Humanity

Work in progress, Need to clean this up but I wanted to get the info up at least.

Touchstones

Humanity
Kindred are not human. They were, once, but now they’re something entirely different. However, to blend in with mortals, to walk among the flock, Kindred must maintain perspective on and understanding of their former existences. Humanity reflects this perspective. Vampires that maintain high Humanity scores live side-by-side with mortals, and can relate to the living. Vampires with low Humanity scores grow distant and alien, and lose sight of what they once were, and more importantly, what they prey upon.
For some Kindred, Humanity is a downward spiral. It’s a great tragedy that ends in monstrosity and destruction. For some, it’s a constant struggle to maintain ties and never lose sight. Most Kindred find a range of Humanity that suits them, a certain distance or closeness to the breathing world.
This system replaces the Integrity system in The God-Machine Chronicle. Mortal characters that become Embraced replace Integrity with Humanity, and start with seven dots (regardless of their Integrity score). These ratings are compatible. For example, if a Discipline affects a character based on their Humanity rating, Integrity will work similarly on a mortal character.
The Humanity Scale
Humanity exists as a continuum from zero to ten dots. Vampire the Requiem characters begin play with seven dots. Higher Humanity scores are possible, but difficult to maintain.
Humanity level reflects in a character’s behavior. As he sinks into depravity, he becomes less and less like the mortals around her. These descriptions are only guidelines; it’s up to you to determine how your character exhibits the path she walks. Also, there are minor Social modifiers listed. These modifiers apply to rolls relating to humans. Manipulating humans for food with Subterfuge or frightening them with Intimidation are not affected, but trying to understand their situations with the Empathy Skill would.
Ascetic (Humanity 9-10): A rare vampire with this degree of Humanity goes out of her way to immerse herself in mortal affairs, and to feed sensibly. She’s poised and confident in her dealings, she’s an expert in the way humans behave, feel, and think. She manages to think and act the way they do, in the way an expert method actor would. Gain 2 to any rolls to relate to humans.
Humane (Humanity 7-8): Most vampires in this range of Humanity are either very good at maintaining their attachments, or they’re very new to the Danse. She has little difficulty blending in with humans. She remembers with perfectly clarity what mortal life was like. She remembers the way food tasted. She remembers the way sweat felt across her skin. She feels pain for those hurt by her actions and those of her kind.
Balanced (Humanity 5-6): At this point, she’s been around the block. Most neonates and some ancilla fall into this range. She’s seen pain and anguish as result of her condition, and is beginning to accept it as part of existence. She still has no issue relating to mortals; she just recognizes that she’s never going to be one again. She’s selfish, and lies like second nature. Take -1 in any roll to relate to humans.
Weathered (Humanity 4): A weathered Kindred has seen more death and devastation than most mortals will in a lifetime. Most ancilla fall into this range of Humanity. While not spree killers, most Kindred at this level have taken lives, and understand that they probably will again in order to guarantee continued survival. They see humans as fragile and temporary. Take -2 in any roll to relate to humans.
Callous (Humanity 3): At this level, a callous Kindred maintains a cynical and jaded world perspective. He’ll step over anyone and anything in the name of survival, and humans are little more than tools. Most elders fall into this range. By this point, Humanity takes its toll, and the vampire appears deathly and pallid. This appearance isn’t unnatural, per se, but it makes humans uncomfortable. Take -3 in any roll to relate to humans.
Monstrous (Humanity 2): A monstrous Kindred is barely recognizable as human, unless he’s specifically acting the part and using the blush of life. He’s short-tempered, selfish to a fault, and will kill to suit minor interests and petty desires. Not only does he have difficulty dealing with people, he doesn’t want to. Most of the mortals in his life are servants and feeding stock, viewed as resources at best. Take -5 in any roll to relate to humans.
Animalistic (Humanity 1): A Kindred this close to the Beast barely registers as sentient most of the time. She can speak and interact just like anyone else, but she chooses not to. Every action is a step toward the next meal; nothing but blood is worth her time. While she could fake humanity with a bit of blood, she can’t be bothered, and instead looks like a corpse, a statue, a morbid doll. She’s a menace, and crowds part when she walks through. Your character cannot relate to humankind. Any such rolls use only a chance die.
Draugr (Humanity 0): A character that reaches zero Humanity dots becomes draugr, lost to her Beast. She becomes ravenous and animalistic, no longer able to interact with society—Kindred or mortal. Draugr are forever lost to their monstrous natures; only the vaguest rumors suggest they can be redeemed. In most cities, Sheriffs kill draugr immediately and without mercy.
Breaking Points
Breaking points are moments and experiences in a Kindred’s Requiem that push her to risk detachment. Any time she experiences a breaking point, roll to resist Detachment. For an event to constitute a breaking point, it must be applicable to her Humanity level, or lower. For example, a Humanity 5 character risks a breaking point if she commits manslaughter (Humanity 3 breaking point), but not if she’s rejected by a human (Humanity 8 breaking point).
The listed breaking points are examples. Add breaking points at Storyteller discretion, or shift these up or down to fit the situation. Typically, the more personal the event is, the lower level a breaking point it should be. If something is significantly distanced from the character, or she had no way to prevent it, it should be a Humanity level higher.
Many breaking points reference human contact. This refers to interaction, usually verbal. While it does not have to be positive interaction, it should be human in nature, and meaningful. Jumping a derelict in an alley, feeding, and fleeing is not interaction. Nor is tying up an enemy’s ghoul and torturing them in a basement. However, the act of feeding the captive or finding the derelict to shelter for the night could be.
Note that breaking points do not occur while a character is in torpor. Upon awakening, discovering missed breaking points could constitute new breaking points at Storyteller discretion. If multiple versions of a breaking point apply, use the worse of the two.
samples should be a breakout or sidebar
Humanity 10 (Five Dice)
One night without human contact.
Lying in defense of the Masquerade.
Spending more than one Vitae in a night.
Humanity 9 (Five Dice)
Watching humans eat a meal.
Committing a superhuman feat of physical prowess.
Feeding from the unwilling or unknowing.
Urging another’s behavior with a Discipline.
Spending an hour in the sun.
Humanity 8 (Four Dice)
Creating a ghoul.
Rejected by a human.
Riding the wave of frenzy.
Taking another’s consent with a Discipline.
Spending most of a day in the sun.
Humanity 7 (Four Dice)
One week without human contact.
Surviving something that would hospitalize a human.
Injuring someone over blood.
Humanity 6 (Three Dice)
Falling into torpor.
Feeding from a child.
Reading your own obituary.
Surviving something that would kill a human.
Humanity 5 (Three Dice)
Two weeks without human contact.
Reaching Blood Potency 3.
Death of a mortal parent or cousin.
Joining a covenant.
Humanity 4 (Two Dice)
Impassioned violence.
Spending a year or more in torpor.
Surviving a century.
Accidentally killing.
Taking a leadership role in a covenant.
Learning a dot of Crúac.
Humanity 3 (Two Dice)
One month without human contact.
Reaching Blood Potency 6.
Death of a mortal spouse or child.
Impassioned killing.
Humanity 2 (One Die)
One year without human contact.
Premeditated killing.
Seeing a culture that didn’t exist when you were alive.
Surviving 500 years.
Creating a revenant.
Humanity 1 (Zero Dice)
One decade without human contact.
Heinous, spree, or mass murder.
Killing a Touchstone.
end samples
Detachment
When reaching a breaking point, the character faces potential Detachment: the loss of a Humanity dot. To resist Detachment, roll the number of dice associated with the breaking point’s level. If the character has Touchstones, she can draw on additional dice. Willpower may not be spent to improve this dice pool. Any time your character faces a breaking point, take a Beat.
Roll Results
Dramatic Failure: Not only does the character lose sight of her Humanity, she sees the breaking point as nothing of consequence whatsoever. In addition to losing a dot of Humanity, gain the Jaded Condition (see p. XX).
Failure: Your character lets go of some of his mortal attachments, and moves toward monstrosity. In addition to losing a dot of Humanity, gain the Bestial, Competitive, or Wanton Condition as he revels in his selfishness.
Success: Your character holds onto a scrap of empathy, despite the urge to let go. She does not lose Humanity, but gains the Bestial, Competitive, or Wanton Condition as her nature pushes her to withdraw.
Exceptional Success: Not only does your character hold onto her concept of Humanity, she steps away from the conflict with renewed vigor. She takes the Inspired Condition (p. XX). The inspiration relates to her newfound affinity for mortality.
Suggested Modifiers for Detachment Rolls
Have an attached Touchstone
2
Have multiple attached Touchstones+3
Protecting your Masquerade-1
Protecting your Requiem+1

Humanity

Pride and Power nevermore nevermore