Humanity

Category
The Trait of Humanity is integral to the underlying theme of Vampire: The Masquerade. It is a moral code that allows Kindred to retain their mortal sensibilities in the face of their transformation into parasitic monsters. In essence, it is what keeps a vampire from becoming a mindless animal, enslaved by her thirst for vitae. Humanity, unlike most other Traits, is rated on a scale of 1 to 10, as it is more complex than a 1-to-5 quantification allows for. Also, just because a Kindred follows the Path of Humanity doesn't mean she is a friendly, congenial saint. Vampires are predators by nature, and Humanity only gifts them with the ability to pretend they're not. It is an inward charade that protects a vampire from herself, much as the Masquerade protects vampires from the mortals outside. Unfortunately, the very nature of existence as a vampire is anathema to one's Humanity. As the centuries wear on, the Beast takes hold, and Kindred become less and less concerned with the well-being of mortal 'kine' (after all, they'll die eventually, anyway). As such, characters are likely to lose Humanity over the course of the game. Mortals also typically follow the Path of Humanity, though this is largely out of ignorance: They don't know they can be anything else. As such, this mechanical system for morality rarely comes into play for them. Certainly, some mortals - rapists, murderers and the like - have low Humanity scores, but they have no Beasts toiling within them, as do the Kindred. It is possible for a vampire with a high Humanity score to be more human than some mortals are! 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 deplets, the character creeps slowly toward the night when she loses all self-control. * The length of time a Kindred spends in torpor 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. 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 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 gotta 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 the 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. Humanity 1 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.
System
X Monstrous * Horrific ** Bestial *** Cold **** Unfeeling ***** Distant ****** Removed ******* Normal ******** Caring ********* Compassionate ********** Saintly Hierarchy of Sins 10 - Selfish thoughts 9 - Minor selfish acts 8 - Injury to another (accidental or otherwise) 7 - Theft 6 - Accidental violation (drinking a vessel dry out of starvation) 5 - Intentional property damage 4 - Impassioned violation (manslaughter, killing a vessel in frenzy) 3 - Planned violation (outright murder, savored exsanguination) 2 - Casual violation (thoughtless killing, feeding past satiation) 1 - Utter perversion or heinous acts * Humanity score caps all dice pools when the sun is above the horizon. Related, higher Humanity means waking earlier in the evening. * Humanity score caps Virtue pools. * Higher Humanity shortens the duration of torpor. * Lower Humanity appears less human. (Vampires on Paths of Enlightenment are treated as Humanity of 3 or less when interacting with mortals.) * Spending blood points equal to 8 - Humanity (automatic for 8+) allows appearing more human (flushing the skin, regular breathing, even capable of mimicking sex) for a scene.
Freebie Cost
1