Player's Handbook · Chapter 8

Humanity and Chronicle Tenets

Humanity and Chronicle Tenets

Humanity measures a vampire's connection to human life and the moral limits that keep the Beast from defining them. It is not a generic morality score and it does not drop every time a character makes a difficult or selfish choice.

1. Humanity

Humanity ranges from 0 to 10. A standard newly Embraced vampire normally begins at Humanity 7, unless a specific character or Chronicle rule says otherwise.

Humanity interacts with several other V5 systems, including Frenzy resistance and the Humanity track's own Stain and Remorse rules. Do not invent a separate degeneration-test subsystem when resolving ordinary Chronicle Tenet violations.

Humanity should be treated as a meaningful character trait. A vampire with high Humanity has more of a connection to mortal life to lose; a vampire with low Humanity is increasingly shaped by the Beast and the consequences of existing as a predator.

2. Chronicle Tenets

Chronicle Tenets are the moral boundaries established by the group for the Chronicle. During Session Zero, the group establishes the Tenets that define what kinds of behavior threaten the characters' Humanity.

Tenets should be:

  • Clear enough that players can recognize when they are at risk of violating them.
  • Appropriate to the tone and subject matter of the Chronicle.
  • Relevant to the characters' lives rather than generic commandments imposed without context.
  • Capable of creating meaningful dramatic choices.

Examples include protecting innocents, preserving the Masquerade, refusing unnecessary cruelty, or placing a particular obligation above personal gain. The exact Tenets belong to the Chronicle.

A Tenet is not a command that removes player agency. It establishes the moral context used when the characters' actions threaten their Humanity.

3. Convictions

Each vampire may have 1–3 Convictions. A Conviction is a personal moral principle that the character is determined to uphold.

Convictions can sometimes mitigate the Humanity consequences of an action that would otherwise violate a Chronicle Tenet. When a character violates a Tenet in service to one of their Convictions, use the V5 Stain rules governing that situation rather than automatically applying the full consequence.

Convictions are personal. They may conflict with the Chronicle's broader Tenets, and that tension is often where the most interesting Humanity decisions occur.

4. Stains

A character gains Stains when their actions violate Chronicle Tenets or otherwise trigger a Humanity consequence under a specific V5 rule.

The Storyteller assigns Stains according to the severity of the violation and the applicable rules. Do not convert every questionable decision into a Stain; the Chronicle's Tenets and the character's actual actions determine whether a Humanity consequence exists.

Other rules can also cause Stains. Examples include certain actions involving Touchstones, Embracing, Blood Bonds, or other explicit Humanity-threatening events. When a specific rule assigns Stains, use that rule rather than inventing a separate Humanity test.

Stains are marked on the Humanity track. They represent immediate moral injury, not permanent Humanity loss.

5. Remorse

At the end of a session, a character who has Stains makes a Remorse test.

Roll a number of dice equal to the number of unmarked Humanity boxes, with a minimum of one die. The character is confronting what they did and whether they can still recognize themselves in it.

  • At least one success: the character retains their current Humanity and removes all Stains.
  • No successes: the character loses 1 Humanity, then removes all Stains.

Do not replace the Remorse test with a Resolve + Composure degeneration roll or a fixed difficulty table. The number of available Humanity boxes determines the Remorse dice pool.

If Stains overflow the available Humanity boxes before the Remorse test, apply the V5 degeneration/Impairment rules rather than creating a new condition or recovery system.

6. Touchstones

A Touchstone is a mortal person who represents the character's connection to a specific Conviction. Touchstones should be living human relationships unless a specific published rule provides an exception.

A character normally has one Touchstone for each Conviction. Touchstones should matter to the character's mortal identity and should be vulnerable to the consequences of the vampire's existence.

A Touchstone is not simply a place, abstract ideal, memory, or generic moral code. The relationship is the point.

Touchstones can be threatened or damaged by the vampire's actions. The V5 rules provide specific Stain consequences for harming or destroying Touchstones. Apply those consequences when they occur rather than automatically removing Humanity whenever a Touchstone is endangered.

7. Humanity and the Beast

Humanity does not create a separate "Beast meter" or a generic Humanity penalty table.

Instead, it interacts with existing V5 rules. For example, Humanity contributes to the vampire's resistance against Frenzy, and the Humanity track determines the character's capacity to absorb Stains before Remorse or degeneration consequences occur.

When a rule explicitly references Humanity, use that rule's value. Do not invent additional Humanity thresholds, mortal-perception tables, or automatic behavioral effects unless a specific source provides them.

8. Humanity loss and recovery

Humanity should not change merely because the Storyteller thinks a character has behaved badly. Use the Stain and Remorse process, or another explicit V5 rule that changes Humanity.

Humanity can also be increased when the Storyteller permits it and the character has undergone meaningful development. The advancement rules may require both XP and an appropriate story, depending on the applicable V5 rules.

A Humanity increase should be a meaningful character development rather than a routine purchase made without fictional justification.

9. Storyteller procedure

When a potentially Humanity-threatening action occurs:

  1. Identify the relevant Chronicle Tenet, Conviction, or other Humanity rule.
  2. Determine whether the action actually creates Stains.
  3. Apply any Conviction-based mitigation allowed by the rules.
  4. Mark the appropriate Stains.
  5. If Stains overflow the available Humanity boxes, apply the V5 degeneration/Impairment rules.
  6. At the end of the session, make the Remorse test if the character has Stains.
  7. Apply the result and clear the Stains.

Do not add a generic degeneration roll, automatic Humanity loss, Touchstone destruction rule, or Tenet-compulsion resistance roll on top of this procedure.

A Compulsion can pressure a vampire toward violating a Tenet, but the Compulsion itself is not a Humanity loss. Resolve the moral consequence from what the vampire actually does using the Stain and Remorse rules.

Manual updated Aug 27, 2026.