The ghouls of old, the true ghouls, were those creatures who gained sustenance from the flesh of the dead, and many religious and arcane texts document their existance in obscure and enigmatic passages, (see bibliographical reference RSC-1). Legends speak of their ability to reconstruct the memories and psychies of the dead they consume, and to perhaps even gain some of the abilities that person possessed. Of actual note, however, is that true ghouls needed the flesh of dead humans to survive, and in consuming that flesh, gained at least a shade of immortality.
This treatise is far from complete, but my investigation of this matter has led me to believe that the race of ghouls referred to here is far from extinct. This is not to say that they are open or numerous in any case, but simply that their existence definitely warrants investigation. On the advice and behest of my Master, Regent Schneller of the Straussberg Chantry, I have compiled what pittance of information I have gleaned for those of the Blood to read and absorb should they so wish. This treatise and the majority of my research is originally archived at the mobile Chantry the Constantinople, under the direct auspices of Regent Davis and Lord Jackson of the greater New York metropolitan Realm.
True ghouls are organized into Families, but these families are not the flesh and blood families of their mortal counterparts, nor are they the supernatural ties that bind the Kindred to their brethren. Instead, these true ghouls develop into their nature as they pass out of adolescence and into adulthood. According to legend, some true ghouls are able to sense the mark of death upon ghouls-to-be and attempt to guide them into their new existence. However, it seems far more likely that the majority of the true ghouls entering their adulthood either manage to come to terms with their new nature, (seemingly rare, given their numbers and relative secrecy within the modern world), or are slowly driven insane by their new existence, (see related works: Dahmer, Jeffrey, Case Study 3A, bibliographical reference RSC-3).
At this point, much gratitude must be given to Regent Qataran of the Chantry at Cairo for his endless patience and forbearance in the matter of my research at his Chantry and the nearby archaeological sites. Were it not for the hospitality of the Cairo Chantry in dealing with the mortal governments of the area, the following information would have remained sealed in crypts far beneath the Northern African deserts.
According to journals, texts, and religious treatises uncovered in Northern Africa, dating back to pre-Hellenistic eras, true ghoul families do not count their numbers by the blood that flows through their veins -- that is the custom of mortals and the Kindred. Instead, true ghouls classify themselves by the powers that course through their beings -- by the particular affinities their connections with the grave exhibit. Each true ghoul Family shows particular talent for a specific ghoul ability, and this ability generally shapes and defines their personality, mannerisms, and opinions, both personally and as a Family. The power of the grave seems to run stronger and deeper in these creatures than even in the Kindred . . .
The following names and details are somewhat sparse, pieced together from journal fragments, deteriorated texts, and the like. However, it represents the sum of my knowledge of true ghoul families at this time and I beg my Masters' forgiveness at the incompleteness of the work.
Delshae: (Del-Shay): Referred to as "Vir-ashar" in Aramaic.
Vamrell-Atar: (Vam-Rehl-ah-tahr): Referred to as "Sorcere" in Aramaic.
Escladius: (Es-clay-dee-us): Referred to as "Shelliac" in Aramaic, possibly Hellenistic in origin due to the common name.
Atol-Ti`er": (Ay-tole-tee-ayr): Referred to as "Ti`er-Seyla" in Aramaic.
In the current age, with the vastly depopulated numbers of true ghouls, it seems only logical that the Families have disintegrated into mere legend within even the true ghoul culture, remembered by only a few of the older and more experienced of their line. This is highly unfortunate, as the Families were rumoured to possess unique rituals tailored to enhancing their blood capabilities, some of which were rumoured to be compatible with Kindred supernatural powers, (see bibliographical reference RSC-9, 10, and 13).
Lastly, before continuing on to a treatise of their unique gifts, there is a haunting rumour in the research I have compiled about a phenomenon known as Converges. In the days of antiquity, when true ghouls were far more numerous than today, (perhaps far too numerous, leading to their eventual downfall by the other races, first of which was man), legends would have one believe that true ghouls met in large numbers, much like human nomadic clans or perhaps even the first rudimentary cities. From fragments of texts and ancient scrolls almost dust from the ages, it is my belief that ages ago, true ghouls converged upon human cities to congregate for religious, political, and perhaps military concerns. I have little evidence to support these claims, as true ghouls exhibit no outward manifestations of their race as do the Kindred, and therefore were able to well shield their movements and even their existence from the unwary and uneducated. Nevertheless, passages exist in texts leading me to believe that there may have been large gatherings in Mesotpotamia, Rome, and perhaps even in Egypt, near the Valley of Kings. I have taken the liberty to name such gatherings Converges for lack of a better reference. Other information on this matter may be forthcoming as research proves fruitful, but the translation and research is plodding at best. Most apologies to my elders for this delay.
* Taste of Death: By consuming a bit of dead flesh, the True Ghoul is able to sense the final moments of the corpse's life from a third person point of view. An Intelligence + Occult roll must be made, with a difficulty depending on the age of the flesh at hand. The more successes gained, the longer and clearer the vision will be.
** Well of Emotion: By consuming a specific body part associated with a particular emotion, the True Ghoul is able to gain insight into the feelings and emotions the corpse held in life. A Perception + Empathy roll must be made, with a target again dependent on the age of the flesh at hand. The more successes gained, the deeper the understanding of the emotion goes.
*** Secrets from Beyond: By consuming a bit of dead flesh, the True Ghoul can search the memory of the deceased for a specific piece of information, of any nature. Note that actual abilities cannot be gained through use of this power. An Intelligence + Occult roll must be made, again with the target dependent upon the age of the flesh at hand.
**** Call of the Grave: Similar to Secrets from Beyond, but the True Ghoul is now able to gain access to any Abilities the deceased possessed in life. More than mere knowledge, both style and personality will be evident in the Ability's usage by the True Ghoul. Again, an Intelligence + Occult roll must be made, with a target dependent on the age of the flesh.
***** Ancestral Recall: Similar to Secrets from Beyond, but this power allows the True Ghoul to call forth a portion of the deceased's psyche from beyond and allow it into his or her own mind, able to beseech it for aid and information when called for. The True Ghoul is able to utilize any Abilities or powers the deceased possessed in life by allowing the deceased some small modicum of control over his or her own psyche and body. Do note that the True Ghoul is always in control of his or her actions during such. An Intelligence + Empathy roll must be made, with the target number dependent on the local Shroud level. (As per the Wraith: The Oblivion rules)
* Toughen: The strength of the grave runs strong through the ghoul, strengthening skin and muscle, as well as reinforcing bone and cartiledge. Reduce all Soak difficulties to 5. Note that this applies to all levels of Resilience as well.
** Shroud of the Tomb: The power of death enshrouds the ghoul at this point, paling her aura as a vampire and granting them the ability to Soak Aggravated damage with their Stamina -- something mortals cannot do.
*** Strength from Beyond: At this level, the resilience of death has made the True Ghoul a powerhouse of resolve and toughness. The True Ghoul gains another Health Level, treated as another Bruised level with no penalties, as well as being able to ignore all Wound Penalties for one scene with the expenditure of but one (1) Willpower point.
**** Gravemight: This level of Resilience allows the True Ghoul to actively draw upon the power of death to increase his or her already substantial fortitude. For each Willpower point spent, the ghoul gains a two (2) point increase to his or her Stamina, for the duration of the scene. In direct relation to the Willpower spent, the True Ghoul appears closer and closer to the wizened husk of a long-dead corpse.
***** Indominability: At this level, the True Ghoul is almost impossible to destroy. After any alterations to his or her Stamina by Gravemight, the True Ghoul rolls double his or her adjusted Stamina to soak damage of any sort.
* Sensitivity: This power allows the True Ghoul to sense the composition or contents of any area of dirt, stone, worked stone, or asphalt. An Intelligence + Science roll must be made, with the target depending upon the substance scanned, (*target 6 for loose dirt, target 8 for asphalt*), contents within the substance, and proximity to the surface of the contents.
** Earthen Passage: This level of Elementalism allows the True Ghoul to move aside quantities of dirt, stone, or asphalt, usually in search of a grave or corpse beneath. Each success on a Strength + Science, (*target 6 for loose dirt, target 8 for asphalt*), moves aside approximately three (3) square feet of material. Note that when moving stone or asphalt, the material takes on a claylike form, hardening when the True Ghoul ceases concentration or removes his or her hands from the substance.
*** Stoneshape: Similar to Earthen Passage, but this power allows fine manipulation of the material at hand. Arches and doors are able to be molded, tunnels finished, and walls formed. Use of this power requires a Dexterity + Science (or Architecture at a reduced target number), with the target again depending on the substance molded.
**** Meld with the Earth: This power is identical to the power Earth Meld, Protean Level Three (3), except that the True Ghoul must spend one (1) Willpower point to activate it.
***** Call Elemental: The ultimate mastery of Elementalism allows the True Ghoul to call forth the elemental powers of the earth in a tangible shape to aid him or her. Earth Elementals are generally of quite low intelligence, but quite strong and resilient -- able to traverse the earth quickly, with automatic successes for effects similar to Earthen Passage and Stoneshape. A Charisma + Occult roll must be made, at a target of eight (8), with the number of successes being the number of services the Elemental will perform for the True Ghoul. Use of this power also requires the expenditure of one (1) Willpower point.
* Numb: By touch, the True Ghoul is able to cause temporary paralysis in a single body part of a living being. The True Ghoul must roll a Stamina + Medicine versus the victim's Stamina + Fortitude + 3, with the number of successes equalling the duration of paralysis in tens of minutes. Note that use of this and all other levels of Chill of the Grave may require a successful Grapple first, if the victim is unwilling to be touched. Also know that if the head of the victim is Numbed , the entire body is effectively paralyzed, although this should be treated as a Called Shot should a Grapple be necessary.
** Paralyze: Similar to Numb, this power allows the True Ghoul to render the living victim paralyzed with a simple touch on any body location. The True Ghoul must roll a Stamina + Medicine, at a target of the victim's Stamina + Fortitude + 4, again with the duration being in tens of minutes per success.
*** Withering Grasp: This power allows the True Ghoul to accelerate the aging process of a living being's tissue tremendously, causing greatly painful damage and atrophy upon the effected body part. The True Ghoul must roll an Intelligence + Occult at a target number of six (6) to determine the Health Levels of damage done. This damage is Soakable by Stamina + Fortitude, but at a target of seven (7). This damage heals, and the effected body part regains youth and vigour, at a base rate of one (1) Health Level per day, or two (2) Health Levels per day with a successful Stamina + Fortitude roll, target nine (9), for that day.
**** Antiquity: Similar to Withering Grasp, this power allows the True Ghoul to rapidly age inaminate objects. Assume roughly a ten (10) to twenty (20) year span per success on an Intelligence + Occult at a target of eight (8). Generally, the object will regain that ten (10) to twenty (20) years of resilience and age per hour of time's passage. Of course, objects that are broken while aged remain broken after the effects wear off, perhaps baffling subsequent visitors.
***** Dust to Dust: Similar to Antiquity, this level of Chill of the Grave allows the True Ghoul to channel tremendously destructive power through a specific body part or inanimate object, causing it to crumble to dust as if it had just aged centuries in the blink of an eye. The damage done via this power does not heal normally -- if used on mortals, it causes permanent loss of limb or life, assuming the initial effect does not kill the mortal instantly. Do note that this level of Chill of the Grave is the onlyO level able to effect vampires in any fashion. Also, the more successes on a Stamina + Occult roll, target eight (8), the True Ghoul gets, the larger and more widespread th effect is. (Example: One (1) success is sufficient to cause a small object such as a pistol or hand to crumble to dust, but a full five (5) successes are needed to crumble an entire body or steel security door.) Also note that use of this power requires the expenditure of two (2) Willpower points, and requires a Soak roll at a target of nine (9), superceding the power of Resilience, to avoid taking five (5) dice of non-aggravated damage due to the tremendousely dangerous energy the True Ghouls is channeling.