|
Pick
Your Poison
Imbibing
- Ghouls
can injest 2 blood points safey
- Ghouls
can hold a maximum of 10 blood points (vitae or blood)
- A
ghoul that wishes to injest more than 2 blood points should remove blood
from their system first or risk overdose
- Independent
ghouls may remove the necessary blood on their own (roll intelligence
+ medicine, diff 6 )
Blood
Uses
- Ghouls
can spend a maximum of 1 blood point per round
- Enhance
physical attributes (up to twice the base level)
- Healing
- Power
Disciplines
Disciplines
- Physical
disciplines (celerity, fortitude, potence) are the easiest to learn
- Other
disciplines require a period of learning from the domitor (or other)
- Some
disciplines will be almost impossible for a ghoul to learn except with
long term training, such as Thaumaturgy, Necromancy, Serpentis
- Ghouls
generally learn the disciplines possessed by thier last "donor"
- As
long as a ghoul maintains blood in their system, regardless of where
the blood comes from, disciplines learned in the past are useable
- If
a ghoul has no vitae in their system, no disciplines can be used
Blood
Loss
- Ghouls
will lose vitae at the rate of 1 blood point every three days
- If
a ghoul loses more than 5 points of blood (whether its vitae or human),
each additional blood point lost is treated as a Health level of damage
- If
She loses more than 7 blood points, she must make a stamina + fortitude
roll, where the difficulty equals the number of blood points lost (8
or 9) - if she fails this roll, she dies
- The
last blood point will remain in the ghouls system for 1 month
Blood
Bonds
- Unlike
vampires, ghouls may actually wean themselves of a Blood Bond by refusing
to accept blood from the domitor.
- After
12 months - willpower of refusing vitae, the ghoul drops 1 level on
the Blood Bond chart
- Emancipation
is not an easy process, and may require willpower expenditures and some
personality types (child or conformist)
Overdosing
- For
each point of stamina a ghoul has, she can "cram" an extra
blood point into her system.
- If
a ghoul ingests more blood than she can contain, she makes a stamina
check (diff 8), if this roll is successfuly, she can use the blood normally,
- If
she fails, she sufferes a Health level of damage per blood point over
her maximum, and this blood cannot be used to increase attributes or
heal wounds. The ghoul will vomit the excess blood
- While
overdosed, a ghoul's chance for frenzy equals that of a vampire's, reaction
time increases (gain a temporary dot in dexterity)
- While
overdosed, the ghoul must make a perception + self control roll each
scene, failure indicates the ghoul suffers from violent hallucinations
Regeneration
- Ghouls
can regenerate limbs by spending a willpower point and making a stamina
roll (diff 8), if the roll fails, the ghoul will never regrow the limb
- If
the roll is successful, the ghoul spends an appropriate amount of blood
to regenerate the limb (one for a finger, two for a hand, three for
an entire limb, etc..)
Withdrawal
- A
ghouls suffers from withdrawal for a period of weeks equal to 6 - stamina
- During
this time, whenever an opportunity arises to gain blood, the ghoul makes
a self-control roll (diff 7) to resist
- Each
week of withdrawal, the ghoul makes an intelligence + self control roll
(diff 6), if this roll fails the ghouls begins to sublimate her cravings
into human desires (food, sex, drugs, etc..)
- A
willpower point may be spent to resist these cravings
|