Animalism

Although most look human, all the Kindred conceal within them a feral predator, a Beast that divides all others into only two categories: threat or prey. Some Kindred feel their affinity with the animals of the world, and their connection with their own animalistic nature to a greater degree than others. These Kindred often develop the Discipline of Animalism, which allows them to bond with the beasts — and the Beasts — around them. They can not only commune with lower creatures, but project their will upon them, forcing them to obey. As the Kindred gain power, some develop the ability to join with animals, or to influence the Beast lurking with their own souls or the souls of other vampires.
Most Kindred are repellent to animals. Lesser creatures grow agitated in the presence of the undead and normally flee the scene (or, in some cases, attack the vampire in question). Kindred who possess Animalism are a very different story. Animals are often attracted to such Kindred, and their presence is soothing even to restless beasts.
Other sentient, supernatural beings such as shapechangers who have animal form or who can assume animal form are not affected by Animalism. Their intelligence makes them the purview of the Dominate Discipline. Therefore, a Ventrue can try to ply his will on a werewolf — even a werewolf in wolf form — by using Dominate. Similarly, Animalism is useless on another vampire who assumes wolf or another bestial form. Animalism is of no avail to the vampire in regard to such intelligent beings.
Note that any Animalism power that requires eye contact is made more difficult if the subject does not stand still or is not otherwise immobilized. If the animal in question moves about, the roll to initiate the relevant power suffers a -1 penalty in addition to all others listed.

Articles under Animalism