Ghouls

Description
Ghouls are beings un/fortunate enough to survive massive exposure to balefire radiation, rendered into a state of living death. Ghouls do not physically age, and their bodies often deteriorate until they look like walking corpses. They also risk slowly losing their minds and 'going feral'. Monstrous feral ghouls still haunt many ruins and tunnels across the land. On the bright side, ghouls are healed and empowered by radiation and are immune to mutation and many natural causes of death, including the ravages of natural aging.

While ghouls aren't technically a race unto themselves (in fact, most common races can become ghouls), their common affliction - and in some cases, extreme age - marks them apart from everyone else, and they often associate more with one another than with their own origin race.

Racial Characteristics

 * Earth Ponies, Unicorns, Pegasi, Zebras and Griffons can become ghouls.
 * All ghouls must take the Ghoul trait.
 * Ghouls do not heal naturally, instead relying on the Ghoul trait (which uses rules similar to the Rad Child trait) to regenerate using stored radiation.
 * Ghouls retain the perk and trait options of their base race, as well as any applicable abilities like flight or magic.