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.
|