Ghoul

Ghouls, the trusted (hah) minions of the vampire, have changed somewhat since the early night, becoming more powerful and varied. They can now learn disciplines in a similar fashion to vampires, though not quite as easily or well, and they can sometimes even be "free agents", or hunters.
Also, there is the concept of the Revenant, a form of Ghoul originally created by the Tzimisce. The Revenants are families who have been in service to vampires for generations, and have consumed so much kindred vitae that their natural state is that of the Ghoul.


Ghouls

Ghoul Player Characters
Most of the following assumes that Ghouls will be used as PCs in your vampire game, or at least as detailed NPCs rather than faceless minions. How you deal with a Ghoul PC depends on the nature of your campaign. In a mortals game, Ghouls should be built on the same points as everyone else, and have to buy Unusual Background: Ghoul. I recommend that this be priced at 10 points (this is equal to the cost for Numina in my campaign, see comments). In these circumstances, the character will usually be independant of any vampiric mastery, but will have to hunt for vitae much as a vampire hunts for blood, or loose her Ghoul nature, and any disciplines learned. Also in such a case, the player may select what clan the Ghoul has most recently fed from, and purchase starting disciplines accordingly.
On the other hand, in a game where most of the players are vampires, the Ghoul should be built on 150-200 points, or more if the vampire PCs are particularly powerful. The Unusual Background is not required here, as it is a very simple matter for the character to become a Ghoul in such a game. On the other hand, a Ghoul in such a game is far more likely to be Blood Bonded, perhaps even to another character. Bear in mind that the other character will then have to purchase the Regency advantage, so players and GMs may want to talk through such a situation before play arises, and perhaps come to agreements better suited to their campaign. A Ghoul in a predominantly vampire game should one of the following disadvantages; Social Stigma: Property [-10 points], or Vampiric Status -2 [-10 points]

The Ghoul Package
The basic Ghoul package is now somewhat different from that presented on the sidebar of p.VtM45. Other that the description of what Ghouls are like and how they are created, ignore it completely. The new Ghoul package includes Blood Healing [25 points], Berserk [-15 points], The Draining [-10 points], Secret: Ghoul [-10 points], Potence lvl. 1 [4 points], and 1 other discipline at level 1 [variable]. The total cost to play a Ghoul is -6 points, plus the cost of the extra discipline.
Other likely advantages and disadvantages include Patron, Allies, Extra Fatigue, Contacts, Resources, Addiction, Blood Bonded, Duty (often Involuntary or Extremley Hazardous), more Secrets, etc. Some of these are discussed below.

Disciplines
Ghouls learn disciplines in a similar fashion to vampires, though with some restrictions. In addition to their starting level in Potence, the new Ghoul will gain 1 level in a clan discipline of the vampire providing them with vitae. This may or may not require the purchase of a skill level. For example, Blaise the about-to-be-a-Ghoul is drinking from Cullen the Brujah. Blaise gets 1 level of Potence by virtue of becoming a Ghoul, and can then choose to get 1 level of Fortitude, another level of Potence, or 1 level of Presence. If he selects Presence, he will have to buy a skill level to go with his newfound power, like a normal vampire.
Once a discipline has been learned in this way, then future character points may be spent to improve it in the same manner as a vampire. With time the Ghoul can learn all of the clan disciplines of their supplier. A vampiric patron is only required to teach level 1 in a discipline, after that it can be improved through practise.
Should the Ghoul gain a new patron from another clan, then he can start learning a new set of clan disciplines, in the same manner as detailed above. He does not loose any existing disciplines by doing this. As should be obvious from this, an old and canny Ghoul can be a potent individual, equalling or overcoming neonate vampires. In fact, as long as they can find a vampire to feed from, Ghouls only have one flaw - level.
The maximum level a Ghoul can achieve in a discipline is dependent on the generation of the vampire they feed from, as shown below. Note that a Ghoul who "transfers" from one vampire to another of a higher generation will loose any no-longer sustainable levels in disciplines.

Patrons
Generally, a Ghoul will have a Patron at some level, representing the vampire on whom she depends for vitae. It is a very rare occurrence for this not to be balanced by the Blood Bonded disadvantage: vampires do not give power without expecting something in response. A Patron may be another character (see above) or an NPC, and such a relationship can serve as starting point for many games.
Assuming that they are the source of vitae for a Ghoul, vampiric Patrons should appear quite often or all of the time (12- or 15-, respectively), and will typically have a base cost of at least 15 points. As examples:

Vampires are often petty creatures, and regard Ghouls as tools. In such a case, what one's Patron has done reflects onto the Ghoul, which may amount to certain Social advantages or disadvantages. These are often completely outside of the control or capabilities of the Ghoul, and may be assigned or removed by the GM at whim during a campaign, without worrying too much about points totals. Such advantages and disadvantages include:

Ghouls and Clans
Though there are no hard-and-fast rules for this, a Ghoul who spends time drinking from one particular kindred will often start to display traits associated with that clan. How long these traits take to inflict themselves, and how severe they are, is up to the GM. These should be based on the Generation and clan of the patronising vampire, how often the Ghoul feeds, etc.

Clan                            Sample Effects
Assamites A very gradual darkening of the features (treat as a Quirk), or Bloodlust
Brujah Bad Temper
Followers of Set Photophobia or light-sensitivity; treat as a Quirk except for truely ancient Ghouls
Gangrel Degrading Appearance as minor Animal Features (coarse hair, rough skin, hirsute) appear
Giovanni As all the Giovanni flaws are based on their corrupt Kiss, none
Lasombra Preference for darkness; treat as a Quirk
Malkavian Minor mental flaws (Quirks or 5-pointers), often based on the dementia of their patron
Nosferatu Appearance: Unattractive or Ugly, or Eerie Presence
Ravnos None
Toreador Fascination for detail; treat as a Quirk
Tremere None
Tzimisce None, but a gradual loss of humanity due to working for the Fiends
Ventrue None
Caitiff / Pander None


Embracing Ghouls



Revenants



Hell Hounds




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