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NPC Ghouls

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NPC Ghouls Empty NPC Ghouls

Post by Admin Sat Jul 18, 2015 12:03 pm

NPC Ghouls and Retainers

This list only refers to NPC ghouls and not PC ghouls.

For sake of sanity retainers and ghouls will just be called ghouls unless it only affects retainers then it will be specified as retainer only.

Ghouls must be human unless you have Animal Ken 3 or higher. You must have animalism to communicate with non-human ghouls.

No ghoul may have a higher level than your Leadership/Animal Ken* ability.

- This has been changed, there is now no current limit on retainers with the exception of traditional Generation limits.

*Animal Ken for Non-Human Ghouls Only

Ghouls cannot have retainers

All Ghouls must have a single concept (Seneschal, Assassin, Guard, Scout, Informer, Chef…)

Human ghouls may have up to three dots in influence per xp level of the ghoul, and may not exceed three points of influence in any one influence. The influence that a ghoul has must be in alignment with their concept.

Human ghouls start with one basic physical discipline, and must be one that their domitor has access to in clan, if they have a domitor that doesn't have a physical discipline then they will come with fortitude, and one additional basic in clan discipline of their domitors choice, this may stack with their physical disciple. Disciplines cap at 3, Ghouls may purchase disciplines with xp, 4 for basic, 6 for intermediate.

Revnants start with one of their domitors disciplines. The cap is for disciplines is 5.

Animal Ghouls may only have and purchase Physical Disciplines.

Ghouls start with 5/4/3 Traits, 10 Abilities, 5 Freebies, 4 Blood and 1 Will Power

Human Trait caps for ghouls is 9, and ability caps at their level +1, not to exceed 5.  Revnant trait cap is 10, and ability cap is 5 regardless of level.
Backgrounds cap at 3.
Animal Trait caps at 10 for Physicals, 5 for Mental and 5 for Social. They may not buy backgrounds, and abilities are very limited.

Ghouls gain 1xp per month that they are used during downtime. This xp must be spent during downtime, and in a report.

This xp may be used to raise them from 1 level to 2, 2 to3 etc. Each level in a ghoul costs the number of points they will become. For instance, raising a ghoul from a 1 level ghoul to a 2 , costs 2 of the ghouls XP. From a 2 to a 3 would cost 3 of the ghoul’s xp. Levels cap at 5. You may not use your own xp to level a ghoul.

Ghouls may not have Thaumaturgy, or Sorcery. Revnants may have Thaumaturgy if their domitor knows it.

Ghouls can die. If a ghoul dies you may gain a free 1 level ghoul for the next session provided you spend an action point looking for a replacement.

Ghouls can revolt if not bound and/or treated well.

Each ghoul has an action point equal to their level.

Ghouls can be captured, embraced, tortured etc…


Last edited by Admin on Fri Feb 12, 2016 12:33 pm; edited 2 times in total

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NPC Ghouls Empty Re: NPC Ghouls

Post by Admin Sun Jan 17, 2016 12:37 pm

Ghouls may have neg traits (Max 5), merits and flaws. (Max 7)

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