Ghoul
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Ghouls are creatures that have existed for eons, through the use of spreading an Undeath curse, maybe in an attempt to control others, or to stave off the impending doom that is the end of life, the Ghoul was created, a creature that defies the rules of life itself, with the ability to consume others to become stronger, requiring it as their main form of sustenanace. Ghouls are among some of the most feared creatures amongst the undead, for their strength in numbers, and their extreme resilience against most forms of attack, requiring their head to be severed from their body, or their brain to be destroyed to be taken down.
Characteristics
Ghouls can be apart from many races, however, a lot of their main physical features have been atrophied, for example, elves would have less pointed, more sagged ears, if they still have them, or a dwarves more rounded nose becoming more deflated. Ghouls usually have decaying limbs and fallen flesh, it is not uncommon to see a ghoul missing multiple limbs, or having multiple added onto themselves.
Ghouls are typically very somber, sorrowful creatures, some enjoy their existence as an undead, relinquishing in the fact that they will always be exceptionally stronger then others, while others consider their undead transformation a mistake that they will have to live with forever. Despite their undead nature, they are not inherently evil, merely viewed by most as a person with a condition that cannot be treated.
Native Environments
Ghouls exist almost everywhere that any living creatures exist, they tend to stick more towards cities and urban areas, due to the most people being there. Factions tend to keep a look at ghouls, requiring regular checkups to ensure that a virus hasn’t started, otherwise they can quickly become invasive due to their inherent nature.
History
In war-times, it is a common but risky tactic to spread virus and illness amongst the enemy, being incredibly effective at destroying morale and forcing the enemy to take an action or risk complete death. Ghouls have started from war, creating a stigma around them in some societies, however, most Ghouls nowadays are born from other Ghouls, inflicted by some form of trap, or self converted.
Society & Culture
Ghouls do not have a specific society of their own, usually living as minorities in other societies where the original race comes from. Ghouls live in a culture of general frugality due to the stigma given by Ghouls from others. Most people do not wish to be Ghouls, and those who can afford to, usually choose to get rid of their Ghoul curse, however, there are some that do embrace this, and these Ghouls have a strong sense of family, brotherhood and solidarity.
Ghoul Racial Modifiers
Table: Ghoul HP, MP and SP | ||
---|---|---|
Racial Modifiers | At Level 1 | Every Level After |
Health Points (HP) | 75 + Vitality % | 1d6 x 5 + Vitality % |
Magic Points (MP) | 125 + Psyche % | 1d10 x 5 + Psyche % |
Stamina Points (SP) | 125 + Fortitude % | 1d10 x 5 + Fortitude % |
Ghoul Racial Traits
Racial Modifiers – When not choosing a subrace, you gain a +10% to two ability scores of your choice.
Size – Ghoul range from Small, Medium and Large sizes.
Movement Speed – Ghouls move at 1m/TP.
Languages Known – Ghoul start knowing Undead, for every +5% Intellect Modifier they have, they may learn an additional language.
Major Traits
Hunger – Ghouls need to eat double the amount of other creatures, their saturation bar is doubled, when their saturation is equal to 1, they gain a +5% bonus to their Muscle, Fortitude, Vitality and Agility modifiers, this bonus is increased to a +10% bonus at a 2.
Bite – Ghouls gain a bite attack, and deal double damage when using it, they transmit any diseases that are currently affecting them to the target that they have bitten. Each successful bite they perform restores them for 0.1 Saturation
Undead – Ghouls are Undead for the purpose of all abilities, they are resistant to Slashing damage, and do not need to breathe or sleep. They are immune to all diseases, but can be carriers of any diseases. If a ghoul’s head is not destroyed (or they are not killed with silver), they will arise again in 1d4 days.
Minor Traits
Blood Sense – Ghouls can always sense any amount of blood in a 1km radius, knowing the exact blood type, and what creature that it came from.
Resilience – Ghouls receive a +50% bonus against all abilities that would affect them. When they reach 0 HP, they do not go into death’s door, instead taking a negative amount of HP equal to their maximum, unless their head is destroyed or detached from their body. Once they reach this maximum in negative HP, they immediately fall unconscious.
Ritualistic – A ghoul only uses half of the HP needed when performing any ritual. They do not need an amount of sacrifices to perform any ritual below rank 5.
Ghoul Subraces
Subraces are variants of the main race that change the abilities and aesthetic of the race, Subraces are not mandatory to choose, but you may only choose one subrace for your character.
Zombie
Zombie Ghouls are known to be extremely resilient, usually mindless, Zombie Ghouls are typically affected with a deep rigor mortis, forcing them to move much slower then other Ghouls. Zombie Ghouls are known for being unstoppable, absolutely requiring the head to be destroyed to actually be taken down.
Zombie Racial Modifiers – Zombie Ghoul gain a +10% Muscle, +5% Fortitude, and a -5% Agility
Shambler – Zombie Ghoul are unaffected by any terrain differences, and are immune to any movement impeding effects
Romero’s Curse – Zombie Ghoul do not die or fall unconscious unless their head is destroyed or detached unwillingly from their body, even if their negative HP is below double the maximum.
Shriek – Zombie Ghoul’s can screech loudly once per day for 2 TP, dealing 50 Sonic Damage to all targets adjacent to them, and activating all alerts, alarms and devices within a 200m radius of them.
Draug
Draug Ghouls are known for existing in cold climates, with their extreme strength and combat prowess. Draug Ghouls come from warriors and knights of era’s before, with incredible combat abilites, Draug Ghouls are some of the most deadliest warriors around.
Draug Racial Modifiers – Draug Ghoul gain a +10% Agility, +5% Muscle, and -5% Social
Stench – Draug Ghoul have a 10m stench from their decaying body irradiating from them, all creatures in this area must take a resistance action (DC Draug Ghoul’s Vitality Modifier), on fail, they immediately are overcome with the smell and receive a -40% to hit
Combat Prowess – Draug Ghoul’s can change a successful hit to a critical hit an amount of times equal to their level per combat.
Norse Cold – Draug Ghoul receive immunity to all Frost damage and all cold temperatures.
Mummy
Mummy Ghouls are found deep underground, typically wrapped and embalmed for preservation purposes, some are brought back to life through what some believe as Divine Intervention, while others believe it to be a curse or defensive mechanism. Mummy Ghouls are known to be great with magical abilities, with the ability to summon swarms of creatures and melt those who are in a close range.
Mummy Racial Modifiers – Mummy Ghoul gain a +10% Senses, +5% Psyche and a -5% Muscle
Resurrection – Mummy Ghoul gain a 50% chance to come back to life when killed outright, this ability only works once.
Curse of the Pharaoh – Mummy Ghoul gain a breath weapon, when using this ability, they gain the ability to use necrotic energy, dealing 150 (d2%) Necrotic Damage per level with the attack, the target also is given the effects of the Deep Hollows poison.
Summon Swarm – Mummy Ghoul’s can spend 2 TP to summon a swarm of fine creatures (e.g. insects). These insects occupy a 1m3 space, and deal 50 Piercing Damage per action performed by creatures that enter this space. The Mummy Ghoul can make this swarm move up to 2m per round at no TP cost.