Updated: 12 March 2000
VAMPIRE: The Masquerade
THE DIABLERIE




                    ...Sentir sur ma lèvre appauvrie,
Ton dernier baiser se gercer
La mort dans tes bras me bercer...
Me déshabiller de la vie!...

Tristan Corbière,
Les Amour jaunes.

                    Rules about Diablerie abound. I believe each Storyteller has devised his own set of rules, because he wrongly thought the Diablerie wasn't cool enough. Some wanted to add Quickening effects in a very Highlander-like way (not the lightning, the memory effects, etc.). Even we had different rules, and we had to find common grounds to meddle our chronicles. The fact that even White Wolf enabled multiple Generation-rising in the World of Darkness, 2nd Edition (See the history of Mithras). It was even officialized in the VAMPIRE: The Masquerade Revised Edition, stating that the difference of Generation should be 5 of greater, and that the victim should be very old.

                    We believe the key word behind Diablerie is Power. Diablerizing a 5th Generation thousand years old Kindred should be widely different from Diablerizing a 5th Generation Neonate. Still, the official rules tells us than nothing but the Vitae's Generation is important.

                    We believe the Official Rules are an apporpriate approximation of the true rules that should gouvern Diablerie, where the Age, personnal power and Generation should be represented. In truth, this HTML file was originaly created before the editing of the Revised Edition. And still, our rules are even more compatible with the official rules.

                    Here are the rules of Diablerie we designed... Should you use the material to your own creations, be it on paper or on the web, please mention the names of the authors, our association, and of course, the name of the company who was the origin of it all: White Wolf Game Studio

Raoul ''Violence'' Borges
[email protected]

                    Note: It is considered that a 5th Generation is greater than a 6th Generation. Whenever a comparison is made in this text, greater means the power of the Generation, not its number. When we talk of a Generation greater than 6, we are talking about 5, 4, 3 2 or 1. If we talk about lesser than 6, we are talking about 7, 8, 9, 10, 11, etc..

                    Note II: For those using the Hekau Ritual: Bloodline Adoption, this system MUST be used.






What rules we use:
Goth Bar

                          We use all the rules designed in Diablerie Mexico: Awakening, p9-16, and the Dirty Secrets of the Black Hand, p41. Of course, the rules in the main rulebook.
      We advise to ignore the rules about the power of the Vitae of powerful Generation (like healing Aggravated Damage), unless the one drinking it is of very weak generation.






Procedure
Goth Bar

                          First, the Diabolist must drink all the Vitae of the victim (note that if the victim was in Torpor, there is no Vitae left to drain as even in Torpor, a Kindred loses 1 Blood Point per night).

                          Next, the Diabolist must drain the victim's soul (Strengh+Potence, Diff: 9). Note that Potence isn't automatic success in this roll.

      • The Official Rules say the Diabolist must drain the remaining Health Levels of the Victim. (Which is probably considered Aggravated Damage). If the Diablerie is interrupted, the Diablerie fails.
      • Our rules are different: The Diabolist must drain the Victim's remaining Health Level, and then, the victim's soul must still be drained. So, the Diabolist must drain drain the Permanent Willpower (The soul) of the victim. If the Diabolist is interrupted between the moment of the ''Health Death of the victim'', and the moment where he drains the last permanent Willpower point, the Victim dies, but the soul escapes. The Diablerie fails.
      Remember that the Diabolist can't do nothing else (no matter the Dice Poll, Celerity, etc.), and is quite vulnerable (Difficulty to attack him: 2). If he stops to defend himself, if just for one action (no matter the action), he fails.

      If the Diablerie is completed, and then start the extasy of the Rebirth.






The Gifts
Goth Bar

      The Generation Increases:

                          The original rules stated the Generation increased (in the power viewpoint) by one if the Generation of the victim was more powerful than that of the Diabolist. in the 3rd Edtion, multiple increase was possible only if there was a difference of 5 Generations, with at least 2000 years old for the Vampire. We change all that with the tables below:

      Our Rules introduce multi-Generation winning if some conditions are united: Add the Age of the victim found in the following table, plus bonuses found in the next table.

      Expanded Age Background
      (See Elysium: The Elder Wars, p67)
      * 51-200 years active
      ** 201-350 years active
      *** 351-500 years active
      **** 501-750 years active
      ***** 751-1 000 years active
      ***** * 1 001-1 500 years active
      ***** ** 1 501-2 500 years active
      ***** *** 2 501-5 000 years active
      ***** **** 5 001-10 000 years active
      ***** ***** 10 000-20 000 years active


      Cumulative Bonuses
      Bonus Condition
      +1 The Victim has Thaumaturgy, Necromancy, Hekau or any other form of Blood Magic (see Blood Magic: Secrets of Thaumaturgy)*
      +1 The Victim has Vicissitude
      +1 Per Discipline level equal or over 6**
      +1 Per Discipline level equal or over 8**
      +1 Per Discipline level equal or over 10 (!)**
      +1 The Victim must drink Kindred Vitae
      +1 The Generation of the Diabolist minus the Generation of the Victim is greater or equal to 5
      +2 The Generation of the Diabolist minus the Generation of the Victim is greater or equal to 8
      +2 The Victim is of the 4th Generation
      +3 The Diablerie is part of the Hekau Ritual Bloodline Adoption
      +5 The Victim is of the 3rd Generation
      -2 The Victim has the Flaw Infertile Vitae (or any similar Flaw)

      * Only one point is won, even if the victim verify multiple conditions.
      ** This is cumulative: A Discipline at Level 8 gives 1 point (Level 8+) plus 1 point (Level 6+). etc.

                          Add the Age to the bonuses given in the Table, you will have a number. Multiply this number with 10, you will have a percentage (Which can be greater than 100%).

      The Number of Generation is the Generation of the Diabolist minus the Generation of the victim.

      The Diabolist must then Roll a Diablerie Roll (equal to the percentage (found before) of the Number of Generation, rounded up), diff:5 and each success is a Generation won. Note that no matter the results, at least 1 Generation will be won. If there is a Botch, feel free to add ''convenient'' side effects (like one more success in the Willpower remaining, etc.).

      Every increase of Discipline or any other Trait because of the Diablerie is temporary (See 3rd Edition Rules). There is no way to make them permanent.

      Example 1: Gildas, a 11th Gen Kindred Diablerizes Khoros, a 4th Generation Kindred with
      • 800 years of activity.
      • 4th Generation.
      • Thaumtaturgy at 3.
      • Vicissitude at 6.
      • Auspex at 2.
      • The Generation of the Diabolist minus the Generation of the Victim is equal to 7

      800 years of activity makes 5 points.
      The 4th Generation makes 2 point Thaumaturgy makes 1 point.
      Vicissitude makes 1 point.
      Vicissitude at 6 makes 1 point.
      The Generation of the Diabolist minus the Generation of the Victim is greater or equal to 5, and it makes 1 point.

      The bonus is then 5+2+1+1+1+1=11, that is 110%.
      The Number of Generation is 11-4=7.
      110% of 7 is 7.7, that makes (Rounded up) a Diablerie Roll pool of 8.

      Thus Gildas rolls the Diablerie Roll equal to 8, Diff:5 and wins 2 Successes (unlucky guy!).
      11-2=9.
      Gildas is now a 9th Generation Kindred.

      Should Gildas have failed (or Botched) the Diablerie Roll, he would be considered to have 1 success, and would have won only 1 Generation (as per the Official rules).

      Example 2: Thimoty, a 8th Gen Kindred Diablerizes Meri-Atoum, a very old 4th Generation Kindred with
      • 3102 years of activity.
      • 4th Generation.
      • Must drink Kindred Vitae.
      • Hekau Thaumaturgy at 7.
      • Protean at 6.
      • Serpentis at 8.
      • Fortitude at 7.

      3102 years of activity makes 8 points.
      4th Generation makes 2 point.
      Must drink Kindred Vitae makes 1 point.
      Thaumaturgy makes 1 point.
      Thaumaturgy at 7, Protean at 6 and Fortitude at 7 makes 1+1+1=3 points.
      Serpentis at 8 makes 1+1=2 points (one for (Level 6+) and one for (Level 8+)).

      The bonus is then 8+2+1+1+3+2=17, that is 170%.
      The Number of Generation is 8-4=4.
      170% of 4 is 6.8, that is (Rounded up) 7.

      Timothy rolls the Diablerie Roll equal to 7, Diff:5 and win 5 Successes (lucky guy!).
      8-5=3.
      Timothy would be 3rd, but as the victim was 4th, Timothy is is now a 4th Generation Kindred. The remaining successes can be used by the Storyteller to explain bonus points in whatever Attribute, Capacity or Discipline she sees fit (this effect can be permanent).

      Example 3: Lara, a 10th Gen Kindred Diablerizes McLean, an Ancillae of the 5th Generation (a wayward Childe of a Methuselah?), with
      • 23 years of activity.
      • 5th Generation.

      23 years of activity makes 0 points.
      The Generation of the Diabolist minus the Generation of the Victim is greater or equal to 5, and it makes 1 point.

      The bonus is then 2, that is 10%.
      The Number of Generation is 10-5=5.
      10% of 5 is 0.5, that is (Rounded up) 1.

      Lara rolls the Diablerie Roll equal to 1, Diff:5.

      If the number of successes is 1, 10-1=9: Lara is now 9th Gen.

      If the number of successes is 0, then Lara still wins 1 Gen, and is now 9th Gen.

      If McLean was 6th Gen instead of 5th, then the percentage would have been 0% of 4, that is 0, rounded up makes 0, but because 0 is not an option, it makes 1, in the end...

      The Memories:

                          The Diabolist can win part of, or all the memory of the victim by a roll of Intelligence+Empathy, Diff: 8. One success gives fragmented and incomplete memory, and 5 gives total memory.

      This memory disappear by one success per night.






The Flaws:
Goth Bar

      The Path Roll:

                          The Diablerie has a cost: For those following Humanity, they lose a point of Humanity. And for extremely vicious attacks, they may even roll a Conscience Roll for another possible loss (I still wonder what ''vicious'' attack could be extreme enough to shadow the act of Diablerie by requiring another Roll...).

      The Addiction:

                          At the moment of the Rebirth, the Diabolist must roll Self-Control, Diff:12-Victim's Gen. Failure will mean that the Kindred is addicted to the feeling, and that she will try again. A Botch means a phobic terror of the Diablerie.

      The Delusions of Grandeur:

                          Another Self-Control Roll, Diff:7-Victim's Gen. A failure will mean that the Diabolist is now victim of the Derangement ''Delusions of Grandeur''.

      The Victim's Soul:

                          Part of the victim's soul can survive the Diablerie, attached to the Diabolist's psyche.

                          The victim rolls Willpower, Diff:8. Each success is a Willpower point which survives. The more the Successes, the more the Black Veins in the Aura. No successes means very few Black Veins, and a Botch means no Veins.

                          Different fragmented souls can pool together their Willpower to provoke the destruction (by suicide) of the Diabolist. In the same way, if the surviving Willpower is enough to counter the original Diabolist Willpower, it is possible for the Diabolist to ''become'' the one she Diablerized. The Storyteller must chose the aim and the power of the fragmented souls.

                          If the Diablerie is a failure, and the victim survives, she will be shocked by the experience. She will have to Roll Courage, Diff:4+Number of Health Levels drained. A failure means Terror-like Derangement. A Botch means two...

      Detection by Thaumaturgy:

                          ''A Taste of Blood'' (Thaumaturgy *) will tell if the subject is a Diabolist or not. This trace is permanent if the Diabolist reached an higher Generation, or temporary if she didn't (See after).

                          ''Aura Perception'' (Auspex **) will tell, with 3 successes, if Black Veins exists in the Aura (i.e.: If the subject is a Diabolist). The Black veins are temporary (See after). The number of veins is proportionnal to the surviving of the Victim's soul (see after).

      The Eerie Feeling:

                          Any Kindred who will come in contact with the Diabolist will be able, perhaps, to feel some kind of eerie feeling around the Diabolist. The subject roll his Humanity (or Path), Diff: the number of months since the last Diablerie divided by 3. For each other Diablerie commited since the last 12 months, the difficulty decreases by one.

      The Time Limit of Detection:

                          The limit of detection for the Black Veins in the Aura, or the Eerie Feeling around the Diabolist is (40-Victim's Gen) weeks.

                          The taint in the Vitae is permanent if the Diabolist increased his Generation, or temporary (see above) if not.

                          The Kindred will be detected by the Garou Gift ''Scent Wyrm'' if Black Veins are visible in his Aura.

                          If none of the Victim's soul survive the Diablerie (i.e.: a Botch in the victim's Willpower Roll), then there is no Black Veins.

      The Clan Weakness:

                          If the Diabolist wins memory form her victim, then she will win the victim's Clan Weakness for the same time. If the victim and the Diabolists are of the same Clan, the Weakness is amplified.






Goth Bar

For more information about the Diablerie, please read Diablerie Mexico: Awakening, p9-16, and Dirty Secrets of the Black Hand, p41. Of course, read the main rulebook: Vampire: The Masquerade, Revised Edition, p224-226.

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