Humanity

Humanity is a measure of a Kindred's capacity to empathize and generally relate to humans. As such, the Humanity mechanic for CHB is largely based on the Breaking Points system from the 2nd Edition of Requiem with roll modifiers having been adjusted in-line with Masquerade norms.

## The Humanity Scale

The descriptions below give illustrations of of a Kindred's mentality and attitudes towards indulging in violence. Additionally, social modifiers for interacting with humans and benefits regarding day sleep and sunlight damage are also listed.

* **9-10:** You're a veritable saint, compassionate in all things and striving nightly to live as humanly and humanely as possible. Perhaps you understand humans even better than they do. You can remain awake during the day as humans do, though doing so can lead to exhaustion. Sunlight damage is halved for you.
* **7-8:** You remember your human life quite clearly and easily remain connected to that which you valued. Human nature is normal to you, but as with any normal person, you have your flaws. (Most humans fall in this range.) You may rise up to an hour before sunset and remain awake an hour after dawn.
* **6-5:** You've seen some shit, and you know it's going to continue periodically hitting the fan. Human life still makes sense, but you have recognized that you no longer have the luxury of a sheltered existence.
* **4:** Not only have you seen some shit, you've done some shit. A fair bit of it. You're even starting to enjoy it, and after all, it's all about survival, right? You have to keep your guard up and be ready to do what you have to. Eggs and omelets, ya know? Roles to relate to humans are at +1 difficulty.
* **3:** People fall into a handful of categories: valued, useful, irritating, dangerous, or irrelevant. They're either with you, a tool in your kit, fodder, or an obstacle because killing is just what you do. But you're starting to *look* like that's what you do. There is something about you that just doesn't feel safe or healthy. You should probably see a doctor about that pallor. Relating to humans is a +2 difficulty.
* **2:** Humanity? You don't have time for such frivolities and haven't for a while. No, you have goals - plans, all to further your desires. You've surrounded yourself with bodies to do the menial work and vessels for feeding. But that's the only purpose anyone serves unless they've proven cunning enough to be your chess opponent for the next century's game. Disguising your monstrosity takes supernatural effort. +3 difficulty for relating to humans.
* **1:** Conversation? It's…been a while since it was anything of import, anything other than coldly stating orders - if that. You stalk the night, or don't, at your leisure. Either you're hunting or you aren't. What other point is there? +4 difficulty for all rolls to relate to humans.
* **0:** The Beast has won, controlled only by your most basic urges, and you'll destroy anything that even hints at blocking your path. You will run rampant until killed or caught, and if it's the latter, they'll just have to kill you anyway. What Kindred could be salvaged from this state?

*Sources: VtR 2.0, V5, and House Rules*

## Rolling Humanity (Detachment)

1. The Storyteller will determine an events corresponding breaking point level, i.e., at what level of Humanity a Kindred would still be affected by having experienced or completed a supernatural or inhumane action.
2. The player rolls the corresponding amount of dice plus any applicable modifiers at the difficulty set by the storyteller within the context of the situation.
	1. Context may increase or decrease the difficulty of the roll.
	2. Each **attached** touchstone adds a dice to the roll, up to a maximum of three.
	3. Each Bane detracts a dice from the Player's pool when rolling Humanity.
	4. See sample breaking points on page 107 of Requiem 2nd Edition.

*Sources: VtR 2.0 & House Rules*

## Humanity Modifiers

There are four Humanity Modifiers: Banes, Context, Convictions, and Touchstones.

### Banes

Some acts, such as murder, however heinous, frequently become a Kindred's new normal. Yet such things cannot be brushed off save by those of lowest Humanity. Therefore, as a defense against the frequent risk of detachment (humanity loss), Kindred sometimes develop banes: spiritual callous protecting against further detachment due to specific acts.

While banes are emotional shields, they are also tragic examples of trauma so ingrained in a Kindred's psyche that they physiologically suffer anytime they are confronted with echoes of or references to the trauma, as if, perhaps, the Kindred's anguish becomes a form of supernatural penitence. They are an excellent tool for character and narrative development. However, each bane taken results in a -1 modifier to the dice pool. Players can have no more than 3 banes.

*Sources: VtR 2.0*

### Context

Context of course, refers to the narrative situation which prompted the roll.

### Convictions

Convictions are a concept inspired by their use in the V5 version of Humanity, but in CHB they are not required, nor are they directly tied to your touchstones. They are a separate guiding post of your character's identity as a *person*, rather than, of course, a beast. Rules of Engagement, if you will. Convictions can be built or adjusted over time as the story progresses. They can assist in finding new or replacing lost touchstones. These are meant to be tools for assisting in roleplay. If a Player wishes to use these mechanically, the player must take the Conviction Merit (homebrew) at 1 dot and link it to a player created value or rule that their character chooses to live by, which was either retained from their human life or developed since Embrace. The Conviction Merit can be bought up to 3 times.

*Sources: V5, Homebrew, & House Rules*

### Touchstones

Touchstones are persons or things which anchor Kindred in the human world. For young Kindred they are generally persons they knew in life, but they could also be a person who reminds a Kindred of someone they once new or of a value they once held. Similarly, items from a Kindred's past which remind them of it in a significant way may be used to nurture this connection, particularly if a Kindred has reached an age or Humanity level at which human relationships are more difficulty to foster or maintain.

Touchstone relationships are therefore vital to a Kindred's sanity as they struggle against the Beast and are unique to the character to whom they belong. This makes them a valuable source of drama and character development. The depth of their connection to a Player Character is reflected in the Experience spent in leveling each Touchstone merit. Each touchstone begins at 1 dot, making them a person or thing a character can be bonded to at that Humanity 6. Whenever a character loses Humanity, they may grow detached from the touchstone if their Humanity drops beyond the level at which the Touchstone is attached.

For example, a free 1 dot touchstone from character creation, if bought up to a 2 dot merit, would then remain attached to a character at Humanity 5, and so on. When a character reaches a Humanity level at which their touchstone(s) is no longer attached, the roll benefits of the touchstone are lost. Additionally, the character may suffer the Languid condition when touchstone is lost due to detachment, or especially if they are killed or otherwise altered in a way which prevents them from functioning as the Kindred's emotional anchor. When a character has lost all touchstones, the player can either opt to immediately lose Humanity and take a month in game to find a new one or immediately gain the condition and maintain Humanity (outside of any otherwise required rolls for it). Players may also choose to accept the condition at the loss of only one of their touchstones for roleplay purposes and resolve it as normal by falling into torpor, having a meaningful interaction with a remaining touchstone, regaining Humanity, or finding a new touchstone.

However, touchstone relationship should be reflected in roleplay, and so new touchstones may not immediately benefit from the same dots as the old one. If this is the case, the Player still retains those dots and can apply them elsewhere, perhaps adding them to other remaining touchstones, or

*Sources: VtR 2.0, Homebrew, & House Rules*