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Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

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Kindred who spend too much time in solitude, for their connection to humanity (and<br />

Humanity) can easily atrophy. No hard-and-fast system exists, but a good guideline can<br />

be obtained by subtracting the Kindred’s Humanity from 11. Every time the resulting<br />

number of years passes in a game without the character making any signifi cant human<br />

or Kindred contact, the player must make a degeneration draw.<br />

HUMANITY AS MORALITY<br />

In rules terms, a trait called Humanity represents the balance of power between the Man<br />

and the Beast. Humanity is the specifi c form that the general Morality trait takes for vampires.<br />

<strong>The</strong> trait measures the connection a Kindred feels to her leftover mortal feelings and to her<br />

capacity to empathize with other beings. <strong>The</strong> lower a character’s Humanity goes, the less she<br />

cares and the more brutally she tends to act.<br />

Humanity uses the same order of sins presented in the Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong> rulebook (which is<br />

reproduced here for your convenience). Just as with mortals, when an undead character performs<br />

an act that carries an equal or lower rating than his Humanity, the player draws a certain number<br />

of times equal to the level of the sin as indicated to fi nd out whether the character suffers moral<br />

degeneration. If the draw series succeeds, the character manages to feel shame, regret or at least<br />

some human response. If the draw series fails, the character feels nothing except satisfaction<br />

at getting what he wanted… and a little more of the Man slips away and the character has less<br />

with which to fi ght the Beast in the future. His Humanity drops by one. For what it’s worth, the<br />

threshold for further moral crises drops too, so the player might not need to draw for degeneration<br />

as often — if the character can resist committing more heinous acts in the future.<br />

As a character’s Humanity degrades, he grows less concerned with the world, yielding ever more<br />

to the Beast. He becomes capable of virtually any depraved act against another person. When<br />

Humanity is lost because of a sin the character committed, draw the character’s new Humanity<br />

as a test pool. If the draw succeeds, the Kindred fi nds some kind of bulwark of sanity at his new<br />

level of Humanity. If the draw fails, a derangement manifests in the character’s mind. Derangements<br />

are mental and emotional “scars,” in this case brought on by the character’s stress, grief<br />

or even remorselessness over acts performed. Derangements are detailed at length on p. 268.<br />

260<br />

mind’s chapter eye three: theatre: special requiem rules and systems<br />

3.9 — HUMANITY AND SINS<br />

Humanity Threshold Sin Draws made<br />

10 Selfi sh thoughts (e.g., Draw 5 times<br />

hurting someone’s feelings)<br />

9 Minor selfi sh acts (e.g., Draw 5 times<br />

cheating on taxes)<br />

8 Injury to another, accidental or Draw 4 times<br />

otherwise (e.g., physical confl ict)<br />

7 Petty theft (e.g., shoplifting) Draw 4 times<br />

6 Grand theft (e.g., burglary) Draw 3 times<br />

5 Intentional mass-property damage Draw 3 times<br />

(e.g., arson)<br />

4 Impassioned crime Draw 3 times<br />

(e.g., manslaughter)<br />

3 Planned crime (e.g., murder) Draw 2 times<br />

2 Casual/callous crime Draw 2 times<br />

(e.g., torture, serial murder)<br />

1 Utter perversion, heinous acts Draw 2 times<br />

(e.g., combined rape, torture<br />

and murder; mass murder)

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