Ghoul
Half-Damned
Those that are Forever Bound
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Who They Are
If there is one word to explain a Ghoul, it is this: addict. A Ghoul is a human who has consumed Lilum vitae and been fundamentally changed by it. They are bound to the Lilum who made them — not through choice but through a Blood Bond so deep it functions as a second nature. The Lilum gets a living alibi, a human connection to the daylight world, and a servant whose loyalty has been chemically guaranteed. The Ghoul gets power, extended life, and a hunger that never fully goes away.
This is not a comfortable arrangement. At any moment the Lilum can choose to stop providing blood. When this happens, the Ghoul faces a week of withdrawal so severe it is often fatal. If they survive, they revert to their biological age — which, for a Ghoul bound for decades, may mean aging rapidly to their true years in a matter of days.
Creating a Ghoul — The Rules
Starting Attribute Priority
| Category | Priority | Starting Points |
|---|---|---|
| Physical | Primary | 7 points |
| Social | Secondary | 5 points |
| Mental | Tertiary | 3 points |
Blood — The Ghoul's Resource
| Blood Requirement | One feeding from any Lilum per week. Missing a week initiates withdrawal. |
| Withdrawal | One week of escalating deterioration. Roll Stamina (diff 8) at week's end. Success = survival + reversion to true age. Failure = death. |
| Blood Pool | Ghouls maintain a residual Blood Pool of 3 points. Cannot be spent for Disciplines without fresh blood from the bonded Lilum first. |
| Age Suspension | While regularly fed, Ghouls do not age. Feeding stops = biological aging resumes. |
Ghoul Carry-Overs
When a being of another type is Ghouled, the following apply:
- Sorcerers who are Ghouled retain learned sorcery but cannot advance into higher levels while Ghouled.
- Psychics lose their psychic abilities entirely upon Ghouling — the Vitae chemistry disrupts the psychic connection.
- Projectors cannot be Ghouled — the partial death state makes their physiology incompatible with the Blood Bond.
- Kinfolk and Dhampir cannot be Ghouled — both carry supernatural blood that prevents the Bond from forming.
Ghoul Strengths
- Enhanced Physical Capability — +1 Strength and +1 Stamina from Vitae. Drops immediately when withdrawal begins.
- Accelerated Healing — heals Bashing damage at twice the normal mortal rate; Lethal heals at normal mortal rate.
- Bloodline Echo — begins with a single Level 1 Discipline from their Lilum's bloodline. One use per session without additional Vitae expenditure.
- Suspension of Age — does not age while regularly fed.
- Resistance to Supernatural Fear — +2 dice to resist fear-based supernatural effects.
Ghoul Weaknesses
- The Blood Bond — commands from the bonded Lilum are extraordinarily difficult to resist. Willpower difficulty 9 to act directly against their bonded's explicit instructions.
- Withdrawal Risk — missing a weekly feeding initiates a potentially fatal withdrawal process.
- Fully Mortal Otherwise — outside Vitae-granted enhancements, Ghouls are human, killable by ordinary means as easily as any other mortal.
- The Hunger — in scenes where the bonded is present and does not provide blood, roll Self-Control (diff 6) to avoid embarrassing pursuit of a feeding.
Viewpoints
| On... | ...they say |
|---|---|
| Dhampir | You think you're so special being born with everything. Look at what I've built on my own worth. |
| Kinfolk | Good for you — you get to be with the monster dogs. This is not the flex you think it is. |
| Projectors | Your only claim to fame is that you died and came back and now you see dead people. That's some superpower. |
| Kindred | Yes. Please. One more? Just one more. I'll do whatever you need. |
| Lost | We are the same in ways neither of us wants to admit. We both have masters. |
| Humanity | I miss being one of you. More than I can say. I hate you for still being it. |
| Hunters | You say you can save us. Do you know what you'd actually be saving us from? |
Quick Reference
| Nickname | Junkies |
| Resource | Blood (weekly feeding; Blood Pool 3) |
| Bonded Lilum | Required PC — no NPC bonds permitted |
| Starting Disciplines | One Level 1 Discipline from bonded Lilum's bloodline |
| Attribute Bonuses | +1 Strength, +1 Stamina (while regularly fed) |
| Key Strength | The Blood's Gift — physical enhancement, Discipline echo, age suspension |
| Key Weakness | The Blood's Price — Bond is total and permanent while it exists |
See also: Half-Damned overview · Vampire · Character Creation Guide