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Quellen:
V20 - Vampires the Masquerade
V20 - Ghouls and Revenants (2015)
GHUL CREATION RULES
CUSTOM CHARAKTERBOGEN (Ohne Menschlichkeit, Disziplinen Max, alles Deutsch)
New Ghoul Skills
New Professional Skill:
Veil of the Blood
Most vampires understand how powerful feigning
mortality can be, and know how to use the Blush of Health
Merit to their advantage. The Veil of Blood allows a ghoul to
train herself to mimic the appearance of a vampire, in order
to navigate vampire society, intimidate curious passersby,
or even perform certain tasks for an insistent master. The
ghoul cannot significantly alter her physical appearance
to resemble a vampire of a specific Clan or bloodline. She
can, however, master the ability to drain the blood from
the surface of her skin and all but silence her heartbeat.
While it does not make sense for most ghouls who
operate in the service of a master to pretend to be a
vampire, learning this Professional Skill is valuable for
ghouls who need to remain hidden among other vampires.
Certain domitors, for example, may call upon their
ghouls to indulge in a little espionage or be present at a
vampires-only meeting. Independent ghouls, on the other
hand, may find that posing as a vampire can lengthen
their lives, and will often learn this Ability after they
escape their domitor’s scrutiny.
Both elder and ancient ghouls also tend to have Veil of
the Blood, and ancient ghouls are masters of it. Having
the ability to feign the appearance of a vampire acts as a
means of self-protection for these long-lived ghouls who,
despite all their years, are still mortal.
The only ghouls who may not purchase this at character
creation are revenants and Sabbat ghouls. They can, however,
train to learn how to use the Veil of the Blood over time,
provided they have the means and the privacy to do so.
• Novice “Ruddy? Oh, I fed recently. That
must be it.”
•• Practiced Other ghouls and mortals would
recognize you as a vampire.
••• Competent You can safely walk among
higher Generation vampires.
•••• Expert You can fool most vampires at
first glance without the use of
Disciplines.
••••• Master You can mingle at Elysium
without raising suspicion.
Possessed by: independent ghouls, elder and ancient
ghouls, some revenants
New Expert Knowledge: Custodian
Most ghouls are lured into their domitor’s world
because they have proven themselves to be valuable in
some fashion. In exchange for blood and dark promises,
the vast majority of ghouls are destined to live out their
days and nights in eternal servitude. Some ghouls have
first-hand knowledge running a complex organization or
have experience managing a household for their domitor.
The ghoul who has this Expert Knowledge is well on her
way to mastering the requirements needed to maintain
her master’s haven.
This Ability assumes that the ghoul is adept as a chief
steward, driver, and watchdog for her domitor, and her
competency has not gone unnoticed by her master. Unlike
other ghouls or revenants, those who possess the Custodian
Expert Knowledge have already proven themselves to
their domitors, and are often left alone to do what needs
to be done. At higher levels, a ghoul has proven to be so
masterful at running her domitor’s household that she
is drawn further into her master’s world.
• Amateur You can keep your apartment
in order.
•• Apprentice You are new to managing
a haven, but you have
demonstrated a talent for the
job.
••• Professional You keep the manor running
so smoothly that you receive
compliments from your master
and his guests.
•••• Adept You know what needs to be
done before your master issues
an order, and send invitations
and messages to other vampires
on behalf of your domitor.
••••• Savant You are so skilled at managing
your domitor’s affairs that other
ghouls have heard of your
services, and your master listens
to your observations and advice.
A word to max disciplines level and donors generation
Discipline Level
Thirteenth to Eleventh 1
Tenth or Ninth 2
Eighth or Seventh 3
Sixth or Fifth 4
Fourth 5
Ghouls vampiric blood pool
Most ghouls have limited capability of storing vampiric
blood within their bodies. Because they require their own
blood to survive, there just isn’t enough room for more
than two points of vitae. As they age and their bodies
grow used to the extra blood in their systems, they gain
a greater capacity for storage. Unfortunately, this process
is slow. For every two hundred years a ghoul has been
regularly accepting vitae, their blood pool expands by
one point. Thus, a starting ghoul only has a blood pool
of 2, but a ghoul in service for 400 years has a potential
blood pool of 4 points.
Despite these limitations, it is possible for a ghoul
to have a larger blood pool. The most useful method
of increasing your ghoul’s blood pool involves nightly
feeding. Overfeeding can also add more vitae to your
ghoul’s system, but this method is practically useless as the
engorged ghoul will act like someone who’s had a feast.
That character will feel bloated, lethargic, and unable to
function normally. Thus, the excess blood in a ghoul’s
system from overfeeding is useless and has no impact on
that character’s rules
A ghoul who can somehow convince her domitor to feed
her nightly will find her entire natural blood capacity will
eventually convert to vitae. Because of the vast amount of
blood needed, this is difficult to maintain, but it may be
feasible short-term for planned actions (raids, assassination
attempts, Lupine hunts) that will require more extended
access to Disciplines and healing. A domitor who feels
the need to offer so much vampiric blood to her servants
must feel truly desperate to risk spoiling her servants in
such a frivolous manner.
Once nightly feeding subsides, the body will continue
to produce blood cells to replace normal losses, and
eventually the body’s blood supply will revert to normal,
human blood.
It can be frustrating to have so little vampiric powers
at the disposal of a ghoul character, but that’s the point:
ghouls are still mortal, and while they may possess some
supernatural abilities, their resources to maintain those
powers are very limited. Thus, all ghoul characters will
need to manage their blood resources carefully and wisely.
Ghule EP Steigerungskostentabelle (SKT)

RECOMMENDED MERITS & FLAWS FROM V20 CORE RULEBOOK
• Physical:
Acute Sense, Ambidextrous, Bruiser, Catlike Balance, Friendly Face, Daredevil, Hard of Hearing,
Short, Tic/Twitch, Bad Sight, Disfigured, One Eye, Addiction, Deformity, Lame, Lazy, Slow Healing,
Disease Carrier, Deaf, Mute, Blind
• Mental:
Coldly Logical, Common Sense, Concentration, Introspection, Language, Time Sense, Useful
Knowledge, Eidetic Memory, Calm Heart, Iron Will, Precocious, Impatient, Shy, Soft-Hearted, Speech
Impediment, Amnesia, Luncay, Phobia, Short Fuse, Weak-Willed
• Social:
Expendable, Incomplete Understanding, Mistaken Identity, Sympathizer, Uppity, Narc,
Laughingstock
• Supernatural:
Magic Resistance, Light-Sensitive, Lucky, Cursed, Oracular Ability
...
NEW MERITS & FLAWS FOR GHOULS
Mental
Loyalty (5pt. Merit)
Though revenants are the tools of the Kindred, they aren’t known for their unshakable loyalty to a particular vampire or Clan. When a member of a revenant family does display such loyalty, it’s noteworthy. Word of that revenant’s actions will spread quickly among other members of the Clan or Sect the family serves. Most revenant families might welcome a patron vampire for one of their members. The family would likely be suspicious of placing their trust in a specific vampire or Clan, and would probably take steps to avoid becoming too dependent on a single domitor.
The character can expect occasional favors from the vampire Clan that controls the revenant’s family. They may also be given considerable latitude to explore their own special interests, since the vampires “trust” that the character is furthering the Clan’s goals. Loyalty is also a good Merit to choose if the character is being groomed for the Embrace, especially if that revenant knows her future sire.
Used by: Ducheski, Rossellini, Kairouan Brotherhood,
and Servants of Anushin-Rawan
Black and White (1pt. Flaw)
The World of Darkness is complex, both morally and spiritually, but your character doesn’t see it that way.
To her, every situation can be summed up as black or white. Your ghoul thinks simply, and believes her allies and enemies are either for or against her, hot or cold, good or evil, easy or impossible, stupid or genius. After being subjected to the blood bond, its influence can complicate your ghoul’s natural outlook on life. Under its influence, the blood bond may force your ghoul to view what your domitor says or does through a rosy, positive filter at all times.
Alternatively, any character who does not agree or side with your master is, according to you, an enemy worthy of your contempt and deserves to be hurt.
This Flaw is particularly prominent among the Giovanni, Assamite, Ravnos, and Ventrue Clans, along with the Followers of Set and many revenant families.
A closed mindset can cost your character dearly as your perspective may result in your bad judgment, missed opportunities, and misunderstandings that might escalate. In social situations where your character’s perspective comes to bear, the difficulties of associated rolls increase by one.
Used by: All ghouls and revenants
Fixation (2, 4, or 6pt. Flaw)
The Blood is exhilarating, but when the feeling wears off, you want another high, another “fix” to add to that heady rush. Your Fixation might involve substances designed to alter your brain’s chemistry and processing ability, or it could be all about your thrill-seeking, heart-thumping compulsion to live on the edge and get high off the adrenaline or dopamine naturally produced in your body.
With this Flaw, you are forced to turn to outside activities or substances in your free time to get a fix that doesn’t come from the Blood. While the fulfillment of your Fixation may be temporary, you know that any satisfaction you feel is a pale imitation of the high you get from the Blood.
The stronger your Fixation, the more likely you won’t be able to hide it from the other characters around you. Since this is a Flaw that cannot be “healed” by any physical, mental, or social means, your Fixation may cause unforeseen consequences for your character over time.
To start, you’ll pick a type of Fixation your character is likely to have: chemical, psychological, or physical. Unlike an addiction to cocaine or drag racing, your overall Fixation is more generic than that. Essentially, you are deciding what category your fix falls in, and you’ll figure out how to satisfy it over the course of your chronicle. At your Storyteller’s discretion, you may make a stamina check during your downtime to avoid succumbing to your desires.
The more dots you take in this Flaw, the more likely it is your Storyteller might require more checks or raise the difficulty. If your ghoul fails, you will feel a compulsion to get a fix, and will need to act on that.
...
At two points of addiction, your character is still in control. Your ghoul may show up fog-headed, but she will attempt to carry out her domitor’s wishes to the best of her ability. At four points, your Fixation is so strong that you are more likely to forget a crucial errand, miss an appointment, or doze off spying on a rival.
...
At six points, however, your ghoul is deep in the throes of terminal addiction. You may also decide, at your Storyteller’s discretion, that adding more points to this Flaw will cause greater and more violent consequences to the fulfillment of your desires. For example, a murderous revenant with a six-point Fixation might get a thrill from desecrating churches. As another, an independent ghoul who escaped from a brutal pack might get a rush from “curing” another ghoul of the blood bond.
...
Failing to master your Fixation will likely be viewed unfavorably by most of your peers or your domitor, because your inability to control yourself is viewed as a weakness. Servants that run off and base jump off the top of a skyscraper at every opportunity are not as useful as the
meek from a master’s point of view. Over time, a domitor might even make a troubled ghoul’s death look like an accident before replacing him. However, the stronger your Fixation is, the more chaotic and rebellious your ghoul will likely act as you take pleasure wherever you can find it. Thus, it is not uncommon to find independent ghouls or revenants with higher levels of Fixation, especially if they have a loose leash to satisfy their darker needs.
You may attempt to deny your Fixation, but to do so requires you to spend a Willpower point to temporarily bypass it for a round.
Then, you must roll to make a Frenzy check. Should you fail that roll, your Fixation will continue to build and may overwhelm you at the most inopportune
time. In other words, a failure to master your Fixation doesn’t mean you’ll automatically fly off into a rage on your schedule. Your bitterness and resentment may boil beneath a thin veneer of control until you’re forced to wait too long at a store, you’re cut off at a traffic light, or another ghoul gets rewarded instead of you. With any dramatic failure on a Stamina check, your character’s Fixation will increase by two points. If your character has already attained the six-point version of this Flaw and rolls a dramatic failure on his Stamina check, the effects will be severe. You may overdose and die without immediate medical attention. Your car may have crashed and you’re now unconscious because you couldn’t maintain control of the wheel. To remove points in your Fixation Flaw, or to get rid of it entirely, your character must pledge and endure a program to remove that compulsion. Your Storyteller may allow the circumstances and requirements of your chronicle to shape your domitor’s reaction to your admitted weakness. Independent ghouls, Sabbat ghouls, and revenants may
not have the ability to reduce the influence of this Flaw, nor may they be able to remove it without help due to the nature of their nightly activities.
Please note that while Fixation is similar to the Addiction Flaw for vampires, the results of this Flaw are felt more acutely in a mortal body. A Fixation Flaw is likely to develop more often in ghouls than revenants, simply because revenants produce vitae naturally in their blood.
Used by: All ghouls, some revenants
Duplicitous (3pt. Flaw)
Ghouls and revenants with this Flaw have an underhanded
reputation based on their previous actions. In the past,
you’ve probably lied, cheated, or played both sides against
the middle during a deal that went south. The nature of your
underhanded actions, as well as your intended target, has
not been the same every time. A ghoul might, for example,
go to her domitor and inform him of a transgression, real
or imagined, and then suggest an appropriate punishment
for her target. That same ghoul might turn around and
fabricate stories that show how well-meaning she was to
stand up for her fellow ghoul in front of her master.
While you can be duplicitous as a character, when you
take this Flaw, it impacts your relationships and dealings
with other characters. You probably don’t seek to take
the upper hand in every situation, but other characters
expect you to. Your allies and enemies are on edge around
you, because they’re not sure when and if you’ll ever treat
them fairly. They may even backstab or try to undercut
you, too, because they expect you to.
The influence of the blood bond does impact most
ghouls with this Flaw in subtle ways. While your domitor
would know you are Duplicitous, you would not act out
in a direct way against your master. Instead, you might
backstab or double-cross your allies to curry favor and
obtain rewards from him. Your domitor may also point
you at a dangerous target, too, to use you as bait or to draw
out his enemies, to taking advantage of your reputation.
Used by: All ghouls and revenants
Social
Benevolent Domitor (3pt. Merit)
For reasons unbeknownst to you, your domitor is fond
of you. Perhaps your service has been exemplary, or you
simply remind your master of a past love. Given the alien
nature of a vampire’s mind, you may never know for sure,
but you do not begrudge the benefits you’ve gained from
your master’s feelings toward you.
You feel safe in your master’s care, and do not dread
spending night after night fulfilling your duties. Your
domitor treats you with a measure of faux compassion,
and does not casually endanger your life. Unlike the
relationship between other masters and their ghouls,
this Merit does not represent a temporary phase. You
have already proven yourself to your master. Thus, your
relationship is akin to a friendship between a great boss
and his employee.
Though this Merit shapes how your domitor treats you,
it does not guarantee that you will never run afoul of your
master. You may, at your Storyteller’s discretion, lose the
right to keep this Merit should your actions necessitate
such a decision over time.
Prerequisite: Domitor Background
Used by: Camarilla ghouls, some Sabbat ghouls
Groomed for Embrace (5pt. Merit)
Your character has been deemed worthy of the Embrace,
and is being prepared for the eventuality through careful,
directed training by your future sire. While this Merit does
not guarantee when you will be Embraced, your character
is aware that you will become a vampire, and you know
the identity of your future sire.
The benefits of being Groomed for Embrace are related
to your current role as a ghoul, and your future position as a
vampire within a specific Clan or bloodline. As such, your role
among the ghouls of your domitor’s house will be elevated
to that of a valued apprentice as opposed to a disposable
servant. Some Clans, like the Tremere or the Tzimisce, might
track your progress through your academic study of lore,
Disciplines, or thaumaturgical rituals. You might not be able
to use Vicissitude, for example, but you may be permitted to
assist your domitor at her laboratory table. Other vampires
might be more careful, and may prepare you to be evaluated
by the local prince before proceeding further.
There may be a few drawbacks that your character might
encounter over the course of your chronicle. Because you
have achieved the dream of many ghouls, you may be
subjected to fits of jealous rage or harm by other ghouls.
Your domitor might even be aware of this fact, and may
have encouraged these feelings to test you to see if you’re
worthy of becoming a vampire.
Additionally, should this fact become known, you may
garner unwanted attention from your future sire’s enemies.
Since it is most likely your future sire will also be your
domitor, you may be kidnapped, spied upon, or pumped
for information about your domitor’s haven, holdings, and
schemes. However, many vampires do not reveal that their
ghouls and revenants are being Groomed for Embrace,
and keep their intentions secret.
Should you decide to purchase the Groomed for
Embrace Merit, you may purchase Benevolent Domitor
at a cost of one point, provided you have taken the
prerequisite Domitor Background. In this circumstance,
you are signaling your Storyteller that your domitor has
pledged to become your future sire. You may also, at
your Storyteller’s discretion, learn one dot in a third
Discipline known to your future sire or follow a Path
after abandoning your Humanity.
Used by: Camarilla and Sabbat ghouls, as well as some
revenants. Independent ghouls may be Embraced, but they
would not be Groomed for Embrace due to their status
as a pariah among ghouls.
Isolated Upbringing (1pt. Flaw)
You are a revenant who was raised by your family away
from prying eyes. When you were growing up, your entire
world was based on what your family taught you. For many
years, your knowledge was limited to your family’s habits,
customs, and politics. Consequently, you have a limited
understanding of the outside world that impacts how you
interact with other people.
At your Storyteller’s discretion, whenever you are in an
uncomfortable social situation outside of your family’s
estates, subtract one die from your Social dice pool. This
penalty does not apply evenly across all situations, because
your interactions with the world will vary depending upon
your particular family and your character concept.
Revenants from the Obertus, Bratovich, and Ducheski
families are good candidates for this Flaw, as are ghouls
from the Giovanni Clan and the Kairouan Brotherhood.
Independent ghouls, who have little to no memory of their
life before they became a ghoul, may also choose this Flaw
to reflect the fact that they were isolated from humanity
and have forgotten how to interact with people.
Used by: Revenants
Obsession (1, 2, or 5pt. Flaw)
Even ghouls who lead relatively uneventful lives can
become obsessed with a persistent idea, image, set of
circumstances, or unshakable feeling. Many obsessions are
so minor they would not be noticed by a casual observer,
while others may become so powerful they’ll prevent a
ghoul from performing the simplest of tasks.
At one point, your ghoul’s Obsession is minor. For
example, your character may prefer a particular brand of
beverage, pair of jeans, etc., and may refuse to eat, wear,
or use a replacement. Your minor Obsession will probably
cause you to seek a replacement for an “inferior” item with
your preferred one at the earliest opportunity.
At two points, your Obsession threatens to consume you.
If the focus of your insatiable desire is a person, you would
likely have an image of that person in your possession at
all times, or you will stop what you are doing to obtain
one. If your Obsession involves an object or totem, like
a lucky rabbit’s foot or a small statuette, you will need
to have it within your reach. You might even grow more
upset over time if it’s not nearby.
At five points, your Obsession consumes you, and
may bring others to harm. Your character might kidnap
a local celebrity you’re obsessed with, and will likely go
to unreasonable lengths to keep him under your direct
control. Similarly, any object that you’re consumed with
creates tremendous need at this level. If your lucky rabbit’s
foot is misplaced or lost outright, you might not be able to
function as you normally would, and may be prone to fits
of destructive rage. Depending upon the severity of your
Obsession, you could enter a near-catatonic state until
the object is found or a suitable replacement is obtained.
You would probably act in a similar fashion if the person
you’re obsessed with is rescued or escapes.
There may be times, however, when you cannot find a
suitable replacement for an object or a person to satisfy your
Obsession. In those instances, your character will need to
succeed a Willpower check. The difficulty rating is your
Willpower minus the number of dots in your Obsession
Flaw to “snap out of it.” Should you fail, you may become
so distressed that you will require medical attention.
Used by: All ghouls and revenants
Squeamish (1 or 3pt. Flaw)
Your ghoul or revenant might talk a good game, but
you’ve never been around real violence before. When
you’re confronted with the sight of blood, you probably
won’t respond well, and may faint, panic, or run away.
In situations that involve gunfire, bloody combat, or
an aggressive use of Disciplines, roll Willpower (difficulty
7). If this roll fails, your character either freezes in place
(if her Courage is higher than her Self-Control) or flees
the area (if her Self-Control is higher than her Courage).
At your Storyteller’s discretion, you may be forced to
make a Willpower check once per relevant scene. Your
character does not need to be directly involved in the
fight; she may simply be a witness to a stabbing. When you
accumulate five successes in a single session, no further
rolls need be made for that night of game time. A gory
show of violence might necessitate another roll, however,
at your Storyteller’s discretion.
Should you botch a Willpower check, your ghoul is so
unnerved by the gruesomeness you’ve encountered you
cannot act for the rest of that scene. Your ghoul is frozen
from shock, and may soil herself or puke in response to
your fear or revulsion.
Used by: All ghouls and revenants
Domitor Pariah (2pt. Flaw)
Your master is a vampire who, for whatever reason, is
unwelcome among or even hated by other members of his
Clan, bloodline, or Sect. Without allies, your domitor may
struggle to retain her status and will likely rely on ghouls,
like yourself, to fulfill her basic needs. You may be given
additional responsibilities, or you might be manipulated into
spying, attacking, defending, or stealing for your domitor.
Should you take the Domitor Pariah as a Flaw, keep
in mind that should other vampires discover whom you
serve, your life might well be in danger. The events that
led to your domitor’s downfall may be kept hidden from
you, at your Storyteller’s discretion, or you might stumble
upon your master’s secrets accidentally.
Once a ghoul understands how challenging life may
be with a Domitor Pariah, you might sow the seeds of
rebellion despite the strength of your blood bond.
Used by: Camarilla ghouls, some Sabbat ghouls
Under Surveillance (2, 4, or 6pt. Flaw)
Your ghoul’s activities are being monitored by members of
law enforcement or government agencies. You might be Under
Surveillance because you are suspect in a crime, or because
you’ve been spotted associating with other criminals or suspects.
The points you take in this Flaw represent the level of
scrutiny your character is under. At two points, only local
authorities are watching your ghoul’s activities. At four
points, both city officials and state authorities are involved.
At six points, local, state, and national law enforcement
agents are coordinating efforts to analyze your movements,
and they may share their concerns with foreign agencies
should you travel outside the country.
The effects of this Flaw vary, depending upon your
circumstances, and you may not always be aware of
them. For example, among Camarilla ghouls, any ghoul
Under Surveillance will risk a Masquerade breach.
Some vampires might decide that your character is too
dangerous to live, and may take an opportunity to end
your life at the hands of your associates or domitor. Other
Kindred might take a different, more devious approach.
They might use you as bait, create a body double, or
plant false information.
Generally speaking, Under Surveillance is less dangerous
than the Fugitive Flaw, because your character is a person
of interest as opposed to a wanted criminal. Thus, this
Flaw, at your Storyteller’s discretion, may be reduced in
points or regulated to a cold file with time and effort.
Ghouls and revenants, however, might be given a limited
number of opportunities to correct the situation before
their domitors or families lose patience and turn on them.
Independent ghouls might have a much harder time
ditching nosy officers. Though their first instinct might
be to run to the cops and confess, keep in mind that no
agency is immune from the reach of a Clan, bloodline, or
Sect. Thus, some independent ghouls who take this Flaw
might suspect that their former domitor has engineered
their situation, and they are now Under Surveillance as
punishment for abandoning them.
Used by: All ghouls and revenants
Loose Lips (3pt. Flaw)
Ghouls are often privy to a great deal of sensitive
information in the night-to-night dealings with their
domitors, and some cannot resist the urge to divulge (or
sell) these secrets. In general, ghouls and revenants who
cannot keep secrets tend not to live very long.
When you take the Loose Lips Flaw, you might be known
as a gossip. In fact, this weakness may be the reason why
any ghoul might become independent. It’s possible that the
ghoul’s master felt that withholding feedings for the rest of
his vassal’s pitiful life would be suitable punishment, and
might still be keeping tabs on his former ghoul.
Ghouls with this Flaw tend to not be trusted with jobs
involving secrets, so their usefulness to higher-ranking
vampires is limited. On the other hand, they make perfect
tools for spreading false information, which can often be
far more useful. Unfortunately, you may not know whether
you’re spewing fact or fiction until it’s too late.
Used by: All ghouls and revenants
Self-Preservation (3pt. Flaw)
For whatever reason, your character refuses to carry out
orders that you feel will threaten your safety and put your
life at risk. For ghouls, the Self-Preservation Flaw defeats
the purpose of serving a vampire. If you cannot defend
your domitor, then your worth decreases considerably.
However, a Bound ghoul who can refuse to carry out an
order bears close watching. This Flaw is also one of the
most common reasons why a ghoul leaves his master’s
service to operate as an independent.
Revenants who have a sense of Self-Preservation may
feel the effects of this Flaw in a different way. Your loyalty
to your family may be questioned, for you might sacrifice
another family member or ally when the time is right.
Should you, too, be subjected to the blood bond, your
inability to fully “commit” to a vampire’s orders may result
in unforeseen consequences ranging from experimentation
to further scrutiny.
Mechanically-speaking, any time your domitor or master
gives you an order that threatens your life, your character
gets a check against Willpower at +2 difficulty. If successful,
your ghoul or revenant may refuse to carry out the order.
Should you refuse to carry out such a command in front
of your master, you may expect to be punished severely.
Clever ghouls and revenants will attempt to manipulate
this Flaw to their advantage. They might attempt to carry
out a life-threatening command while ensuring they do
not come to harm, though this isn’t always possible.
Used by: All ghouls and revenants
Turncoat (4pt. Flaw)
The Turncoat is more than just a traitor. Revenants
that take the Turncoat Flaw have betrayed more than
the bonds of friendship, but also those of their familial
connection and duty. Typically, a revenant that takes this
Flaw has decided he is more interested in serving her
family’s enemies, and has taken the requisite steps to do so.
Most revenants with the Turncoat Flaw understand
the ramifications of their actions. They understand that
this Flaw requires them to protect themselves and hide
from her former colleagues; they might even expect their
families to hunt them down for their treachery. Depending
on the nature and depth of the betrayal, allied vampires
may decide to render their assistance to the hunt as well.
A Turncoat revenant will have likely earned the trust of
her new friends by killing a former ally, friend, or relative,
or by turning over sensitive information, such as the haven
of a (formerly) allied vampire or the passwords to access
her family’s finances or accounts.
Despite being protected by a powerful vampire, Clan,
members of a local Sect, or revenant family, characters
who take this Flaw know their problems are far from over.
The Turncoat’s new allies will probably be skeptical of
this character, and may not divulge anything other than
minor details. After all, if the Turncoat betrayed her own
family or a master while under the influence of the blood
bond, she could do so again.
In general, this Flaw is best used by characters who are
embroiled in the politics of a larger organization. The
ramifications of a revenant’s betrayal, such as a Grimaldi
revenant divulging secrets pertaining to his family’s desire
to leave the Sabbat, are often far-reaching and significant.
Thus, independent ghouls may also select this Flaw
when and if it makes sense for them to do so. However,
an independent ghoul might struggle to find the allies
required to help ensure their survival, since most vampires
may seek a blood bond with the traitor.
Used by: Revenants, some independent ghouls
Blood Feud (5pt. Flaw)
The hostility between revenant families such as the
Grimaldi and Zantosa is well known throughout the
Sabbat. Rivalries between the Brujah and the Ventrue
occasionally bleed into the behavior of their ghouls
throughout Camarilla-held cities. Fights between revenant
families are all too common, and these feuds have been
going on for so long that some family members may have
forgotten how an argument first started. A Blood Feud
might be a recent development, but more than likely a
deadly rivalry has probably been smoldering for decades,
if not centuries.
Not all disagreements and rivalries between families or
factions, however, are considered to be Blood Feuds. A
Blood Feud is what occurs after a slight or injury has been
escalated to impossible heights, and the initial cause of
the argument can now only be rectified when both debts
are settled, often violently. Other family members will
even go so far as to swear a revenge-filled oath to harm
the rival family at the first opportunity. Like the nature
of the feud, the violence both families cause may range
from slashing tires to slitting throats.
While Blood Feud is particularly applicable to members
of certain revenant families, this Flaw may also apply
to rival Clans in a given city. Loyal ghouls might take
offense at a misstep or take up vengeance for a slight
against their Domitor, and their feelings could escalate
into hatred and a desire to kill. A Gangrel ghoul might
be involved in a bitter dispute over territory or domain
with the servants of a Toreador Primogen. Enough
betrayal and insults could be hurled over the course
of the conflict that tense discussions erupt into bitter
arguments. Usually, however, for a Blood Feud to exist
there must be more than a simple rivalry between the
two parties. In a Blood Feud, several members of each
side should be willing to battle over the insult or slight.
The hatred between the two sides has escalated over
time, and calls for vengeance carry weight.
When confronted with the possibility that your rival is
nearby, your character must make a Frenzy check at a -2
difficulty. If successful, your character is able to control
the blind fury caused by your thirst for revenge.
If your character fails the check, you will feel compelled
to act on your obsession for vengeance. You might seek out
and confront your rival. You might attack someone who
looks like her, or sabotage her car or attack her girlfriend.
You might even rile up the other people around you to join
the fight, too. How you act on your hatred is up to you, but
a failure will guarantee that the Blood Feud is renewed.
You may choose to spend a Willpower point to delay
your moment of frenzy for one round. However, the longer
you delay acting on your thirst for revenge, the greater the
chances are that your rival will act upon hers.
Used by: Revenants who have a clear rivalry with another
family, or by ghouls from warring Clans, bloodlines, or
Sects.
To take this Flaw, you must work with the Storyteller to
name which family (or Clan) the Blood Feud is with, and
how much the player character knows about its cause. You
must also select a specific rival from the opposing side who
is heavily involved with the feud or its cause.
Hunted (5pt. Flaw)
You have unwittingly crossed paths with a hunter, who
has identified you as a supernatural creature that must
be destroyed. You may be a revenant who accidentally
attacked a hunter’s ally, or you might be a ghoul who
dated a hunter before you fell under the influence of the
Blood Bond.
Hunted represents a serious threat to all vampires,
regardless of Sect, and all revenant families. The
consequences of a hunter stumbling into a revenant family’s
compound or a vampire’s haven would be so severe, your
domitor or family might feel compelled to sacrifice you
to prevent a future catastrophe.
While you may not have intentionally drawn the ire
of a hunter, your grievous error will not go unpunished,
nor will it be forgiven easily by your domitor or family.
Consequences may range from ordering you to capture
the hunter first to seeking allegiances with your enemies.
You may take steps to eliminate this Flaw in the way
that makes sense for your character. However, unless your
Storyteller tells you that you are in no danger of being
hunted for the foreseeable future, you will always run the
risk of being targeted by a hunter more easily than other
characters who do not have this Flaw.
Because Hunted represents a dramatic turn of events
that could impact your chronicle in any number of ways,
check with your Storyteller before taking this Flaw.
Used by: All ghouls and revenants
Problem with Authority (5pt. Flaw)
Problem with Authority is unhealthy for ghouls or
revenants who are expected to serve without question. It
is especially problematic for ghouls who have violent or
unpredictable masters, and may spur a ghoul to leave her
domitor’s side. Many independent ghouls suffer from this
Flaw, and continue to feel the effects of their disobedience.
When taken to its extreme, your ghoul will become
argumentative and unruly, and may take an issue with the
simplest instructions. While you might argue with lesser
authority figures in your ghoul’s life, like the police, your
combative words are less likely to get you killed, but may
result in being arrested or fired.
Used by: All ghouls and revenants
Fugitive (6pt. Flaw)
You are wanted by the authorities. You may be a suspect
in a case, or might have been charged and convicted with a
serious crime. Your ghoul or revenant may have even gone
so far as to escape a high security prison or mental health
facility. You may have, on the other hand, run afoul of a
Sect and are now being hunted by its members, whether
they be Kindred, Cainite, Anarchs, etc.
When you take the Fugitive Flaw, you are admitting
that you have either committed (or have been framed
for) a transgression that is so severe, agents who uphold
the law, be they vampire or mortal, have ordered your
capture. Any and all persons found in your company may
immediately become suspect as well, and could be charged
with additional crimes.
A Fugitive is rarely hunted without good cause, and
often those who seek to bring you in will have a personal
reason for doing so. An officer might track you down
because her negligence allowed you to escape. A rival
ghoul, who managed to uncover how you were attempting
to thwart your domitor, might want to prove his worth to
your former domitor. A Sabbat pack may be hard on your
heels, because they feel your escape is an embarrassment
to them. These are all examples of characters who would
probably pursue you at great personal cost in an attempt
to recapture or even murder you.
To the Camarilla, a ghoul or revenant Fugitive represents
a serious threat to the Masquerade, regardless of who
may be after you. While it is possible you may have been
carrying out orders under the influence of the Blood
Bond or Disciplines like Dominate, Kindred authorities
cannot turn a blind eye to a desperate ghoul or revenant
who’s on the run. To the Sabbat, on the other hand, a
Fugitive may be hunted for other reasons, ranging from
a sense of pride to a fear that you’ll run to the Camarilla
and divulge secrets that must be kept buried.
Though you are a Fugitive, you may have Allies, Contacts,
or have clearly identified a place to hide for a time. Your
domitor or revenant family, for example, might often you
a place to stay for a few nights, but doing so puts them at
risk. Safe houses may be arranged to ensure your survival,
with the understanding that you are expected to curry
favors or perform services that will help your benefactors.
You may even be asked to follow a strict code of conduct
to avoid exposing your accomplices.
Used by: All ghouls and some revenants. This Flaw is
particularly appropriate for independent ghouls who are
on the run from their domitors.
Physical
Albino (1pt. Flaw)
Albinism occurs when a group of normally recessive genes
become prominent, leading to a lack of pigmentation of
the skin. While generally harmless, the appearance of an
albino individual can be startling, particularly to others
who are unfamiliar with the condition. The condition is
marked by extremely pale skin and red irises.
Albinism was viewed with great suspicion in most
early cultures, such that even today people with albinism
are shunned and ostracized, and considered to be an illomen
in many parts of the world. While this condition
is harmless from a physiological standpoint, it does cause
afflicted individuals to stand out. This may reduce a
ghoul’s capacity to blend into a crowd, without the help
of a disguise. However, those who suffer from the Albino
Flaw can also turn other people’s fear into a source of
intimidation, particularly if your ghoul or revenant has a
reputation that cannot be ignored.
When you take the Albino Flaw, keep in mind that
your skin is highly susceptible to sunburn, having little
or no pigmentation to reflect the sun’s harmful UV rays.
Used by: All ghouls and revenants
Vicissitude Modifications (1-7pt. Merit)
You are a ghoul or revenant whose body has been
hideously modified through the use of the Vicissitude
Discipline. You, yourself, might not be gifted in this
area, but your flesh and bones have been reshaped into a
nightmare designed to be useful in war. Thus, while your
Modifications may provide you with a mechanical benefit,
you are considered a monster even though, technically,
you are still mortal.
The alterations made to your body are permanent
unless shaped by further uses of Vicissitude. Although
your Vicissitude Modifications can be dangerous, your
body still sustains damage normally. Despite your horrid
appearance, you are still flesh and bone.
Vicissitude Modifications requires you to take the Monstrous
Flaw, which is found on page 482 of V20. Regardless of how
many alterations you choose, you have an Appearance of 0.
At your Storyteller’s discretion, you may also be required to
take a Mental Flaw, penalty to Social rolls, or a Derangement
due to the horrors you’re experiencing.
Generally speaking, this Merit may only be used by
characters that are either Bound to, or are sponsored by, a
vampire or Clan that has the use of Vicissitude. Revenants
that are modified in this way are often subjected to the
Blood Bond to ensure their loyalty.
• Circular Vision (1pt.): One of your eyes has been
moved to the back of your head, granting you the
ability to see at a wider angle. You may gain a bonus
to Perception, especially in cases when a character is
attempting to sneak up on you. Additionally, your
depth perception is poor at any angle, and you suffer
a two die penalty to any rolls that involve gauging
distance, including the use of projectile weapons.
• Fangs (1pt.): Your teeth have been lengthened and
sharpened; your smile may resemble a tiger’s or a
shark’s, or it may be unlike anything found in nature.
You may attack using Bite, which is found on page
276 of V20. Due to your monstrous appearance,
you will lose two dice in pools involving your
Manipulation Attribute, unless you are trying to
intimidate or scare your target.
• Iron Stomach (2pts.): You are able to digest any
organic material that you can break up, chew, and
swallow. On Stamina rolls, you gain a +2 when you
need to resist ingested poisons or other types of
stomach-based illnesses. This digestive modification
is often paired with Fangs.
• Spurs (2pts.): Sharp, pointed bone spurs protrude
from your forearms, spine, or calves. You may slash
with your Spurs for Str + 2 damage. However, Spurs
are hard to conceal and may limit your mobility in
some instances.
• Carapace (3pts.): You are covered with bony or
spiky plates that protect you from being attacked.
You may add two soak dice to your pool when you
are defending yourself from harm.
• Patagia (4pts.): Your bones have been hollowed
and flaps of foreign skin have been grafted onto
your arms and wrists to form membranes. While
you cannot fly, you may use these bat-like wings to
glide from one higher position to another, or to
the ground. Subtract one die from all soak pools
to resist strikes from fists and blunt weapons, or
any other forms of concussive damage that might
damage your bones.
Ghouls and revenants may never heal a damaged
Vicissitude Modification, not even with the Blood. In
this respect, both are as helpless as their unmodified
counterparts. However, should a ghoul or revenant
possess enough levels in Vicissitude, that character may
heal themselves or remove the Vicissitude Modification
altogether. To do so, the character must have a level of
Vicissitude superior to that of the vampire who inflicted
the mutilation in the first place.
Used by: Due to the complexity of this Merit, check
with your Storyteller before spending points on Vicissitude
Modifications.
Light Sensitive (2, 4, or 6pt. Flaw)
Your ghoul has discovered, much to her chagrin, that
she is growing more sensitive to bright light thanks to the
transformative powers of the vampiric blood she ingests.
During daylight hours, she might require strong, prescription
sunglasses, and bright flashes such as a camera flash or lightning
may require a Frenzy check. Among ghouls of certain Clans
and bloodlines, like the Followers of Set, this Flaw can worsen
over long periods of time at the Storyteller’s discretion.
The point value for the Light Sensitive Flaw reflects
an increasing sensitivity to artificial and natural light. A
2-point Flaw means your ghoul retreats from harsh, bright
sunlight harsh and will react more quickly than most
mortals. At 4 points, your ghoul is incapable of functioning
normally in bright sunlight, and may develop painful skin
rashes and/or sunburn after exposure.
At 6 points, the ghoul finds any bright light nearly
paralyzing, and will go to whatever lengths required to
avoid such bright conditions. Bad sunburn will result
from only a minute or two in full sunlight, and will
become bashing damage at a rate of one point of damage
per fifteen minutes’ worth of exposure. A ghoul with
this level of the Flaw will therefore receive four points of
bashing damage per hour of contact with full sunlight or
its equivalent. Such damage may be healed normally, as
per V20 on pp. 282-286.
Used by: All ghouls and revenants
Cannibal (3pt. Flaw)
Though the Bratovich family of revenants is known for their
depravity, the desire to consume human flesh is not limited
to them alone. Historically, mortals have resorted to acts of
cannibalism during times of war or starvation, but they have
also eaten the flesh of the dead as part of a religious ceremony
to honor the fallen, too. The vast majority of cultures, however,
consider the practice barbaric and unnatural.
To become a Cannibal, is to put your character at risk
of ostracization and death. There are several physical
disorders that can be transmitted through the consumption
of infected flesh or organs. For the most part, such an
infection is undetectable through normal, non-medical
means. Should you eat human flesh as a ghoul, the vitae
you’ve already ingested is likely strong enough to negate
the effects in most cases. Should your ghoul be denied
future feedings, however, the infection will take hold as
your body returns to its natural state and age.
A character with the Cannibal Flaw will generally only
feed on the flesh of the living or the dead in privacy.
Most cannibals are not rabid animals, and are cunning
and highly intelligent. They are aware that modern society
frowns on cannibalism, but they feel compelled to do it
anyway. Thus, they are often careful to act on their Flaw
in places and at times where they and their victims cannot
be easily discovered. Missing corpses or well-loved people,
for example, are likely to be searched for. If there are
witnesses who spotted the cannibal and victim together,
it might lead to further complications a Cannibal is not
prepared to deal with. A Willpower roll may be called for
to determine if the cannibal can exercise sufficient control
and discretion to avoid leaving clues behind.
The Cannibal Flaw may be selected by any ghoul, or
may be bestowed upon a character by the Storyteller as
a result of acquiring a Derangement. Though this Flaw
is far more common among revenant families, it is not
exclusively available to them. Because of the dramatic
impact the Cannibal Flaw has on ghouls in modern society,
Camarilla ghouls are discouraged from taking this Flaw.
Used by: Revenants, some Sabbat and independent ghouls
Hemophiliac (3pt. Flaw)
Your character suffers from hemophilia. If your ghoul’s
skin is cut, you will not stop bleeding without medical
assistance. The Blood does not have any effect on a ghoul
or revenant Hemophiliac.
If your character suffers lethal or aggravated damage,
he suffers an additional level of bashing damage every
five minutes until his wound has been dressed to stop
the bleeding. Any vampire who bites a Hemophiliac may
“dress” such wounds. By licking the injury after biting the
ghoul, the vampire will put a stop to any future bashing
damage.
Used by: All ghouls and revenants
Seizures (3pt. Flaw)
Seizures tend to occur during moments of duress, and
few mortals have a more stressful or terrifying existence
than ghouls. The affliction of the Seizures Flaw can also
be more pronounced in revenant families whose members
suffer from a limited genetic pool. Many types of seizures
can be controlled or mitigated with medication following
thorough medical tests or examinations. However, some
ghouls and revenants aren’t willing to risk their lives by
seeking the advice of a doctor, and these Seizures are often
not related to a diagnosed illness. This Flaw is a side effect
of the many horrors ghouls and revenants witness over
the course of their lives.
Seizures can potentially be disastrous, especially if they
occur in the presence of a vampire or at an inopportune
moment. Under any stressful circumstances related to
combat, physical or verbal threats, or witnessing a terrifying,
bloody sight the character with this Flaw will need to make
a Frenzy roll. A success means a seizure was not triggered,
and you’ve managed to regain control.
Failure indicates your body was not able to cope with
the stress and something has happened. If you roll a
critical failure, your character suffers a full-blown grand
mal seizure. You will have fallen to the ground and will
thrash uncontrollably for a number of minutes equal to
the number of 1s rolled on the Frenzy check. Your actions
may wind up getting yourself, or others, hurt as your finger
might accidentally pull the trigger, or you may slip and
fall. A less than critical failure may likely result in your
character blacking out until the next round. Depending
on the needs of your story, your ghoul may pass out and
drop to the ground, your vision might turn black for a
few seconds, or your arm might tremble and you cannot
regain control.
Used by: All ghouls and revenants
Supernatural
Pale Aura (2pt. Merit)
Due to some quirk of fate or your reaction to the Blood,
your aura is naturally pale. Any color your character’s
aura takes has a pale cast to it, as if you were a vampire
and not a ghoul.
Vampires reading your aura with the use of the Auspex
Discipline may assume you are a vampire unless they gain
five or more successes on an Aura Perception roll, or have
strong reason to suspect otherwise.
This Merit can be of great use if you wish to impersonate
a vampire for a time, but can also cause a dangerous
misunderstanding or lead to your capture for further
scrutiny.
Used by: All ghouls and revenants
Clear-Sighted (4pt. Merit)
Your ghoul is not easily fooled by illusions and tricks of
the light. Whether you were born lucky, have supernatural
assistance, or proper training to brush aside such
influences, your character has a knack for overcoming the
phantasms, shadows, and mirages others create through
the use of thaumaturgical rituals and Disciplines.
This Merit is only applicable for visible tricks of deceit
caused by the use of Disciplines. When faced with a
supernatural illusion caused by the use of Disciplines such as
Obfuscate and Chimestry, your ghoul may make a Perception
+ Alertness roll (difficulty equal to your opponent’s power’s
level +3). If successful, your character sees right through the
effect. If you fail, you might suspect the illusion is a trick,
but you cannot prove your suspicious are correct.
Used by: All ghouls and revenants
Blood Flaw Immunity (5pt. Merit)
You have discovered that you are resistant to the Clan
or bloodline flaws present in the blood you drink. Your
domitor might be a lower Generation Nosferatu, who lives
in the sewers because her appearance is so hideous, and
yet your appearance will not change. Should members of
the Tremere or Tzimisce Clans learn of your Blood Flaw
Immunity, you may be sought after for further study. After
all, if a ghoul’s biology is such that you do not suffer as
much as your domitor, surely there’s a “cure” for the flaws
present in every Clan’s or bloodline’s blood.
This Merit no longer applies if your ghoul or revenant
is Embraced.
Used by: All ghouls and revenants
Poisonous Blood (5pt. Merit)
Due to mysterious circumstances, your character’s blood
is poisonous to vampires. Should any vampire drink from
you, every blood point imbibed causes one health level
of bashing damage.
Vampires naturally resent mortals known to possess this
blessing and may well seek their destruction. Ghouls or
revenants with this Merit may expect a similar reaction, since
blood does not have any impact on Poisonous Blood. Other
times, a scheming vampire might capture the character and
use her as bait to physically harm a rival or enemy. This Merit
is also recommended for independent ghouls or revenants
who wish to remain free from vampiric influence.
Storytellers are encouraged to have an explanation for
Poisonous Blood in their chronicles, though the player
(and likely character) may not be immediately privy to such
knowledge. Some examples include: holy protection from
a higher power, a rare ritual of protection, or a genetic
abnormality.
Used by: All ghouls and revenants
Unbondable (6pt. Merit)
You cannot be Bound to a vampire, no matter how often
you drink blood from the regnant’s veins. The Unbondable
Merit is useful for characters that do not wish to suffer
the effects of the blood bond. Thus, its cost is accordingly
high for ghouls and revenants.
The Unbondable Merit is particularly appropriate for
independent ghouls, and would go far to explain how they were
able to break free. To the vast majority of vampires, however,
any character that is Unbondable can never be trusted.
This Merit, while it may seem ideal at first glance, would mean
your ghoul’s life would be difficult and probably short-lived.
Vampires from the Tremere and Tzimisce Clans might even
go so far as to wipe out or experiment on you and your family
with this Merit, while other Clans and bloodlines may want
to drain you of blood to replicate its properties for their use.
Such a powerful Merit is extremely rare. Before selecting
this Merit, check with your Storyteller to see if this is viable
for your chronicle.
Used by: All ghouls and revenants
Virulent Strike (7pt. Merit)
Through strange thaumaturgical sorcery, unknown
rituals, or even an odd quirk of your physiology, your blood
has been imbued with the power of the supernatural. You
can cause Aggravated Damage to supernatural creatures by
striking them, biting them, or raking them with bonecrafted
spurs. This is considered standard Brawl Damage against
mortals, and should normally apply to only one attack
form (bite, bone claws, etc.).
You should work with the Storyteller to find an
explanation for this Merit, and the Storyteller may disallow
this Merit entirely if she so chooses.
Used by: All ghouls and revenants
Finicky Palate (1pt. Flaw)
Your ghoul must choose a Clan or bloodline, other than
your domitor’s, whose blood causes you an allergic reaction
when present in your bloodstream. Any time your ghoul
ingests blood from a vampire of that selected Clan, either
intentionally or forcibly, you must make a Stamina check
to avoid vomiting it up. If you are successful, the blood
remains in your system and all rolls involving Disciplines
will be at +1 difficulty until either the offensive blood is
burned off, or you consume new blood from a different
Clan, whichever comes first.
For most Camarilla ghouls, this Flaw represents little
threat. In the unlikely event that a ghoul consumes the
blood of a Kindred other than his domitor, it won’t take
long for that ghoul to find the blood he does need. For an
independent ghoul or a Clan-sponsored revenant family, on
the other hand, this Flaw could represent a dire problem.
Used by: All ghouls and revenants
Artificially Aged (2pt. Flaw)
You are an underage ghoul or revenant that has been
fleshcrafted to look like an older, mature adult. Your true
maturity is still far off in your future, but you appear to
be a decade or two older than your actual age. As long as
you remain a ghoul, your body will not age.
Due to the terrors inflicted on your young body and
mind, your character may never reconcile what has
happened to you. Physically, you might pass for a much
older person, but mentally and emotionally you are still a
child. Thus, you will likely encounter challenges in most
social situations, and your Storyteller may require you
to subtract one or more dice from rolls involving your
Social dice pools.
Used by: Like the Vicissitude Modification Merit, this
Flaw may only be added at your Storyteller’s discretion.
Offensive to Animals (2pt. Flaw)
Ghouls and revenants who take the Offensive to Animals
Flaw will have difficulty in their encounters with animals.
Dogs, wolves, bats, birds, and other creatures will act
hostile toward the character whenever she’s around, and
will likely attack the closer the character gets. Much like
the vampiric Flaw of the same name, a ghoul or revenant
who is Offensive to Animals may find it challenging to
walk freely in certain areas.
Animals will bark, howl, whine, and make noise when
the character approaches them. They may not directly
attack the ghoul unless provoked, but they will clearly
be aggressive or, alternatively, might flee from the area.
This Flaw is not recommended for ghouls or revenants
who either plan on using the Animalism Discipline or
come into contact with characters that do.
Used by: All ghouls and revenants
Vitae Sink (3pt. Flaw)
For whatever reason, your ghoul or revenant metabolizes
vitae more quickly than others do. You must be fed every
two weeks, rather than once every month, or risk losing
all supernatural Traits and will revert to your natural
state. Few ghouls with this Flaw last beyond their natural
life spans, unless their domitors are especially devoted
to them. At this increased rate, however, it is likely that
missed feedings might happen, which is why this Flaw is
deadly to independent ghouls.
Revenants who suffer from Vitae Sink replenish their
natural vitae at half the rate they normally might.
Used by: Most ghouls and revenants
Asset
Occult Library (2 or 4pt. Merit)
Your character owns a valuable collection of books
and ancient tomes about the arcane. Whenever your
ghoul accesses your library, you may lower the difficulty
of Intelligence, Occult, or research-related rolls by 1 in
relevant circumstances. You might be attempting to find
out more information about a thaumaturgical ritual, or
you might be trying to identify a strange symbol.
Having this library doesn’t automatically mean your
ghoul is an occult expert, nor does it reflect your ability
to decipher, understand, or read the texts you’ve collected.
Your library is stocked with recorded knowledge you can
conveniently refer to. If you have purchased the 4-point
version of this Merit, your character also has access to
an Occult Laboratory stocked with rare, mysterious
ingredients needed to perform the rituals described in
your books.
Ghouls in service to the Tremere, Followers of Set,
or Assamite Clans, in addition to revenants from the
Obertus or Ducheski families, are good candidates to
acquire this Asset.
Used by: All ghouls or revenants

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