You can only take Ghoul Template A if you have contracted The Hunger from cannibalism. There is no known cure.

 

Each Ghoul Template grants you +1 Grit and +1 Violence.

 

A: The Hunger, Iron Guts

B: Tracker

C: Paralyzing Claws

D: The Spirit is Willing

The Hunger

You do not need to eat every day, but you must eat the flesh of sapient humanoids. The Hunger is always present, like a glass splinter stuck in your mind.

 

You do not get dehydrated and cannot die of starvation. The Hunger won’t let you.

 

Each day you go without eating, fill 1d3 mental slots with The Hunger. Like Stress, The Hunger overwrites Skills, Tongues and Rituals. A slot filled with Stress cannot be filled with The Hunger, and vice-versa. Eating 5 rations worth of sapient meat (a Small humanoid) recovers 1 Hunger.

 

If you gain Stress or Hunger and do not have any remaining slots, you go into a special Panic. In this state, you are murderously feral, only focused on sating your Hunger. The Panic only ends when you recover at least 1 Hunger, which then clears your remaining Stress.

 

If you are unable to sate your Hunger while feral, Save vs Discipline each day. On a failure, you become sluggish and forgetful. Your attribute scores are halved while in this state. Recovering at least 1 Hunger will still return you to your senses and end the Panic, but your attribute scores only restore by 1 each day.

 

If you are unable to sate your Hunger while sluggish, roll 1d6 each day. On a 1, you become catatonic and unable to move. Your entire awareness is consumed by the Hunger. Your attribute scores all become 1. Even if you manage to recover from this state, what is left will not be you.

Iron Guts

All meat is just meat to you. Your Hunger crowds out everything else. You never roll for special meat effects. You are immune to most ingested poisons. You cannot benefit from a Good Lunch.

Tracker

You can accurately locate dead flesh by smell within 50 ft. You can tell how long ago a creature died and general details about its death by eating its flesh.

Paralyzing Claws

Your nails grow long and sharp. Unarmed attacks deal 1d6+MIG piercing damage. Creatures with less than [Level]x2 Grit Dice must Save vs Might if hit by your claws, or be paralyzed for 1d6 Rounds.

The Spirit is Willing

You have fully embraced your curse. While at least 1 mental slot is filled with The Hunger, you regenerate 1d6 Grit per Round. For every roll of 4-6, immediately gain 1d3 Hunger.