Ghoul
Merit · 5 pts
The blood of vampiric Kindred has made you something more than human. Willingly or otherwise, you have supped on a vampire’s blood, and although you’re probably not blood-bound to her service any longer (unless you are), that creature’s unnatural vitality has become your own. Trouble is, you need more vitae to sustain your uncanny abilities… and, as many mages have discovered, such blood is exceedingly addictive.
A ghouled character ages very slowly, gets one automatic success on any Strength-based roll, and inflicts one extra die of damage with all hand-to-hand, non-magickal attacks. If your chronicle employs Vampire: The Masquerade rules, your character also has a blood pool, one dot in Potence, and the potential to buy and employ Fortitude, Potence, and an ability from the initiating vampire’s clan.
That’s the good part; the bad parts involve the constant craving for more vitae, the loss of those supernatural bonuses after roughly a month without vampire blood, several dots in Resonance (or the Echoes Flaw, detailed in Mage 20, pp. 646-647) that reflect the corrupt nature of the undead, and the obvious drawbacks of hanging around with vampires just so you can drink their blood.
See also 4
Abilities & Attributes
- Strength shared/trait/attribute/strength
Merits & Flaws
- Echoes shared/trait/flaw/echoes