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Conquer thyself, till thou has done this, thou art but a slave; for it is almost as well to be subjected to another's appetite as to thine own.
 - Sir Richard Francis Burton

Non-Kindred Character Creation Rules
Includes PC Ghouls, NPC Ghouls, NPC Mortals and NPC Animals


PC Ghoul Creation

Use the rules in Ghoul: Fatal Addiction (available from the game library at the Bookkeeping Table)

NPC Ghoul Creation (Retainer Background)

Attributes (6/4/3)
Abilities (11/7/4)
Ghoul Backgrounds (0) NPC Ghoul Backgrounds are purchased via player XP at Secondary Skill cost: (First dot 2xp, additional dots at 1 times Current Rating.) (PC ghouls can buy backgrounds normally) This is so spending one point in Retainers doesn't give you Resources five automatically or something equally unbalanced.
Virtues (7)
Disciplines (1 chosen from Celerity, Fortitude, Potence)
Willpower (Courage rating) NPC Ghouls have a maximum willpower of six at character creation.
Freebies (21)

For each level of retainers, you may have one starting ghoul.  Alternatively, you may choose to have only one ghoul, and for each additional level of retainers you may add five (5) freebie points to the ghoul’s sheet. 

  • Ghouls may not exchange all of their 'mortal' blood points for Vitae. (per G:FA pg 30) The STs have opted not to use that optional rule.
  • Mortals (and Ghouls) contain a total of 10 mortal blood points. A ghoul may contain additional points of Vitae on top of thier mortal blood.
  • The total number of Vitae (Vampiric blood points) that a ghoul can carry is based on Stamina and Age, per the G:FA book.
  • Ghouls may purchase Attributes with experience at the same cost as theri vampiric counterparts (as opposed to the increased costs listed on pg. 85 of G:FA)

Ghoul Vitae holding capabilities:

For each Stamina Trait a Ghoul has, they may hold one additional point of vitae (other than the base 1) Also for each century as a ghoul, the PC may contain an additional point of vitae.

So, for example a ghoul with Stamina 3 that has been a ghoul for 200 years can hold 6 Vampiric Blood Points.

A Ghoul loses 1pt of Vitae per month, much like a Kindred loses a blood point each night. A ghoul regains blood at a rate of one blood point per month.

PC Ghouls receiving the Embrace:

Gain 2 Attribute dots
Gain 2 Ability dots
Gain 1 Discipline dot

The Attribute and Ability dots will be discussed with an ST to determine the appropriateness of the placement in regards to your character.

The Discipline dot must be an in-clan Discipline.

An in-game embrace can also be an easy justification for other major character changes such as Purchasing more Willpower, Humanity, Virtues, obtaining different merits and buying off flaws. Changes such as these are also at ST discretion. (You may be asked to convert a 'Mortal' merit to an applicable 'Vampiric' merit etc.)

NPC Mortal Creation

Attributes (6/4/3)
Abilities (11/7/4)
Backgrounds (0) NPC  Backgrounds are purchased via player XP at Secondary Skill cost: (First dot 2xp, additional dots at 1 times Current Rating.)
Virtues (7)
Disciplines (0, its a mortal)
Willpower (courage rating) NPC Mortals have a maximum willpower of five at character creation (4 is mortal average).
Freebies (21)
For each level of retainers, you may have one mortal retainer (a butler, a driver, or other servant-like person). 

All retainers must have character sheets, not just an index card, turned in to the STs, and it’s a good idea to keep copies of them with your character sheet. Weapons and Equipment cards for ghouls are a good thing too.

NPC Retainers can control influence traits, but if that retainer is destroyed, their influences go back into the pool. If you want them to control more influence, consider a PC ghoul, but beware: retainers can be competent and loyal, but are not always both. Influences used by retainers are by nature Indirect Actions for the vampire, and therefore more difficult to Trace.


NPC and Ghouled Animals

Animal ghouls can be purchased at a cost of 1 dot of Retainer for each full blood point needed to ghoul them. For example, rats take a mere 1/4 of a blood point each, so your character could get 4 rats for a single dot in retainer. Large dogs cost 2 blood each, so you get 1 per dot in Retainer spent. Animals must be purchased in increments of a full dot.

Use the stats for the animals in the back of the V:TM Revised core book plus 1 point of Potence or Fortitude.  While animal retainers may not be able to buy a house or open a banking account for your character, they may sense Kindred, see through Obfuscate and can't be affected by vampiric Disciplines such as Dominate or Presence, so these fiercely loyal animal servitors are well worth it as guard creatures.

Animals can also be Blood Bonded, without ghouling, but must be purchased as retainers as well, though you get double the animal amount as ghouled animals, thus you could have 8 Blood Bonded rats for your 1 dot in Retainer. All animals must be represented on stamped cards, with stats. You may spend XP on your animals within reason, but remember that if that animal dies, you loose the XP spent.

Remember that both ghouled and bonded animals feel the need to be near your character and receive your affection, so think really carefully before your character leaves her dog alone too long, lest her haven suffer the wrath of separation anxiety (plus Potence).

The Nosferatu "Spawning Pool" allows for bonding animals only, these animals will not be represented on cards, but rather represent the animals that are in the sewers. All Nos get a +2 to all Animalism or Animal Ken rolls when in the sewers. Animals that Nosferatu wish to use outside the sewers must be purchased as normal.

Insects cannot be Blood Bonded or Ghouled.

Go to the next Rules section: House Rules.

 
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