Applicants MUST READ the House Rules section before submitting a character for approval.

Character Creation
Use the standard character creation system as detailed in the Ghouls: Fatal Addiction rulebook.

Step One: Character Concept
Choose Concept: Vassal, Revenant, or Independent (Revnants only).
Select Ghoul Family: Bratovitch, Grimaldi, Obertus, or Zantosa.
Choose Clan: Camarilla Clans (Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, Ventrue), Caitiff, and Anarchs from the seven Camarilla clans are open for application.
Independent Clans (Assamite, Followers of Set, Giovanni, Ravnos) and Anarchs from the four Independent clans are restricted and must receive prior ST approval.
Setite and Giovanni Anarchs are rare if not nonexistent.
Choose Nature: This is your character's true colors; their real motivation.
Choose Demeanor: This is the 'face' your character shows to the world.
Nature and Demeanor define a lot about who your character is and why they act the way they do; consider them carefully!

Step Two: Select Attributes
Prioritize categories: Physical, Social, Mental (6/4/3)
Choose Physical Traits: Strength, Dexterity, Stamina
Choose Social Traits: Charisma, Manipulation, Appearance
Choose Mental Traits: Perception, Intelligence, Wits

Step Three: Select Abilities
Prioritize categories: Talents, Skills, Knowledges (11/7/4)
Choose Talents: Your natural aptitudes.
Choose Skills: What you've been trained to do.
Choose Knowledges: What you've studied.

All Abilities start with 0 points, and no Ability can be raised higher than 3 at this stage.

Please consider your character as more than just a series of dots. It may be tempting to boost a few Skills at the expense of others, but it is more than likely that your character has picked up a scattering of Skills throughout their existence. The ST will closely-scrutinize any Abilities that end up at 4 or higher especially if they are combat Abilities; anything that is ranked as 3 or higher should receive attention in the history to justify it.

Secondary Abilities cost half as much as Primary Abilities (1 starting point buys 2 dots, 1 freebie point buys 1 dot).

Step Four: Select Advantages
Choose Backgrounds (5), Disciplines (Potence 1, + 1 other Discipline), and Virtues (7, or 5 for Sabbat Ghouls and Revnants. Virtues start with 1.)
Vassals: Choose a Discipline known to your domitor.
Revnants: Choose a Family Discipline.
Independents: Choose any Discipline.

As with Abilities, please consider your character as more than just dots.

Step Five: Finishing Touches
Record Virtues, Humanity/Path of Enlightenment (Conscience + Self-Control), Willpower (Courage), and Blood Pool (roll a die to determine how many Blood Points you possess).
Spend freebie points. (Starting characters begin with 21 freebie points. A history of sufficient length - three healthy paragraphs minimum - nets the character another 10 freebie points. Extremely long and/or thorough histories may be awarded extra freebies at ST discretion.)

Freebies Point Costs

5 Points Per Dot


2 Points Per Dot


10 Points Per Dot

1 Point Per Dot


1 Point Per Dot


2 Points Per Dot


1 Point Per Dot

Experience Point Costs
Attributes Current Rating x 5
Ability Current Rating x 2
New Ability 3 Points
New Thaumaturgy Path 20 Points
(Tremere Ghouls Only)
Thaumaturgy Path Current Level x 15 (Tremere Ghouls Only)
Clan/Family Discipline Current Level x 15
Other Discipline Current Level x 25
New Discipline 20 Points
Virtues Current Rating x 2
Willpower Current Rating
Humanity Current Rating x 2

Note: As a general rule, a vassal gets a cost break on the actual Disciplines of her first domitor's clan (so, while a Toreador may know Dominate, it is not considered a clan Discipline for purposes of experience points). A revenant gets a cost break on the Disciplines of her family, while an independent gets a cost break on Potence, Celerity, and Fortitude.

A vassal who leaves a vampire's service is treated as an independent from that point on, while an independent who becomes Blood Bound to a domitor is treated as a vassal. So, yes, it is possible for an enterprising player to "minmax" this system - but the dire ramifications of dealing with the Kindred in this fashion should make the point moot.