A mortal who drinks the Blood of a vampire becomes a ghoul. A ghoul is still mostly mortal but does gain a small amount of the power of a true vampire. Ghouls stop aging as long as they regularly consume a vampire’s Blood. The vampire they feed from is their domitor.
A key role playing consideration for a ghoul player is whether your character is fully Blood Bound to their domitor (see pp. XX for more information on Blood Bonds) or not. This Blood Bond is an essential element of what a ghoul is and will be core to their roleplaying experience. A ghoul who is a thrall to their domitor is a very different character than a ghoul who receives blood indirectly (not from the vein of a vampire). Players of ghouls should familiarize themselves with the Blood Bond; they should have clear discussions with the player of their character’s domitor and their Storyteller about portraying these themes so that everyone is comfortable and understanding with this roleplaying dynamic. Also note that a ghoul will invariably suffer vitae addiction, and the craving for vampiric Blood often makes them loyal regardless of Bonding.
A ghoul has the ability to use their domitor’s Disciplines but only at a basic level. As long as a ghoul is given one Rouse check worth of vampire Blood, at least once a month, she gains the following benefits:
● The ability to use any Disciplines she selected. These Disciplines must be level 1 powers of her domitor’s in-clan Disciplines (see page XX). If a ghoul is not fed every month, she loses the ability to use these Disciplines, but they are not removed from her sheet. It is assumed that a player character who has a ghoul feeds them unless otherwise stated.
● The aging process halts.
● Ghouls heal as if they were mortal but in half the time. See Healing, page XX.
Animal ghouls have different rules for selecting Disciplines than normal ghouls. When an animal is made into a ghoul, select Celerity, Potence, or Fortitude. The animal has both level 1 powers of that Discipline and may not gain another power.