Drink the Mind
Auspex 4, Quietus 5
Practiced by both the Assamites and the Tremere (through a ritual that duplicates its effects), though according to vastly different principles of magic, this Discipline heightens the power of the Amaranth to steal memories and knowledge. Those who walk the road of Blood regard such feeding as a sacrament partaken by the holiest of holy, a reclaiming of learning from the unworthy. The pragmatic blood sorcerers of the Tremere simply view diablerie of mind as another useful tool of power. Neither clan suspects that they are not alone in their art.
System: This power may be used whenever a character successfully commits diablerie. The player spends a number of Willpower points equal to the victim's Intelligence and rolls Willpower. The difficulty is the victim's permanent Willpower, plus one for every derangement he had. Each success grants one bonus point that may be spent to purchase or increase the diablerist's Skills or Knowledges (bonus point costs can be found on p. 129 of Dark Ages: Vampire). These points cannot raise an Ability above the victim's rating, however. This power also allows the diablerist to recall the victim's strong memories, although such recollections are left to the Storyteller to adjudicate. Stolen memories unfold hazily as from a dream, and should offer cryptic hints rather than plot-breaking insights. Vampires whose players botch the Willpower roll lose one point of permanent Willpower for every 1 rolled, as the character is overwhelmed by an onslaught of disconnected images and hate from the victim's devoured soul. This power can only be used once per diablerie.
Experience Cost: 35