Diablerie

Diablerie, otherwise known as Amaranth, is the act of cannibalizing the very essence of a fellow Kindred. It is no light undertaking, requiring extreme dedication and focus, in addition to the ostracization and potential death sentence which can result from being a known diablerest. Diablerie marks a Kindred's aura with deep black lines or smudges indicative of their crime. There is also the risk of derangement or loss of agency if the victim's soul overpowers the diablerist's own. But consuming the soul of another grants power and knowledge, perhaps even a means of retaining some part of the victim with you.

## Committing Diablerie

In order to diablerize another, the would-be diablerist must first drain the target of all remaining blood, which will require either multiple Strength + Brawl and/or Strength + Resolve rolls to do, unless the Kindred is for some reason willingly providing their blood. When the victim is drained, the diablerist continues making extended action Strength + Resolve\* rolls at difficulty 9. Each success is considered an aggravated damage as the diablerist works to drain the Kindred's soul from their body, breaking the soul's connection to its vessel. Once the vessel has suffered aggravated damage equal to their Stamina rating\* the soul is ripped from the body and drawn into the diablerists. The vessel immediately disintegrates.

## Consequences of Diablerie

1. Successful diablerie is is an orgasmic, spiritual rush resulting from the consumption of another's power. During this time the diablerist may see visions and memories from the victim.
2. The aura surrounding the diablerist's body is streaked or smudged with deep black for a period of decades equal to the difference between the diablerist's and victim's BP.\*
3. Fellow Kindred may directly detect this effect via various Kindred disciplines or blood magics, most commonly Auspex.
4. Kindred unable to detect the direct evidence may still feel uncomfortable in the vicinity of a recent diablerist.
5. Diablerie can be addictive. After successfully diablerizing another, a Kindred must succeed on a difficulty 10 Resolve + Stamina - victim's BP roll to avoid addiction.\* If the victim's BP takes the roll below zero, it becomes a d10 chance die roll.\*
6. Diablerie results in automatic loss of at least one point of humanity; circumstance may dictate a roll to determine further loss.
7. Blood Potency Change: The diablerist automatically gains BP equal to 1/3 the difference between their BP and the victim's rounded up.\* (Minimum of 1 provided the victim was at least one BP higher than the diablerist.)\*
8. Disciplines: The diablerist automatically gains 2 dot of the highest discipline they did not already possess. If the victim possess only disciplines the diablerist already had, then they gain an additional dot of the highest leveled discipline.\*
	1. A kindred can use this to gain discipline dots above their trait maximum, but using the power will cause a point of aggravated damage.\*
9. Skills: The diablerist gains the full dots of the victim's highest rated skill, even if it takes the diablerist above their trait maximum.\*
10. Struggle: If the victim's willpower rating is higher than the diablerists, a contest of wills occurs.\*
	1. The victim rolls Resolve + BP the diablerest gained from diablerizing them. (Representing power they haven't totally lost.)
	2. The diablerist rolls Resolve + BP (including the BP they have just gained, as it is power they currently share with the victim).
	3. In a tie, the two are stalemated with the victim's conscience remaining within the diablerist unless otherwise destroyed or extracted.
	4. If the diablerist wins, the victim is utterly consumed, leaving no trace but memory and the power the diablerist has gained.
	5. If the victim wins, the rolls repeat becoming an extended action contest of wills until one or the other bests their opponents Resolve. If the victim succeeds by a margin higher than the diablerist's resolve on the first roll, then no further rolls are necessary. If the victim loses, they are consumed; if the victim wins, the diablerist's soul is consumed, and the victim takes over the diablerist's body.
11. Personality: It us not uncommon for diablerists to take on mannerisms or habits of their victims.

Sources: The spirit is taken from M20 with roll formulas adapted from VtR 2.0. However, most of the consequences are House Rules.