Degeneration

Despite all efforts to the contrary, a vampire is going to succumb to moral failure sooner or later in his unlife. Willfully or otherwise (ethics are particularly hard to maintain in frenzy), a vampire occasionally commits an atrocity and risks losing to the Beast. If the character feels remorse for his actions, he knows that his morality is still intact. If he commits a wrongful act and callously disregards it, however, his resistance to the Beast is obviously waning.

One of the most important themes of Vampire is the Kindred’s struggle to retain their souls and avoid the clutches of the Beast. Thus, it is extremely important to use morality in a consistent, dramatic manner. If the Storyteller allows the players to (sometimes literally) get away with murder, the story will suffer as one of the tragedies of vampiric existence vanishes. If the Storyteller is too strict with the morality rules, though, all the characters will be ravening, blood-gorged maniacs by the end of the first session. Keeping a handle on morality is a hard thing to do, but the degeneration system is designed to help that. (Since most vampires are on Humanity, from this point forward we’ll talk exclusively in those terms — special rules for those on Paths of Enlightenment start on p. 313.)

The system is simple: Whenever a character takes an action that the Storyteller decides is morally questionable, the character may suffer degeneration — a permanent loss of Humanity. If degeneration is a possibility, the player whose character commits the act should make a Conscience roll for that character. The difficulty is 8 — reprehensible acts are hard to justify — though the Storyteller may modify this. Willpower may not be spent for an automatic success on this roll — all the ego in the world won’t protect a character from guilt.

If the player makes the roll with even one success, the character loses no Humanity — he feels enough remorse or somehow manages to justify his transgression. If he fails the roll, the character loses a point of Humanity. If the player botches, the character loses a point of both Humanity and Conscience, and also gains a derangement, decided upon by the Storyteller. Obviously, morality is not something a Kindred can afford to take lightly. Remember that a vampire whose Humanity drops to zero becomes a character controlled by the Storyteller.

Bearing

A vampire’s morality has a direct impact on her bearing — a feeling the Kindred unconsciously projects. The greater the vampire’s Humanity or Path rating, the stronger this tendency is. For example, vampires on Humanity have a bearing of normalcy; the humane connection that such vampires hold keeps them from seeming strange and terrifying to mortals.

Generally, a vampire’s bearing has little or no direct effect on her nightly activities — it’s only a vague impression. Very high or low morality ratings impose a bonus or penalty to specific rolls associated with the character’s bearing — for Humanity, the bearing modifier affects Social rolls for appearing normal and winning sympathy. These modifiers can affect rolls used for Disciplines, where relevant. Paths of Enlightenment have their own bearings, which are listed with each Path description.

Path RatingBearing Modifier
10-2 difficulty
9-8-1 difficulty
7-4no modifier
3-2+1 difficulty
1+2 difficulty

Hierarchies of Sin

Humanity

HumanityMoral Guidance
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