Dwell in Darkness

Submit a Character

Ghouls: Disciplines
Regnant's Disciplines

The most obvious benefit to becoming a ghoul is the access to the regnant’s Disciplines. The first discipline dot (which is free) must be the first dot in the physical Discipline that is in-clan for his regnant.

Aside from that first dot in a mandatory physical Discipline, the second dot is available from a wider variety although it COSTS AS MUCH AS IT DOES FOR A VAMPIRE (10 XP for in-clan, 14 XP for out of clan).

If, when he creates the ghoul, the ghoul’s regnant is an active member of a bloodline — be it his sire’s bloodline, a clan bloodline or a bloodline of his own inception — the bloodline’s Disciplines are all considered inclan for the ghoul’s purposes. (So yes, if a Morbus vampire makes some poor bastard a ghoul, that ghoul can have one dot of Cachexy on top of his single dot of Celerity at character creation.)

Daeva: Celerity, Majesty, Vigor
Gangrel: Animalism, Protean, Resilience
Mekhet: Auspex, Celerity, Obfuscate
Nosferatu: Nightmare, Obfuscate, Vigor
Ventrue: Animalism, Dominate, Resilience

1:   dots
1:   dots
1:   dots
1:   dots
1:   dots
 

Remember, each dot beyond the initial outlay is purchased at a cost of [ 5 (in clan) / 7 (out of clan) ] experience points times the number of dots you wish to purchase. For example, if you have three dots of a discipline and wish to purchase your fourth dot, then the cost is (4 x 5/7XP) = 20/28 XP.

Any discipline over 4 dots requires an explanation for the basis of that discipline in the character's history. Since this is a GHOUL, that would be one helluva story.

Describe: Experience Points
Feel free to keep a running tally of what Experience Points you spend using this box, or include comments that you would like the reviewing StoryTeller to read. You can access this from most pages, or directly from the menu to your right under "Describe: Experience points"

Edit / Navigation
    ALL CHARACTERS
  1. Writer Info: General Info
  2. WoD: Character Background
  3. WoD: Attributes
  4. WoD: Skills
  5. WoD: Advantages
  6. WoD: Merits
  7. WoD: Derrangements / Flaws
  8. Describe: Appearance
  9. Describe: History
  10. Describe: Experience Points
  11. Describe: Notes to Management
    VAMPIRES
  1. VtR: General Info
  2. VtR: Advantages
  3. VtR: Discliplines
  4. VtR: Rites / Rituals
  5. VtR: Merits
    GHOULS
  1. Ghouls: General Info
  2. Ghouls: Disciplines
  3. Ghouls: Merits
    WEREWOLVES
  1. WtF: General Info
  2. WtF: Advantages
  3. WtF: Gifts
  4. WtF: Rites / Rituals
  5. WtF: Merits
    CHANGELINGS
  1. CtL: General Info
  2. CtL: Advantages
  3. CtL: Contracts
  4. CtL: Entitlements
  5. CtL: Merits
    MAGES
  1. MtA: General Info
  2. MtA: Advantages
  3. MtA: Arcana
  4. MtA: Rotes
  5. MtA: Merits
    SECOND SIGHT
  1. SecSight: Psychic Merits
  2. SecSight: Thamaturge Merits
    SIDE GAMES
  1. Side Game: Rogue Run
    REVIEW & SUBMIT

Creative Commons License Legal Stuff: Dwell in Darkness and Nightfall Toronto are White Wolf inspired story telling communities with a Gestalt atmosphere; the whole is greater than the sum of it's parts. As an individual entity this website holds specific rights to all creative submissions: This work is licensed under a Creative Commons Attribution - Noncommercial - No Derivative Works 3.0 United States License .
Copyright White Wolf Publishing, Inc. More Legal Stuff: Furthermore, you should be aware that anything that is derivative of the works created by White Wolf Publishing, Inc. is also owned by White Wolf Publishing, Inc. and is additionally protected by their copyright.

© White Wolf Publishing, Inc.