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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 and understanding of their former lives. The Humanity trait reflects this perspective. Vampires who 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; they 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 who are Embraced replace Integrity with Humanity, and start with seven dots (regardless of their Integrity scores). These ratings are compatible. For example, if a Discipline affects a vampire character based on her Humanity rating, Integrity will work similarly on her mortal counterpart.

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 is reflected in a character’s behavior and appearance. As he sinks into depravity, he becomes less and less like the mortals around him. He becomes more a monster, more focused on survival than on abiding by the societal norms of the herd. Often, this presents as aloofness or detachment. The character simply ceases to relate to human mores and expectations. These descriptions are only guidelines; it’s up to you to determine how your character exhibits the path he 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 a human’s emotional cues with the Empathy Skill would be affected. Note that these penalties do apply with Touchstones; inhumane vampires find establishing relationships with humans to be difficult, or even not worth the time.

  • 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. She appears as an iconic, idealized human. Gain a +2 die bonus to any rolls to relate to humans.
  • Humane (Humanity 7-8): A vampire in this range of Humanity is either very good at maintaining her attachments, or she’s very new to the Danse Macabre. 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. She has a subtle, ashen pallor. Take a –1 die penalty on any roll to relate to humans.
  • Weathered (Humanity 4): A weathered vampire 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, a vampire at this level has taken lives, and understands that he probably will again in order to guarantee continued survival. He sees humans as fragile and temporary. He’s calculating and cunning, having a mind attuned to consequence. This shows in immediate behaviors. For example, he might avoid early morning social functions to avoid worst-case traffic on the way home. Take a –2 die penalty on any roll to relate to humans.
  • Callous (Humanity 3): At this level, a callous vampire maintains a cynical and jaded world perspective. He’ll step over anyone and anything in the name of survival. Most elders fall into this range. Typically, he’ll take the safe route for the long haul. He’ll kill witnesses before risking their escape. By this point, Humanity takes its toll, and the vampire appears deathly or sickly. This appearance isn’t unnatural, per se, but it makes humans uncomfortable. Take a –3 die penalty on any roll to relate to humans.
  • Monstrous (Humanity 2): A monstrous vampire is barely recognizable as human, unless he’s specifically acting the part and using the blush of life. He looks like a moving corpse, with dry flesh tightened over bones and a faint red hue to his eyes. 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 a –5 die penalty on any roll to relate to humans.
  • Animalistic (Humanity 1): A vampire this close to the Beast exists in a state of animalistic stoicism. She can speak and interact just like anyone else, but takes no action without intent. Words are but tools for the hunt. 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. Crowds part when she walks through; her presence demands fright or obeisance. Your character cannot relate to humankind. Any such rolls use only a chance die.
  • Draugr (Humanity 0): A character who reaches zero Humanity dots becomes draugr, lost to her Beast. She becomes a threat, no longer able to interact with society productively — Kindred or mortal. Nothing is sacred; draugr will not hesitate to shred the Traditions as a means of escape. Draugr are forever lost to their monstrous natures; only the vaguest rumors suggest they can be redeemed. In Paradi City, draugr are killed immediately and without mercy.

Some draugr are careful predators, acting with stealth and bestial cunning, or retaining ritualistic behaviors from their former lives. For example, a fallen Mekhet might set up clever ambushes and sleep in an old library, nesting among moldering books he can no longer read.