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Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

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DIABLERIE<br />

<strong>The</strong> act of diablerie, sometimes known by the poetic name of Amaranth after a fl ower that<br />

never fades, is the process of drinking not only a Kindred’s Vitae, but her very soul. Needless<br />

to say, diablerie is a heinous crime, much feared and punished by elders, and much misunderstood<br />

and mystifying to young Kindred. If drinking Kindred Vitae is looked down upon<br />

by other Kindred, the act of diablerie is held as an ultimate sin against both the Damned as<br />

a whole and their society proper.<br />

To call it a crime doesn’t do it justice, as diablerie provides a host of benefi ts along with its<br />

detriments and social stigmas. This is why the elders fear it — it is potentially an equalizer for<br />

young Kindred looking to cheat their way toward power, instead of letting time and experience<br />

hone the power of the Blood.<br />

COMMITTING DIABLERIE<br />

Diablerie itself is a fairly straightforward act. Most importantly, the potential victim must<br />

be staked or in torpor, when the soul is sluggish enough to be caught off guard, and the body<br />

is placid. Most would-be diablerists attempt their crimes on Kindred who are already staked<br />

or already in torpor, and little ignites the passions of power-hungry neonates like the rumor<br />

of a torpid elder. It is not unknown, however, for particularly violent Kindred to beat their<br />

victims into torpor themselves.<br />

<strong>The</strong> diablerist must drink all of the Vitae the subject has in his system. <strong>The</strong>reafter, the<br />

diablerist must keep drinking, sucking at the blasphemous essence that animates the Damned.<br />

Diablerie can benefi t only one vampire; it is not possible for a coterie of diablerists to consume<br />

the soul of a single Kindred and spread it among themselves. In the event of multiple<br />

Kindred attempting diablerie on a single target, the fi rst one to win the draw series outlined<br />

as follows is the only one who reaps the benefi ts — and penalties — of diablerie. Should<br />

multiple vampires tie during this draw series, whoever has the highest natural test pool is<br />

victorious. Should this continue to result in a tie, any randomized process should suffi ce to<br />

determine the outcome.<br />

Consuming the soul requires a Resolve + Stamina draw on the part of the diablerist’s<br />

player. This is an extended action. A number of successes must be accumulated equal to the<br />

Willpower dots of the Kindred being diablerized. Each draw represents one turn of effort. It<br />

is advised that the Storyteller does the record keeping, so the player doesn’t know exactly what<br />

happens to his character, at least immediately. Circumstance penalties (such as those associated<br />

with wounds and supernatural curses) apply to Resolve + Stamina draws. Furthermore, if the<br />

attacking character is in frenzy or “rides the wave” (see p. 247) when attempting diablerie,<br />

draws suffer an additional -3 penalty. Attempting diablerie has a limit of draws equal to the<br />

diablerist’s Willpower dots. If the required successes haven’t been accumulated in that many<br />

draws, the victim’s soul is just too potent or resistant and cannot be consumed. <strong>The</strong> victim<br />

is consigned to Final Death, instead.<br />

A player may not spend a Willpower point on a diablerie draw, nor do any augmentations<br />

of his character’s Attributes (through blood expenditure, Disciplines or mystic artifacts) apply.<br />

Only the character’s natural Resolve and Stamina are relevant.<br />

Failure: <strong>The</strong> character makes no further progress in consuming the soul of the victim, as<br />

the soul fi ghts to elude consumption. In the case of two consecutive failures, the victim’s<br />

soul wrenches free at the moment of its consumption, infl icting horrifi c trauma on the mind<br />

of the diablerist. <strong>The</strong> diablerist suffers the normal Humanity loss (see p. 251) and gains an<br />

appropriate derangement of the Storyteller’s choice. <strong>The</strong> victim succumbs to Final Death<br />

and cannot be diablerized.<br />

222<br />

mind’s chapter eye three: theatre: special requiem rules and systems

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