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):
- Bone Spurs (2 pt): You have bone spurs growing from your body (fists,
elbows, knees, etc). Your brawling damage causes Str + 2 lethal damage.
- Claws (1 pt): You have claws rather than fingernails and can claw in
combat (causing Str + 1 lethal damage).
- Fangs (1 pt): Your teeth have been lengthened and sharpened. Your smile
may resemble a shark or cat's, or nothing in nature. You may bite (causing Str
lethal damage), but lose 2 dice from Manipulation dice pools that do not
involve intimidation or causing fear.
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.