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| Welcome To The Night You find yourself in London on a dreary, foggy night like any other. But what lurks in the shadows is the stuff of fantasies and nightmares, far from mortal reality. This game uses the cursed and immortal vampiric condition as a backdrop to explore themes of morality, depravity, the human condition, salvation, and personal horror. We are a writing and roleplaying community dedicated to telling complex and engaging stories. Your fate is your own. Mingle among the ivory-tower elite in the Camarilla, join the fight of the discontented and chaotic Anarch rabble, or set out independently and attempt to survive in London's nighttime underworld. Anything is possible in our World of Darkness. Create Your Account! If you're already a member, please log in to your account to access all of our features: |
| Diablerie | |
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| Topic Started: Tuesday, 15. April 2014, 15:26 (738 Views) | |
| Mr.Gar | Tuesday, 15. April 2014, 15:26 Post #1 |
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Freelance Enforcer
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There is one thing that elder Kindred dread even more than fire or the light of the sun. This is the sin known as diablerie, or the Amaranth. Among Camarilla society, diablerie is the ultimate crime; those who practice it are subject to the harshest punishments imaginable. It is as loathed and feared as cannibalism is among mortal society. The vampires of the Sabbat, as well as the warriors of Clan Assamite, are said to indulge in diablerie freely, which is yet another reason why the elders hate them so. Quite simply, diablerie is the act of feeding on a vampire in the way that a vampire feeds on a mortal. In so doing, not only does the murderer consume the victim's blood (and vampire blood is far, far sweeter than even the tastiest mortal's), but the victim's power as well. By stealing the life of a vampire closer to Caine, the vampire can permanently enrich his own vitae. In this manner can even the youngest vampire gain the power of the elders, should he have the strength and daring to wrest it from them. Elders know the crime as the Amaranth; in olden nights, it is said, an amaranth flower was presented to the victim a week before he was to be hunted. Kindred legend tells many dark tales of murderous childer betraying and cannibalizing their own sires, and it is for this reason more than any other that elder Kindred harbor such distrust for the neonates among them. Indeed, the great Jyhad itself may well have its roots in this eternal and savage struggle for ultimate power. Committing Diablerie A vampire seeking to commit diablerie must drain all the blood from his Kindred victim. Following this act, the vampire must continue to suck, for (according to Kindred legend) the very soul is withdrawn from the victim’s body and taken into the diablerist’s. The effort involved in diablerie is monumental, for the vampiric soul is a greedy thing and clings tenaciously to unlife, hoping to regenerate its body and rise once again. Once a vampire’s body has been drained of all blood, the true struggle begins. The diablerist’s player makes an extended Strength roll (difficulty 9). Each success inflicts one automatic health level on the victim (the victim cannot soak, and damage is considered aggravated). When all the victim’s health levels have been drained, the victim’s essence is taken into the attacker and the emptied body begins decaying immediately. A vampire committing diablerie is quite vulnerable to attack. Total concentration goes into the struggle to draw forth the essence of the victim, and stopping for even a moment ruins the chance of capturing the spirit. All attacks against a vampire attempting diablerie are made versus a difficulty of 2. The Rewards of Diablerie Upon successful completion of diablerie, the diablerist is overwhelmed by euphoria, and a Self-Control/Instincts roll is necessary (difficulty 10 minus the character’s Humanity or Path rating) to avoid losing control. The sensation is akin to orgasm, but much more powerful — so powerful, in fact, that certain Kindred are addicted to the sensation. All other Kindred fear these vampires for their addiction to the pleasures of Amaranth makes them a threat to everyone. Even vampires too weak to provide additional power are devoured for the simple pleasure of the act. The true benefit of diablerie becomes evident if the diablerist feeds on the vitae of a vampire of lower Generation (e.g., if a Ninth-Generation vampire commits diablerie on a Seventh-Generation vampire). The diablerist literally steals the power and potency of the victim’s own blood, and thus permanently lowers her own Generation by one, bringing her closer to the mythical power of Caine. All benefits of the lowered Generation — a larger and more potent blood pool, the ability to Dominate more Kindred and, in some cases, the ability to increase Traits above 5 — are bestowed upon the vampire. If the victim was of far greater power (five or more Generation levels) than the diablerist, the Storyteller may rule that the predator lowers her Generation by more than one step. This is particularly likely if the victim was ancient (two millennia or more). It would not be unreasonable for a Twelfth-Generation neonate who drank the blood of a 3000-year-old member of the Fifth Generation to advance three or even more Generation steps. Ultimately, this decision rests in the Storyteller’s hands. Moreover, drinking the vitae of elder vampires can induce a temporary increase in the diablerist’s Discipline levels (by one, two, or even more dots), as the potent blood augments the predator’s own mystic arts. If the elder vampire was several Generations removed from the diablerist’s own Generation, the effects can seem miraculous, even if they are short lived. These increased powers last for a single scene, unless the Storyteller decides otherwise. To commit diablerie, the diablerist must take blood directly and immediately from the victim; the blood may not be stored and used later. Moreover, only one diablerist may commit the act on a given victim; a pack of neonates cannot swarm around an elder like hungry sharks, no matter how potent the victim’s blood. The Perils of Diablerie Committing diablerie seems like the perfect crime to many power-hungry neonates. There is no body left when the deed is done, as most vampires over a decade old quickly rot into unrecognizable mounds of carrion. Without solid evidence, it’s difficult for even the most despotic Prince to make an outright accusation of murder. But those who commit the atrocity soon learn that diablerists wear the evidence of their crime on their very souls. Vampires with the Auspex Discipline can detect a diablerist by using Aura Perception. The stolen energies of the victim mingle with the energies of the diablerist, leaving thick black marks running through the diablerist’s aura. These marks stand out as clearly as motor oil on a crystal-clear pond, covering the softer colors of the vampire’s own aura and betraying the crime. Not all vampires know of diablerie or the stains it leaves behind. Many younger Kindred might simply question the odd discoloration on the vampire’s aura. Most elder vampires understand what the stains mean, though, and could well call for the diablerist’s immediate punishment or use the information as blackmail at a later date. These marks remain in evidence for a number of years equal to the difference between the victim’s Generation and the diablerist’s original Generation (minimum one year, even if the victim was higher Generation). In example, if a Twelfth-Generation vampire drinks the blood of a Ninth-Generation vampire (becoming Eleventh Generation in the process), the evidence remains on his aura for three years. Additionally, practitioners of Thaumaturgy can use the Path of Blood to detect the diablerist’s sin, even centuries after the crime was committed. For that reason, in particular, practitioners of the Amaranth fear the Tremere. Even those without special perceptions often sense a “taint” about the diablerist. For one month per Generation removed from the victim, a diablerist gives off a “vibe” that leaves more sensitive Kindred unsettled. The Kindred in question may not actually know what the diablerist did, but they’ll feel uncomfortable around him just the same. A player whose vampire comes in contact with a diablerist may make a Perception roll (difficulty of 12 minus the sensing vampire’s Humanity rating — vampires with high Humanity are more aware of such things) to notice that something about the diablerist just “doesn’t feel right.” Followers of alternate Paths of morality (see Chapter Ten) generally fail to notice the unusual sensation, as they are no longer attuned to their emotions in the same way. The Storyteller has final say in these matters. A few rumors speak of diablerists displaying certain mannerisms of their late victims, particularly if the victims were of great psychic fortitude (Willpower 10) and of much stronger Blood than their murderers. If this is true, and the soul of a particularly mighty undead can manifest in the body of its killer, the implications are frightening, particularly in light of the Jyhad. Such is the horror of diablerie that, according to most elders, even a blood hunt is no grounds for its practice. Hunters may drink a victim’s blood, even to the last drop, but may not continue the process of diablerie once the victim is drained. Indeed, by decree of the Inner Circle, only a sire is permitted to diablerize her childe, and then only during a blood hunt. In practice, many younger Kindred take every opportunity a blood hunt’s chaos affords, and Princes may look the other way if the criminal was heinous enough. Lastly, for Camarilla vampires and others who adhere to the way of Humanity, there is the loss of Humanity to consider. Diablerie is worse than murder: The Amaranth literally absorbs the victim’s soul, destroying any chance of the victim finding peace in the afterlife. Such a heinous crime strips a minimum of one Humanity dot from the character’s Humanity rating. Additionally, for extremely vicious attacks, the Storyteller might require a Conscience roll (difficulty 8). Failure means the loss of an additional Humanity point, while a botch could well mean the loss of even more. Now, clearly a lot of this stuff doesn't affect our board. Since we don't use generation and what not. But since Diablerie can be such an important game changing event for V:tM I thought I should post this and we could discuss how to tailor it to suit our board and what the affects and such would be. Some stuff, like the Discipline transfer, could have a bit affect and now that we have our disciplines up, they'd be good to talk about. |
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Gar's Antham | |
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| Iakov Reznik | Tuesday, 15. April 2014, 18:35 Post #2 |
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"Persona Non Grata"
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This is a really good talking point, especially for us Ravnos. I do like the idea of the souls of the victims rising to the surface then and again, as well as the marks on the aura and uneasy vibe that are left behind from the event. The loss of humanity is also interesting. Hmm! Thanks for posting this. As far as added disciplines, I'd be interested to know how that is meant to be handled with our new system (if it should be handled at all is up to debate). |
![]() English - Russian - German - Czech - Romani - Chimerstry IllusionsGhouls: Hounds- Sokol, Oskar, & Luka / Horses- Milos & Kamil- Piscina's Sparrows | |
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| Mr.Gar | Tuesday, 15. April 2014, 18:41 Post #3 |
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Freelance Enforcer
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Well, the kick is that it's a short term thing. So I think that's the most important talking point on the discipline issue. So you don't have someone out there trying to "catch them all" so to speak by snagging one of every clan and hoping to become the ultimate vampire. I definitely think since we don't do generation on this board the loss of humanity should be a big deal. If you're sucking the soul out of another vampire that strikes me as an act that WILL wrench your humanity a great deal. I also like the idea of it causing humans and humane vampires to be disturbed by your presence, while less humane vampires don't even notice. The question is, since the generation angle has no meaning on this board, what do you do to reflect that growth in power without making it a power gaming issue? We don't want people trying to diablerize their way to Elder for obvious reasons. |
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Gar's Antham | |
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| Piscina | Tuesday, 15. April 2014, 18:46 Post #4 |
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Ancilla
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I'd suggest that diablarizing an old vampire makes your blood more potent in the ways that older blood is more potent (makes you harder to dominate, powers more disciplines/ghouls with less). It's basically a way of taking the potency of their blood for yourself, and while some power can be gotten from younger vampires, much more can be gleaned from eating an elder. I agree with Dave, I think the disciplines you get from it should be temporary. The way I've always run it in tabletop is they fade, but if you work hard you can learn the first level of an unfamiliar one before it fades completely. |
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"I am Piscina Sherwood, and this is what it looks like when I speak." I am the Beast of Piscina Sherwood, and this is what it looks like when I speak. | |
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| Mr.Gar | Tuesday, 15. April 2014, 19:28 Post #5 |
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Freelance Enforcer
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That'd make sense. Diablerize them, then do nothing but focus on using that power over and over again attempting to master it and set it into your body so you can keep it. I'd say if you do that then you might also suffer a greater chance of having some of their personality cling to you. Maybe a quirk or a nervous habit. Or freakier, a bit of their appearance. The magical nature of your body warping and a lock of miscolored hair or something. That'd be kind of cool. Without the generation the duration of the black streaks is an interesting question. What about 1 month per 50 years of the age of the vampire you're diablerizing. Minimum 1 year, but if you do it regularly the time stacks up and more and more of your aura goes black. So a practicing diablerist in the Sabbat might have a totally black aura that was hard to pick out any detail from and completely give humans the willies. That'd get rid of the roll this, difficult this, etc. |
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Gar's Antham | |
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| Piscina | Tuesday, 15. April 2014, 19:31 Post #6 |
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Ancilla
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I like the personality/physical transformation possibility. Make people cautious about diablarizing Nossies. ![]() I wouldn't make the veins too complicated. They last a few years, then fade. No need to over mechanize it. I do like the idea of regular diablarists having auras choked with black. That's cool. |
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"I am Piscina Sherwood, and this is what it looks like when I speak." I am the Beast of Piscina Sherwood, and this is what it looks like when I speak. | |
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| Mr.Gar | Tuesday, 15. April 2014, 19:34 Post #7 |
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Freelance Enforcer
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I like the idea of a toreador doing an aura read on someone and vomiting blood in disgust. Oooh, could we make that a thing? Where that "creepy" vibe the diablerist gives off is much more intense if you're looking at it through Aura Perception? Because that'd be awesome. Since it only works on vampires who cling to their humanity it wouldn't be a problem for Sabbat vampires, but those gentle Roses and Tremere who hold to their humanity would get quite a kick in the stomach |
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Gar's Antham | |
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| Iakov Reznik | Tuesday, 15. April 2014, 19:46 Post #8 |
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"Persona Non Grata"
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Piscina: Agreed. I think blood potency is a good mechanic to keep intact as far as our ranking system goes. Gar: Yes! No "Catch Um All" stuff going on. For me, I like the idea of the souls of those absorbed rising up and either affecting the personality, the mind, or manifesting themselves as an apparition. In may case, it could be illusions of my own mind with wishful thinking brought on by guilt, or collectively them taking hold of me and choosing one voice as representative. OR... it's like Freddy Kruger! :0
Edited by Iakov Reznik, Tuesday, 15. April 2014, 19:48.
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![]() English - Russian - German - Czech - Romani - Chimerstry IllusionsGhouls: Hounds- Sokol, Oskar, & Luka / Horses- Milos & Kamil- Piscina's Sparrows | |
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