If you glance at page 296 of B&S, mention is made of Ghoul Families. There were also some rules for Ghoul Families in 1e; so I decided to hack those "forward". You might notice that the Angustri and the Bulls aren't here. That was intentional; I leave you to draw your own conclusions as to why.
Ghoul Heredity
An odd quirk of the blood, Ghoul "dynasties" are a phenomena that arises every so often where a Ghoul's condition becomes hereditary. While these family lines aren't always the most stable, usually dying out or dispersing after a few generations, a small number of lineages do manage to survive due to either luck or a Kindred hand.
Benefits
The following benefits are in addition to the benefits of being a Ghoul.
Adoption: All Ghouls that are members of a Family have been "adopted"; despite the term, this also applies to Ghouls born as part of the family. Any "dynastic" Ghoul can feed another Ghoul one Vitae and spend one Willpower dot to adopt that Ghoul into the family, giving them all the inherent benefits and drawbacks of being "part of the family". If the Ghoul in question is pregnant, they may adopt their unborn child as if they were a Ghoul.
Aging: A hereditary Ghoul ages normally until they hit puberty; after that point, they only age two years for every three they actually live. This aging is paused when they become a Ghoul, as usual.
Hereditary Disciplines: Some lineages pass certain Disciplines down through their blood; Ghouls of that family line may take a dot in any of those Disciplines as one of their starting Disciplines, in addition to the Clan Disciplines of their Regent.
Vitae Tolerance: A "dynastic" Ghoul is born with a trace of Vitae in their system; while they still age when Deprived of Vitae, they age at their normal rate rather than one year per week. They also may take dots in the Born Ghoul merit.
Kindred Sense: All "dynastic" Ghouls receive Unseen Senses (Kindred) for free.
Lineage Boon and Bane: Each "dynasty" has a Boon and a Bane; a Ghoul of that lineage automatically gains both. When exactly the Boon and Bane develop varies based on the Ghoul; in some cases, they showed signs prior to becoming a Ghoul. In other cases, the Ghoul in question might not develop them until up to a year after first being affected.
Born Ghoul [Supernatural, Style; •• - •••••]
Prerequisite: Must be a Ghoul, must have been born into a Ghoul Family.
Unlike most Ghouls, you were literally born this way; as such, your body has developed a high tolerance to Vitae, and your biology has become strange and twisted.
Born to the All-Night Society (••): When you grow up around blood-drinking monsters, you tend to have a strong stomach. You never need to make Composure, Stamina, or Resolve rolls to resist the biologically strange, and you never suffer Breaking Points due to observing the supernatural abilities of Ghouls or Kindred.
Filling the Tanks (•••): You have grown used to holding Vitae; add your dots in this Merit to your Stamina for the purposes of determining your maximum Vitae. However, "used to" doesn't mean "happy with"; you feel bloated and slightly nauseous as long as you have more Vitae in your pool than your actual Stamina, preventing you from regaining Willpower through rest.
The Blood is the Life (••••): Your body knows how to convert Vitae into flesh and blood; more worryingly, it has learned to work the other way around. You may choose to take 1 level of Lethal damage whenever you would recover Willpower through rest; doing so allows you to gain one Vitae instead of one Willpower.
Vitae Symbiosis (•••••): The Vitae in your veins is as natural as the blood it uses as a medium; unlike other Ghouls, the cycle doesn't leak nearly as much. You only have to spend Vitae once per year to remain a Ghoul, rather than once per month. In addition, you may reflexively spend one Willpower to increase your spending limit for Vitae by one for that turn.
Example Lineages
For more information on these Ghoul Families, check the appropriate books.
Alley Men
Hereditary Disciplines: Any that are not Clan-specific; an Alley Man selects both of their starting Disciplines from their Hereditary Disciplines.
Boon: Alley Men are "feral" Ghouls and do not possess a Regent; they also receive the benefits of the Weakened Bond and Vitae Hound merits.
Bane: Alley Men don't have a Regent; good luck surviving in city politics.
Asmundarson
Boon: All members of the Asmundarson family line gain an additional dot of Stamina.
Bane: The Asmundarson's all suffer from sunlight as if they were Kindred with Blood Potency 1 and Humanity 7.
Bellsmeade
Hereditary Disciplines: Animalism
Boon: All Bellsmeades receive a dot of Animalism in addition to their other starting Disciplines.
Bane: The Bellsmeade line suffer from hereditary form of OCD; they all receive the Compulsion Condition, with a (seemingly random) trigger chosen by their player.
Children of Nirriti
Hereditary Disciplines: Cruac
Boon: A Child of Nirriti gains a dot in Status (Circle of the Crone); they also begin with an additional dot in Occult and an Occult Speciality in Cruac.
Bane: A Child of Nirriti that wishes to use Cruac finds that their Integrity is subject to the same limitations as Humanity vis-a-vis Cruac.
Crassus
Boon: A member of the Crassus line receives the benefits of the Barfly and Fixer merits, thanks to being able to bank on their family's reputation.
Bane: Any member of the Crassus lineage that passes up an opportunity to indulge in their Vice loses one Willpower at the end of that Scene.
Gravenor
Boon: A Gravenor's Unseen Senses apply to all Supernatural phenomena rather than just Kindred; they additionally receive the benefits of the Clear-Sighted merit.
Boon: Each member of the Gravenor line suffers from a Bane as if they were a Kindred with a Humanity of 6.
Hostewicks
Boon: All Hostewicks receive an additional dot of Composure.
Bane: Hostewicks are completely incapable of learning or using Majesty.
Phanariot (Mythologies 119-125)
Hereditary Disciplines: Dominate
Boon: Phanariots add their Discipline dots to Discipline activation rolls resisted or contested by Kindred. Additionally, their Regent develops the Dependent condition with regards to the Phanariot.
Bane: All Phanariots possess a third-stage Vinculum tied to some extra-dimensional horror; this Vinculum is permanent, and they receive commands from this horror in their dreams.
Ghoul Heredity
An odd quirk of the blood, Ghoul "dynasties" are a phenomena that arises every so often where a Ghoul's condition becomes hereditary. While these family lines aren't always the most stable, usually dying out or dispersing after a few generations, a small number of lineages do manage to survive due to either luck or a Kindred hand.
Benefits
The following benefits are in addition to the benefits of being a Ghoul.
Adoption: All Ghouls that are members of a Family have been "adopted"; despite the term, this also applies to Ghouls born as part of the family. Any "dynastic" Ghoul can feed another Ghoul one Vitae and spend one Willpower dot to adopt that Ghoul into the family, giving them all the inherent benefits and drawbacks of being "part of the family". If the Ghoul in question is pregnant, they may adopt their unborn child as if they were a Ghoul.
Aging: A hereditary Ghoul ages normally until they hit puberty; after that point, they only age two years for every three they actually live. This aging is paused when they become a Ghoul, as usual.
Hereditary Disciplines: Some lineages pass certain Disciplines down through their blood; Ghouls of that family line may take a dot in any of those Disciplines as one of their starting Disciplines, in addition to the Clan Disciplines of their Regent.
Vitae Tolerance: A "dynastic" Ghoul is born with a trace of Vitae in their system; while they still age when Deprived of Vitae, they age at their normal rate rather than one year per week. They also may take dots in the Born Ghoul merit.
Kindred Sense: All "dynastic" Ghouls receive Unseen Senses (Kindred) for free.
Lineage Boon and Bane: Each "dynasty" has a Boon and a Bane; a Ghoul of that lineage automatically gains both. When exactly the Boon and Bane develop varies based on the Ghoul; in some cases, they showed signs prior to becoming a Ghoul. In other cases, the Ghoul in question might not develop them until up to a year after first being affected.
Born Ghoul [Supernatural, Style; •• - •••••]
Prerequisite: Must be a Ghoul, must have been born into a Ghoul Family.
Unlike most Ghouls, you were literally born this way; as such, your body has developed a high tolerance to Vitae, and your biology has become strange and twisted.
Born to the All-Night Society (••): When you grow up around blood-drinking monsters, you tend to have a strong stomach. You never need to make Composure, Stamina, or Resolve rolls to resist the biologically strange, and you never suffer Breaking Points due to observing the supernatural abilities of Ghouls or Kindred.
Filling the Tanks (•••): You have grown used to holding Vitae; add your dots in this Merit to your Stamina for the purposes of determining your maximum Vitae. However, "used to" doesn't mean "happy with"; you feel bloated and slightly nauseous as long as you have more Vitae in your pool than your actual Stamina, preventing you from regaining Willpower through rest.
The Blood is the Life (••••): Your body knows how to convert Vitae into flesh and blood; more worryingly, it has learned to work the other way around. You may choose to take 1 level of Lethal damage whenever you would recover Willpower through rest; doing so allows you to gain one Vitae instead of one Willpower.
Vitae Symbiosis (•••••): The Vitae in your veins is as natural as the blood it uses as a medium; unlike other Ghouls, the cycle doesn't leak nearly as much. You only have to spend Vitae once per year to remain a Ghoul, rather than once per month. In addition, you may reflexively spend one Willpower to increase your spending limit for Vitae by one for that turn.
Example Lineages
For more information on these Ghoul Families, check the appropriate books.
Alley Men
Hereditary Disciplines: Any that are not Clan-specific; an Alley Man selects both of their starting Disciplines from their Hereditary Disciplines.
Boon: Alley Men are "feral" Ghouls and do not possess a Regent; they also receive the benefits of the Weakened Bond and Vitae Hound merits.
Bane: Alley Men don't have a Regent; good luck surviving in city politics.
Asmundarson
Boon: All members of the Asmundarson family line gain an additional dot of Stamina.
Bane: The Asmundarson's all suffer from sunlight as if they were Kindred with Blood Potency 1 and Humanity 7.
Bellsmeade
Hereditary Disciplines: Animalism
Boon: All Bellsmeades receive a dot of Animalism in addition to their other starting Disciplines.
Bane: The Bellsmeade line suffer from hereditary form of OCD; they all receive the Compulsion Condition, with a (seemingly random) trigger chosen by their player.
Children of Nirriti
Hereditary Disciplines: Cruac
Boon: A Child of Nirriti gains a dot in Status (Circle of the Crone); they also begin with an additional dot in Occult and an Occult Speciality in Cruac.
Bane: A Child of Nirriti that wishes to use Cruac finds that their Integrity is subject to the same limitations as Humanity vis-a-vis Cruac.
Crassus
Boon: A member of the Crassus line receives the benefits of the Barfly and Fixer merits, thanks to being able to bank on their family's reputation.
Bane: Any member of the Crassus lineage that passes up an opportunity to indulge in their Vice loses one Willpower at the end of that Scene.
Gravenor
Boon: A Gravenor's Unseen Senses apply to all Supernatural phenomena rather than just Kindred; they additionally receive the benefits of the Clear-Sighted merit.
Boon: Each member of the Gravenor line suffers from a Bane as if they were a Kindred with a Humanity of 6.
Hostewicks
Boon: All Hostewicks receive an additional dot of Composure.
Bane: Hostewicks are completely incapable of learning or using Majesty.
Phanariot (Mythologies 119-125)
Hereditary Disciplines: Dominate
Boon: Phanariots add their Discipline dots to Discipline activation rolls resisted or contested by Kindred. Additionally, their Regent develops the Dependent condition with regards to the Phanariot.
Bane: All Phanariots possess a third-stage Vinculum tied to some extra-dimensional horror; this Vinculum is permanent, and they receive commands from this horror in their dreams.
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