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

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chapter one: summary: society of the descent<br />

damned 267<br />

little, hit someone who tried to hit them fi rst, or take opportunities for a little fun that don’t<br />

really hurt anyone else. Such a character has a Vice that she probably indulges in small ways<br />

with only minimal regrets. <strong>The</strong>se Kindred can still easily pass for mortal, and they probably<br />

have mortal acquaintances.<br />

HUMANITY 5<br />

It’s a tough world, and Kindred with this Humanity score accept that they need some<br />

toughness as well. Such characters can recognize and reject deliberate atrocities… but shit<br />

happens. If some happens to them, they throw it right back. Why should they act better<br />

than anyone else?<br />

At this Humanity, a Kindred starts to show the eerie unpleasantness that puts mortals on<br />

their guard. A skilled dissembler can still persuade mortals to ignore their instincts, though.<br />

HUMANITY 4<br />

Most Kindred eventually stabilize at or around this Humanity. Characters with Humanity<br />

4 become genuinely callous and selfi sh. Murder no longer shocks them. Violence, theft,<br />

treachery, lies — these are all just tools to help a Kindred get what he wants, to gain power<br />

and to protect his all-important self. Expedience becomes suffi cient justifi cation for nearly<br />

anything. A character suffers from his Vice and indulges it with little restraint. He can still<br />

recognize the practical, legal consequences if the mortal world discovers his crimes, however,<br />

so he takes care to hide his offenses.<br />

Such a low-Humanity Kindred has a distinctly corpselike appearance, though makeup can<br />

compensate. Beauty carries a predatory taint or shows the bland, sterile attractiveness of a<br />

manikin. Only the inability to conceive of such a thing keeps mortals from recognizing the<br />

character as a walking, talking cadaver.<br />

HUMANITY 3-2<br />

A vampire does whatever he can get away with. Only the most remarkable sadism or<br />

perversion can bother Kindred with such a low Humanity… or at least seem too dangerous<br />

to justify the pleasure they would bring. All other creatures are tools, toys or food. Anyone<br />

who says otherwise has proved he is too stupid to deserve consideration. A character this<br />

inhumane feels the pull of such a potent Vice, on top of the Beast and his own ruthlessness,<br />

that he barely qualifi es as sane.<br />

No amount of dissembling can help such a character pass for human for long. Mortals<br />

know within minutes that they are in the presence of a monster, even if they don’t realize<br />

what kind.<br />

HUMANITY 1<br />

Forget sanity — at this Humanity, a Kindred can barely function as a sentient being. Little<br />

except a deranged obsession or direct threat to existence can focus the vampire’s mind against<br />

the hungers of the Beast and the drive of an overwhelming Vice. <strong>The</strong> character even has trouble<br />

mustering the cunning needed to hide her crimes and debauches from mortal authorities<br />

or other Kindred. Rotting corpses strewn about a gore-spattered haven is a perfectly typical<br />

setting for such degenerate vampire. Mortals instantly recognize the Kindred as a monster<br />

whom they should fl ee, or at least a psychopath in the last stages of mental disintegration.<br />

HUMANITY 0<br />

Hunt. Kill. Feed. Sleep. Repeat.<br />

At Humanity 0, a character possesses no shred of free will and cannot be played any longer.<br />

From this fi nal degeneration, there is no return. <strong>The</strong> character must be turned over to the<br />

Storytelling staff, perhaps to be used as a recurring villain.

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