One of, no, the worst thing about being undead (IMHO) is the loss of the ability to get arsefaced (not counting the Tzimisce, and more literal, version of this) when one feels like it. Hunting down drunken kine is just too much of a hassle, and you never know if they've been drinking Tequila or not (we've all had those nights).
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.).
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[1] Taste for Rum: Despite the normal kindred inability to consume alcohol and gain any intoxication from it, the Rummist may spend a blood point and regain this ability for a scene.
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.
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[2] Blood Still: The Rummist can convert his bloodpoints into rum.
System: One blood point will create a hipflask full of rum (375 mL) on contact with air. Roll Intelligence + Occult difficulty 7:
- 1 success makes a water, ethanol & rum essence mixture.- 2 successes makes weak 26% alc. rum.
- 3 successes makes standard strength good quality rum.
- 4 + successes makes special brands or overproof.
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[3] Rum Bloody Rum: The rum formed from Blood Still will have the same effects as a normal blood point of the Rummist.
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.
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[4] 100 Proof Vitae: At this level fully half of the Rummist's blood is constantly in the Blood/Rum state. This makes it more difficult for him to get intoxicated and makes for interesting effects when others partake.
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.
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[5] Delirium Tremens: Hallucinations, shaking and sweating can be produced in another by breathing out a black cloud at a range of up to two metres.
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.
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[6] Body Sweats: The Rummist sweats overproof over his entire body. This can be lit to produce eerie blue flames that surround his entire form - not affecting him or his clothing but setting fire to other things.
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.
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[6] Rum to Blood: Normal rum can be imbibed and internally converted to blood.
System: A 1.125 litre (40 ounce) bottle of rum will provide one blood point.
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[6] Surly Stupor: Become a drunken lout. Hit things, fall over - no-one can tell you what to do.
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.
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[7] Rum and Uncanny: The vampire can now convert himself totally into Rum. This is similar to both the Obtenebration and Protean abilities of Tenebrous Form and Cloud of Mist, allowing flight, access through the smallest nicks and crannies and virtual invulnerability except to sunlight and fire. Other Disciplines can be used.
System: 3 blood to change.
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[7] Rum and Raisin: Specifically designed for (well it worked out that way, okay) the purpose of making feeding an even more fun event, this allows the Rummist to change the blood of another into rum. It does tend to shrivel their body up a little, though.
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.
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