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Ghoulblood

Feb 27th, 2016
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  1. Ghoulblooded Person
  2.  
  3. It is commonly thought that Ghouls are merely the Scions of a more powerful form of Ghoul ("Uberghoul") residing in the Nevernever that bred true into their own half-breed once upon a time.
  4. A Ghoulblood is what happens when one of those has a child with a human and Mendelian genetics rear their head. In short, a Ghoulblood is a Scion of a Scion. Unusually, Ghoulblood can be inherited further along, with children up to five generations removed from their Ghoul Ancestor displaying it. Some scholars attribute this to the Ghouls remarkably strong regenerative powers.
  5.  
  6. Ghoulbloods are very much human (and trigger Soulgazes), can die of old age and (suitably strong) sickness, looking only above-average tall and noticeable muscular by nature. Their ghoul blood gives them slightly enhanced speed and strength, as well as a regenerative ability which requires copious amounts of meat if used. But aside form that, they are just as human as most people you meet, they have jobs, they have families (Ghoulblood traits seem to remain dormant till puberty) and what not. Most Ghoulbloods are aware of the supernatural world, if only because they have stories about the dangerous man grandmommy had a one night stand with and was apparently fun enough to not be eaten the morning after...As a result, a lot of them work in the grey area's of the magic and mundane world.
  7.  
  8. Also, they have a craving for the flesh of their fellow man.
  9.  
  10. A singular act of cannibalism will give a Ghoulblood temporary access to Inhuman Strength, Speed and Supernatural Recovery, like a full Ghoul. It'll also long-term enhance the craving and the desire to feast on humans again. Repeated feedings (within a reasonable time frame) will only enhance that until the Ghoulblood finally turns into a full blown Ghoul.
  11.  
  12. Musts: Must have a Trouble (or Aspect) pertaining to the eating of Human Flesh
  13.  
  14. Powers:
  15. Feeding Dependency (Meat) [+1], affecting:
  16. Inhuman Recovery [–2]
  17. The Catch [+2] is wounds from holy objects.
  18. Enhanced Strength [-1]
  19. Improved Lifting. Whenever lifting or breaking inanimate things, you gain a +3 to your Might score.
  20. Superior Strength. Whenever using your Might to modify (page 214) another skill, it always provides a +1 regardless of the actual
  21. comparison of your Might score to the skill in question.
  22. Enhanced Speed [-1]
  23. Athletic Ability. All your Athletics checks are made at +1, including dodging. When sprinting (see page 212), this bonus
  24. is increased to +2.
  25. Casual Movement. Whenever moving as part of another physical activity, you may move one zone without taking the –1 penalty for a
  26. supplemental action (page 213).
  27. Predatory Instincts [-1]
  28. In the Blood: Even if you do not partake the Long Pork, you are still a predator. Gain +1 to Survival rolls for tracking living
  29. things down.
  30. Predatory Aura: Other humans may not know what you are, but their animal instincts peg you as a predator among them, the literal
  31. wolf among sheep. You gain +1 to Intimidate to use for that purpose, but loose -1 to Rapport on account that people are more
  32. on guard with you
  33.  
  34. Total Refresh: -1
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