Ghouls
Ghoul creation and maintenance, Discipline limits, aging, withdrawal, Renfield Syndrome, Revenant families, True Faith, and ghoul character creation.
Blood bond mechanics — formation, stages, Vinculum ratings, breaking, and the Vaulderie — are covered in full at Blood Bond.
Ghoul-specific bond note: Ghouls may not learn or use Disciplines until they have consumed vitae from the same vampire on three separate occasions (the Stage 3 bond threshold). The Tremere exception applies: two drinks from a Tremere source creates a full bond.
Ghouls
Creation
Feed a mortal 1 Blood Point of vampiric vitae. The mortal becomes a ghoul. Maintenance: 1 BP/month minimum to retain ghoul status. Three separate feedings (blood bond stages) must be completed before ghouls can learn Disciplines.
All ghouls gain Potence 1 automatically — no teacher, no cost. Additional Disciplines require a willing teacher and must be in-Clan disciplines of the domitor.
Discipline Cap by Domitor Generation
| Domitor Generation | Maximum Discipline Level |
|---|---|
| 13th–11th | 1 |
| 10th–9th | 2 |
| 8th–7th | 3 |
| 6th–5th | 4 |
| 4th | 5 |
Blood Pool
Base capacity: 2 BP vitae. +1 per 200 years as a ghoul (max 10).
Ghouls spend BP to heal as vampires: 1 BP = 1 Bashing or Lethal. Cannot soak Aggravated with Fortitude. After the third sip of vitae, can soak Lethal with Stamina (+ Fortitude if possessed).
Aging
Ghouls cease aging while vitae remains in their system.
- 100–250 years old: missed monthly feeding = age at 10× the normal rate until fed again.
- 250+ years: a single missed feeding = death (rapid dust and decay).
Withdrawal
Missing the monthly feeding is not physical addiction — it is psychological devastation. The ghoul becomes “as pathologically cunning as a dope fiend denied his fix.”
Extreme cases: sublimate blood-lust into flesh-eating or cannibalism. Abandoned ghouls frequently seek street drugs as a substitute, leading to heroin addiction and overdose. Duration approximately 1 month or (6 − Stamina) weeks.
Renfield Syndrome (prolonged bond): after fresh blood, 2–4 hours of extreme energy → crash → slavish submission → violent tantrums → severe depression → repeat. By the third week without a fix: suicidal tendencies.
Clan Weakness Transfer
5 feedings = a mitigated version of the domitor’s clan weakness begins to manifest. 12 feedings = the weakness is permanent while the ghoul continues feeding on vampiric blood.
Frenzy
Ghouls frenzy at −3 difficulty compared to vampires (easier to trigger). Common specific triggers beyond the standard list:
- Taste of blood
- Being beaten by the domitor
- The domitor endangered
- Scent of vitae while hungry
- Public humiliation
- Domitor favoring another ghoul
- Missed feeding
- Abandonment
Brujah ghouls suffer Short Fuse (as their sire’s weakness applies).
True Faith
A rare mortal trait with no connection to any specific religion. Without it, holy symbols have no mechanical effect on Kindred.
| Rating | Effect |
|---|---|
| 1 | Ward vampires: roll Faith vs difficulty equal to vampire’s current Willpower. Successes = steps the vampire is forced back. Botch = vampire advances. Holy symbol pressed to skin: each success = 1 Aggravated health level. |
| 2 | Resist Dominate and vampiric mental control by spending WP (1 point protects for a few turns). |
| 3 | Sense vampire presence (quiet surroundings, not preoccupied). Knows only that something unclean is nearby. Can purchase Awareness Skill. |
| 4 | Cannot be ghouled. Immune to Dominate, Presence, and Obfuscate. |
| 5 | Prayer, preaching, or touch may force vampires to flee or reduce them to gibbering wrecks. To resist fleeing: spend 1 WP/turn, or roll Stamina each turn at difficulty (5 + the vampire’s own Intelligence). |
Aura Perception reveals a silver or gold halo around True Faith mortals; brightness corresponds to Faith rating.
Discipline Burnout vs True Faith
Botching a Discipline roll against a True Faith bearer results in burnout for that specific power lasting a number of nights equal to the target’s Faith rating. Other powers in the same Discipline function normally during the burnout period. The same applies to Dominate and Presence used against True Faith 4+ targets.
Revenant Families
Revenants are a hybrid of vampire and mortal — born with vampiric blood, not created by it. They age to adulthood normally then stop, possess a natural Blood Pool, and can learn Disciplines without a domitor. They do not require feeding to maintain ghoul status but are drawn to vampiric vitae and vulnerable to blood bonding like any ghoul.
Natural lifespan: ~300 years before the body begins to fail. Additional vampiric blood halts this aging. A revenant who is Embraced ages to their true chronological age instantly — potentially fatal for the very old.
Frenzy: Revenant frenzies operate identically to vampires. They possess the Beast and all related mechanics.
Clan weakness transfer: Revenants who drink regularly from a single Clan vampire for 5 months develop a mitigated version of that Clan’s weakness. It persists as long as feeding continues and fades after 5 months without that Clan’s blood.
Family Disciplines
| Family | Disciplines | Notable Weakness |
|---|---|---|
| Bratovich | Animalism, Fortitude, Vicissitude | None specific |
| D’Habi | Presence, Obfuscate, Daimonion | +2 difficulty on all Willpower rolls |
| Ducheski | Auspex, Dominate, Thaumaturgy | No Social Ability may exceed 2 dots |
| Enrathi | Dominate, Obfuscate, Potence | Humanity capped at 3; Conscience capped at 2 |
| Grimaldi | Celerity, Dominate, Fortitude | Must roll Willpower (diff 7) to avoid boasting of family superiority when opportunity arises |
| Kairouan Brotherhood | Auspex, Celerity, Obfuscate | Slow Healing Flaw (V20 p.483) |
| Obertus | Auspex, Obfuscate, Vicissitude | May display Narov genetic traits |
| Oprichniki | Animalism, Obfuscate, Potence | — |
| Rafastio | Animalism, Auspex, Thaumaturgy | — |
| Rossellini | Dominate, Fortitude, Necromancy | — |
| Servants of Anushin-Rawan | Auspex, Obfuscate, Presence | — |
| Zantosa | Auspex, Presence, Vicissitude | — |
Revenant families may swap Potence for 2 alternate Disciplines from the family list. They do not require a domitor teacher but still need a willing instructor for advanced powers.
Elder Ghoul Mechanics
Blood Pool Expansion
Ghouls accumulate additional blood capacity over centuries of regular feeding:
| Age | Blood Pool Capacity |
|---|---|
| New ghoul | 2 BP |
| 200 years | 3 BP |
| 400 years | 4 BP |
| (continues +1 per 200 years) | max 10 BP |
Advanced Aging Rules
- 100–250 years old: A missed monthly feeding causes aging at 10× the normal rate until next fed.
- 250+ years: A single missed feeding is fatal — the body turns to dust within hours.
Overfeeding
A ghoul’s stomach can comfortably hold 2 BP per feeding. Consuming more requires forcing vitae into the circulatory system:
- Roll: Intelligence + Medicine, difficulty 6
- Success: No Health loss; excess vitae can be spent on Disciplines or boosting Physical Attributes up to ×2 for the scene (max 1 BP/round expenditure)
- Failure: 1 Lethal damage per excess blood point; that blood cannot be used; ghoul vomits for a full scene
- Overdose state: Frenzy chance increases; Perception and Dexterity each gain +1 die temporarily; ghoul must roll Perception + Self-Control each scene or suffer violent hallucinations
Soak (Post-3rd Feeding)
After three separate feedings from the same vampire, a ghoul can soak Lethal damage with Stamina (+ Fortitude if possessed). Aggravated damage is still soaked as a mortal. Elder ghouls (100+ years) also halve Bashing damage after soaking (round down).
Regeneration
A ghoul can regenerate lost limbs or organs:
- Cost: 1 WP + blood (1 BP for a finger/eye; 2 BP for a hand/foot; 3 BP for a full limb)
- Roll: Stamina, difficulty 8 (−1 per century of age, minimum 4)
- Success: Regrowth complete over the course of the night
Character Creation
Ghoul and Revenant Character Creation Process
Creating a ghoul or revenant PC uses the same Storyteller System as vampires but with the following differences.
Step One — Concept: Establish whether the character is a vassal (Bound to a domitor), an independent ghoul (feeds from no fixed master), or a revenant (born into a family). The domitor’s identity shapes almost every downstream choice.
Step Two — Attributes: Prioritize Physical, Social, Mental (6/4/3). One free dot in each Attribute as usual.
Step Three — Abilities: Prioritize Talents, Skills, Knowledges (11/7/4). No Ability above 3 at this stage. No automatic starting dots.
Step Four — Advantages:
- All ghouls and revenants receive 1 dot of Potence automatically, regardless of domitor Clan.
- Vassals may assign one additional dot in a Discipline that the domitor possesses.
- Independent ghouls may select one dot in any Discipline at Storyteller discretion.
- Revenants may select one dot in a family Discipline in addition to Potence (or swap Potence for two family Disciplines using the optional package below).
- 5 Backgrounds; Virtues: 7 dots for vassals and independents, 5 dots for Sabbat ghouls and revenants. One free dot in each Virtue.
Step Five — Finishing Touches:
- Humanity = Conscience + Self-Control (revenants may instead follow a Path of Enlightenment, replacing Humanity with their Path rating; no ghoul may take a Path at creation without Storyteller permission).
- Starting Willpower = Courage.
- Starting Blood Pool = 1 blood point (regardless of age; pools expand later per Elder Ghoul Mechanics).
- 21 Freebie Points.
| Trait | Freebie Cost |
|---|---|
| Attribute | 5 per dot |
| Ability | 2 per dot |
| Discipline | 10 per dot |
| Background | 1 per dot |
| Virtue | 2 per dot |
| Humanity | 1 per dot |
| Willpower | 1 per dot |
Optional Discipline Package: In the Master’s Footsteps
A ghoul who forgoes the automatic Potence dot may instead select two Disciplines from among those the domitor possesses, provided at least one is a Clan Discipline. This requires Storyteller agreement. The two chosen Disciplines must make narrative sense for the character.
For revenants the same swap applies: forgo Potence and select two Disciplines from the family list.
Characters who take this option pay 3 fewer freebie points for the first dot in a Discipline that the domitor is specifically teaching them, reflecting prior instruction.
Rare or Clan-unique Disciplines (Vicissitude, Chimerstry, Quietus) require Storyteller approval and a narrative rationale beyond mechanical convenience.
New Backgrounds for Ghouls and Revenants
Domitor (1–5 dots) — Reflects the generation and personal regard of the character’s master. Higher dots = more powerful domitor (and more Discipline access potential), but less personal concern for the ghoul’s welfare. Cannot be taken by revenants or most independent ghouls.
| Dots | Domitor Generation |
|---|---|
| 1 | 11th or higher |
| 2 | 9th–10th |
| 3 | 8th |
| 4 | 7th |
| 5 | 6th |
Double Life (1–5 dots) — The character maintains a functioning mortal identity alongside service. Each dot represents a deeper layer of that cover: acquaintances, a friend circle, a romantic relationship, family contact, or a complete maintained career and apartment. Camarilla domitors often require this for Masquerade protection.
Family Elder (1–5 dots) — Revenant-only. Reflects the character’s rank and authority within their revenant family, from Big Sister/Brother (1 dot) up to Matriarch/Patriarch (5 dots). Higher ranks have more political authority and wider responsibility but are also more entangled in inter-family and inter-Clan politics.
Majordomo (1–5 dots) — The character is the chief steward of the domitor’s household, with authority over other ghouls and mortal retainers. Dots equal the number of servants under direct command. Rarer and more trusted than a standard Retainer; the domitor grants greater operational latitude in exchange for comprehensive management of their affairs. Essentially a variant of Retainers with expanded decision-making authority.
New Skills and Knowledges
Veil of the Blood (Professional Skill) — Trains the character to mimic a vampire’s appearance: drain blood from surface skin, slow the heartbeat, adopt undead mannerisms. Useful for espionage among Kindred or for independent ghouls who use false identity as survival.
| Rating | Effect |
|---|---|
| 1 (Novice) | Fools other mortals and ghouls |
| 2 (Practiced) | Passes among higher-Generation vampires |
| 3 (Competent) | Fools most vampires at first glance |
| 4 (Expert) | Can attend Elysium without raising suspicion |
| 5 (Master) | Indistinguishable from Kindred without intensive Auspex scrutiny |
Not available at creation to revenants or Sabbat ghouls (can be learned during play).
Custodian (Expert Knowledge) — Mastery of running a vampire’s household: scheduling, managing other ghouls, receiving guests, forwarding messages on the domitor’s behalf, maintaining cover. At higher levels the character anticipates needs before they are stated and handles interactions with other Kindred directly.
| Rating | Effect |
|---|---|
| 1 | Maintain a basic apartment or small haven |
| 2 | Manage a modest household competently |
| 3 | Run operations smoothly enough to earn compliments from the domitor |
| 4 | Anticipate needs; send messages to Kindred on the domitor’s behalf |
| 5 | Affairs managed so smoothly that other Kindred know of the character’s reputation |
Discipline Rules (Full)
Who Can Learn What
Ghouls may only access Disciplines that are in-Clan for their domitor. The one exception is Potence, which all ghouls gain automatically regardless of Clan. Protean is available only to Gangrel ghouls; Thaumaturgy only to Tremere ghouls — both at Storyteller discretion.
Revenants access their family Discipline list rather than a domitor’s Clan list. They do not require a domitor to unlock Disciplines but still need a willing instructor.
Three Sips Requirement
Ghouls may not learn or use Disciplines until they have consumed vitae from the same vampire on three separate occasions (the same threshold as Stage 3 blood bond). This establishes the biological connection that makes Discipline learning possible. Revenants are born with the connection already present and are not subject to this restriction.
Discipline Fade
A former ghoul who goes without vitae for six months begins losing Discipline knowledge at a rate of one dot per Discipline per six-month period. The fading begins from the highest dot and works down. A ghoul who is re-fed before the six months expire retains all Disciplines.
Changing domitors does not cause Discipline loss — as long as vampiric blood remains in the system, all learned Disciplines remain functional, even if they come from a Clan different from the new domitor.
Discipline Limit by Domitor Generation
See the existing table above under Discipline Cap by Domitor Generation. This is the hard ceiling; earning experience points to fund a higher level does not bypass it.
Ghoul Frenzy (Full Rules)
Ghouls and revenants possess the Beast like vampires. Their frenzy triggers are the same (fear, anger, hunger, humiliation) plus additional mortal-specific triggers.
Difficulty: Frenzy rolls for ghouls are made at reduced difficulty compared to vampires (typically −2, Storyteller discretion), because their mortal psychology is more susceptible to emotional extremes.
Roll: Self-Control or Instinct (as applicable). Each success prevents frenzy for one turn, up to a maximum of 5 successes (which staves off frenzy for the scene).
Common additional triggers:
- Taste or smell of vampiric vitae when the ghoul’s blood points are low
- Witnessing the domitor attacked or threatened
- Public humiliation or being passed over in favor of another ghoul
- Domitor withholding the blood as punishment
- A missed feeding combined with accumulated stress
- Being beaten by the domitor (triggers rage-type frenzy, not fear)
Brujah ghouls suffer the Short Fuse Flaw as their domitor’s Clan weakness applies.
Revenants frenzy identically to vampires — no difficulty reduction. They have the full vampire-equivalent Beast.
Elder ghouls (100+ years) who have adopted nocturnal schedules comparable to their domitors may additionally exhibit a weakened Rötschreck response to fire and sunlight at Storyteller discretion.
Bound vs. Free Ghoul Mechanics
Bound ghouls (Stage 3 blood bond) receive their monthly feeding from a single regnant. The regnant’s Disciplines count for learning purposes. The bond gives the domitor Dominate-without-eye-contact and +2 difficulty to resist social Disciplines.
Independent ghouls must source vitae from the open market, from vampires they negotiate with, or by hunting. They are not locked to a single domitor’s Discipline list — their Discipline access follows the last consistent donor. Switching donors does not cause Discipline loss but may limit advancement (the new donor’s Generation caps further progress).
Key distinction: Blood bond maintenance (occasional drinks to keep the bond active) is a separate requirement from the monthly feeding needed to retain ghoul status. A ghoul can remain physically ghouled on one vampire’s blood while their blood bond to a different regnant slowly fades.
A ghoul’s blood bond can only be to one regnant at a time. Multiple feedings from different vampires do not create multiple bonds; only the most recent consistent feeding pattern counts toward new bond formation.
Ghoul & Revenant Experience Costs
| Trait | Cost |
|---|---|
| New Ability (0→1) | 3 XP |
| Ability | Current × 2 XP |
| Attribute | Current × 5 XP |
| Virtue | Current × 2 XP |
| Humanity | Current × 2 XP |
| Willpower | Current rating XP |
| Family/Clan Discipline (known) | Current × 15 XP |
| Other Discipline (known) | Current × 25 XP |
| New Discipline (0→1) | 20 XP |
| New Thaumaturgy Path (Tremere ghouls only, 0→1) | 20 XP |
| Existing Thaumaturgy Path (Tremere ghouls only) | Current × 15 XP |
Ghoul & Revenant Merits and Flaws
These are exclusive to ghouls and revenants unless otherwise noted. Standard V20 M&F (Acute Senses, Iron Will, Phobia, etc.) remain available — consult the full Merits & Flaws page.
Mental Merits
Loyalty (5 pt. Merit) — Revenant-only. The character displays unusual, noteworthy loyalty to a specific Clan or vampire. This earns occasional favors from that Clan, latitude to pursue personal interests on the assumption the character advances Clan goals, and improved treatment. Useful for revenants being groomed for Embrace. Used by: Ducheski, Rossellini, Kairouan Brotherhood, Servants of Anushin-Rawan.
Mental Flaws
Black and White (1 pt. Flaw) — The character sees every situation in binary terms: allies or enemies, good or evil, easy or impossible. The blood bond amplifies this, making the domitor appear entirely good and anyone who opposes them entirely bad. +1 difficulty to Social rolls where this closed worldview affects judgment.
Fixation (2, 4, or 6 pt. Flaw) — The character has a compulsion that substitutes for the rush of vampiric blood: a chemical dependency, a psychological thrill-seeking behavior, or a physical fixation. At 2 points, manageable. At 4, the ghoul misses assignments or falls asleep on duty. At 6, the addiction is terminal — the character functions at the mercy of the compulsion, and dramatic failures on Stamina checks escalate the Flaw by 2 points. Spending a Willpower delays the compulsion for one round, after which a Frenzy check is required.
Obsession (1, 2, or 5 pt. Flaw) — A persistent fixation on a person, object, or situation. At 1 point, a mild preference. At 2, the obsession threatens judgment. At 5, the character will take extreme action to maintain proximity or possession, and losing the focus triggers near-catatonia. Willpower roll (difficulty = Willpower minus Obsession dot value) to resist when deprived.
Social Merits
Benevolent Domitor (3 pt. Merit) — Ghoul-specific; requires Domitor Background 1+. The domitor holds genuine regard for the character and does not casually endanger them. The relationship resembles a firm employer-employee arrangement rather than disposable servitude. Can be purchased at 1 pt. cost when also taking Groomed for Embrace.
Groomed for Embrace (5 pt. Merit) — Ghoul-specific; requires Domitor Background. The character has been chosen for eventual Embrace and is treated as an apprentice. Elevated status among other ghouls. Access to specialized training and a third starting Discipline dot at Storyteller discretion. Drawbacks: jealous rivals, attention from the sire’s enemies, potential kidnapping. If Benevolent Domitor is also taken it costs 1 pt instead of 3.
Social Flaws
Duplicitous (3 pt. Flaw) — The character has an established reputation for playing both sides. Other characters preemptively assume betrayal is coming and act accordingly. The blood bond limits this behavior toward the domitor, but the character redirects duplicity outward — backstabbing allies to earn the domitor’s favor. +1 difficulty to Social rolls with those aware of the reputation.
Domitor Pariah (2 pt. Flaw) — The domitor is unwelcome or despised within their Clan or Sect. Other vampires who learn whom the character serves may target the character directly. Additional duties compensate for the domitor’s lack of allies. Discovering the cause of the pariah status is a potential chronicle hook.
Under Surveillance (2, 4, or 6 pt. Flaw) — Law enforcement or government agencies are monitoring the character. At 2 points, local authorities only. At 4, city and state. At 6, national coordination with potential international sharing. Risks Masquerade breach for Camarilla ghouls; domitors may conclude the character is more trouble than they are worth.
Loose Lips (3 pt. Flaw) — The character cannot consistently keep secrets, whether through compulsive gossip or stress. Most vampires will not trust this ghoul with sensitive operational information. Useful to domitors as a vector for spreading misinformation — the character may not know whether the information they carry is true.
Self-Preservation (3 pt. Flaw) — The character refuses to carry out orders that directly threaten their life. Bound ghouls must make a Willpower roll at +2 difficulty to comply with life-threatening commands. A common reason ghouls go independent. Domitors will note the deficiency.
Turncoat (4 pt. Flaw) — Revenant-focused; some independent ghouls. The character has betrayed their family or former master and is now protected by an enemy faction. The new allies remain suspicious. The former family hunts the character. Often the betrayal was sealed with a kill or sensitive intelligence handover.
Blood Feud (5 pt. Flaw) — An escalated rivalry with a specific opposing family or Clan’s ghouls that has crossed into declared enmity. When the rival is encountered, make a Frenzy check at −2 difficulty. Failure compels confrontation. May spend 1 Willpower to delay frenzy for one round. Requires Storyteller agreement naming the specific rival faction and family member.
Hunted (5 pt. Flaw) — A hunter has identified the character as supernatural and is actively pursuing them. The character’s domitor or family may treat this as a liability serious enough to warrant sacrificing the character to protect the larger operation.
Problem with Authority (5 pt. Flaw) — The character is argumentative toward authority figures at all levels. Taken to extremes, even simple instructions become contested. Bound ghouls who take this Flaw will conflict with their domitor repeatedly.
Fugitive (6 pt. Flaw) — The character is wanted by mortal authorities or a Sect for a serious transgression. Anyone in their company may become implicated. The Camarilla regards a fugitive ghoul as a Masquerade liability.
Physical Merits
Vicissitude Modifications (1–7 pt. Merit) — The character’s body has been surgically modified by Vicissitude. Requires the Monstrous Flaw (Appearance 0) regardless of how many modifications are taken.
| Modification | Cost | Effect |
|---|---|---|
| Circular Vision | 1 pt | Eye relocated to back of head; +perception rolls vs. ambush; −2 to ranged/distance rolls |
| Fangs | 1 pt | Functional bite attack per V20 p.276; −2 Manipulation dice (unless intimidating) |
| Iron Stomach | 2 pts | Digest any organic matter; +2 Stamina vs. ingested poisons; pairs with Fangs |
| Spurs | 2 pts | Bone spurs on forearms/spine; Str+2 damage; hard to conceal |
| Carapace | 3 pts | +2 soak dice vs. physical attacks |
| Patagia | 4 pts | Membranes allow gliding from elevated positions; −1 soak die vs. bashing/blunt |
Modified ghouls cannot heal damaged Vicissitude modifications with blood. To remove or repair one, the character must possess a Vicissitude level exceeding the vampire who made the modification.
Physical Flaws
Albino (1 pt. Flaw) — Absent skin pigmentation; stands out in crowds and cannot blend easily. Highly vulnerable to sunburn. Can be used to intimidate if the character has an appropriate reputation. −1 die to Stealth or social blending in bright public conditions.
Light Sensitive (2, 4, or 6 pt. Flaw) — Progressive sensitivity to bright light, often the result of Setite or similar Clan vitae. At 2 pts, prescription sunglasses and avoidance of harsh sun. At 4 pts, painful rashes and functional impairment in bright sunlight. At 6 pts, bright light is nearly paralyzing; full sunlight exposure deals 1 level bashing damage per 15 minutes (4 bashing/hour), healed normally.
Cannibal (3 pt. Flaw) — Compulsion to consume human flesh as a surrogate for vampiric blood. Common in Bratovich revenants but available to any ghoul. Vitae generally suppresses transmission of flesh-borne illness; ceasing to feed allows infections to take hold. Requires discretion — the character is aware of social consequences but feels compelled regardless. Willpower roll to avoid leaving evidence.
Hemophiliac (3 pt. Flaw) — Does not stop bleeding without medical assistance. Any lethal or aggravated damage deal an additional bashing level every 5 minutes until the wound is dressed. A vampire can stop the bleeding by licking the bite wound after feeding.
Seizures (3 pt. Flaw) — Stress-triggered seizures, exacerbated by the horrors of ghoul service. Not reliably treatable without medical investigation the character may be unwilling to seek. Can occur during critical moments; Storyteller timing.
Supernatural Merits
Loyalty (see Mental Merits above)
Recommended V20 M&F for Ghouls and Revenants
The following V20 base Merits/Flaws are explicitly sanctioned for ghoul and revenant use: Acute Sense, Ambidextrous, Bruiser, Catlike Balance, Daredevil, Common Sense, Concentration, Eidetic Memory, Iron Will, Calm Heart, Oracular Ability, Magic Resistance, Light-Sensitive (superseded by the version above), Slow Healing, Addiction, Phobia, Short Fuse, Soft-Hearted, Mistaken Identity, Lucky, Cursed.
The following V20 base M&F are not available to ghouls and revenants: Blush of Health, Efficient Digestion, Generational Flaws (14th/15th gen), Dulled Bite, Infectious Bite, Glowing Eyes, Monstrous (unless specifically from Vicissitude Modifications above), Thin Blood, Infertile Vitae, Prey Exclusion, Prestigious Sire, Clan Friendship, Former Ghoul, Escaped Target, Additional Discipline, Hidden Diablerie, Cold Breeze, Touch of Frost, Grip of the Damned.
Ghoul Magi (Tal’Mahe’Ra)
Awakened sorcerers (mages with true magical Awakening) cannot practice Awakened magic after the Embrace — the vampiric condition destroys or expels the enlightened soul. As ghouls, however, they retain their powers with significant limitations. The Tal’Mahe’Ra deliberately creates and maintains Ghoul Magi as living sorcerous weapons.
Advantages
Emulating the Damned: When a ghoul mage uses magic to emulate vampiric powers as described in mortal legend (sprouting fangs, unnatural strength), the spell is Subtle per Archaic Sorcery rules. Does not apply to stranger Kindred powers (e.g., Tzimisce flesh-shaping).
Blood as Quintessence: A ghoul mage may spend vampiric blood as Quintessence once ingested. The 1 BP/month maintenance cost cannot be used this way — only excess blood above that.
Disadvantages
Damned Backlashes: When a spell goes awry, failure may manifest as a vampiric weakness — burning in sunlight, inability to cross running water, classic Kindred traits. Occultists aware of this use it to identify ghoul magi.
Spiritual Stasis: A ghoul cannot advance their magical Foundation. The Beast’s faint whisper in ghoul blood makes greater Awakening communion impossible. Some undertake cyclical “blood fasts” to pursue enlightenment, at the cost of aging, addiction withdrawal, and potential sanity loss.
Revenant Exception: Revenants avoid Spiritual Stasis but must maintain Humanity or Path rating = 2 + desired Foundation rank until reaching Morality 10. If rating drops below minimum, effective Foundation rank drops temporarily. Awakened revenants who reach Humanity/Path 2 or below lose their Awakening permanently and gain a permanent derangement.
Blood Familiars
The most sophisticated use of Ghoul Magi — a ritual bond allowing a vampire to cast the bound mage’s spells as if they were Awakened.
Two creation methods:
Offering the Awakened Soul (Awakened spell: Deva ●●●●●) — Cast on vampire and mage simultaneously. The mage reverently ingests the vampire’s blood, joining their souls. Required successes: mage’s Willpower + Foundation (plus additional for duration). Default duration: one night. The mage may resist with counterspells or as a mental attack defense.
Chain the Enlightened (Combination Discipline: Dominate ●●●●●●, Auspex ●●●●●) — Cost: 42 XP. The vampire confines the mage, places a hand on their brow, and invades their mystic soul. Roll: Charisma + Occult (difficulty 7) vs. mage’s Willpower (difficulty 7; mage may choose not to resist). Extended contested action: 1 roll per hour of concentration. If vampire accumulates successes = mage’s Foundation: bound as Blood Familiar for one year and a night. If mage accumulates that many successes first: she throws off the power and it can never be used on her again.
Using a Blood Familiar
Occult requirement: The vampire must possess Occult or blood magic dots at rating 2 + the desired spell’s dot level.
Blood as Quintessence: Cannot use the mage’s innate Quintessence. Substitute own blood at 1 BP per Quintessence point. Each spell costs 1 BP per dot of the highest Pillar required.
Stolen Sorcery: The vampire casts using the mage’s dice pools, limited by the mage’s knowledge. Both must exist in the same realm. When the vampire casts, the mage cannot — the Blood Familiar’s spirit is occupied.
Sympathetic Proxy: The bond is so intimate that the presence of one counts as having a body sample of the other (relevant for targeting magic).
Victim of Backlash: Scourge accumulates in the mage; the vampire is the primary Backlash target.
Shared Doom: If either party dies, the survivor suffers 10 dice aggravated damage (the dead party’s fatal injuries replicate on the survivor). Mortals generally cannot soak this.
Broken by Enlightenment: Any increase in the mage’s Foundation severs the bond. For this reason it is common practice to ghoul Blood Familiars permanently, which prevents Foundation advancement.