Midian: Dark Fantasy Role Playing Game Wiki
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☥“ Please, come in, come in. Mind that coffin. Would you like some tea? ”☥

The race of Ghouls is often counted among the ranks of Undead. This is not so; they are a unique people unlike and unrelated to any other. The Ghouls are a species of carnivorous troglodytes. Their natural form is a grey to pinkish skinned creature, completely hairless, with sharp, pointed teeth designed for tearing tender, rotted flesh and a long, dexterous tongue for licking marrow from bones. Ghouls have poor day vision and are extremely light sensitive. This allows them to see in the dimmest of lights—far better than a cat even—but restricts their daylight activity unless well protected, e.g. indoors or with a hooded cloak. The feminine form of Ghoul is Ghoula.

Ghouls are natural tunnellers, capable of burrowing through the soil with only their claws. Their exact life expectancy is unknown, as Ghouls do not measure their ages, but seems to be long naturally; this is offset by a high fatality rate due to disease brought about from cramped living conditions and a diet consisting primarily of Human meat and other carrion. Ghouls tend to stay in one area for centuries, mapping out a cave complex or digging a tunnel system through catacombs or under cemeteries.

Ghouls are quite susceptible to necromantic magic, lending credence to the false belief that they are a form of Undead.

Character Creation[]

Dice rolled to determine attributes:
Appearance: 2D4+4 Agility: 3D6+2
Personality: 1D12+2 Stamina: 2D8+4
Grace: 2D6 Strength: 3D6+3
Knowledge: 3D6-1 Awareness: 4D6+1
Wits: 2D8 Speed: 3D6
Willpower: 2D8+1 Common Sense: 3D6

Average ability scores: Appearance-9, Personality-8, Grace-7, Knowledge-9, Wits-9, Willpower-10, Agility-12, Stamina-13, Strength-13, Awareness-15, Speed-10, Common Sense-10.

Path sense: although 'path scents' is perhaps a more accurately descriptive, this ability allows Ghouls to find their way—even when tunnelling—by instincts and sense of smell alone; they may retrace their route, find fresh graves, or estimate the distance to the surface or other tunnel

Hibernation: in order to survive times where food is scarce, Ghouls may enter into a deep sleep that may last for years. Their respiration and other bodily functions slow to a near stop. They appear dead, further leading to the belief that they are living corpses. They revive when disturbed, such as when someone digs a new grave overhead.

Necromantic susceptibility: -4 on saving throws against necromancy, and effects last twice as long

Ghouls have 1D6 maximum hit point capacity. Direct sunlight imposes a -3 penalty to all actions due to pain and loss of sight. Indirect sunlight, e.g. with a heavy hooded cloak, is only a -1 penalty.

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