Extended Rules for Diablerie
By David S. Kaplan (solkap@erols.com)
Gaining Disciplines and Freebie Points
In addition to a gain in Generation with the Diablerie of a more powerful vampire, the victim may impart an increase in Disciplines as well. The attacker of the slain kindred gains one Discipline dot per generation of the victim over her own. For example, if a 10th generation Brujah Diablerizes a 7th generation Ventrue, the Brujah will gain 3 discipline dots. These dots are to be added randomly amoung the attacker's Disciplines. Additionally, only Disciplines which were originally lower than the victim's own may be raised. Dots may only be added to Disciplines the deceased had access to.In addition to an increase in Disciplines, the Diabolist gains an amount of Freebie Points equal to twice the number of Discipline dots obtained. These points may be used at the time of Diablerie or added to the character's experience point total and used at the end of the current story.
Gaining Derangements
Just as a victim of Diablerie may impart her vampiric powers to the Diabolist, so to may her life essence impart her inherent madness. If the victim of Diablerie has a permanent Derangement, such as is the case with Malkavians, the attacker must roll a straight Willpower with a difficulty of 6 plus the difference in generation between the Diabolist and the victim. If failed, the attacker gains one permanent Derangement, chosen randomly. If successful, the attacker has overcome the Derangement and is unaffected by the victim's insanity.
Gaining Clan Weaknesses
Since the very unlife essence of the victim is transfered into the Diabolist, so is the victim's inherent personality and weaknesses. Proceeding the Diableri of a more powerful vampire, the attacker must make a straight Willpower roll against a difficulty of 4 plus the difference in generation between the Diabolist and the deceased. If failed, the attacker gains the victim's clan weakness for a numer of weeks equal to his Willpower. This weakness manifests as a strong, sometimes overpowering urge. These weaknesses imparted may not be as intense as normal. For example, a Kindred who recently Diablerized a Toreador may be drawn to particularly interesting stimulie, while one who recently Diablerized a Brujah may become somewhat irritable and impulsive.