Morality is a measure of just how in touch a vampire is with their specific brand of ethics, life lessons and experience, as well as their upbringing from before their embrace. These are the anchoring points which keep you holding on to your own brand of consciousness and help you to avoid degenerating into a mindless and soulless beast. It is often said that no man is ever truly evil. The understanding of this is that every person, whether viewed as good or evil, is someone with their own convictions, beliefs, ethics, and the lines which they simply will not cross. Even someone who has become comfortable with murder can be someone who operates and functions on a higher level with their social circle. Not everyone will agree with everyone else’s outlook on life, nor will people be universally in agreement with every different belief structure or self-centering moral paradigm. Without a set of moral tenets or rules which guide your un-life it becomes extremely easy to begin accepting the dark whispers of the beast in the back of your mind as increasingly normal until finally you have become the thing which you have dedicated yourself against ever becoming. Even a murderer can have a code, a thief with honor, a priest with sins, every person is different in how they view the world. Just keep in mind that no matter how you view society or those who choose to live by the status quo, there should always be some kind of justification for the way in which you choose to interact with society at large. Those justifications are often formed by the convictions you hold that guide your daily decisions.
Beliefs
Convictions and Tenets build the backbone of your Morality. These replace the list of sins in earlier editions and become the code you live by that keeps the Beast on a tight leash. Breaking one of your Beliefs will lead to stains your Morality.
Chronicle Tenets
Chronicle Tenets were chosen together by players and the Storyteller to represent the moral code of society in the game setting. This is how npcs will judge your actions whether your character personally holds these beliefs or not. Due to the wide and varied nature of character backgrounds, we have strived to choose Tenets that broadly apply to the majority of social groups your characters may be a part of. Even if you don't don't personally believe in the chronicle tenet, the weight of knowing everyone else is judging your actions will weigh on your subconscious. Only when breaking a Chronicle Tenet in pursuit of your Personal Convictions do you feel justified enough in your actions to dismiss their judgement.
- Bring no harm to a child. Be not the cause of a child's distress; physical, emotional, mental or otherwise. Do not abuse nor exploit their innocence. (This will apply to any who are presumed to be below the age of 18. Even vampires who look young, until it is known with certainty they are older than they appear.)
- Do not kill, save in self defense. Taking another life is wrong, but when your own is on the line no one can fault you for protecting yourself. (Remember Kindred do not have the same level of risks as mortals and other reasonable options should be explored, such as social/mental disciplines, before resorting to violence.)
- Keep our existence hidden from the kine. It may seem like common sense to some, but modern nights have become increasingly dangerous. With the coming of the Second Inquisition and new technology designed to pick us out of a crowd, we must all be on high alert to stay one step ahead. Only those truly lost to the beast act without consideration of their actions.
Personal Convictions
Convictions are part of your personal code that you feel prove you are still in control of the predatory beast lurking deep within. These could be based on religious teachings, a code of ethics, personal ideals, or even a vampiric path. No matter where your draw your code from, it should be something that denies the beast in some manner. They should be written in a way that you will always do, or never do something. As well, they should be easily definable whether or not you succeed or fail in the moment and not something that will reveal itself days, weeks or even years down the road.
When thinking of convictions, consider what sort of circumstance could make you feel justified in violating a Chronicle Tenet. Chances are anything you feel that strongly about has roots in your convictions. Besides, violating a Tenet to uphold your Convictions will mitigate the stains you incur and may completely nullify them. This is how Convictions help you to win over the Beast even when everyone else thinks you have already become a monster.
Touchstones
Every Conviction must have an associated Touchstone. Someone or something that represents what you value and holds you accountable to those Convictions.
Stains
When a character violates Tenets or Convictions, when they indulge the Beast in monstrously vampiric ways, or when their touchstones are endangered, stains may result. Stains will continue to build per violation until the end of the night or the end of a session at which point a Remorse test is made.
Stains are marked on your morality tracker with a " / " in the empty boxes from right to left.
■ ■ ■ ■ ■ ■ [ ] [ ] [ / ] [ / ] (represents Morality 6 with 2 stains)
If a character accumulates more Stains than empty boxes on their Morality track, they become Impaired and suffer a two-dice penalty to all dice pools as they are overcome with regret. Additionally take one point of Aggravated Willpower damage for each stain that will not fit in an empty box. While in this state a character cannot intentionally violate another tenet nor conviction and if forced they must test for Frenzy at a difficulty of 4. This state will last until Remorse is tested or a character may choose to voluntarily snap out of it by reducing their Morality by 1 as they rationalize what they have done. Doing so will remove all accumulated stains thus far.
Examples of Stains | |
---|---|
Action | Stains |
Accidental or minor violation of Tenet or Conviction | +1 |
Intentional violation of Tenet or Conviction | +2 |
Gruesome violation of Tenet or Conviction | +3 |
Blood bonding a mortal | +1 |
Embracing a mortal | +2 |
Touchstone damaged | +1 |
Touchstone damaged by your actions | +2 |
Touchstone destroyed | +2 |
Touchstone destroyed by your actions | +3 |
Stains incurred while upholding a Personal Conviction | -1 (or more) |
Remorse
Roll a number of dice equal to the unmarked boxes between your Morality and Stains to a minimum of one. Only one success is needed for a character to have suffered enough regret to retain their current Mortality. However if there are no successes the Beast has won and a point of Morality has been lost. Either way, remove all stains for tomorrow is a new night.
The Downward Spiral
Vampires are monsters, have no doubt, and even a Kindred with the most noble of convictions is often at war with themselves trying to be something more than a wolf in sheep’s clothing. Nonetheless as convictions and morality erode it not only becomes difficult to stay on the path, but as a vampire degenerates they begin to actively pursue the acts and behaviors which make them feel unshackled by the chains of one’s principles. It is in every vampire's nature to seek the chaos and wild abandonment of the beast within that is an integral part of who the vampire has become. Every vampire will inevitably encounter that moment where they have come back to their senses with the body of someone held in their hands or the pieces of something destroyed that they did not mean to harm. This harm does not necessarily need to be murder or destruction and can take many forms from cruel violence to verbal, physical, and emotional outbursts, vindictive acts of destruction as well as sexual assault on the people and things we hold most dear. Such are the terrible consequences of losing hold of one’s own principles and system of morality and embracing the beast that constantly lurks just beneath our conscious thought.
It is therefore important to know how vampires tend to change as their system of morality begins to erode and crumble out from under them. As their morality scores deteriorate there is less and less which connects them with their origins. A vampire’s behavior can become so utterly depraved and alien that the very thought of them causes discomfort in others.
Morality
Morality 10
- Blush of Life is not necessary, because you appear as a pale mortal in good health.
- You heal superficial damage as a mortal, in addition to vampiric mending.
- You can taste, eat, and digest food as if human.
- You can stay awake during the day as if you were human though you do not lose your normal
need for sleep. - The rate of sunlight damage you take is halved.
- The Beckoning is distant in your mind reducing the effect by 4 stages.
Morality 9
- Blush of Life is not necessary because you appear ill, but not dead. You may use Blush of Life to appear in good health. If you do, roll two dice for your Rouse Check and take the highest result.
- You heal superficial damage as a mortal, in addition to vampiric mending.
- You can taste, eat, and digest rare or raw meat, and many liquids.
- You can rise from day-sleep up to an hour before sunset if you wish and likewise stay awake an hour after dawn.
- The Beckoning is muted when compared against your convictions, reducing the effect by 3 stages.
Morality 8
- You can roll two dice for the Rouse Check to use Blush of Life and take the highest result.
- Blush of Life allows you to have sexual intercourse and perhaps, even enjoy it.
- Blush of Life allows you to digest and taste wine.
- You can rise from day-sleep up to an hour before sunset if you wish.
- The Beckoning has less hold in your thoughts reducing the effect by 2 stages.
Morality 7
- You must make a Rouse Check to use Blush of Life.
- You cannot have sexual intercourse per se, but you can fake it by winning a Dexterity + Charisma test if you wish (Difficulty equals your partner’s Composure or Wits).
- Unless using Blush of Life, food and drink makes you vomit; make a Composure + Stamina test (Difficulty 3) to be able to get outside or to a bathroom first.
- The Beckoning has less of a hold on you reducing the effect by 1 stage.
Morality 6
- You cannot have sexual intercourse per se, but you can fake it by winning a Dexterity + Charisma test if you wish, made at a one-die penalty to your poll (Difficulty equals your partner’s Composure or Wits).
- Even when using Blush of Life, you need to make a Composure + Stamina test (Difficulty 3) to be able to keep food and drink down for an hour.
Morality 5
- You suffer a one-die penalty on rolls to interact with humans. This penalty applies to most Social dice pools (including tests for interacting with Touchstones), especially Insight and Persuade, but not to terrifying Intimidation, inhuman Subterfuge (Seduction), or to any test to hunt or kill someone else. This penalty also applies to creating art or other humanities; for example, Kindred prose markedly worsens and becomes more florid as they degenerate.
- Even with Blush of Life, you cannot have sexual intercourse per se, but you can fake it by winning a Dexterity + Charisma test if you wish, made at a two-die penalty to your pool (Difficulty equals your partner’s Composure or Wits).
Morality 4
- You suffer a two-dice penalty on rolls to interact with humans.
- You can no longer keep food and drink down, even with Blush of Life.
Morality 3
- You suffer a four-dice penalty on rolls to interact with humans, as above.
- You can no longer perform or even fake sexual intercourse, even with Blush of Life.
Morality 2
- You suffer a six-dice penalty on rolls to interact with humans, as above. (The penalty becomes four-dice with Blush of Life.)
Morality 1
- You suffer an eight-dice penalty on rolls to interact with humans and even the most depraved of vampires, as above. (The penalty becomes five-dice with Blush of Life, but who cares? Certainly not you.)