Darkstone Keep
 
MORTALS AND GHOULS
 

 
Benevolent Domitor (Ghoul, 3 pt. merit): The ghoul's Domitor is benevolently inclined towards the ghoul - whether out of caring or indifference.
 
Blood Flaw Immunity (3 pt. merit):
 
Clear Sight (3/6 pt. Merit): The user can see through Obfuscate (Percep + Alertness, diff the Obfuscate level +3). For 6 points it has much the same, except that it can be used to see through Chimerstry and magickal illusions also (Percep + Alertness, diff the power level +3). Only one success is needed, and the character has no idea that he has actually seen through something - she just sees through it...
 
Domitor Pariah (Ghoul, 2 pt. Flaw): The ghoul's Domitor is considered a pariah among vampire society, automatically giving her ghoul a bad reputation as well.
 
Kinfolk (4 pt. Merit or Flaw, depending): The ghoul has a family member whom she is close to who also happens to be a vampire - this can be a merit if the family member happens to be of the same sect as the ghoul, or a flaw if she is of a different sect.
 
Pale Aura (1 pt merit): For some reason you have a pale aura, and can easily be mistaken for a Vampire by those using Auspex.
 
Potent Blood (3 pt. Flaw): Your blood, for some reason, is very potent and kindred will desire to drink it. They will not easily give up the chance to continue using you as a source of vitae, for they gain two blood points for every one drunk.
 
Romantic Notions (2 pt. Flaw): The character has some very romantic and totally unrealistic notions about vampires. She's in for a hard time before she realizes what most vampires are truely like (if she ever does).
 
Supernatural Companion (4 pt. Merit): The character has a friend who is not a vampire or ghoul (most likely a Werewolf, Mage, or the like). This acts much like the Werewolf Companion merit (qv).
 
True Gypsy (5 pt. Merit):
 
Unbondable (Ghoul, 6 pt. Merit): The blood bond cannot take hold on you, even partially - no matter how much blood you drink from vampires, you will never become even partially bound to them. The Storyteller should think very carefully before allowing this merit to character ghouls.
 
Vicissitude Modifications (Ghoul, variable pt. Merit): The ghoul has been modified fairly drastically by the Vicissitude Discipline (most common among Tzimisce ghouls). Samples of the possible modifications are as follows (note that most of these are very hard to hide):
Virulent Strike (Ghoul, 7 pt. Merit): Due to some peculiar quirk of your ghouling (or perhaps Vicissitude modifications) any strikes that you do inflict Aggravated damage.
 
Vitae Sink (Ghoul, 3 pt. Flaw): For some reason the ghoul requires more blood than other ghouls do. For whatever reason (strange bloodline, supernatural reasons), a Blood Point of vitae only lasts the ghoul for 2 weeks rather than the 1 month which is normal for ghouls.