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forum Forum index forumRules Clarification forumHumanity

Author : Topic: Humanity  Bottom
 Mnemon
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 Posts : 481
 Mnemon
  Posted 15/08/2008 04:16:10 PM
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I have seen some people rolling humanity rolls and others not, so I posted this just to remind everyone. Also alternative Paths of Enlightenment are alien and it should immediately be obvious that you have an alien mind toward your morality, everyone around you would know this. Paths are rare for elders and nearly unknown amongst neonates. They are much more common outside of the Camarilla, bur anyone within it would view you as strange and untrustworthy, possibly some sort of infiltrator.


Rating
     Minimum wrongdoing for a conviction roll

10 Accidental wrongdoing.

9 Purposeful wrongdoing.

8 Purposefully inflicting injury.

7 Theft and robbery.

6 Negligent killing.

5 Wanton destruction.

4 Murder in the heat of passion.

3 Sadism and perversion.

2 Premeditated murder.

1 The most heinous and demented acts.

Effects of Humanity
A Kindred's Humanity score reflects how much of a character's mortal nature remains despite the curse of Caine. It
influences how well a character may deny her vampiric state, as well as how closely she may pass for mortal.
- Vampires sleep unnaturally deeply and are loath to rise even if presented with danger. Vampires with higher Humanity rise
earlier in the evening than vampires with lower Humanity scores. Also, if a Kindred is forced to act during the day, the
maximum dice pool he may employ for any action equals his Humanity score.
- Humanity also affects a character's Virtues. Whenever a certain Virtue is called into question, a player may not roll more
dice for a Virtue than her character has dots in Humanity. Obviously, as the character sinks ever more deeply into the arms
of damnation, questions of morality and self-preservation mean less and less. As Humanity depletes, the character creeps
slowly toward the night when she loses all self-control.
- The length of time a Kindred spends in torpor (p. 216) relates directly to his Humanity score. A vampire with low
Humanity remains in torpor for a longer time than a vampire with a higher Humanity score.
- Humanity determines how, well, human a character appears and how easily she may pass for human among the populace.
Vampires with low Humanity acquire unnatural and disturbing features like sunken eyes, perpetual snarls and bestial
countenances.

- If a character's Humanity score ever drops to zero (what kind of game are you playing?), that persona is no longer suitable
for use as a player's character. Completely controlled by his Beast, the character is a mindless force of unnature, and falls
under the Storyteller's control.
Humanity scores fluctuate based upon the Hierarchy of Sin - if a vampire accidentally or purposefully commits an act rated
lower than her Humanity score, she must roll her Conscience Trait to see whether she accepts the act (and thus loses
Humanity) or feels remorse and maintains her current level. Humanity may be raised only by spending experience points on
it. See the Degeneration section (p. 221) for more information on Humanity loss and the Hierarchy of Sin.

The Downward Spiral
Vampires are monsters, have no doubt, and even a Kindred with the highest of Humanity scores is nothing more than a wolf
in sheep's clothing. Nonetheless, as Humanity erodes, vampires not only become capable of, but also actively pursue, ever
more depraved acts. It is in a vampire's nature to hunt, and to kill, and eventually every vampire finds himself holding the
corpse of a vessel he had not intended to murder.
It is important, then, to know how vampires change as their Humanity scores deteriorate. Vampires' behavior, even under
the auspices of Humanity, may become so utterly depraved and alien that the very thought of her causes discomfort in
others. After all, a low Humanity score indicates that very little connects the Kindred with her mortal origins.

Humanity 10-8
Kindred with Humanity scores this high are, ironically, more human than human. Many fledgling vampires sometimes
adhere to codes more rigorous than they ever held in life, as a reaction against becoming a predator. Older Kindred scoff at
this practice, taking great mirth at the thought of newly whelped neonates cowering beneath fire escapes and subsisting on
the foul blood of rats, vainly rebelling against their murderous natures. Oh, the humanity!
In truth, vampires who maintain high scores in Humanity are rare, as every Kindred must kill sooner or later. Vampires with
high Humanity are almost unbearable by their peers, who find frustration in their perceived naivete and self-righteousness;
most Kindred prefer to suffer the slings and arrows of unlife without belaboring themselves. High Humanity scores indicate
aversion to killing and even distaste for taking more vitae than is necessary. Though not necessarily passive or preachy,
Kindred with high Humanity uphold excruciatingly exacting standards, and often have very clearly defined concepts of
moral right and wrong.

Humanity 7
Most human beings have Humanity scores of 7 or so, so vampires at this level of Humanity can usually manage to pass for
mortals. Vampires with 7 Humanity typically subscribe to "normal" social mores - it's not acceptable to hurt or kill another
person, it's wrong to steal something that another person owns, but sometimes the speed limit is just too damn slow. The
vampire is still concerned with the natural rights of others at this stage of morality, though more than a little selfishness
shines through. Just like everyone else in the world...

Humanity 6-5
Hey, people die. Stuff breaks. A vampire below the cultural human norm has little difficulty with the fact that she needs
blood to survive, and she does what needs to be done to get it. Though she won't necessarily go out of her way to destroy
property or end a victim's life, she accepts that sometimes that's what fate has in store for some folks. Not automatically
horrid, Kindred at this stage of Humanity are certainly at least mildly unpleasant to be around. Their laissez-faire attitudes
toward others' rights offend many more moral individuals, and some minor physical eeriness or malformation may show up
at this stage.


Humanity 4
Hey, some people gotto die The vampire begins an inevitable slide into urge indulgence. A Humanity of 4 indicates that
killing is acceptable to this Kindred, so long as his victim is deserving (which is, of course, quite subjective). Many vampire
elders hover around this level of Humanity, if they haven't adopted some other moral code. Destruction, theft, injury - these
are all tools, rather than taboos, for a vampire with Humanity 4. Also, the vampire's own self and agenda become paramount
at this point, and devil take whoever gets in the way. Physical changes become quite evident at this stage; while not hideous
in the sense of the Nosferatu or certain Gangrel, the vampire acquires a pallid, corpselike and noticeably unwholesome
aspect.

Humanity 3-2
The lives and property of others are irrelevant to a Kindred this far gone. The vampire likely indulges twisted pleasures and
aberrant whims, which may include any manner of atrocity. Perversion, callous murder, mutilation of victims and
wickedness for its own sake are the hallmarks of a Kindred with very low Humanity. Few vampires maintain scores this low
and lower for very long - their damnation is all but certain at this point. Vampires at this stage may be physically mistaken
for human, but don't bet on it.

Only nominally sentient, Kindred with Humanity 1 teeter on the edge of oblivion. Little matters at all to vampires this far
gone, even their own desires outside of sustenance and rest. There is literally nothing a vampire with Humanity 1 won't do,
and only a few tattered shreds of ego stand between him and complete devolution. Many who attain this stage find
themselves no longer capable of coherent speech, and spend their nights gibbering blasphemy among their gore-spattered
havens.

Humanity 0
Must sleep. Must feed. Must kill. Players may not run characters with Humanity 0. Vampires at this stage are completely
lost to the Beast.

Welcome Garou, one and all, my Changing brothers and sisters, dancers in the high moonlight, welcome! I call thee, summon thee, bring you hence to witness this circle,  this everwidening circle, the Moot that we call. Hear me! Hear my howl!  

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