Post by Storyteller on Nov 20, 2016 21:03:53 GMT -8
House Rules on Diablerie
Assuming compliance with the rules regarding The Kiss, there is nothing preventing the victim from acting during the entirety of the act of diablerie. This is primarily confined to struggling against the captor, though other reasonable actions may be possible with staff approval.
The size of the soul to be consumed is identical to the max blood pool of the victim.
Diablerie is possible for any character who finds themselves in position to accomplish it. There are severe social consequences for any member of the Camarilla who is discovered to have committed diablerie. Even the Sabbat frowns on the unsanctioned diablerizing of another member of the Sabbat, which may result in consequences up to and including a wild hunt being called on the perpetrator.
Beyond these consequences, there are fairly hefty problems for the effectuator of the diablerie as well. At the initiation of a diablerie, a Conscience/Conviction roll is required, with a difficulty based on the path the character is on:
Path of Blood - Diff 4
Path of Caine - Diff 4
Path of Cathari - Diff 5
Path of Death and the Soul - Diff 6
Path of Evil Revelations - Diff 3
Path of Honorable Accord - Diff 9
Humanity - Diff 9
Path of Lilith - Diff 8
Path of Night - Diff 6
Path of Power and the Inner Voice - Diff 4
Path of the Feral Heart - Diff
Path of Paradox - Diff 6
(Other paths will be assessed and added as they are encountered in-game.)
Failure of this roll lowers one's Path rating by 1, as you act counter to the beliefs in your soul. A botch lowers it by 2, as the true depravity of your act coats itself over your inner-most self, horrifying you even as you act. Botches trigger a Self-Control/Instinct roll to avoid letting go of the victim involuntarily.
As the last of the victim's soul is consumed and the diablerie is complete, a Humanity/Path roll is required. This roll is to show the melding of a portion of the victim's soul with that of the perpetrator. The difficulty of the roll is the Path rating of the victim +2, maximum 10. Failure leads to a loss of one dot in the Path rating of the perpetrator. A botch leads to a loss of 2 dots.
If at any point, the Humanity/Path rating of the perpetrator falls to 1, the perpetrator's path changes to that of the victim as the victim's soul overpowers that of the perpetrator and leaves a permanent mark. This mark remains, even if the perpetrator breaks off the diablerie before it is accomplished.
Depending on the Humanity/Path and Willpower ratings of the victim and perpetrator, additional problems may pop up for the perpetrator after the diablerie is accomplished. Remember Mithras? He might not be as gone as you may think. This may make your character unplayable.
In short, consider the consequences before pursuing the path to diablerie.
Assuming compliance with the rules regarding The Kiss, there is nothing preventing the victim from acting during the entirety of the act of diablerie. This is primarily confined to struggling against the captor, though other reasonable actions may be possible with staff approval.
The size of the soul to be consumed is identical to the max blood pool of the victim.
Diablerie is possible for any character who finds themselves in position to accomplish it. There are severe social consequences for any member of the Camarilla who is discovered to have committed diablerie. Even the Sabbat frowns on the unsanctioned diablerizing of another member of the Sabbat, which may result in consequences up to and including a wild hunt being called on the perpetrator.
Beyond these consequences, there are fairly hefty problems for the effectuator of the diablerie as well. At the initiation of a diablerie, a Conscience/Conviction roll is required, with a difficulty based on the path the character is on:
Path of Blood - Diff 4
Path of Caine - Diff 4
Path of Cathari - Diff 5
Path of Death and the Soul - Diff 6
Path of Evil Revelations - Diff 3
Path of Honorable Accord - Diff 9
Humanity - Diff 9
Path of Lilith - Diff 8
Path of Night - Diff 6
Path of Power and the Inner Voice - Diff 4
Path of the Feral Heart - Diff
Path of Paradox - Diff 6
(Other paths will be assessed and added as they are encountered in-game.)
Failure of this roll lowers one's Path rating by 1, as you act counter to the beliefs in your soul. A botch lowers it by 2, as the true depravity of your act coats itself over your inner-most self, horrifying you even as you act. Botches trigger a Self-Control/Instinct roll to avoid letting go of the victim involuntarily.
As the last of the victim's soul is consumed and the diablerie is complete, a Humanity/Path roll is required. This roll is to show the melding of a portion of the victim's soul with that of the perpetrator. The difficulty of the roll is the Path rating of the victim +2, maximum 10. Failure leads to a loss of one dot in the Path rating of the perpetrator. A botch leads to a loss of 2 dots.
If at any point, the Humanity/Path rating of the perpetrator falls to 1, the perpetrator's path changes to that of the victim as the victim's soul overpowers that of the perpetrator and leaves a permanent mark. This mark remains, even if the perpetrator breaks off the diablerie before it is accomplished.
Depending on the Humanity/Path and Willpower ratings of the victim and perpetrator, additional problems may pop up for the perpetrator after the diablerie is accomplished. Remember Mithras? He might not be as gone as you may think. This may make your character unplayable.
In short, consider the consequences before pursuing the path to diablerie.