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

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REGAINING HUMANITY<br />

Kindred who make a deep and prolonged effort can regain lost Humanity or even become<br />

more ethical creatures than they were in life. It isn’t easy, though.<br />

In rules terms, a player can spend experience points to buy dots of Humanity for her character.<br />

In story terms, the character must do something to show that he really tries to become<br />

a better person and more able to resist the Beast (see p. 101 of the Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong> rulebook).<br />

If the player announces her intent to buy Humanity for her character, the Storyteller<br />

can examine the character’s recent actions. Has he tried to atone for past crimes? Has he tried<br />

to avoid committing more sins? Has he resisted his Vice and upheld his Virtue, even when he<br />

cannot harvest Willpower from it? Has the character associated with mortals and cultivated<br />

relationships with them? If the character genuinely tries to act more human, the Storyteller<br />

should certainly permit the purchase.<br />

Why demand an experience-point cost for an increased Humanity when characters lose the<br />

trait so easily? Shouldn’t highly moral acts receive an immediate reward of restored Humanity?<br />

Sorry, no. One moment of grace does not reverse the habits built through years, perhaps<br />

centuries, of abuse. Enduring gains against the Beast require a heroic struggle that never fully<br />

ends. Note that this contradicts statements made about regaining lost Morality for free in the<br />

Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong> rulebook. This contradiction is intentional. Humanity is so central to<br />

the themes of <strong>The</strong> <strong>Requiem</strong> that we want to reinforce characters’ dangerous footing on the<br />

path of Humanity by being that much more stringent with the rules.<br />

Example: Maggie feeds from a vessel and is unable to stop herself, accidentally taking too much Vitae<br />

and killing her victim. Her Humanity is 7, so this bloody transgression causes her to test for degeneration.<br />

This amounts to “manslaughter,” so Maggie’s player draws three times, achieving no successes.<br />

Her Humanity drops to 6.<br />

Maggie’s player then draws has a test pool of 6 (because her new Humanity is 6) for her Humanity<br />

draw, to see if she gains a derangement. Again, the player draws no successes. <strong>The</strong> player and the<br />

Storyteller confer for a bit, deciding that the mild derangement sanguinary animism (see later in this<br />

section) is appropriate here. <strong>The</strong>y come up with the rationale that Maggie has been thinking too deeply<br />

about the arcane properties of blood in her studies of the Crúac Discipline. Add to that her guilt over<br />

the killings, and the two factors combine to “convince” her that part of his soul and indeed the souls of<br />

others she feeds on will mystically linger with her after the feeding has stopped. Remember, this is what<br />

Maggie thinks, not the objective truth. That’s why it’s a derangement!<br />

<strong>The</strong> player writes “sanguinary animism” on the character sheet next to Maggie’s Humanity of 6.<br />

When and if the player buys Humanity back up to 7 with experience points, Maggie overcomes her<br />

sanguinary animism derangement. Yet if her Humanity continues to drop, she might develop a more<br />

severe ailment, or even manifest some other type of derangement.<br />

GAME EFFECTS OF HUMANITY<br />

Why struggle against the Beast? Why not compromise with the Beast and one’s own desires<br />

and stabilize as a callous but self-controlled monster?<br />

Many Kindred accept that logic. <strong>The</strong>y sacrifi ce more than abstract ethics when they compromise<br />

with the Beast, though. Preserving Humanity offers tangible benefi ts. <strong>The</strong> more a vampire cultivates<br />

mortal feelings and ethics, the less tightly the curse of undeath binds him, at least in some ways.<br />

DAYTIME ACTIVITY<br />

<strong>The</strong> Kindred have trouble staying awake during the day. <strong>The</strong> lower a character’s Humanity<br />

score is, the harder it is to be active.<br />

If a character wants to stay awake when the sun rises, the player draws a test pool of the<br />

character’s Humanity. <strong>The</strong> character resists sleep for one turn or minute per success drawn.<br />

264<br />

mind’s chapter eye three: theatre: special requiem rules and systems

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