Diablerie
Consuming another vampire's soul — Generation reduction, aura staining, and Jyhad.
Diablerie — the Amaranth, the Cardinal Sin — is the act of draining another vampire completely and then consuming their very soul. It is the most forbidden act in Kindred society, the violation that generates a Blood Hunt more reliably than almost anything else. It is also the only reliable way to lower one’s Generation.
The Process
Draining a vampire to the point of death (all blood points expended, vampire incapacitated) is not yet diablerie. Diablerie requires continuing to drain after that point — pulling the vitae of the soul itself. The victim’s body crumbles to ash; the diablerist feels a rush of power, knowledge, and personality fragments not their own.
Extended action: Draining the soul requires sustained feeding after the victim’s physical incapacitation. The process takes several minutes. This is why murder scenes rarely become diablerie — the diablerist must remain vulnerable and stationary for the act.
Resisting diablerie: A vampire being diablerized is not entirely powerless — they can attempt to fight back from within, possessing or influencing the diablerist. High-generation Methuselahs being diablerized by younger, weaker vampires sometimes win this interior struggle and devour the diablerist from inside.
Effects
Generation Reduction
If the diablerized vampire was of lower Generation (more powerful blood) than the diablerist, the diablerist permanently lowers their own Generation by one. This is the only available path to Generation reduction in most chronicles, and the Jyhad exists in large part because of it.
If the diablerized vampire was of higher Generation (weaker blood) than the diablerist, no Generation reduction occurs.
Personality Bleed
Fragments of the diablerized vampire’s personality, memories, and compulsions bleed into the diablerist. At Storyteller discretion, the diablerist may temporarily (or permanently) acquire personality traits, derangements, or mannerisms from their victim. Diablerie of a very powerful, very old vampire can produce significant psychological contamination.
Aura Staining
Diablerie leaves a mark visible to Auspex — black veins or striations in the aura. These marks last years (roughly: one year per decade of the victim’s age). An Auspex user who reads the diablerist’s aura during this period sees the evidence clearly.
In Camarilla domains, visible diablerie evidence is grounds for immediate Blood Hunt in most cities.
Social Standing
In the Camarilla: Diablerie is the ultimate taboo. The Six Traditions are silent on it directly, but the First Tradition (“do not reveal your nature”) combined with the political terror of the practice creates near-universal prohibition enforcement. Being caught — even suspected — with fresh aura staining is dangerous.
In the Sabbat: Diablerie is encouraged, particularly against Antediluvian agents and Camarilla Elders. The Sabbat theology frames it as a weapon against Gehenna. Sabbat packs conduct diablerie openly; it is not shameful.
Among Anarchs: Variable by individual, but many Anarchs support the practice against Elders, viewing it as the appropriate response to centuries of gerontocratic abuse.
The Jyhad
The Jyhad is the vampiric great game — the conflict between ancient vampires (Methuselahs, Antediluvians) who manipulate younger Kindred as pawns toward goals that may span centuries. Diablerie is its central mechanism: the lowest Generations cannot simply maintain power by sitting still. Younger, more numerous vampires accumulate strength, while the ancients protect themselves through blood bonds, political structures, and manipulation.
The Camarilla’s political structures are understood by many Kindred scholars to be partially Antediluvian in design — systems that protect elders from younger vampires while maintaining the appearance of law.
Whether the Antediluvians are active, in torpor, or mythological is left deliberately uncertain in V20. The Sabbat believes they are real and dangerous; the Camarilla officially denies their existence; the evidence, filtered through centuries of Kindred politics, is genuinely ambiguous.
Mechanics
Dice pool: After successfully draining a vampire to 0 Blood Points and incapacitation, the diablerist rolls Strength + Occult (difficulty 8 for each additional BP drawn from the soul). Extended roll; each success draws 1 more “soul point.”
Generation threshold: To reduce Generation, the diablerist must accumulate successes equal to the victim’s (13 - Generation). Diablering a 10th Generation vampire requires fewer successes than diablering an 8th Generation one.
Botch: A botch during diablerie can result in the victim’s personality temporarily seizing control of the diablerist’s body, a derangement cascade, or in rare cases, partial reverse possession.