Ghouls (Rules)

## Specialities

### Sustenance

*Ghouls feed from rotting flesh, sustaining themselves through dead remains. While they generally prefer fresher, sometimes even living prey, they are not known for being picky eaters. All four of their incisors are extremly strong and sharp, yet most of the time their largest part remains submerged in their jaws, granting them a regular human denture. When angered or exposed to the stench of rotten flesh their fangs will begin to extend and their Ghul-Eyes will begin to shine.* Using their Maw to make Bite Attacks (Unarmed) gives away their Supernatural Nature but increases their damage by 1. Depending on their hunger and determination they can consume a full human in 5 minutes or two rounds.

The following types of flesh translate to a given amount of Essence:

* *Small Animals* (e.g. Birds, Rats, Large Cockroaches) 3 for 1 Essence
* *Medium Animals* (e.g. Dogs, Owls, Cats) 1 Essence
* *Large Animals* (e.g. Horses, Boars) 2 Essence
* *Rotten Humans* 3 Essence
* *Living Humans* 5 Essence
* *Lesser Afflicted* (e.g. Wights, Stryga) 8 Essence
* *Afflicted* 10 Essence

Whenever eating a Ghouls digestive activity creates immense heat, allowing them to imitate the warmth of the living for a full scene.

### Bane

**Cursed by the Sea-** *The Ghouls bane is sea water. They experience genuine fear to the degree of panic to come to close to it and suffer and agonising death when falling in it.* Should they come in contact with Salt Water they suffer D3 points of *Lethal Damge* per (roughly) liters of water.

### Weakness

**Kiss of the Moon-** *Ghouls are weakned by Silver. Seeing or being to close to objects of silver instills a sense of discomfort into any Ghoul, but physical contact strips them of their ability to use necromancy.* Should they come in contact with Silver a Ghoul can´t use Essence and only use a D10 for Evocation Rolls.

### Vunerability

Wounding a Ghouls Gut causes immense pain and transforms Physical into Lethal Damage. They convert other mundane sources of *Lethal* into *Physical Damage.*

### High Night and Turning

*Ghouls are bound to the sea and the cycles of the moon. When it grows darker, their powers grow in turn.* Their High Night occurs at every New Moon During their High Night Ghouls may instantly cast **Mallable Form** (Metamorphosis) on themselves, free of cost. Additionally the Ghouls Ritual of Turning can be performed.

In return the Full Moon weakens them the greatest, openly displaying their true appereance and all associated corruption features. During the night of the Full Moon they can´t use **Mallable Form** (Metamorphosis) at all.

### Other

Ghouls gain access to Metamorphosis as a unique Lore of Necromancy.

**Jackals Howl-** *Allows the Ghoul to exhale a feral roar while displaying their ghulish eyes and teeth. This will terrify mortals or animals and cause them to flee in fright*. The Ghoul may openly display their Supernatural Nature and increase their Intimidation by 1 when targeting mortals.

**Flesheaters Communion-** *Jackals, and to an extend all other canines, are naturally drawn to Ghouls; generally displaying a more trustful and open attitude towards them. In addition Ghouls can more easily interact with them.* The Ghoul to reduces the difficulty on all Charisma or Animal Handling actions when targeting Canines by 2.

## Corruption

* **Moons Curse-** *Through their connection to the moon and other celestial bodies, most Ghouls will experience strange swings in mood and abilities with certain moon phases.* The Storyteller may choose a moonface and a desire it instills into the Ghoul. Engaging in the chosen desire grants the Ghoul an additional die on all associated rolls; resisting it requires Faint Focus.
* **Ghoulish Marks-** *The corruption of Ghouls is characterised by a variety of features. These include skin will start to turn dry and darken until almost resembling small scales of grey parchment, almost appearing mummified; their face deforming until almost resembling a snout; the white in their eyes replaced by a blurry red while their iris gains a bright yellow glow; ears growing long and sharp into a dagger-like shape or their fingernails growing into curved claws like those of cainines.* Unlike other forms of corruption these marks can not be removed through Metamorphosis. Each of these features (when visible) reduces their Impression by 1 and might give away their supernatural nature.