By Handel W. Care (P.R.Church@massey.ac.nz). A discipline of the Typsies family.
I had heard of Mages and a brand of Lupines who could go around producing the stuff out of thin air, so knew it could be done magically, and possibly get around our unhappy condition in this area as well. The Tremere never seemed too happy to help, but I eventually made some friends who were more inclined to look at things my way... when any of us could focus at all, that is.
It helps to have been embraced whilst under The Influence. This strengthens the mystical bond between your blood and rum. A Rummist is often recognised by his uncanny ability to sense alcohol at a 50 metre range (also his slurred speech etc.).
System: Stamina rolls against increasing difficulties are needed to resist losing dice due to inebriation (use transitory health levels). Botching causes the usual problems for those who can't hold their liquor.
System: One blood point will create a hipflask full of rum (375 mL) on contact with air. Roll Intelligence + Occult difficulty 7:
System: The apparent rum is in fact a blood point, although it will smell, taste and act like rum it will also create ghouls, blood bind etc. It will be detectable as such by Disciplines such as Taste of Blood.
System: The effect works against all toxins or other unwanted internal visitors that would normally have an effect. They will all be at half effect, including such supernatural attacks on blood as in the Quietus Discipline, Blood Thaumaturgy or Poopery.
The Rummist's aura will also look extremely strange.
System: Roll Manipulation + Medicine at a difficulty based on the target's Wits + Subterfuge and spend a blood point. Each success will reduce the die pool of the target by one and cost a blood point in Kindred victims due to blood sweats. The effect lasts one scene. Other Rummists can soak with their Rummery dice.
System: Spend three blood points to initiate the sweats. After ignition the vampire is immune to Rotschreck from fire and to fire itself for a period of five minutes. All hand to hand damage is aggravated and others will have to soak the fire damage from their contact. Other kindred must save versus a Rotschreck of seven.
System: A 1.125 litre (40 ounce) bottle of rum will provide one blood point.
System: Gain three dice to Soak, two dice to Strength and a total resistance to Dominate and Presence. Difficulty to frenzy is reduced by two. Costs one blood point and lasts a scene.
System: 3 blood to change.
System: Roll Willpower versus a difficulty of 5 + the amount of blood points to be turned into rum. Kine take one level of damage per point of rum, while Kindred take a health level and lose a blood point as well. The damage is not aggravated, but healing it is twice as costly (ie. two blood to heal one health level) inside the same scene. Range is 5 metres per dot of Perception. Other Rummists can soak with their Rummerey dice.