Humanity

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Humanity
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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]]).
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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]]).
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Revision as of 04:27, 11 June 2015

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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.



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