DESIGNATION: ARCHETYPE — GHOUL CLEARANCE: PUBLIC ARCHIVE: BASILICA PURGATORY

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

Ghoul characters require a Lilum player character to accompany them. A Ghoul cannot exist in meaningful ongoing play without a vampire to provide blood — an NPC Lilum is not permitted as a bond-holder, as it would create an unfair advantage. Choose your Lilum partner thoughtfully before play begins. Once bound, you are bound to that specific Lilum.

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