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St. Lawrence, Maine

Sunday, April 19th, 2015

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The shattered corpse of a dormant city slowly stirs as life seeps back into it. It is a place where seeds of redemption now take root while a timeless struggle for supremacy begins anew. Beneath the rotted shell of the city, under the desperation and despair, lurks untapped power. Multiple factions of Kindred (and others) vie for control, and that power impatiently waits for those ambitious enough to grasp it. Welcome to St. Lawrence by Night

We are currently at maximum player population and will not be accepting additional players into the game until further notice.



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Hierarchy of Sins for Path of Humanity
Topic Started: Jan 12 2018, 04:56 AM (5 Views)
TheStranger
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Just to have on the forum as reference, here is the Hierarchy of Sins for the Path of Humanity (Core Book, 312):

Path of Humanity
Morality RatingMoral Guideline
10Selfish thoughts
9Minor selfish acts
8Injury to another (accidental or otherwise)
7Theft
6Accidental violation (drinking a vessel dry out of starvation)
5Intentional property damage
4Impassioned violation (manslaughter, killing a vessel in frenzy)
3Planned violation (outright murder, savored exsanguination)
2Casual violation (thoughtless killing, feeding past satiation)
1Utter perversion or heinous acts




The Downward Spiral

Vampires are monsters, and even a Kindred with the highest of Humanity ratings is nothing more than a wolf in sheep’s clothing. Nonetheless, as Humanity erodes, vampires not only become capable of, but also actively pursue, ever more depraved acts. It is in a vampire’s nature to hunt and kill, and eventually every vampire finds himself holding the corpse of a vessel he had not intended to murder.

It is important, then, to know how vampires change as their Humanity ratings deteriorate. Vampires’ behavior, even under the auspices of Humanity, may become so utterly depraved and alien that the very thought of her causes discomfort in others. After all, a low Humanity rating indicates that very little connects the Kindred with her mortal origins.



Humanity 10-8

Kindred with Humanity ratings this high are, ironically, more human than human. Many fledgling vampires sometimes adhere to codes more rigorous than they ever held in life, as a reaction against becoming a predator. Older Kindred scoff at this practice, laughing at the thought of newly whelped neonates cowering beneath fire escapes and subsisting on the foul blood of rats, vainly rebelling against their murderous natures. In truth, vampires who maintain high ratings in Humanity are rare, as every Kindred must kill sooner or later. Vampires with high Humanity are almost unbearable
by their peers, who find frustration in their perceived naiveté and self-righteousness; most Kindred prefer to suffer through unlife without kicking themselves. High Humanity ratings indicate aversion to killing and even distaste for taking more vitae than is necessary. Though not necessarily passive or preachy, Kindred with high Humanity uphold excruciatingly exacting standards, and often have very clearly defined concepts of moral right and wrong.



Humanity 7

Most human beings have Humanity ratings of 7 or so, so vampires at this level of Humanity can usually manage to pass for mortals. Vampires with 7 Humanity typically subscribe to “normal” social mores — it’s not acceptable to hurt or kill another person, it’s wrong to steal something that another person owns, but sometimes the speed limit is just too damn slow. The vampire is still concerned with the natural rights of others at this stage of morality, though more than a little selfishness shines through.



Humanity 6-5

People die. Stuff breaks. A vampire below the cultural human norm has little difficulty with the fact that she needs blood to survive, and she does what needs to be done to get it. Though she won’t necessarily go out of her way to destroy property or end a victim’s life, she accepts that sometimes that’s what fate has in store for some folks. Though not constantly horrid, Kindred at this stage of Humanity are certainly at least mildly unpleasant to be around. Their laissez-faire attitudes toward others’ rights offend many more moral individuals.



Humanity 4

The vampire begins an inevitable slide into urge indulgence. A Humanity of 4 indicates that killing is acceptable to this Kindred, so long as his victim is “deserving.” Many vampire elders hover around this level of Humanity, if they haven’t adopted some other moral code. Destruction, theft, injury — these are all tools, rather than taboos, for a vampire with Humanity 4. The vampire’s own agenda becomes paramount at this point, and screw whoever gets in the way.



Humanity 3-2

The lives and property of others are irrelevant to a Kindred this far gone. The vampire likely indulges
twisted pleasures and aberrant whims, which may include any manner of atrocity. Perversion, callous murder, mutilation of victims, and wickedness for its own sake are the hallmarks of a Kindred with very low Humanity. Few vampires maintain ratings this low and lower for very long — their damnation is all but certain at this point. Physical changes show up at this stage; while not hideous in the sense of the Nosferatu or certain Gangrel, the vampire acquires a pallid, corpselike, and noticeably unwholesome aspect.



Humanity 1

Only nominally sentient, Kindred with Humanity 1 teeter on the edge of oblivion. Little matters to vampires this far gone, even their own desires outside of sustenance and rest. There is literally nothing a vampire with Humanity 1 won’t do, and only a few tattered shreds of ego stand between him and complete devolution. Many who attain this stage find themselves no longer capable of coherent speech, and spend their nights gibbering blasphemy in their gore-spattered havens.



Humanity 0

Must sleep. Must feed. Must kill. Players may not run characters with Humanity 0. Vampires at this stage are completely lost to the Beast.
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