Homebrew Ghoul Species Details
Physical Description
Ghouls or necrotic post-humans are decrepit, rotting, zombie-like mutants. They are victims of heavy radiation poisoning which results in their skin decaying and, paradoxically, greatly extends their individual lifetime. Although they look like a walking corpse, Ghouls are in fact otherwise normal humans who have been exposed to massive amounts of radiation during the Great War and survived against all odds. The name Ghoul comes from the mythological beings that devoured flesh and also resembled Ghouls. Ghoul bodies have been changed by the radiation, their internal systems degrading causing their bodies to be less affected by damage.
History
Ghouls are humans who, by some cosmic fluke, became functionally immortal from radiation. While many ghouls are from before the war, any person can become a ghoul. However, this should never be relied on, as one’s chances of actually becoming a ghoul are astronomically low.
Society
Ghouls hold a unique place in all forms of society. In more tribal societies, they are viewed as evil creatures of the night or honored elders. More established societies view ghouls as disgusting freaks, often calling them “zombies”, leading to them often forming their own settlements. In post-post-apocalyptic societies, such as the New California Republic, ghouls retain citizenship and are treated as valuable sources of pre-war knowledge.
Ghoul Traits
Child of Atom. A ghoul’s rad pool is doubled. Become Feral. Gaining rads past your rad pool does not reduce your maximum health, instead becoming negative rad pool points. When your total negative rad pool points exceeds your maximum hit points, you gain the Feral subrace. Timeless. You are immune to the effects of Jet and can not reproduce. Memory. You gain proficiency in History.Creature Type
You are a humanoid. You determine your appearance and whether you resemble any of your kin.
Size
You are Small or Medium (your choice).
Speed
Your base walking speed is 30 feet.
Feat
You gain one feat of your choice for which you qualify.
Variable Trait
You gain one of the following options of your choice: (a) darkvision with a range of 60 feet or (b) proficiency in one skill of your choice.
Languages
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
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