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Norwich Gazette
Monday, January 22nd 1900.

Sunrise: 8:10 AM
Sunset: 4:00 PM
Temperature: 25F

Cloudy and dim, significant windchill. Surface snow 2 inches within city, significant chance of light snowfall. Residents are warned of ice and cold.

Ghoul Creation & Rules

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Ghoul Creation & Rules

Post  God on Fri Jul 08, 2016 1:41 pm

'Come here – I have a task for you.'

Companion, servant, underling, pawn, emergency snack – call them what you will, but ghouls fill a special niche in Kindred society. For all their power, they cannot operate during the day – and while they are immortal, once you subtract the hours hunting and the like they actually have less hours to achieve stuff than even the stupidest of Kine.

Good job they can be enslaved then.

After much thought, I have decided the following...

- Human ghouls will not have a full character sheet; however, they will have a partial sheet [similar to your character's 'Base Rolls' card].

- Every ghoul will be constructed as a collaborative effort between the player and myself. While they're primarily your baby, my decision is final [as ever].

- Interactions between your ghoul[s] and your character during Downtime will be decided by rolls in a myriad of actions, from socialisation to leadership. Even such things as the nature / demeanour of both master and servant will be taken into account.

- Ghouls will improve over the years; this is automatic and free. However, if your character wishes to teach your ghoul new tricks, this will cost XP.

- Ghouls do not earn their own XP.

- When on a mission, I will control the ghoul. In purely social interactions, the player controls it [though I reserve the right to take control at any time].

- Ghouls are only able to 'teach' themselves Celerity, Fortitude and Potence. Other Disciplines can be taught to a human ghoul – the costs and which ones can be taught will be decided on a case-by-case basis.

- All Backgrounds for the ghoul will be included in their domitor's sheet.


Last edited by God on Tue Apr 11, 2017 5:09 pm; edited 1 time in total

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Re: Ghoul Creation & Rules

Post  God on Fri Jul 08, 2016 2:06 pm

Human Ghoul Creation Steps.

- Fill in template sheet below.
- Ghoul has 7 taggable skills; select one Primary, 2 Secondary and 4 Tertiary. See your Characters' 'Base Rolls' card for the options.
- Select one physical Discipline.
- If you so wish, further details about your ghoul can be provided in your 'Sparks of Unlife'.

Human ghoul sheet layout:

Name:

Nature:
Demeanour:
Role[s]:
Mortal Occupation:
Born:

Ghouled:
Apparent Age:
Base Rolls:
Disciplines:

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Re: Ghoul Creation & Rules

Post  God on Fri Jul 08, 2016 3:17 pm

Animal Ghoul Creation Steps.

- Fill in template below.
- Ghoul has four taggable skills; two primary and two secondary. See your Characters' 'Base Rolls' card for the options. Naturally, some are not applicable for an animal.
- Select one physical Discipline.
- If you have decided to purchase a 'beefed-up' animal, you may select one more physical Discipline and one more secondary skill tag.
- I will be using the animal templates laid out in the V20 core book for stats.
- If you so wish, further details about your ghoul can be provided in your 'Sparks of Unlife'.

Animal ghoul sheet layout:


Name:

Species / Breed:
Nature:
Demeanour:
Role[s]:
Born:
Ghouled:
Apparent Age:
Base Rolls:
Disciplines:

Please post both kinds of sheet in your Q&C's.

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Re: Ghoul Creation & Rules

Post  God on Sat Aug 06, 2016 12:48 am

Taggable skills:

Artistic: Art Creation, Music Creation, Performance.
Combat: Dodging, Spotting.
Investigation: Detecting Deception, Puzzles, Research, Search.
Mental: Academics, Finance, Law, Occult, Politics, Science.
Practical: Animal Handling, Horse Riding, Repair, Tech Repair, Valuing.
Sneaky Arts: Hiding, Lockpicking, Sleight of Hand, Streetwise, Tracking.
Social: Fast-Talking, Intimidating, Motivation, Networking, Persuasion, Socialisation.
Weapons: Firearms, Melee, Unarmed.

Special Skills possibly available on request.

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