not important as long as it is consumed directly from the Vampire's own body. Pouring Vampire blood into a glass and having a Mortal drink will not turn the Mortal into a Ghoul, though it will Blood Bond the Mortal. (see Blood Bonding below.).
  3. Expend Energy/Blood: Each of the three times a Vampire feeds his Vitae to the targeted Mortal, The Vampire must expend 5 points of Energy/Blood.

Playing a Ghoul
While there are benefits to playing a Ghoul, one that is fully blood-bonded has an unhealthy interest in their master's wellbeing. Not only that, but their mentality/morality tends to be 'warped' which makes them "ghoulish" in how they act and conduct themselves.

Ghouls are quite literally addicted to Vampire vitae and very dependent on the Blood, as they will revert to their true age when denied access, sometimes fatally. A Ghoul will drink as much Vampire blood as he is allowed to and still desire more. Its control is the primary way that ghouls are managed by their Domitors. Other methods of controlling a Ghoul is through the Blood Bond — in addition to more traditional techniques like Dominate. 

The nastiest part of being a ghoul, of course, is that one is a slave to an inhuman monster that treats humans as chess pieces or the occasional light snack. Various clans have different needs (and consequently treatment) for ghouls. 


Blood Bonding

Ghouls are always fully Blood Bonded. However, there is a difference between being Blood Bonded and being turned into a Ghoul, though they are closely related. Those who are Blood Bonded are not Ghouls. However all Ghouls are also considered Blood Bonded. It is important to note that the blood of Vampires has powerfully addictive properties, so any human who tastes Vitae craves more of it. 

Blood Bonded mortals regard that Vampire as something between a best friend and a God, and develop an unnatural, all-consuming attraction for the Vampire. They find ways to be at the se place, at the same time as the Vampire. They make excuses to visit or be of some assistance. Basically, they are enthralled and may even believe they are in love. 

Here are the details on Blood Bonds:

  • Blood Bonds can be created with mortals or with other Vampires.
  • A full Blood Bond requires three drinks, on three separate occasions of a specific Vampire's blood.
  • The Vampire blood is not taken directly from the Vampire's body.
  • The blood may be put in drinks, hidden in food, or dripped into the mouth of the Mortal. 
  • The Mortal does not need to be aware that they are drinking the blood of a Vampire.
  • Blood Bonds cannot be made with more than one Vampire. When two Vampires are attempting to Blood Bond a single Mortal, the Vampire with the lowest generation always wins.
  • A Blood Bonded Mortal may be stolen by another Vampire, IF that Vampire is of a lower generation than the Vampire who originally Blood Bonded the Mortal, and only if that Vampire goes through the process of giving the Blood Bonded Mortal his/her/their blood three times on three separate occasions.
  • Blood Bonding does not require the Vampire to use any Energy/Blood points to create the Blood Bond. Energy/Blood points are only required when the Vampire is turning the Mortal into a Ghoul.
  • Blood Bonds turn the Mortal into a Vampire Blood addict, though the Mortal may not know what it is exactly that he/she/they crave (especially if the blood was hidden in their drinks or food) but they do know that the Vampire has what they need. They will do anything the Vampire wants in order to sate that craving.
  • All Ghouls are also considered to be fully Blood Bonded.
  • Vampires can only be Blood Bonded to other Vampires who are of a lower generation than themselves
  • A Vampire's Childer are considered two points Blood Bonded to their Sires upon their Embrace.
  • Blood Bonds are very difficult to break. Those who are Blood Bonded (mortal or Vampire) must consume their Domitor's blood at least once every 14 days, or that bond begins to fade. If a Vampire has not fed those who are bonded to him for more than 21 days, that bond will be completely dissolved.

Effects of Blood Bonding
A Blood Bond is an addiction like no other type of addiction known and is as much a psychological domination as it is a physical one. Those who have had addictions to heroin, meth, coke or any other drug will tell you that an addiction to Vampire Vitae is a thousand times more powerful. In fact, if a Blood Bonded mortal was substance addicted, they are instantly cured of that addiction upon the first drink of Vampire Vitae. That addiction is replaced with a much more powerful desire; one they will soon want more than anything else in their lives upon the third drink.

A Blood Bond, also known as a Blood Oath, is a supernatural link of fidelity and dependency of one individual (the thrall) on a Vampire (the regent), created and maintained by the repeated consumption of the Vampire's vitae. Those who are Blood Bonded are filled with love and adoration, and an intense sense of loyalty and obligation for their liege. (It should be noted that this love is twisted, obsessive and commonly not reciprocated by the Vampire.) The Thrall will crave the Vampire's blood, giving his Regent even greater power over him.


Stages of Blood Bonding 
The amount of blood is very small, only a drop or two. Or it can be much more. The amount the victim drinks does not influence the overall effect. Drinking the Blood does not need to be a voluntary action (unlike being Ghouled). The critical element is that the blood is taken on three separate occasions. It CAN be slipped into a drink or food, or forced upon the lips of a victim.

Stages of Blood Bonding:

  1. First Sip: After the first sip of blood, the thrall begins to develop strong feelings for the Vampire, whether love or hate, though they are still free to act as they choose. Those in a one-drink bond may unconsciously seek out the regnant, seemingly accidentally running into them on a frequent basis.
  2. Second Sip: After the second sip, the Vampire becomes a very important person to the thrall, who may go out of their way to seek the regent's attention or to please them. It becomes difficult for the thrall to do anything that would harm the regnant, and the Vampire likewise finds it easier to convince the thrall to think or act as the Vampire desires. Though the thrall's craving for the regent's blood increases, the thrall still retains his/her/their free-will.
  3. Third Sip: After the third sip, the blood bond is complete. The thrall is now subject to the Vampire completely and loves them as much as they are capable of loving anyone. They will do anything, sacrifice anything, and give anything for the Vampire.

Ghoul, Blood Bonded or Both?
Humans who drink vampire blood that is NOT delivered directly to their mouths from the Vampire himself become Blood Bonded, not Ghouls. While enamored, loyal and sexually attracted to the Vampire, they are merely blood bags and playthings that are still entirely mortal and inherit no special vampire abilities. Ghouls are always considered Blood Bonded. While both Blood Bonded mortals and Ghouls can exhibit the same devotion and loyalty, only Ghouls cease to age and acquire the supernatural benefits of being a Ghoul.


Playing a Ghoul
The Vampire is the most important person in the Ghoul's life and takes priority over all else; sufficiently weak-willed individuals will commit any act the Vampire asks of them. Furthermore, the Vampire may command the Ghoul with Dominate via voice alone. It may still be possible for the Ghoul to act against the Vampire, but only temporarily and only after an extreme effort of will.

The strength of the Blood Bond is not influenced by the generation of the vampire, but continual drinks do reinforce it. The bond will become weaker over time if the thrall does not drink the regent's blood or see the regent for an extended period of time. However, due to the very nature of the bond, such avoidance may be extremely difficult for the thrall. 

The hardest adaptation in the beginning for any Ghoul is maintaining the sham of a normal, unaltered life. Every ghoul had a previous life — a job, a family, friends and a normal routine. The addition of a second life is no less of a strain than it would be for a stripper, hooker or drug dealer. In this case, there is no out. 

The ghoul is bound to this new fate with the potent addiction of blood and the threat of death for any failure. Some secretly hope to be given the Embrace, but with no choice in this new arrangement, the ghoul must make it all work.

To the casual observer, the initial indications that something is amiss — the lack of sleep, erratic behavior, becoming withdrawn, a vagueness that seems secretive when questioned — are easy to pick out. The symptoms mirror that of a drug problem or alcoholism. The health issues that come with drinking dead blood, even tainted blood, only further these notions.

For those ghouls with involved lives, the adjustment is heavily taxing. Trying to serve a Vampire regnant while also seeing to one’s own obligations is problematic where it’s not outrageously difficult. Relationships fall to the wayside or are riddled with drama. Either way, these relationships are doomed to fail no matter how hard the ghoul works at them. 

The necessary secrecy of a ghoul’s alternative activities alienate the mortal side of a ghoul’s life. Wives, husbands or lovers perceive infidelities, and are not truly wrong. A ghoul has no more free time than he did as a mortal. His friends soon disappear or perhaps try to intervene should they suspect he has a problem. Family members, no doubt, are likely to pry, depending upon how close a relationship they maintain with the newly endowed ghoul. All of these factors spiral downward into a hellish alienation, if not a horrid revelation of what has actually come to pass. 

Some ghouls find that they need to relocate from the outset or disappear from their previous identities just to continue to survive while maintaining the obligation to their Vampire master. Eventually every ghoul’s lack of aging forces him to remove himself from his former life so as not to draw unwanted attention to his regnant. As such, part of the journey into a damned abyss is the total ruination of a Ghoul’s world as well as the effects of those losses upon his personality as time goes by.

What Do Ghouls Do During The Day?
During daylight hours, when a ghoul’s Vampire master cannot see what he’s doing, he can engage in all manner of faux vampirism, drinking mortal blood in mimicry of the Kindred, hoping to slake the aching need for more. 

Many vampires dole out only enough of their vitae to maintain the bond and prevent the ghoul from aging, always leaving him yearning for more whether he wants to or not. The proffering of vampiric Vitae could also be the moment of renewed “love” for the devoted ghoul when the regnant shows how much the ghoul matters. In doing so, he reinforces what is already a deeply moving act. Thus can contact and personal interaction with a Ghoul’s regnant become as much of an addiction as Vitae.


Breaking a Blood Bond
The blood bond can be broken by the death of the Vampire, however, the effect on the thrall is variable: some feel relieved or even joyful; others experience pain and desolation; others yet fear their independence and look for a new bond. A few may even kill themselves. Blood Bonds are broken under the following conditions:

  1. Not having any RP contact with the Vampire after two OOC weeks. (Unless one of the Players must be away for an extended period of time and both Players wish the bond to continue.)
  2. Not having drank the blood of the Vampire the Ghoul is bonded with for three weeks. 
  3. (Unless one of the Players must be away for an extended period of time and both Players wish the bond to continue.)
  4. Being Blood Bonded to a different Vampire of a higher Generation than the Vampire the Blood Bonded Mortal or Ghoul was previously bonded to.
  5. Successfully making a Willpower roll three consecutive times, DIF: 80, MOD: Willpower. There is a max three rolls per day allowed. Ghouls have a DIF 90, MOD: Willpower.

Animal Ghouls
Animals can also be made into ghouls, a tactic particularly favored by the Nosferatu, and other users of Animalism. Animal ghouls sometimes grow larger and mutate, the result being a somewhat horrifying parody of the original creature. In addition, animal ghouls may develop a taste for blood, regardless of their original diets.



GHOUL SKILLS

Ghouls maintain all their current Human skills. They are still Human, but simply a bit more. Even Gifted Humans, Kinfolk and Hunters maintain all their abilities once Ghouled. But as a Ghoul, they cease to age, and may even appear younger than before, and they also receive their choice of one of the following Vampire Abilities to be added to their Character Sheet: Potence, Celerity, or Fortitude.

NOTE: Ghouls can only earn the first 5 levels of either Potence, Celerity or Fortitude. If a Ghoul is embraced and becomes a Vampire, then he/she/they may use their Experience Points to purchase the remaining levels, 6, 7 and 8.

Once you make your selection, contact the DOD Admin to have it added to your Character Sheet. This Ability is yours for as long as you remain a Ghoul. Once you are no longer a Ghoul (you have managed to escape, have been released, or have not had Vampire blood in more than two real-time weeks) the ability will be removed and your XP returned to be used elsewhere.



POTENCE

Kindred endowed with Potence possess unnatural strength. This Discipline enables vampire to leap massive distances, lift tremendous weights, and strike opponents with brutal force. Even low ranks of this power can give Kindred physical power beyond mortal bounds. More powerful Kindred can leap so far that they appear to be flying, toss cars like soda cans, and punch through walls like cardboard. While the more subtle mental Disciplines can be awe-inspiring, the brutal effectiveness of Potence is formidable in its own right. The Brujah, Giovanni, Lasombra, and Nosferatu are naturally gifted with this Discipline, but members of other Clans often make a point to find someone who can teach them the awesome power of Potence.

System: 
Each dot that the vampire has in Potence adds +5 in Physical Attack and to all Strength-related rolls. Further, Potence adds modifiers in melee and brawling combat.

: Potence

Affects:

  • Permanent: Adds +5 Physical Attack

: Potence 2   

Affects:

  • Permanent: Adds +5 Physical Attack

: Potence 3   

Affects:

  • Permanent: Adds +5 Physical Attack

: Potence 4   

Affects:

  • Permanent: Adds +5 Physical Attack

: Potence 5   

Affects:

  • Permanent: Adds +5 Physical Attack


CELERITY

When needed, some vampires can move fast — really fast. Celerity allows Assamites, Brujah, and Toreadors to move with astonishing swiftness, becoming nothing more than a blur of motion. The Assamites use their speed in conjunction with stealth to strike quickly and viciously from the shadows before they are noticed. Brujah, on the other hand, simply like the edge that the power gives them against overwhelming odds. The Toreador are more inclined to use Celerity to provide an air of unnatural grace to live performances or for an extra push to complete a masterpiece on time, but they can be as quick to draw blood as any assassin or punk when angered.

System:
Each point purchased in Celerity grants permanent, stackable mods to the player's character. For example: A character that has purchased three points in Celerity receives a cumulative +15 point mod in Athletics/Reflexes, 20+ mod in Initiative, and +5 mod in Physical Skill. For more information on the additional modifiers earned with each purchase point in Celerity, read the descriptions below.

NOTE: Using Celerity 4-5 in public breaks the Masquerade.


Celerity 1 - Cat's Grace (Buff)   

Affects:

  • Permanent: Adds +5 Athletics/Reflexes & +20 Initiative
  • The vampire can automatically pass checks to keep their balance, and the vampire suffers no penalty to dodging gunfire without cover.

◎◎◎◎◎◎: Celerity 2 - Fleetness (Buff)

Affects:

  • Permanent: Adds +5 Athletics/Reflexes 
  • The vampire can add their Celerity to modify Dodge and Athletics/Reflexes checks.

◎◎◎◎◎: Celerity 3 -  Traversal (Buff)

Permanent Affects:

  • +5 Athletics/Reflexes
  • +5 Physical Skill

◎◎◎◎: Celerity 4 - Blink (Buff)

  • Base Roll: 0
  • Mod: n/a
  • Energy/Blood Cost: 3 pts.
  • Damage: 0
  • Affects:
  • Permanent: 
    • +5 Physical Attack
    • +5 Physical Defense
    • +5 Athletics/Reflexes

Description: 
The Vampire can instantly move with preternatural speed within 20 meters without using an action.

System:
The Player spends 3 points of Energy/Blood, but does not need to roll for success nor does it require you to use an action. This is a free move, but it can only be used at the beginning of your turn.


◎◎◎: Celerity 5 - Lightning Strike (Buff)

Description:
The vampire can prevent a target with no or lower celerity than their own from dodging or defending against the Ghoul's melee attacks. (This skill does not work when used against Celerity 8 -Flawless Parry).

System:
The Player spends 4 points of Energy/Blood and makes a successful roll. There is no defense or resist for the Target. The Player's Character will auto hit when using a Melee weapon, such as a sword, staff, dagger, etc.



FORTITUDE

Although all vampires have an unnatural constitution that make them much sturdier than mortals, Fortitude bestows a resilience that would make an action movie hero envious. Vampires with this Discipline can shrug off agonizing trauma and make the most bone-shattering impact look like a flesh wound. The power even offers protection against the traditional banes of vampires, such as sunlight and fire, and the Gangrel, Ravnos, and Ventrue all find that edge incredibly useful.

System: 
A character’s rating in Fortitude adds to his Physical Defense. This helps in avoiding taking damage during combat, as well as other damage associated with falling or other physical trauma. The first four levels in Fortitude add +5 to the Character's Physical Defense ratings, making it more difficult to land a blow that does any damage.

: Fortitude 1 - Resilience (Buff)

Permanent Affects: 

+5 Physical Defense


: Fortitude 2 - Toughness (Buff)

Permanent Affects: 

+5 Physical Defense


: Fortitude 3 - Fortify 1 (Buff)

Permanent Affects: 

+5 Physical Defense


: Fortitude 4 - Resilience (Buff)

Permanent Affects: 

+5 Physical Defense


: Fortitude 5 - Personal Armor (Buff)

  • Base Roll: 0
  • Energy/Blood Cost: 0
  • Damage: 0
  • Mods: Mental Attack, Mental Skill
  • Resist: None
  • Duration: Passive
  • Permanent Affects: 
    • Non-Magical Weapons that hit you have a 30% chance of breaking.
    • Hand-to-hand blows that hit you have a 30% chance of delivering damage to your attacker. 
    • Bullets that hit you have a 30% chance to ricochet and hit the person closest to you. opponent. 
    • +10 Physical Defense
    • +5 Initiative

Description
Nobody likes to get hit, not even Cainites. The easiest way to ensure that one is not hit (or shot, or stabbed) repeatedly is to take the weapon with which one is assaulted away from one’s attacker and break it. That’s where Personal Armor comes in. This application of Fortitude, derived from one popular in the 12th century, causes anything that strikes a Kindred who employs Personal Armor to shatter on impact.

System: 
This passive ability is always active and does not require a roll or the expenditure of Energy/Blood points. Every time you fail to defend and take damage from a non-magical melee weapon (bullets and other projectiles are excluded), the weapon has a 30% chance of breaking. The vampire still takes normal damage if the attack is successful, even if the weapon shatters in the process. A hand-to-hand attack causes the attacker to suffer 3 HP of damage.

Melee Weapons:

  • The Vampire takes the normal damage
  • The Player makes a second roll to determine if the attacker's weapon was broken
  • Unmodified rolls of 70+ means the weapon was broken.

Hand-to-Hand Combat:

  • The Vampire takes the normal damage
  • The Player makes a second roll to determine if his attacker takes physical damage from the blow
  • Unmodified rolls of 70+ means the opponent takes 3 HP of automatic physical damage from hitting your rock-hard flesh.

Guns:

  • The Vampire takes the normal damage from bullets
  • The Player makes a second roll to determine if the bullet has ricocheted off your metal-like body and hit the person closest to you.
  • Unmodified rolls of 70-95 means the person closest to you (not including your attacker) takes 3 HP of automatic physical damage from hitting your rock-hard flesh. Rolling a unmodified 96+ means the bullet ricochets off you and hits your Attacker for 3 HP of damage.