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Ghoul Families [Hack]

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  • amechra
    Alright, let's have some fun with this:

    Hereditary Disciplines: Celerity, Majesty, Vigor
    Boon: A Daeva begins with an additional dot in one of their Hereditary disciplines, as well as the Taste of the Serpent merit.
    Bane: The Daeva treat anyone who helps them fulfil their Vice as if they also had the Taste of the Serpent merit.

    Hereditary Disciplines: Animalism, Protean, Resilience
    Boon: A Gangrel begins with an additional dot in one of their Hereditary disciplines, as well as the Taste of the Wild merit.
    Bane: The Gangrel must always Go For Blood in combat, even if the fight in question is just light sparring or an exhibition match.

    Hereditary Disciplines: Auspex, Celerity, Obfuscate
    Boon: A Mekhet begins with an additional dot in one of their Hereditary disciplines, as well as the Taste of Shadows merit.
    Bane: The Mekhet suffer from their choice of the Asmundarson or Gravenor banes.

    Hereditary Disciplines: Nightmare, Obfuscate, Vigor
    Boon: A Nosferatu begins with an additional dot in one of their Hereditary disciplines, as well as the Taste of Fear merit.
    Bane: The Nosferatu gain an inverted version of Striking Looks ••; rather than gaining a bonus when it applies, they instead take an equal penalty.

    Hereditary Disciplines: Animalism, Dominate, Resilience
    Boon: A Ventrue begins with an additional dot in one of their Hereditary disciplines, as well as the Taste of Gold merit.
    Bane: The Ventrue gain no bonus to Breaking Points due to their Virtue, and double the penalty to Breaking Points due to indulging their Vice.

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  • Elfive
    Actually I just looked it up and I was misremembering. They lose the use of disciplines like everyone else.

    Oh, but the slowed ageing is (/was) from birth, not puberty. The book notes it makes them a bit creepy as kids because you end up with someone who looks 12 by the time they hit 18. If you want to scrap that bit I'll understand.
    Last edited by Elfive; 05-13-2015, 08:19 AM.

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  • amechra
    I actually wasn't aware of the fact that they age at 2/3 of the normal rate. I'll edit that in. I'm on the fence about whether or not they should still be able to use Disciplines while Deprived; I'll think about it.

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  • Elfive
    Until they receive their fist dose of vitae hereditary ghouls age 2 years for every 3 they live. 1e also had them continue to age at that rate if they ever missed a dose. I think they also kept the use of any free disciplines they knew, but considering that includes the physical ones now you might not want to go with that.

    Also regarding the vitae farming, I expect the lethal damage it causes would be enough to curb repeated use. Unless the ghoul was a wolfblood with a healing tell, anyway. That said I can see the reasoning in avoiding letting the ghoul farm themselves like a strix can in a living host.

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  • amechra
    1) I've written two so far. Kinda a small sample size, don't you think (also I ran out of effects after 4. Both times.)
    2) OK, I was a little too cautious. I think I'll remove the Willpower cost; I mean, there still has to be something to stop them from doing it every night.
    3) I thought all Ghouls didn't age? Vitae Tolerance just means that they don't age a year each week if they don't pay their Vitae tax.
    4) I'm not married to the benefit; it was literally just the first thing to come to mind. I guess I could replace it with a Raised By Wolves-type benefit, where they are completely unphased with blood and don't suffer Breaking Points due to Vampire mojo.

    In fact, I think I'll go ahead and do that.

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  • Thorbes
    Only thing I find odd is the first (2 dots) effect of Born Ghoul. It seems like these families wouldn't ever be allowed to exist if vampires knew that they are more dificult to control than regular ghouls.
    Last edited by Thorbes; 05-13-2015, 05:54 AM.

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  • Elfive
    I like it. Especially how you also dragged in the old WoD revenant ability to make their own vitae.

    Couple of questions: 1) Why do your supernatural style merits always start at 2 dots? 2) The Blood is the Life requires a point of willpower, a lethal damage, skipping a willpower gain and it can only be done once per day. Do you not think this is a little overboard? I think two of those drawbacks at most would be sufficient cost. Oh, and 3) do they not age more slowly than regular humans in your scheme? That was one of the few traits actually mentioned in Requiem 2e.

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  • amechra
    started a topic Ghoul Families [Hack]

    Ghoul Families [Hack]

    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.

    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.

    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.

    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.

    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.

    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.

    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.
    Last edited by amechra; 05-13-2015, 07:58 AM.