Animalism
Disciplines:
- Level
- Name- (Cost) Effect/Description (Prerequiste)
- User Dice Pool vs. Opposing Dice Pool; Duration
- Name- (Cost) Effect/Description (Prerequiste)
- 1st Level:
- Bond Famulus- (Free) The vampire can form a bond with an animal facilitating the use of other Animalism powers. Vampires may only have one famulus but you can make animal ghouls without this.
- Charisma + Animal Ken; Only death releases the famulus
- Sense the Beast- (Free) The vampire can sense the beast within other vampires, mortals and supernatural creatures.
- Resolve + Animalism vs. Composure + Subterfuge; Passive
- Blood in the Water- (Free) Like a shark hunting its prey, the vampire can use their Beast's desire for blood as a useful tool for tracking. With enough concentration they can sharpen their senses to focus on fresh blood to the exclusion of all else, smelling it hundreds of feet away or seeing it in vivid red against a grayscale world.
- Resolve + Animalism; Until deactivated
- Hunter's Instincts- (Free) The vampire is an apex predator that can sense the pulse of life beating in the chests of the living and smell the fear in their sweat. This preternatural sense of smell and otherworldly hearing allows the vampire to track movement of living targets even in perfect darkness.
- Wits + Animalism vs Composure + Resolve; Passive
- Bond Famulus- (Free) The vampire can form a bond with an animal facilitating the use of other Animalism powers. Vampires may only have one famulus but you can make animal ghouls without this.
- 2nd Level:
- Feral Whispers- (One Rouse Check per type of animal; Free for famulus) The vampire can summon and communicate with an animal.
- Manipulation/Charisma + Animalism; One scene
- Atavism- (One Rouse Check) The vampire can cause an animal to temporarily revert to their primal instincts, forcing them to attack anyone nearby or to flee the scene. The target must be able to sense the user for this power to work.
- Composure + Animalism; Number of rounds equal to margin +1 or entire scene if it's a Critical win
- Animal Messenger- (One Rouse Check per night) Use a Famulus to send a message to someone. (Auspex 1)
- One or more nights based on how long it takes to search
- Primal Beasts- (One Rouse Check; Free for famulus) The user shares a small portion of their unnatural shapeshifting with the animals they influence. Teeming swarms and great beasts alike exhibit natural weapons of monstrous proportions, reminiscent of those prehistoric animals or even bone spurs and similar unnatural weapons found in certain mythos. (Protean 2)
- Applicable dice pools, typically the activation pools; One scene
- Stalk the Beast- (One Rouse Check) Once you have located your target with your natural or supernatural senses, you know exactly where they are and the direction and speed they are moving, so long as you can continue to sense them. Technology or tools such as cameras and binoculars - including glasses and hearing aids - do not count towards extending these senses. (Sense the Beast)
- Resolve + Animalism; One scene, or a number of turns equal to the test margin plus one
- Feral Whispers- (One Rouse Check per type of animal; Free for famulus) The vampire can summon and communicate with an animal.
- 3rd Level:
- Animal Succulence- (Free) The vampire can slake additional Hunger by feeding on animals. This will never let the character slake to 0.
- Passive
- Quell the Beast- (One Rouse Check) The vampire can cow mortals and can pull vampiric targets out of frenzy.
- Charisma + Animalism vs. Stamina + Animalism; One scene
- Unliving Hive- The vampire can become a permanent home for swarms of flies or cockroaches or similar small creatures. Extends Animalism influence to swarms of insects. Swarms are treated as single creatures. (Obfuscate 2)
- Passive
- Scent of Prey- (One Rouse Check) This power allows a vampire to become aware of any mortal in an area projecting the distinct note of fear produced by prey animals having come face to face with their predator, allowing them to quickly track and silence those who would threaten their clandestine presence. It lasts one night if Critical Win.
- Resolve + Animalism; One scene
- Plague of Beasts- (One Rouse Check) Mark an individual as a target of animal attention. The target takes the margin of the win as a penalty against Skill pools except Physical, this also makes them easier to track down.
- Manipulation + Animalism vs. Composure + Animal Ken; One night
- Messenger's Command- Use Compel or Mesmerize through a Famulus. Dominate rating cannot exceed the Animalism rating. (Dominate 1)
- See Compel or Mesmerize
- Greater Famulus- (Free) As the Vampire grows in power, the bond with their famulus can grant the animal greater prowess, keener senses and predatory cunning. The famulus gains +2 dice to its Physical and Exceptional Dice Pools, which is increased by Blood Potency Power Bonus. (Bond Famulus)
- Duration of the power
- Taste of the Prey- (One Rouse Check per hour) Your beast marks every victim you have tasted as their own and can track them down relentlessly if they have the temerity to try and escape their doom.
- Resolve + Animalism vs Composure + Stealth; One hour, plus one hour per rouse check
- Animal Succulence- (Free) The vampire can slake additional Hunger by feeding on animals. This will never let the character slake to 0.
- 4th Level:
- Subsume the Spirit- (One Rouse Check; Free for famulus) The vampire can mentally take over an animal target.
- Manipulation + Animalism; One scene or indefinitely
- Sway the Flock- (One or more Rouse Checks) Influence animals within an area to behave a certain way. The amount of successes determine how influenced the animals are, the Discipline’s range can be increased per Rouse Check.
- Composure + Animalism; One night
- Natural Network- (Free or One Rouse Check) The vampire uses the animals as a security network, watching for intruders or searching for specific individuals. At any time, you may forgo this surveillance to instead compel the animals of the city to find a specific target by doing a Rouse Check. (Dominate 1; Feral Whispers)
- Wits + Animalism; One scene or one night
- Twin Souls- (Free) The Twin Souls allows the Cainite to share minds with their Famulus. Both they and the animal can experience the other’s consciousness entirely by focusing, which can be overwhelming for both parties in times of stress. But makes the animal a more ideal spy and ally. (Bond Famulus)
- One scene or indefinitely
- Unfetter the Conscious Swarm- (Two Rouse Checks) Your swarm now exists as a projection of your enthralling consciousness, and can be commanded to possess another's body. Many unwitting enemies of the Lepers find themselves to have lost night after night of time, speaking to the efficacy of their powers, as well as their ability to hold a grudge, even for centuries long past. (Obfuscate 3; Unliving Hive)
- Animalism + Blood Potency vs. Resolve + Blood Potency; One scene
- Subsume the Spirit- (One Rouse Check; Free for famulus) The vampire can mentally take over an animal target.
- 5th Level:
- Animal Dominion- (Two Rouse Checks) The vampire can perfectly direct swarms and flocks of animals. This power does not summon animals, instead utilizing those already present.
- Charisma + Animalism; One scene or when the directive is fulfilled
- Drawing Out the Beast- (One Rouse Check) The vampire can cause a target to immediately frenzy. Transfer their terror or fury frenzy to a nearby victim. This power cannot transfer Hunger Frenzy.
- Wits + Animalism vs. Composure + Resolve; Frenzy Duration
- Coax the Bestial Temper- (One Rouse Check) Either increase or decrease the Difficulty to resist Frenzy for vampires nearby. Each success of margin increases or decreases the difficulty.
- Manipulation + Animalism; As long as the user keeps humming
- Lord of the Land- (One Rouse Check in addition to the cost of the power amplified) True masters of Animalism are not limited by distance. The greatest of Tzimisce Voivodes and Nosferatu spymasters are uncontested lords over their domains and everything in them, able to manipulate their subjects with little more than a thought. By making an additional Rouse Check when activating an Animalism power within their domain, the lord can amplify the power to affect every possible target in that domain. Each target can roll to contest separately, or the lord can make a single roll against the highest resistance pool.
- As the duration of the amplified power
- Quell the Herd- (Two Rouse Checks) A master of Animalism can enforce their will over larger groups, shutting down the passions of herds of animals, crowds of people, or even vampiric gatherings with a single gesture. Against mortals or animals, the Animalism-user can optionally choose one particular type of passion that is not affected by this power. They might dampen all passions of a rioting mob except their fear, for example, causing them to flee and scatter. This power cannot instill new passions or emotions (that's the domain of Presence), only fail to dampen emotions that already exist: so it would do nothing if the rioters had no strong fear to begin with. (Quell the Beast)
- Charisma + Animalism vs Stamina + Resolve; One scene against mortals and animals; a number of turns equal to the margin plus one against creatures with a supernatural beast
- Unholy Frenzy- (One rouse check) The vampire may willingly enter into an utterly berzerk frenzy, attacking with such fury that it damages its own body as muscles strain and bones fracture. The Gangrel have developed this power for times of utter desperation, when even a guarantee of falling into torpor yields better odds of survival than being defeated. The power completely unleashes the power of the beast at the cost of severely damaging the body from the inside. This power creates a frenzy so severe that it doesn't end until the vampire falls into torpor. (Protean 2)
- Until the vampire enters torpor
- Animal Dominion- (Two Rouse Checks) The vampire can perfectly direct swarms and flocks of animals. This power does not summon animals, instead utilizing those already present.
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