Humanity

From Edge of Darkness Wiki

Humanity
Jump to: navigation, search
Vampire
The Cast
Who's Who
Clans
Daeva
Gangrel
Mekhet
Nosferatu
Ventrue
Covenants
Carthian Movement
Circle of the Crone
Invictus
Lancea Sanctum
Ordo Dracul
Joining (Open)
General Info
Vampire Info
Submit Character
Vampire House Rules
This box: view · talk


Humanity is directly related to Morality, the mortal trait which describes a person's relationship to good and evil. For a Vampire the issue is not so much one of mere good and evil, but how closely they can retain a link to the morality that once defined their mortal life, their former humanity. The less a Vampire can remember of the moral restraints associated with her mortal existence, the more likely she will succumb to her Beast. As with Morality, Humanity is rated on a scale of one to ten, with one being the most bestial and ten be the most saintly (a state that is probably not attainable by a vampire, short of some versions of Golconda).

Humanity Empathy, Persuasion or Socialize Cap Threshold Sin Degeneration Pool Base Torpor Counterfeiting Life
10 10 Selfish thoughts Roll 5 dice (e.g., hurting someone’s feelings) 5 dice One day Pass for mortal almost without effort.
9 9 Minor selfish acts Roll 5 dice (e.g., cheating on taxes) 5 dice Two days Pass for mortal almost without effort.
8 8 Injury to another, accidental or otherwise (e.g., physical conflict) 4 dice Three days Pass for mortal almost without effort.
7 7 Petty theft (e.g., shoplifting) 4 dice One week Easily pass for mortal
6 6 Grand theft (e.g., burglary) 3 dice Two weeks Easily pass for mortal
5 5 Intentional mass-property damage (e.g., arson) 3 dice One month Starts to show the eerie unpleasantness that puts mortals on their guard.
4 4 Impassioned crime (e.g., manslaughter) 3 dice One year Distinctly corpselike appearance, though makeup can compensate.
3 3 Planned crime (e.g., murder) 2 dice One decade No amount of dissembling can help such a character pass for human for long.
2 2 Casual/callous crime (e.g., torture, serial murder) 2 dice Five decades No amount of dissembling can help such a character pass for human for long.
1 1 Utter perversion, heinous acts (e.g., combined rape, torture and murder; mass murder) 2 dice One millenium Mortals instantly recognize the Kindred as a monster whom they should flee.



Personal tools
Namespaces
Variants
Actions
Navigation
games
Toolbox