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

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chapter one: resisting society degeneration<br />

of the damned 263<br />

threaten those people to extort concessions from your character… or he might unintentionally<br />

hurt them himself. <strong>The</strong> Damned seldom fi nd it easy to atone for what they’ve done.<br />

At the other extreme, a player might say his character feels no remorse at all. She intended<br />

to commit the sin, enjoyed it and would do it again. In that case, you might remove one draw<br />

as a penalty. Such a Kindred doesn’t even try to resist the selfi shness that’s so characteristic of<br />

the Beast. Don’t assess this penalty to a player already drawing only once for a degeneration<br />

check. <strong>The</strong> fact that the character’s Humanity is so low that she has only one draw for the<br />

check already signifi es that she’s beyond caring and remorse.<br />

Note that modifi ers here apply to the degeneration series alone, not to Humanity draws<br />

to determine if derangements are gained.<br />

DEGENERATION AND VICES<br />

<strong>The</strong> transformation from mortal to undead does not excuse a character from suffering his<br />

Vice as his Humanity drops. Characters who want to retain their Humanity need to resist<br />

their Vices as well as the Beast. Giving in to Vices can speed degeneration by eroding the<br />

self-control that a Kindred needs to fi ght the Beast. <strong>The</strong> lower a character’s Humanity drops,<br />

the more often he feels tempted by his Vice.<br />

At fi rst glance, this would seem to put all Kindred on an accelerating death-spiral. Less<br />

Humanity means a more prominent Beast, which means more sins, which eventually means<br />

still less Humanity and an even more recalcitrant Beast.<br />

That’s not actually true, because a character can sink below the level of his Vice. A Vice<br />

drives a character to do something bad, but not the worst thing possible. A lecher might feel<br />

driven by lust to seduce, but he doesn’t have to commit rape. An avaricious money-grubber<br />

might have trouble passing up a shady business deal, but she doesn’t have to rob banks. At<br />

low Humanity, the Kindred can fi nd many ways to indulge his Vice without committing the<br />

most heinous acts. For instance, a Kindred who feels his pride insulted doesn’t have to murder<br />

the offender. He might satisfy his pride by Dominating the offender into making a fool of<br />

himself, use Majesty to turn other people against him or simply spy on him under cover of<br />

Obfuscate to learn damaging secrets for blackmail or humiliation. <strong>The</strong>se are all sleazy, selfi sh<br />

acts — but not as bad as murder (probably). Make no mistake, though: Kindred who stabilize<br />

at a low Humanity become deeply unpleasant characters.<br />

DEGENERATION AND DERANGEMENTS<br />

Derangements usually make it harder for characters to retain Humanity. Some derangements<br />

can cause characters to lash out in wild fury under certain circumstances, or make<br />

them believe they face deadly danger when they do not. Such outbursts can lead a Kindred<br />

to commit acts he later regrets — or not, resulting in Humanity loss.<br />

Some derangements can help preserve Humanity, however, if a character genuinely cannot<br />

understand the signifi cance of his acts. He might not realize what he actually did. For instance,<br />

the player of a paranoid vampire who believes that all banks are part of a Ventrue conspiracy<br />

might receive a bonus to any degeneration draws that happen because of assaults on banks<br />

or bankers. In his cracked mind, the vampire thinks a greater good justifi es his acts.<br />

Players and Storytellers should remember, however, that derangements are expressly disadvantages<br />

that always cause more harm than good. Storytellers should allow a derangementbased<br />

bonus to Humanity checks only if a player has steadfastly roleplayed the disadvantages<br />

of madness, and then only in very specifi c cases where the character’s delusions apply.<br />

At best, madness helps a character stabilize at a low Humanity, as a last-ditch attempt by<br />

the Man to protect itself from the Beast. Indeed, a character doesn’t get “better,” he simply<br />

mires himself ever deeper in insanity.

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