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Humanity System for City of Ashes; Including the flaws/merits awarded at each level
Topic Started: Sep 7 2013, 12:24 AM (271 Views)
Psyche_Dreamweaver
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This post discusses the revamped (ha) humanity system that the City of Ashes RPG is going to operate under, including the actions a character can take that will *risk* humanity loss, as well as ones that will AUTOMATICALLY result in a lost humanity point...no moderator role required. The perks (and flaws) that vampires are subject to after Gehenna with each level of humanity lost or gained are also given, as well as any exceptions if a particular clan/bloodline has a different flaw than the usual.


What can cause humanity loss:

In the original VTM system, if your character had high humanity (9 or 10) something as trivial as hurting someone's feelings or having a selfish thought was grounds for rolling for humanity loss. Frankly, I feel that's a bit silly. For example, I consider myself to be a very good person, but I have days where I'm in a bad mood and bitchy to everyone around me. Does that change the fact that I'm a good person? No, it just means I'm having a bad day...which *everyone* can have, vampire or not.

That said, the humanity system is a good way to reflect that a person's choices have consequences, and vampires who want to pursue the LOL!Evil path even AFTER divinity wiped out most of their kind are sort of asking for it.

Yes, Kindred are predators by nature and must feed on blood to survive, but that doesn't mean they have to go around torturing and killing people for no reason. They don't even *have* to kill to feed. Vampires have their Beast, but though still present, it doesn't have as powerful a hold over them as it did before the Withering, so while a vampire can still lose control, the Beast isn't an excuse for every bad thing an individual Kindred might do anymore.

Deliberate cruelty: Snapping at somebody, saying a mean thing because you're having a bad day, or verbally biting back at someone who was cruel or bitchy to you first doesn't count.

Deliberate cruelty is willingly inflicting emotional pain or humiliation on another person who *doesn't* deserve it just for the sake of being cruel. Whether this gets a humanity loss roll depends on the vampire's current level of humanity. Obviously if their humanity level is already low enough that killing someone doesn't bother them; being emotionally cruel to a person isn't even an issue. But if the character has a high level of humanity (8 or higher) then being *deliberately* cruel with the express goal of hurting or humiliating another person is a gateway offense to risk losing humanity and will require a roll.

Physical harm: The physical version of the previous- deliberately inflicting physical pain or injury on an innocent person or creature without a good reason for doing so (self-defense if someone/something is attacking you doesn't count). Again, if a vampire's humanity level is low enough that killing isn't a large concern, merely hurting something doesn't incur a further humanity loss (4 or lower), a Kindred with a humanity of 5-7 has a humanity roll done, Kindred with humanity 8 or higher automatically lose a humanity point. Accidentally injuring someone or something is a different matter, and whether a humanity roll is needed depends on the character's motives, actions after the fact, or whether they feel remorse. Hurting someone, even if it wasn't deliberate on the vampire's part can risk loss of a humanity point if the vampire doesn't care that they hurt someone.

Torture: Torturing an enemy that the character has suffered because of requires a humanity roll (since torture goes quite a bit beyond simply injuring another person), torturing someone who didn't do anything to the character is an automatic humanity loss regardless of their humanity level.

Rape: Rape is ALWAYS a humanity loss, no roll is done.

Accidental killing: Whether this occurs from a young vampire accidentally killing a victim during feeding (an older vampire has had time to develop better control over their feeding, so if *they* kill someone via feeding they risk humanity loss) or another scenario (an innocent bystander getting caught up in a fight between two Kindred, for example), whether this will warrant a roll for humanity loss depends on how the character acts/feels afterwards. If they feel definite guilt and remorse for the death and try to make amends for it, then they don't risk humanity loss. If they shrug the death off and don't seem to care what happened, let alone make up for it, then they must have a roll for humanity loss.

Deliberate killing: If the character is defending him/herself, friends/comrades, or innocent people, then no humanity roll is needed. If the killing was unnecessary, and the character feels and expresses no remorse afterwards, then a humanity roll is made. A killing that is both unnecessary *and* particularly cruel or vicious automatically results in a humanity loss (unless the character's humanity is 3 or lower).

Gaining humanity:

Much like a Kindred who commits vile acts will lose humanity, a Kindred who defies their nature and acts with selflessness and compassion will gain humanity...becoming-ironically- even more humane than an actual human.

By default, all newly-embraced vampires start at humanity 7. If your character was embraced after Gehenna and has been Kindred for longer than a year, they can start play with a maximum humanity of 8 (this then allows there to be vampires of the new bloodlines, but also forces players to earn the higher humanity perks through actual RP, not as freebies they start play with). There's no such restriction on how *low* your character's humanity can be at the start of the game (other than not being able to play a vampire of 0 humanity); as a character who starts play with a lower humanity score can be a challenge.

The lower a character's humanity, the smaller the act needed to gain a point, because frankly they have a much deeper moral pit to climb out of than a character with a humanity of, say, 7 or 8. A vampire walking around with humanity 4 is going to have to really fight their dark impulses and selfish nature to do something genuinely good- so even a seemingly small gesture of selflessness is enough to raise a point simply because for a low humanity character the act *is* so unexpected (it must actually BE selfless by the way...acting kind to a human because the vampire wants something from them is NOT being kind or humane; its being manipulative and serving their own ends).

Conversely, a vampire with a humanity rating of 7 or 8 is going to have to do something exceptionally selfless in order to gain a humanity point. A kind word or simply feeding without harming their victim won't do, as those are things a high humanity Kindred has probably already made a habit of. Saving someone's life, sparing an enemy, putting their own life (or their kind) in danger because it's the *right* rather than the practical thing to do...those are examples of things that can earn someone a humanity of 9 or 10.

In terms of behavior, the humanity scale goes as follows:

0- Monstrous. Must sleep. Must feed. Must kill. This vampire has lost every shred of the person they once were and is a completely mindless predator. There is no redemption or gaining humanity at this point. If a character drops to zero humanity they become an NPC until they are killed.

1- Horrific. Only nominally sentient, Kindred with Humanity 1 teeter on the edge of oblivion. Little matters 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 in their gore-spattered havens.

2- Bestial. This vampire has been mostly swallowed by their own dark urges. They're still capable of rational thought, but their personality is mostly gone at this point. They frequently have black outs and chunks of `missing' time; rousing surrounded by the bodies of victims they don't even remember killing.

3- Cold. Once a vampire has sunk this low, its hard for them to climb back up, because their concept of what's right and what's wrong is severely skewed. Their inherent personality is still there, but is gradually becoming taken over by their own predatory nature. 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 this low Humanity. Few vampires maintain ratings this low and lower for very long — their damnation is all but certain at this point.

4- Unfeeling. The character is essentially a sociopath at this point- capable of recognizing the difference between right and wrong, but not really caring. 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.” Before Gehenna, many vampire elders hovered around this level of Humanity. Destruction, theft, injury — these are all tools, rather than taboos, for a vampire with Humanity 4. The vampire’s own agenda becomes paramount at this point, and screw whoever gets in the way.

5- Distant. 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. Though not constantly 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.

6- Removed. At this point a vampire has become more comfortable with their predatory nature, and is slowly growing accustomed to the notion of killing...provided its an enemy or in self-defense. Accidentally killing a victim during feeding is still disturbing and traumatic to them though, and will often provide an impetus to watch their actions more closely lest they slip and do it again.

7- Normal. Most human beings have Humanity ratings of 7, 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 casually hurt or kill another person (unless in self-defense), 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 can shine through.

8- Caring. This vampire is ironically more humane than the average human. They adhere to normal standards of morality, and take it a step further by taking an active (benevolent) interest in other people; genuinely caring about the joys and problems of someone other than themselves.

9- Compassionate. Vampires with humanity ratings this high have an extreme aversion to any and all killing and even often have a distaste for taking more blood than is necessary. Though not necessarily passive or preachy, Kindred with 9 Humanity uphold excruciatingly exacting standards, and often have very clearly defined concepts of moral right and wrong.

10- Near-saintly. Despite the fact that the average human has a humanity rating of 7, a vampire that attains 10 humanity is pretty much the idealized image of how a human *should* behave...kind, honorable, sometimes even innocent and pure. Except in the most extreme of circumstances, killing is completely out of the question at this pinnacle of humanity, and even if the act causes no harm to the person, feeding on a human itself can cause guilt. Vampires with humanity this high often subsist on packaged blood. They aren't perfect...everyone, no matter how nice, can have a bad day, but short of being an actual saint you can't get more morally just than this.

NOTE: The relevant perks and flaws awarded at different levels of humanity are lost or gained as appropriate (supernatural and mental flaws fade from the vampire if they can raise their humanity level, the high humanity perks are lost if the vampire drops in humanity). Physical flaws like animal features and other deformations aren't `healed' simply by rising in humanity, but if a high enough level of humanity (8 or higher) is reached they can be healed via the use of specific disciplines and won't revert back unless the Kindred's humanity level falls at a later date.

At dropping to Humanity 5 almost all clans/bloodlines gain the same, unique to their lineage flaw; this is to serve as a spiritual slap-in-the-face in an attempt to get them to stop losing further humanity (note that the flaw for each given clan/bloodline also affects their new bloodlines and variants). Below 5, most vampires get the same flaw as they descend in humanity, but exceptions will be noted by each number if they exist.

10- Semblance of life

The kindred's skin is slightly warm to the touch now (its still cool when they haven't fed). They can hold down any human food they eat without having to vomit it up later (it is broken down and absorbed into their bodies, they don't gain nourishment from it though, and they still need blood to survive), and they can not only go through the motions of sex (feeding is no longer required for this effect), but regain the full enjoyment of the experience that they had while mortal, further weakening the hold of their beast over them). Some of their human bodily fluids (such as normal tears) are restored, and their hair and nails start growing again (albeit at a much slower than human rate).

They are as human-like at this point while still remaining true vampires that they can possibly get, and there's a chance that a male vampire (very rarely, but still possible) may father children (Note: unlike such children once produced by thin bloods, these rarely occurring offspring are NOT dampires, but are purely human...though they have a higher than normal chance of being psychic or gifted in some way). Its far less likely a female vampire (even with a humanity of 10) can have a child...because although she might be able to *conceive* at about the same rare chance as a male vampire with the same humanity level, its much harder to maintain a pregnancy in a technically not-alive body than it is to produce sperm that move enough to get to and fertilize an egg in a human woman's body.


9- Blush of health- (Skin regains its human color and feels only slightly cool to the touch rather than cold). The vampire also doesn't need to use blood to rise in the evening, making them able to go longer periods without feeding.

8- Lust for life- (Vampire can now eat and even enjoy the taste of food again, but still can't digest it). Their blood after feeding also makes them feel warmer, allowing them to take more mortal-like pleasure in sensations other than blood-drinking (*ahem* I don't think I need to spell this one out for you...blood is still their driving passion, but they can get actual pleasure out of the act itself now.)

7- Reflexive breathing- Kindred breathes as an automatic reflex, making it much easier to pass as a mortal (Note that the vampire still doesn't HAVE to breathe, it just becomes (or allows them to retain it) an unconscious habit at this point.

6- This is the only below normal human humanity level that doesn't carry an automatic flaw/penalty with it.

5-

Assamite: Tainted aura- your aura (when read by Auspex) has the black veins that normally signify a diablerist, whether you've committed that crime or not.

Brujah: Addiction- You suffer from an addiction to a substance, which must now be present in the blood you drink. This can be alcohol, nicotine, hard drugs or simply adrenaline. This substance always impairs you in some fashion.

Gangrel: Territorial- You are extremely territorial, staking out a particular area as your hunting ground and reacting aggressively to Kindred trespassers. If another vampire enters your territory uninvited, you risk going into frenzy and are still instinctively hostile to them even if you manage to resist. If you do frenzy, you immediately attack the interloper and continue attacking until they are dead or have left your hunting grounds. You are reluctant to leave your territory except in desperate circumstances.

Gargoyles: Red or glowing eyes- Your eyes are either permanently red, and/or glow when you become overly emotional (whether this is from anger, fear, or any other strong emotion).

Giovanni: Smell of the grave- You exude an odor of dampness and newly turned earth that perfumes can't cover. It makes mortals in your immediate presence uncomfortable.

Kiasyd: Otherworldly taint- You now have a physical peculiarity (odd hair/eye color, glowing eyes, etc.) and/or just an odd aura about you which may make you stick out. Someone who suspects you're not "normal" may find themselves driven to find out what you really are.

Lasombra: Touch of frost- Plants wither as you approach and die at your touch. Your touch leeches heat from living beings, as though you were made of ice.

Malkavian: Moon madness- At a certain phase of the moon (player's choice), not only are you are at an increased chance of frenzy, but you gain a temporary second derangement that lasts until the moon is in a different phase than the one that afflicts you.

Nosferatu: Cold Breeze- A chill wind follows you everywhere you go. While it may make for dramatic entrances, this effect also discomfits mortals and marks you as obviously supernatural. Cold winds sweeping through executive offices or crowded nightclubs can raise all sorts of questions, even if the user is obfuscated.

Ravnos: Can't Cross Running Water- You cannot cross running water unless you are at least 50 feet above it. "Running water" is any body of water more than two feet wide in any direction and not completely stagnant.

Salubri: Deathsight- Everything appears rotted and decayed to you. The world appears to you as a corpse; mortals look diseased or skeletal, buildings seem decrepit, and your fellow Kindred seem to be walking, moldering cadavers.

Toreador: Cast No Reflection- You cast no reflection at all. This endangers the Masquerade, and can also lead you to be mistaken for a member of the Lasombra clan.

Tremere: Vulnerable to holy water- You cannot bear to be in the immediate presence (within 10 feet) of Water that has been blessed (in the traditions of any religion, not just Christianity), and it burns your skin on contact the same as fire or sunlight would.

Tzimisce: The Uninvited- You can only enter a private dwelling with the spoken permission of a rightful inhabitant, and this permission cannot be supernaturally compelled. Rightful inhabitant has to be someone who actually LIVES in the house/room/apartment, not simply a temporary guest. In apartment buildings and private homes, the vampire can still enter the public areas of the building (lobbies, stairwells, elevators, halls), or the driveway/yard/roof/balcony, but they can't actually enter the private dwelling itself without permission.

Ventrue: Only the Willing- The vampire can now only feed from a willing donor, and gains no nourishment if they take blood from someone who isn't. (Packaged blood is exempt from this) Like the Tzimisce line flaw, this permission cannot be supernaturally compelled, so a Ventrue with this flaw had best cultivate some friends/lovers/ghouls.


4- Vulnerability to Silver: To you, silver is as painful and as deadly as the rays of
the sun. You suffer aggravated wounds from any silver weapons (bullets, knives, etc.), and the mere touch of silver objects discomfits you.

3- Repelled by Crosses: You are repelled by the sight of ordinary crosses (or other holy symbol), whether backed by true faith or not. When confronted by a cross/holy symbol, you must flee from the symbol for the duration of the scene. If it touches you, your skin burns as if touched by fire.

* Gangrel- Permanent Fangs: Your fangs no longer retract, making it impossible for you to hide your true nature. While some mortals may think you’ve had your teeth filed or are wearing prosthetics, sooner or later you’re going to run into someone who knows what you truly are.

* Nosferatu- Lord of the Flies: Buzzing harbingers of decay swirl around you everywhere. Their constant presence makes it difficult for you to interact socially and nearly impossible to sneak up on someone or hide effectively. The buzzing of the flies inevitably gives you away

* Malkavian: Gain a new permanent derangement in addition to their other one.

* Lasombra: Light-sensitive- Beyond your normal vulnerability to sunlight, even the direct light of the full moon can damage you (though you avoid this if you go out on a cloudy/rainy night or after the moon has set). In addition, your eyes are more sensitive to even regular bright light, making wearing protective glasses a necessity.

Giovanni: Your skin gains a permanent, unwholesome pallor to it, and your flesh clings more tightly to your bones- giving you an unsettling, almost skeletal aspect to your appearance.

2- Infectious Bite: You may no longer lick the wounds of your feeding closed. In fact, your bites have a one in five chance of becoming infected and causing mortal victims to become seriously ill.

1- Beacon of the Unholy: You radiate palpable evil. Clergy and devout mortals know instinctively that there is something horribly wrong with you, and react accordingly. Churches and other places of worship are barred to you as well.

0- Grip of the Damned: There is no more ecstasy in your Embrace — only terror and pain. Mortals upon whom you feed struggle and shriek, requiring you to grapple with them for as long as you wish to take their blood. (zero humanity vampires descended from the Giovanni already have this flaw, and so get Flesh of the Corpse instead)

Flesh of the Corpse: Your flesh does not fully regenerate itself once it is damaged. While you are able to heal yourself to the point of regaining full functionality, your skin still retains the cuts, tears, bullet holes, and other visible damage that you have incurred.
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