Useful Resources


Here you will find various things that aren't in need of their own page, but are worth mentioning for people new to VtM. I also highly suggest any veteran players read these things and refresh themselves with them as to avoid confusion in the future should any of these things come up in roleplay. As time goes on, this page will be added to.

What is Elysium?

Elysium is neutral ground for the Camarilla vampires of a given city.

The Elysium location is typically chosen by the local Prince in areas of artistic or intellectual worth that promote calm reflection, such as theaters and museums, though nightclubs and even a kindred's haven may suffice.

Violence is strictly prohibited within Elysium, and individuals are expected to keep tempers in check. Any grievances between vampires are to be left outside, and the Keeper of Elysium or the Sheriff will forcibly remove those who cannot control themselves if need be. While this provides opportunity for both neonates and elders to relax, social conflict is often at its peak and what happens in Elysium can easily lead to repercussions off ground.

Though Elysiums often serve as gathering places for kindred, the Masquerade must normally be maintained at all times for any mortals that may be around. Similarly, while refreshments are sometimes served, it is bad taste to come to Elysium hungry as it often leads to shorter tempers. Some Princes go so far as to forbid hunting nearby, as a concentrated population of vampires could easily result in a suspicious number of deaths in the area.

Keeper of Elysium

This is a largely honorific title, though it has many practical responsibilities. The Keeper of Elysium assures that the customs of Elysium are observed, and is a caretaker of site(s) declared Elysium by a Prince.

It is the Keeper who may schedule or cancel any events, a position that involves both great prestige and scrutiny.

Blood Hunt

A blood hunt is an order given by the prince of a city, calling for the Final Death of another Kindred. Such an order is usually given whenever a Kindred has committed a serious offense, such as kinslaying, diablerie, breaching the Masquerade, invasion of domain that has resulted in any of the above offenses, or any other behavior that a prince deems to be a sufficient threat to the safety of the Masquerade and the Kindred of the city as a whole. Princes have used the Blood Hunt as a means to eliminate political or personal opposition as well, although this is, strictly speaking, forbidden, and the misuse of the blood hunt can have severe consequences on the prince in the long term.

Any Kindred who hears the order for a blood hunt is expected to participate, although it's not required unless the Kindred in question has committed truly serious offenses (such as deliberately or repeatedly violating the Masquerade). Typically, the damned have until midnight to escape the city. If they don't, then they are open to retribution by their fellow Kindred. Any Kindred who provides assistance to the target of a blood hunt will often become the next to be hunted.

Some vampires use the blood hunt as a time to settle scores and get rid of rivals and enemies, and no few vampires have indulged in the chance to commit diablerie on their target or on other vampires who had the misfortune to get caught in the crossfire.

The traditional legal institution behind the blood hunt is the Lextalionis, or lex talionis, a legal principle that can be summarized as "an eye for an eye".


Though there are few things that can kill a vampire — and though many among the Damned claim to loathe their immortality — certain sources of injury frighten all vampires. Sunlight and fire can bring about a panicked flight-or-fight mentality. While under the spell of this Rötschreck, a vampire flees in blind panic from the source of her fear, frantically lashing out at anything in her way regardless of any personal attachments or affiliations. Rötschreck is in most ways similar to any other frenzy; just as the Beast sometimes seizes control in times of anger, so too in times of great fear.

Relatively innocuous stimuli, or stimuli directly under the character's control, are unlikely to induce Rötschreck. For example, a character who sees a lit cigarette in a nightclub, or a screened-in-fireplace in an ally's home, might grow uneasy, but is unlikely to succumb to the Red Fear. If that same cigarette is pointed threateningly at the vampire, though, or the fireplace suddenly flares up in a draught.

A vampire seeking to avoid Rötschreck requires a Courage roll. As with frenzy, five successes much be accumulated to ignore the Beast completely, though fewer successes enable the vampire to overcome her fear for a greater or lesser period of time. Failure means the vampire flees madly from the danger, making a beeline for safety and tearing apart anything or anyone that gets in her way. Any attempt to restrain a vampire suffering from the Red Fear results in an immediate attack, just as if the character were suffering from a frenzy. One Willpower Point may be spent to maintain control for one turn.

A character who's the victim of a botched Courage roll immediately frenzies and remains In a frenzy until the Storyteller decides otherwise.

Provocation Difficulty
Lighting A Cigarette 3
Sight Of A Torch 5
Bonfire 6
Obscured Sunlight 7
Being Burned 7
Direct Sunlight 8
Trapped In Burning Building 9


There is, trapped within the false civility of the Camarilla and the alleged camaraderie of the Sabbat, a hidden truth. Vampires are monsters, possessed of an inner Beast. Though, like humans, they have the capability of overruling their baser instincts, sometimes they fail. When this occurs, the Hunger and the beast become uncontrollable, and no one is safe from their excesses. Older vampires refer to the ensuing savage fits as "succumbing to the Beast Within." Younger Kindred refer to these outbursts simply as frenzies.

During a frenzy, a character literally — and usually unwillingly — gives into the darkest instincts of the vampiric nature. The character is consumed with rage or hunger, unable — or unwilling — to consider the effects of any action. Friends, foes, lovers, ethics: None of these things matter to a vampire in frenzy. If a vampire in frenzy is hungry, he'll feed from whoever is closest without regard for the vessel's well-being. If the vampire is angry, he'll do everything in his power to destroy the cause of his anger. A vampire struck by fear will commit any atrocity to remove himself from the source of his terror, regardless of the consequences. The character completely surrenders to the basest aspects of his Nature, shunting aside the Demeanor most commonly presented to those around him. He is, in short, the Beast.

Among the Camarilla, succumbing to frenzy is seen as weakness, a humiliating loss of control. Vampires who frenzy often, and especially in public, run the risk of social rejection or worse. Though many among the Camarilla Kindred are monsters through and through, the laws of the Masquerade and simple civility require that the Beast be kept in check; those who can't do so aren't vampires, but animals, and should be put down for the good of all. Among the Sabbat, frenzy is seen as a natural urge, like mortals' needs for food and sex. Sabbat vampires deride the Camarilla's attitude toward frenzy as that of weak-willed fools who can't accept their true predatory nature. Accordingly, Sabbat typically seek not to prevent frenzy, but to control it and use it to their advantage.

A frenzy can be induced by many things, but great rage or hunger are the most common provocations. It's dangerous to deny or humiliate the undead. For this reason, vampires of the Camarilla commonly veil slights and threats in webs of double-talk and subtlety, that they not suddenly trigger an outburst in Elysium or conclave. Ultimately, the Storyteller can call for a vampire to make a frenzy roll at any time, whenever he feels the character might have cause to lose control.

A vampire in frenzy gains several temporary benefits from the state. Vampires in frenzy completely ignore all dice pool penalties inflicted by injury until the frenzy ends. Once the frenzy is finished, the pain comes back and the crippling effects of the wounds take hold again. All difficulties to Dominate a frenzied character are increased by two, and all difficulties to resist the effects of Dominate are reduced by two. The character never needs Willpower rolls to accomplish a feat, because the rage fueling the vampire's actions is both a catalyst to heightened state of mind and a barrier against unwanted intrusions. Lastly, characters in frenzy are immune to the detrimental effects of Rötschreck.


The rules for handling frenzy are deliberately vague, and the Storyteller is encouraged to make whatever changes she deems necessary to accommodate her chronicle.

In some cases, Kindred can manage to overcome the urge to frenzy. A vampire on the verge of frenzy must make a Self-Control roll against a variable difficulty. The difficulty is often 6 to 8, but if trying to overcome the urge to commit a blatantly evil act, the vampire's player can roll against a difficulty of (9 minus Conscience) instead. The character must score five successes to completely overcome the desires for violence, but even one success halts the frenzy temporarily. For each success below five, the character can resist the urge to frenzy for one turn. After this duration expires, the character may try again to gain extra successes and thus continue to resist the frenzy. Once five successes are acquired, over a greater or lesser period, the vampire resists the Beast's urges.

Failure means the character goes into an emotional rampage, doing exactly what she wants to do with no worries of later repercussions. Botching the Self-Control roll means the character remains in a frenzy until the Storyteller decides otherwise, and (at the Storyteller's discretion) she may gain a derangement related to the frenzy.

The following list shows common stimuli that can incite a frenzy, and the typical difficulty for a character to resist. Remember, if the frenzy has the potential to cause the vampire to commit an atrocity (killing a child or other innocent, for example), the Storyteller can rule that the difficulty is (9 minus Conscience) instead.

Provocation Difficulty
Smell Of Blood (When Hungry) 3 (Or Higher In Extreme Cases)
Sight Of blood (When Hungry) 4 (Or Higher In Extreme Cases)
Being Harassed 4
Life-Threatening Situation 4
Malicious Taunts 4
Physical Provocation 6
Taste Of Blood (When Hungry) 6 (Or Higher In Extreme Cases)
Loved One In Danger 7
Outright Humiliation 8


Note: The Storyteller has final say in what can or can't provoke a frenzy. In some cases the Storyteller might completely ignore what the players feel should send their characters into a rage, and instead have some minor event cause a frenzy. This is commonly done in situations where the Storyteller feels a frenzy can make a point about a character's personality, or enhance the events of a story.

RolePlaying Frenzy

Characters in a frenzy aren't themselves — or, more accurately, reveal more of themselves than they normally would. They'll do anything to sate their hunger or destroy the source of the frenzy, even attacking other players' characters. Characters in a frenzy generally attack their enemies, first, but if no enemies are present, friends are perfectly acceptable fodder for their baser instincts. Even lovers and family can fall victim to vampires in frenzy. The character might feel remorse and hideous guilt later, but while the frenzy occurs, nothing matters save the immediate gratification of the character's desires. This can often lead to subsequent degeneration checks. Therefore, repeated frenzies can prove very detrimental to a vampire's Humanity.

Some players might feel hesitant about RolePlaying a frenzy, but such is the nature of the vampire. Players should be encouraged to portray the frenzy effectively. If they can't do so, the Storyteller should feel free to take over control of the character, running it as he deems appropriate until the frenzy ends.

A player whose character is in the midst of frenzy may choose to spend a Willpower Point. This enables him to control one action of his character for one turn. In this manner, a vampire may give her victim-to-be a chance to run, or an offending mortal the chance to stammer out an apology. This moment of self-control lasts for only a turn, possibly two; it doesn't stop the frenzy, merely allows the character to control it slightly. As Storyteller, if a frenzied character takes an action you deem inappropriate, you may allow the action, but rule that the character has just spent a Willpower Point to take the action.

The Storyteller decides how long any frenzy lasts, but one scene typically suffices. If a character is knocked unconscious or trapped alone for an extended period, the odds are good she'll eventually regain control of herself.


Virtues: Humanity uses the virtues of Conscience, Self-Control, and Courage.

The Trait of Humanity is integral to the underlying theme of Vampire: The Masquerade. It's a moral code that allows Kindred to retain their mortal sensibilities in the face of their transformation into parasitic monsters. In essence, it's what keeps a vampire from becoming a mindless animal, enslaved by her thirst for vitae.

Humanity, unlike most other Traits, is rated on a scale of 1 to 10, as it's more complex than a 1 to 5 quantification allows for. Also, just because a Kindred follows the Path of Humanity doesn't mean she's a friendly, congenial saint. Vampires are predators by nature, and Humanity only gifts them with the ability to pretend they're not. It's an inward charade that protects a vampire from herself, much as the Masquerade protects vampires from the mortals outside.

Unfortunately, the very nature of existence as a vampire is anathema to one's Humanity. As the centuries wear on, the Beast takes hold, and Kindred become less and less concerned with the well-being of mortal "kine" (after all, they'll die eventually, anyway). As such, characters are likely to lose Humanity over the course of the game.

Mortals also typically follow the Path of Humanity, though this is largely out of ignorance: They don't know they can be anything else. As such, this mechanical system for morality rarely comes into play for them. Certainly, some mortals — rapists, murderers, and the like — have low Humanity scores, but they have no Beasts roiling within them, as do the Kindred. It's possible for a vampire with a high Humanity score to be more human than some mortals are.

Dots Description
X Monstrous
1 Horrific
2 Bestial
3 Cold
4 Unfeeling
5 Distant
6 Removed
7 Normal
8 Caring
9 Compassionate
10 Saintly

Effects of Humanity

A Kindred's Humanity score reflects how much of a character's mortal nature remains despite the curse of Caine. It influences how well a character may deny her vampiric state, as well as how closely she may pass for mortal.

  • Vampires sleep unnaturally deeply and are loath to rise even if presented with danger. Vampires with higher Humanity rise earlier in the evening than vampires with lower Humanity scores. Also, if a Kindred is forced to act during the day, the maximum dice pool he may employ for any action equals his Humanity score.
  • Humanity also affects a character's Virtues. Whenever a certain Virtue is called into question, a player may not roll more dice for a Virtue than her character has dots in Humanity. Obviously, as the character sinks ever more deeply into the arms of damnation, questions of morality and self-preservation mean less and less. As Humanity depletes, the character creeps slowly toward the night when she loses all self-control.
  • The length of time a Kindred spends in torpor relates directly to his Humanity score. A vampire with low Humanity remains in torpor for a longer time than a vampire with a higher Humanity score.
  • Humanity determines how human a character appears and how easily she may pass for human among the populace. Vampires with low Humanity acquire unnatural and disturbing features like sunken eyes, perpetual snarls, and bestial countenances.
  • If a character's Humanity score ever drops to zero, that persona is no longer suitable for use as a player's character. Completely controlled by his Beast, the character is a mindless force of unnature, and falls under the Storyteller's control.

Humanity scores fluctuate based upon the Hierarchy of Sin — if a vampire accidentally or purposefully commits an act rates lower than her Humanity score, she must roll her Conscience Trait to see whether she accepts the act (and thus loses Humanity) or feels remorse and maintains her current level. Humanity may be raised only by spending Experience Points on it.

The Downward Spiral

Vampires are monsters, have no doubt, and even a Kindred with the highest of Humanity scores is nothing more than a wolf in sheep's clothing. Nonetheless, as Humanity erodes, vampires not only become capable of, but also actively pursue, ever more depraved acts. It's in a vampire's nature to hunt, and to kill, and eventually every vampire finds himself holding the corpse of a vessel he had not intended to murder.

It's important, then, to know how vampires change as their Humanity scores deteriorate. Vampires' behavior, even under the auspices of Humanity, may become so utterly depraved and alien that the very thought of her causes discomfort in others. After all, a low Humanity score indicates that very little connects the Kindred with her mortal origins.

Humanity 10-8: Kindred with Humanity scores this high are, ironically, more human than human. Many fledgling vampires sometimes adhere to codes more rigorous than they ever held in life as a reaction against becoming a predator. Older Kindred scoff at this practice, taking great mirth at the thought of newly whelped neonates cowering beneath fire escapes and subsisting on the foul blood of rats, vainly rebelling against their murderous natures. In truth, vampires who maintain high scores in Humanity are rare, as every Kindred must kill sooner or later. Vampires with high Humanity are almost unbearable by their peers, who find frustration in their perceived naivete and self-righteousness; most Kindred prefer to suffer the slings and arrows of unlife without belaboring themselves. High Humanity scores indicate aversion to killing and even distaste for taking more vitae than is necessary. Though not necessarily passive or preachy, Kindred with high Humanity uphold excruciatingly exacting standards, and often have very clearly defined concepts of mortal right and wrong.

Humanity 7: Most human beings have Humanity scores of 7 or so, so vampires at this level of Humanity can usually manage to pass for mortals. Vampires with 7 Humanity typically subscribe to "normal" social mores — it's not acceptable to hurt or kill another person, it's wrong to steal something that another person owns, but sometimes the speed limit is just too damn slow. The vampire is still concerned with the natural rights of others at this state of morality, though more than a little selfishness shines through. Just like everyone else in the world.

Humanity 6-5: Hey, people die. Stuff breaks. A vampire below the cultural human norm has little difficulty with the fact that she needs blood to survive, and she does what needs to be done to get it. Though she won't necessarily go out of her way to destroy property or end a victim's life, she accepts that sometimes that's what fate has in store for some folks. Not automatically horrid, Kindred at this stage of Humanity are certainly at least mildly unpleasant to be around. Their laissez-faire attitudes toward others' rights offend many more moral individuals, and some minor physical eeriness or malformation may show up at this stage.

Humanity 4: Hey, some people gotta die. The vampire begins an inevitable slide into urge indulgence. A Humanity of 4 indicates that killing is acceptable to this Kindred, so long as his victim is deserving (which is, of course, quite subjective). Many vampire elders hover around this level of Humanity, if they haven't adopted some other moral code. Destruction, theft, injury — these are all tools, rather than taboos, for a vampire with Humanity 4. Also, the vampire's own self and agenda become paramount at this point, and devil take whoever gets in the way. Physical changes become quite evident at this stage; while not hideous in the sense of the Nosferatu or certain Gangrel, the vampire acquires a pallid, corpse-like and noticeably unwholesome aspect.

Humanity 3-2: The lives and property of others are irrelevant to a Kindred this far gone. The vampire likely indulges twisted pleasures and aberrant whims, which may include any manner of atrocity. Perversion, callous murder, mutilation of victims, and wickedness for its own sake are the hallmarks of a Kindred with very low Humanity. few vampire maintain scores this low and lower for very long — their damnation is all but certain at this point. Vampires at this stage may be physically mistaken for human, but don't bet on it.

Humanity 1: Only nominally sentient, Kindred with Humanity 1 teeter on the edge of oblivion. Little matters at all to vampires this far gone, even their own desires outside of sustenance and rest. There's literally nothing a vampire with Humanity 1 won't do, and only a few tattered shreds of ego stand between him and complete devolution. Many who attain this stage find themselves no longer capable of coherent speech, and spend their nights gibbering blasphemy among their gore-spattered havens.

Humanity 0: Must sleep. Must feed. Must kill. Players may not run characters with Humanity 0. Vampires at this stage are completely lost to the Beast.


There is one thing that elder Kindred dread even more than fire or the light of the sun. This is the sin known as diablerie, or the Amaranth. Among Camarilla society, diablerie is the ultimate crime; those who practice it are subject to the harshest punishments imaginable. It is as loathed and feared as cannibalism is among mortal society. The vampires of the Sabbat, as well as the warriors of Clan Assamite, are said to indulge in diablerie freely, which is yet another reason why the elders hate them so.

Quite simply, diablerie is the act of feeding on a vampire in the way that a vampire feeds on a mortal. In so doing, nor only does the murderer consume the victim's blood (and vampire blood is far, far sweeter than even the tastiest mortal's), but the victim's power as well. By stealing the life of a vampire closer to Caine, the vampire can permanently enrich his own vitae. In this manner can even the youngest vampire gain the power of the elders, should he have the strength and daring to wrest it from them.

Elders know the crime as the Amaranth; in olden nights, it is said, an amaranth flower was presented to the victim a week before he was to be hunted. Kindred legend tells many dark tales of murderous childer betraying and cannibalizing their own sires, and it is for this reason more than any other that elder Kindred harbor such distrust for the neonates among them. Indeed, the great Jyhad itself may well have its roots in this eternal and savage struggle for ultimate power.

Committing Diablerie

A vampire seeking to commit diablerie must drain all the blood from his Kindred victim. Following this act, the vampire must continue to suck, for (according to Kindred legend) the very soul is withdrawn from the victim's body and taken into the diablerist's. The effort involved in diablerie is monumental, for the vampiric soul is a greedy thing and clings tenaciously to unlife, hoping to regenerate its body and rise once again.

Once a vampire's body has been drained of all blood, the true struggle begins. The diablerist's player makes an extended Strength roll (difficulty 9). Each success inflicts one automatic health level on the victim (the victim cannot soak, and damage is considered aggravated). When all the victim's health levels have been drained, the victim's essence is taken into the attacker and the emptied body begins decaying immediately.

A vampire committing diablerie is quite vulnerable to attack. Total concentration goes into the struggle to draw forth the essence of the victim, and stopping for even a moment ruins the chance of capturing the spirit. All attacks against a vampire attempting diablerie are made versus a difficulty of 2.

The Rewards Of Diablerie

Upon successful completion of diablerie, the diablerist is overwhelmed by euphoria, and a Self-Control roll is necessary (difficulty 10 minus the character's Humanity) to avoid frenzy. The sensation is akin to orgasm, but much more powerful — so powerful, in fact, that certain Kindred are addicted to the sensation. All other Kindred fear these vampires, known as "rogues," for their addiction to the pleasures of Amaranth makes them a threat to everyone. Even vampires too weak to provide additional power are devoured for the simple pleasure of the act.

The true benefit of diablerie becomes evident if the diablerist feeds on the vitae of a vampire of lower generation (e.g., if a ninth-generation vampire commits diablerie on a seventh generation vampire). The diablerist literally steals the power and potency of the victim's own blood, and thus permanently lowers her own generation by one, bringing her closer to the mythical power of Caine. All benefits of the lowered generation — a larger and more potent blood pool, the ability to Dominate more Kindred and, in some cases, the ability to increase Traits above 5 — are bestowed upon the vampire.

If the victim was of much greater power (five or more generation levels) than the diablerist, the Storyteller may rule that the predator lowers her generation by more than one step. This is particularly likely if the victim was ancient (2000+ years of age). It would not be unreasonable for a 12th-generation neonate who drank the blood of a 3000-year-old member of the Fifth Generation to advance three or even more generation steps. Ultimately, this decision rests in the Storyteller's hands.

Moreover, drinking the vitae of elder vampires can induce a temporary increase in the diablerist's Discipline levels (by one, two or even more dots), as the potent blood augments the predator's own mystic arts. If the elder vampire was several generations removed from the diablerist's own generation, the effects can seem miraculous, even if they are short lived. These increased powers last for a single scene, unless the Storyteller decides otherwise.

To commit diablerie, the diablerist must take blood directly and immediately from the victim; the blood may not be stored and used later. Moreover, only one diablerist may commit the act on a given victim; a pack of neonates cannot swarm around an elder like hungry sharks, no matter how potent the victim's blood. The Tremere and Assamite clans are rumored to have developed mystic means of bypassing one or both of these prohibitions.

The Perils Of Diablerie

Committing diablerie seems like the perfect crime to many power-hungry neonates. There is no body left when the deed is done, as most vampires over a decade old quickly rot into unrecognizable mounds of carrion. Without solid evidence, it's difficult for even the most despotic prince to make an outright accusation of murder. But those who commit the atrocity soon learn that diablerists wear the evidence of their crime on their very souls. Vampires with the Auspex Discipline can detect a diablerist by using Aura Perception. The stolen energies of the victim mingle with the energies of the diablerist, leaving thick black marks running across the diablerist's aura. These marks stand out as clearly as motor oil on a crystal-clear pond, covering the softer colors of the vampire's own aura and betraying the crime beyond question.

Not all vampires know of diablerie or the stains it leaves behind. Many younger Kindred might simply question the odd discoloration on the vampire's aura. Most elder vampires understand what the stains mean, though, and could well call for the diablerist's immediate punishment or use the information as blackmail at a later date.

These marks remain in evidence a number of years equal to the difference between the victim's generation and the diablerist's original generation (mimimum one year, even if the victim was higher generation). In example, if a 12th-generation vampire drinks the blood of a ninth-generation vampire (becoming 11th generation in the process), the evidence remains on his aura for three years. Additionally, practitioners of Thaumaturgy can use the Path of Blood to detect the diablerist's sin, even centuries after the crime was committed. For that reason, and for many others, practitioners of the Amaranth fear the Tremere.

Even those without special perceptions often sense a "taint" about the diablerist. For one month per generation removed from the victim, a diablerist gives off a "vibe" that leaves more sensitive Kindred unse ttled. The Kindred in question may not actually know what the diablerist did, but they' ll feel uncomfortable around him just the same. A player whose vampire comes in contact with a diablerist may make a Perception roll (difficulty of 12 minus the sensing vampire's Humanity rating — vampires with high Humanity are more aware of such things) to notice that something about the diablerist just "doesn't feel right." Followers of alternate paths of morality generally fail to notice the unusual sensation, as they are no longer attuned to their emotions in the same way. The Storyteller has final say in these matters.

A few rumors speak of diablerists displaying certain mannerisms of their late victims, particularly if the victims were of great psychic fortitude (Willpower 10) and of much stronger Blood than their murderers. If this is true, and the soul of a particularly mighty undead can manifest in the body of its killer, the implications are frightening, particularly in light of the Jyhad.

Such is the horror of diablerie that, according to most elders, even a blood hunt is no grounds for its practice. Hunters may drink a victim's blood, even to the last drop, but may not continue the process of diablerie once the victim is drained. Indeed, by decree of the Inner Circle, only a sire is permitted to diablerize her childe, and then only during a blood hunt. In practice, many younger Kindred take the opportunity of a blood hunt's chaos for kinslaying, and princes often look the other way if the criminal was heinous enough.

Lastly, for Camarilla vampires and others who adhere to the way ofHumaniry, there is the loss ofHumaniry to consider. Diablerie is worse than murder: The Amaranth literally absorbs the victim's soul, destroying any chance of the victim finding peace in the afterlife. Such a heinous crime strips a minimum of one Humanity from the character's Humanity rating. Additionally, for extremely vicious attacks, the Storyteller might require a Conscience roll (difficulty 8). Failure means the loss of an additional Humanity point, while a botch could well mean the loss of even more.

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