Homebrew V:TM 5e Humanity Track
Hey everyone, just for fun I decided to completely rework the Humanity levels in Vampire 5e.
The goal of this homebrew is to take away the “moral-goodness” assigned to high humanity ratings in the original VTM 5e version. This will theoretically give the player more roleplay and gameplay freedom for their character to behave how they want them to instead of equating being a “good” person with being of high humanity, and being an “evil” person equating lower humanity. Instead, I have tried to emphasize a closer connection with one’s beast to the descent down the track. This, I think, makes the Humanity Track more compatible with Sabbat PCs. Any other changes are my own personal preference, like how I think it’s pretty dumb that vampires can only rouse their blood to resemble humans if they are “good” people (and thus cant have sex if they are “too evil”?). This also is designed to give lower humanity vampires some actual gameplay advantages- which I think makes the decision for a PC to remain a good person more compelling as they must resist the temptations of tangible buffs to their stats. Enjoy!
Humanity 10: A great deal of effort is required to achieve this state of unlife, and the storyteller and player must come up with a story event that can allow their character to reach this level. Your beast is entirely in check, almost never a problem except in your absolute darkest moments. Many Kindred pursue this level of humanity in hopes of achieving Golconda- a nirvana-like state of complete peace between the human and monster within.
You are able to eat and drink all human food and process it without having to throw it up- although it does not sate your Hunger.
With the beast within you so thoroughly leashed, you require significantly less blood to thrive. You get a pool of 4 dice to rouse your blood at the start of each night, and still only require 1 success to avoid getting hungrier.
No matter the circumstance, your control of your beast is stronger than it could ever be over you. You do not ever have to roll for Frenzy.
You take only halved superficial damage sunlight every turn when exposed to it.
You heal Superficial damage as a mortal, in addition to vampiric mending.
You are capable of dreaming while in Daysleep.
Torpor Length: 12 Hours
Humanity 9: Most humans do not rise any higher than this level on the humanity track. You do not let the harsh sting of your Beast's hunger control you, and through steeled principles you are a master of your own actions. The beast rarely gets through to you, and if it does, you are able to keep it in the back of your mind while you feed.
You are able to eat and drink all human food and process it without having to throw it up- although it does not sate your Hunger.
With the beast within you leashed, you require much less blood to thrive. You get a pool of 3 dice to rouse your blood at the start of each night, and still only require 1 success to avoid getting hungrier.
The allure of spilled blood does not affect you as much anymore. You have a +2 dice bonus to Frenzy checks when you smell blood at Hunger 4 or higher.
You take only superficial damage to sunlight every turn when exposed to it.
You are capable of dreaming while in Daysleep.
Torpor Length: 24 Hours
Humanity 8: Many good-intentioned and philanthropic humans are at this level. Most Kindred at this level are freshly turned and the seductive whispers of their Beast haven't taken over their subconscious yet. You remember what you used to be and what you can become if you stop caring about your convictions. To remain at this level takes good self control and strong principles… or guilt.
You are able to drink wine and process it without having to throw it up- although it does not sate your Hunger.
With the beast within you leashed, you require less blood to thrive. You get a pool of 2 dice to rouse your blood at the start of each night, and still only require 1 success to avoid getting hungrier.
The allure of spilled blood is easier to resist. You have a +1 die bonus to Frenzy checks when you smell blood at Hunger 4 or higher.
You are capable of dreaming while in Daysleep.
Torpor Length: 3 Days
Humanity 7: This is the average level of most humans. You have a good sense of what is socially appropriate, and enough care in your heart to at least do right by the people around you. As a Kindred, your Beast gnaws at the back of your mind, an omnipresent reminder that you can never be truly satisfied unless you act selfishly.
You are able to drink and stomach wine as if you have Eat Food activated, however you must throw it up by the end of the night.
You are capable of dreaming while in Daysleep.
Torpor Length: One Week
Humanity 6: Most humans do not sink any lower than this level. You are motivated mostly by your own interests and interests that serve your closest friends. It is easy to make it a habit to satisfy the Beast's urges, so long as doing so doesn't backfire on you later. What's the harm in indulging once and awhile?
You are capable of dreaming while in Daysleep.
Human logic often eludes you when faced with your kind's greatest fears. The difficulty of Terror frenzy checks is +1.
Torpor Length: Two Weeks
Humanity 5: Honestly, who cares what others think anyway? You know what you're doing, and your instincts are often right. It's often difficult for you to put the needs of others before your own when you are hungry. You find yourself needing to sate your beast before you can clear your head and make the "right" decisions with careful thought.
Your dominance over your natural prey is absolute. Mental disciplines always succeed against ordinary humans (even if they are not unsuspecting) if your dicepool for the roll is greater than their counterroll by a margin of 4.
Human logic eludes you when faced with your kind's greatest fears. You always Terror frenzy when taking damage from sunlight or fire.
Torpor Length: One Month
Humanity 4: The Beast is difficult to deny. It takes a great deal of mental fortitude to put off opportunities to feed, and much more to make sure your prey is comfortable when you do. It's easy to slip into selfish habits, ignore the feelings of others, and become a monster- especially when doing so only harms others rather than yourself.
Your dominance over your natural prey is absolute. Mental disciplines always succeed against ordinary humans (even if they are not unsuspecting) if your dicepool for the roll is greater than their counterroll by a margin of 3.
Human logic eludes you when faced with your kind's greatest fears. You always Terror frenzy at the sight of sunlight and large fires.
Torpor Length: One Year
Humanity 3: It is nearly impossible to look at humans and not see walking sacks of blood. Every moment of consciousness your blood tells you to indulge, or otherwise feed your deepest desires… and only the threat of societal and social consequences for doing so stops you.
Your dominance over your natural prey is absolute. Mental disciplines always succeed against ordinary humans (even if they are not unsuspecting) if your dicepool for the roll is greater than their counterroll pool by a margin of 2.
Your beast is attuned to the aroma of blood humans carry. You have a +1 die bonus to rolls attempting to locate specific humans you've either fed from or detected the Resonance of within 24 hours by utilizing their scent. The area you can track within is no larger than a single average room (human noses simply aren't that good).
You have a reckless ferocity befitting a rabid animal. You have a +1 die bonus to Athletics, Brawl, and Melee rolls.
Embracing your inhuman qualities, disciplines are easier for you to use. When using disciplines that require rouse checks, you can roll 2 dice instead of 1, and still only require one success in order to avoid getting hungrier.
More monster than person, the traditional banes of vampires are more effective against you. You take +1 more aggravated damage from fire and sunlight every turn you are exposed to it.
Human logic eludes you when faced with your kind's greatest fears. You always Terror frenzy at the sight of sunlight and large fires.
Torpor Length: Ten Years
Humanity 2: Very few Kindred reach this level of humanity under the jurisdiction of the Camarilla, as the utter lack of shame and self-awareness characteristic of "humanity" is gone by this point. Powerful individuals at this level are rarely negotiable and only act in their own self-interests. Only Touchstones are able to break through to you at this level and keep you in check if those interests are harmful.
Your dominance over your natural prey is absolute. Mental disciplines always succeed against ordinary humans (even if they are not unsuspecting) if your dicepool for the roll is greater than their counterroll pool by a margin of 1.
Your beast is well-attuned to the aroma of blood humans carry. You have a +2 dice bonus to rolls attempting to locate specific humans you've either fed from or detected the Resonance of within 24 hours by utilizing their scent. The area you can track within is no larger than a single spacious room.
You have a reckless ferocity befitting a rabid animal. You have a +2 die bonus to Athletics, Brawl, and Melee rolls.
Embracing your inhuman qualities, disciplines are easier for you to use. When using disciplines that require rouse checks, you can roll 3 dice instead of 1, and still only require one success in order to avoid getting hungrier.
More monster than person, the traditional banes of vampires are much more effective against you. You take +2 more aggravated damage from fire and sunlight every turn you are exposed to it.
Human logic eludes you when faced with your kind's greatest fears. You always Terror frenzy at the sight of sunlight and small fires.
Torpor Length: 50 Years
Humanity 1: Barely holding on to humanity, only the most desperate pleas from loved ones can prevent you from giving in to your Beast's overwhelming urges. Kindred at this level often don't survive unless they are powerful enough to fight against attempts to slay them- Hunters or otherwise. As a PC, it is often wise to invest EXP in raising your Humanity level at an appropriately cinematic moment when the raw power of this level is no longer needed.
Your dominance over your natural prey is absolute. Mental disciplines always succeed against ordinary humans (even if they are not unsuspecting) if your dicepool for the roll is greater than or equal to their counterroll pool.
Your beast is highly attuned to the aroma of blood humans carry. As a well practiced stalker of prey, you have a +3 dice bonus to rolls attempting to locate specific humans you've either fed from or detected the Resonance of within 24 hours by utilizing their scent. The area you can track within is no larger than a single building.
You have a reckless ferocity befitting a rabid animal. You have a +3 die bonus to Athletics, Brawl, and Melee rolls.
Embracing your inhuman qualities, disciplines are easier for you to use. When using disciplines that require rouse checks, you can roll 4 dice instead of 1, and still only require one success in order to avoid getting hungrier.
More monster than person, the traditional banes of vampires are especially effective against you. You take +3 more aggravated damage from fire and sunlight every turn you are exposed to it.
Human logic eludes you when faced with your kind's greatest fears. You always Terror frenzy at the sight of sunlight and fire, no matter the size.
Torpor Length: 100 Years
Humanity 0: A Wight- Kindred who have fully embraced the beast and lost all semblance of their former selves. Wights are impulsive, monstrous vampires who operate entirely on an overwhelming desire to feed. They are capable of pretending to be human by rousing their blood and using higher-level problem solving skills, but this often serves to make them more terrifying assailants. Due to the drastic nature of this level, a fitting story event should be discussed between the player and Storyteller before a character reaches it.
PCs who reach this humanity level are no longer controlled by their players and effectively become hostile NPCs with all the gameplay buffs and debuffs of Humanity 1.
Characters at this level may raise their level back to Humanity 1 if they are at zero Hunger, and a touchstone attempts to "bring them back"- an action which the Storyteller may decide the difficulty of.
Wights are not often able to articulate intelligent thoughts. They cannot use Dominate disciplines other than Compel.
Torpor Length: 300+ Years
Thanks for reading and let me know if you like it or even if you want to use it for a game! I hope it made the descent to becoming a wight specifically make more sense. (How does being comically evil at Humanity 1 transition to mindless animal at Humanity 0?) Additionally, I hope this makes wights seem a little bit more threatening and impactful to potential narratives. Imagine a Humanity 0 vampire passing as a human in the sole pursuit of feeding to kill. Pretty scary! The dichotomy I was going for was high humanity makes it easier to live a "normal" human life that doesn't need to do much vampire stuff, while low humanity makes it easier to be a terrifying threat to humans.
Also, please forgive any grammatical or formatting mistakes, I wrote all this on a separate document and tried to copy paste it onto the mobile web browser version and you know how that goes.
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