Ghoul Character Creation

If you are completely new to Vampire, please refer to this guide that is aimed at new players instead.

† Please review the General Creation Rules first.

Step 1: Choose a Concept, Ghoul or Revenant, Nature, and Demeanor

Please follow these steps in order.

This is the first step of creating your character, and one of the most important steps. Here you are creating the core of who they are, what they are, and how they present themselves to others.

A concept is a short, normally one or two word, description of an idea behind a character. Some examples are an inspired writer, a crazed scientist, obsessed playboy, struggling bartender, ex-con, and so on.

It is likely that your character will be a vassal with a domitor, but whether they are an NPC or a player is up to you.

Now you must pick a Nature and Demeanor. Nature is how the character acts at their core and around others behind closed doors. Demeanor is how they present themselves around everyone else and in public.
A full list of Natures and Demeanors can be found in our Resources.

Step 2: Select Attributes

Prioritize the three categories: Physical, Social, Mental (6/4/3). Your character automatically has one dot in each Attribute.
Mortals begin play with less raw potential than vampire characters do. A ghoul has fewer dots to divide among their Attributes, as their capabilities are more mundane.

Within each category, you are free to spread the dots around however you like. Meaning, if you choose to put 6 dots in Physical, you can put them in any combination between Strength, Dexterity, and Stamina.

Step 3: Select Abilities

Prioritize the three categories Talents, Skills, and Knowledges (11/7/4). No skill may be higher than 3 dots at this stage and each start with 0 dots.
All characters start with the first dot of Drive and Computers at no cost to them. You may remove this dot if you feel it is inappropriate for your character.

Step 4: Disciplines

While there are many Disciplines, ghouls are more limited in their ability to learn and use them. Both Revenants and Ghouls begin with one dot of Potence. Potence is the only Discipline that is instinctively learned, either after a Revenant has been born, or following a Ghoul's third sip of the Blood, regardless of which vampire they're drinking from.

During character creation, a Ghoul may also add one dot in another Discipline. This secondary Discipline should be chosen based on the identity of your family, domitor, or “donor”. In the vast majority of cases, a ghoul's capacity to learn a Discipline originates from the blood they initially drink. However, your Discipline choices should make sense for your character. A Sabbat ghoul, for example, may drink from a Lasombra vampire who has high levels of Obtenebration, but that doesn't mean the Ghoul will automatically learn Shadow Play.

  • Vassals: If you are playing a vassal ghoul, you must pick a common Discipline that your domitor uses. You may also check a Storyteller for guidance, especially if you've decided that your Ghoul is not sure which Clan your domitor belongs to. In general, however, you would likely choose a dot in one of the more common Disciplines — unless your domitor is a member of the Tremere or Gangrel Clans. Protean and Thaumaturgy are only available to Gangrel and Tremere ghouls, respectively, and the Storyteller's discretion.
  • Revenants: If you are playing a revenant, you should select your second Discipline from the traditional Disciplines that are commonly used by your family. Revenant family Disciplines are found in their respective write-ups in Chapter 3 beginning on page 89. However, if you have a vampire as your guide or mentor, you may select an appropriate Discipline the Storyteller's discretion.
  • Independents: While independent ghouls may not have a domitor, they do need a donor who is willing to provide them with vampiric blood. Thus, though independent Ghouls may not seem to have any restrictions, they are limited to acquiring new Disciplines depending upon who is sustaining their reliance on the Blood. To assess which Discipline makes sense for your character, it is strongly recommended that you select a commonly found Discipline like Celerity or Fortitude. Alternatively, you might choose a specific Discipline, such as Animalism, from a Clan that you've been exchanging favors with.

We are also using the revised Discipline limits for Ghouls, and they are as follows:

Sponsor's Generation Maximum Discipline Level
Thirteenth to Eleventh 1
Tenth or Ninth 2
Eighth or Seventh 3
Sixth or Fifth 4
Fourth 5

Step 5: Backgrounds and Virtues

You get 5 Background dots. Remember to review Background limitations in the General Creation Rules.
Ghouls and Revenants cannot purchase Backgrounds in Haven, Domain, Status or Generation.

For Virtues, you get 7 dots to distribute among the three stats not including the one dot in each already. Make sure to keep these in line with your character’s personality!

Step 5: Finishing Touches

Record Humanity (equal to Conscience + Self-Control) and Willpower (equal to Courage). To get the total number of blood in your character's pool currently, roll a 1d10. This is the only dice roll made during character creation.

Finally, you may spend 21 Freebie points in order to round out your character. You may gain an additional 7 Freebies by taking Flaws, but these must be roleplayed properly.
Check out our massive list of over 400 merits and flaws to see what's banned, restricted, or in-play here.

On character creation, you will earn 1 Experience Point for every active year spent as a Ghoul, up to a maximum of 50 XP. This bonus is granted solely to help your character feel like someone who has been around for 50+ years, accounting for all the Skills, Knowledges, and Talents they may have acquired.

When your sheet is finished please submit it and any other relevant information to #character-submission!
If you have any questions feel free to ask in #roleplay-discussion.


Trait Cost
Attribute 5 per Dot
Ability 2 per Dot
Discipline 10 per Dot
Background 1 per Dot
Virtue 2 per dot
Humanity/Path 1 per Dot
Willpower 1 per Dot
Path 3 Freebies

Experience Costs

Trait Cost
New Ability 3
New Discipline 20
New Thaumaturgy Path (Tremere Ghouls only) 20
Thaumaturgy Path (Tremere Ghouls only) Current level x 15
Attribute Current rating x 5
Ability Current rating x 2
Clan/Family Discipline Current rating x 15*
Other Discipline Current rating x 7**
Virtue Current rating x 2***
Humanity or Path of Enlightenment Current rating x 2
Willpower Current rating

* As a general rule, a ghoul attains a cost break to learn the Disciplines of their sponsor's Clan. A Revenant, on the other hand, earns a cost break on their family's Disciplines.
** It is much more difficult for independent Ghouls to learn Disciplines than any other Ghoul or Revenant, and this is reflected in the cost required.
*** Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity, Path, Willpower).

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