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Animalism

These powers are available only to those with access to the Animalism Discipline.
Animalism only affects mammals, birds and large lizards unless the Range & Targets specifies it can affect an individual. 
For each dot a character possesses in Animalism he adds a Bonus Point to any rolls involving Animal Ken.  

Level 1

 

Feral Speech

  Applying his experience with his own supernatural nature the Kindred finds he is able to communicate with animals.   The Vampire can communicate with animals. This communication is two-way but does not guarantee an animal will perform the command or not be aggressive towards the Vampire due to their universal bane. The Vampire may attempt to make a convincing argument, intimidate, or bribe the target.
  • Type: Upgrade
  • Tag: Mental and Physical
  • Range & Targets: Affects all animals in Vocal and Visual range.
  • Cost: 1 Action per sentence if in a combat situation.
  • Conditions: Must be in Visual and Vocal Range of the target(s).
  • Risk: To an onlooker the Kindred communicates with the animal using human speech, while the animal responds in its own bestial manner. Only those with similar mental powers can potentially pick up on the conversation.
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Feral Whispers

  Growing comfortable with his ability to speak to animals the Kindred finds that he can now telepathically communicate with animals.   This is an Upgrade for Feral Speech. If using Feral Speech with this upgrade the Kindred can instead communicate (and receive communication) telepathically without using speech.
  • Type: Upgrade
  • Tag: Mental
  • Range & Targets: Affects all animals in Visual range.
  • Cost: 1 Action per sentence if in a combat situation.
  • Conditions: Must be in Visual Range and Eye Contact of the target(s).
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Sense the Beast

  A predator will know another predator and those who understand the nature of the beast will find it easier to identify in others.   The Vampire can sense/determine a target’s true nature. If successful the Vampire can determine whether the target is a normal Mortal, an Enhanced Mortal (such as a Ghoul) or another Supernatural Creature. The Vampire will only recognize the type of supernatural creature the target is if he interacted with their kind before. The target can perform 2 tests if it is an entity capable of even picking up on such intrusion. The first test is meant to see if the target is aware of the Vampire’s scrutiny, the second is meant to see if it can conceal its true nature.
  • Type: Power
  • Tag: Mental
  • Range & Targets: A single individual within Visual Range
  • Cost: 1 Action
  • Conditions: Must have Visual range and Eye Contact.
  • Risk: This power reveals nothing to a normal mortal. It can only be picked up by those with similar mental abilities.
  • Test: Animalism + Wits (3)
  • Resistance Roll: Wits + Composure (3), followed by Composure + Manipulation (vs the Vampires roll)
  • Duration: 1 Action

Shepherds Innocence

  The Vampire’s strengthening mastery of Animalism allows it to overcome one of its universal banes.   The Vampire losses the Animal Bane.
  • Type: Spiritual and Mental
  • Tag: Upgrade
  • Range & Targets: Targets only the Kindred himself.
  • Cost: None
  • Conditions: None
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Bond Famulus

  In the same manner some can create human servants this Kindred can create animal servants.   The Vampire can bond animals to him in the same manner he can bond human Ghouls. The Vampire can create 1 animal Ghoul per dot in Animalism. Unlike human Ghouls the animal Ghoul is completely loyal to its new master. The Ghoul must be feed continuously once per week. During this time, a Ghoul will not age. If the Ghoul cannot get any more vitae from his master, or another Kindred, for over a month than in a course of a week his actual age will catch up to him and the bond is considered broken. Unlike humans, animal Ghouls will never develop any further powers. A vampires Animal Bane never affects animal Ghouls.
  • Type: Ritual
  • Tag: Physical and Spiritual
  • Range & Targets: Affects a single animal who must feed from the Vampire.
  • Cost: Take 1 Point of Aggravated Willpower Damage + 1 Rouse Check.
  • Conditions: The Vampire must be able to convince or force an animal to partake in his vitae.
  • Risk: The act of feeding an animal your blood is very obvious to an onlooker, however once the Ghoul is fed the effects of the power is only visible to someone who is able to see auras/spiritual essence.
  • Test: Willpower Roll (1)
  • Resistance Roll: None
  • Duration: The animal Ghoul is permanently bonded to the Vampire as long as the Vampire keeps feeding it. If the Vampire does not feed the ghoul for a month the bond is broken.

Level 2

 

Beckoning

  A howl in the night can sometimes be more than wolves and their kin.   The Vampire calls out in a specific animal sound to summon that type of animal to his side. The animal is not an ally and treats the Vampire the same as any other animal would, but the Vampire does have its attention for the moment. The more successes the Vampire scores on his test, the more animals he summons. Note he cannot summon any animals if there are none within Vocal Ranged.
  • Type: Power
  • Tag: Physical and Mental
  • Range & Targets: Any animal of the specified type within Vocal range.
  • Cost: 1 Action
  • Conditions: Must be within Vocal range. Must be animals in range to summon.
  • Risk: The Vocal aspect of this power is not that suspicious as the Vampire simply imitates an animal sound with great accuracy. However, the animals that are drawn by the call can certainly raise questions.
  • Test: Animalism + Charisma
  • Resistance Roll: None
  • Duration: 1 Action (animals are not dispersed after 1 action and unless frightened off will stay in the area).

Atavism

  With a whisper the Kindred can force animals into a more primal mindset.   The vampire can cause an animal to temporarily revert to their primal instincts, forcing them to attack anyone nearby or to flee the Scene.
  • Type: Power
  • Tag: Physical and Mental
  • Range & Targets: Targets all animals within Vocal Range.
  • Cost: 1 Rouse Check + 1 Action
  • Conditions: Animals must be within Vocal Range and Visual Range. Supernatural animals are not affected.
  • Risk: Although not significant to the Kindred himself the aftermath will quickly arouse suspicious if done on a large scale.
  • Test: Animalism + Charisma (3 – for barn animals, 2 – for normal animals and 4 – for companion animals).
  • Resistance Roll: None
  • Duration: 1 Scene

Bloodhound

  Like a shark in water the Kindred can smell when blood has been spilt nearby.   The Kindred receives a 3 Point bonus when attempting to smell spilt blood. He can smell blood within 1 kilometer, determine its richness, freshness and location.
  • Type: Physical
  • Tag: Upgrade
  • Range & Targets: Targets only the Kindred himself.
  • Cost: None
  • Conditions: None
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Animal Succulence

  The Vampire’s connection to his beast allows it to satiate more hunger than normally from animals.   The Vampire will slake 1 dot of hunger when feeding from an animal up to Blood Potency 5. Each time a Vampire feeds from an animal he gains a resonance bonus granting him an additional point in Animal Ken.
  • Type: Physical
  • Tag: Upgrade
  • Range & Targets: Targets only the Kindred himself.
  • Cost: None
  • Conditions: None
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Level 3

 

Quell the Beast

  Using his understanding of the Beast the Vampire forces a raging predator out of its frenzy.   The Vampire reaches out and quells the rampage of another’s inner beast. If successfully targeting a Mortal or an Enhanced Mortal the target will become passive and automatically fail the Vampire’s next Intimidation attempt. If targeting another Supernatural Creature, it will have no effect unless the target is in Frenzy in which case it will snap the target out of its Frenzy.
  • Type: Power
  • Tag: Physical, Mental and Spiritual
  • Range & Targets: Can target a single individual in Visual or Touch range.
  • Cost: 1 Rouse Check + 1 Action
  • Conditions: The target must be in a Frenzy or a Mortal/Enhanced mortal. The Vampire must be able to either make Eye Contact with the target or be able to firmly grip the target.
  • Risk: None
  • Test: Animalism + Charisma (3)
  • Resistance Roll: Resolve + Wits (if the target is actively wishing to remain in Frenzy)
  • Duration: The target cannot succumb to Frenzy for 1 Scene or 10 minutes, whichever comes first. Mortals and Enhanced Mortals are affected for the rest of the Scene.

Chiropteran

  The Vampire uses his connection to predatory flying animals to summon a deadly swarm to aid him.   Although any flying creature in abundance can be used (aside from insects), bats are the most common, thus the name of the power. The swarm will assault a target in a blind frenzy causing confusion, panic, terror and pain. The target automatically receives the Staggered Condition and takes 1 point of Superficial Damage. If they fail the powers Resistance Roll as well than they also receive the Confused Condition.
  • Type: Mental and Physical
  • Tag: Power
  • Range & Targets: Can summon all chosen flying creatures up to 100 meters and direct them against multiple individuals depending on the size of the swarm.
  • Cost: 1 Rouse Check + 2 Actions
  • Conditions: Must have animals to summon within 100 meters.
  • Risk: The actual conjuring of this power is subtle as the Vampire summons the swarm via spiritual means. Once the swarm does pounce the effect is very dramatic.
  • Test: Animalism + Charisma (4)
  • Resistance Roll: Composure + Resolve (4)
  • Duration: The power is in effect until the Vampires next Turn. The power can be extended by the Vampire for any number of Turns at the cost of an additional Rouse Check and 1 Action per Turn.
    If the power is prolonged in this fashion than no further tests are required on the Vampires behalf and the target suffers all the negatives of the power again.
    Note if most of the flying creatures are killed the power ceases to have an effect and all Conditions associated with it are immediately removed.

Unliving Hive

  The Vampire’s body becomes home to innumerable insects. Once active the insects will spring into action to protect their host/master.   This power works exactly as Chiropteran with the following exceptions:
Instead of flying animals or mammals’ insects are used. No test is required to active this power as the insects constantly reside in the Vampire. Despite being an upgrade, the Vampire must still Rouse the blood for the power to become active. The Vampire is considered to be Ugly due to the toll this power puts on his body.
  • Type: Reflexive and Upgrade (becoming Ugly only)
  • Tag: Physical and Mental
  • Range & Targets: Affects all enemies within 10 meters.
  • Cost: 1 Rouse Check + 2 Actions
  • Conditions: No conditions, the Vampire can activate and deactivate this power at will provided each activation forces him to perform a new Rouse Check.
  • Risk: This power even when inactive makes its wielder seem pockmarked and drained with skin that seems to on occasion writhe and move of its own accord. Once the power is active there is no mistaking what kind of monster the user truly is.
  • Test: None
  • Resistance Roll: Composure + Resolve (4)
  • Duration: The power is in effect until the Vampires next Turn. The power can be extended by the Vampire for any number of Turns at the cost of an additional Rouse Check and 1 Action per Turn.
    If the power is prolonged in this fashion than no further tests are required on the Vampires behalf and the target suffers all the negatives of the power again.
    Note if most of the flying creatures are killed the power ceases to have an effect, all Conditions associated with it are immediately removed and the Vampire cannot use the power again for the rest of the Episode.

Level 4

 

Subsume Spirit

  In ages past skilled vampires used this ability to spy on their rivals and terrorize their enemies.   Using his understanding of the animal mind the Vampire can completely transfer its mind into the body of an animal. They can control the animal and make full use of its senses. While this power is active the Vampire’s body is in torpor. If the power is voluntarily ended the torpor will end as well. If the animal being controlled is killed than the Vampire suffers 1 point of Aggravated Willpower damage and awakens from torpor. The Vampire can use this ability on one of his animal Ghouls instead of normal animals.
  • Type: Power
  • Tag: Spiritual and Mental
  • Range & Targets: Visual Range or anywhere within 1 km if used on an animal Ghoul. In both cases targets a single animal.
  • Cost: 1 Rouse Check + 2 Actions or only 2 Actions if used on Ghoul.
  • Conditions: Must be able to make Eye Contact with animal or if targeting the animal Ghoul, the Vampire must simply focus and be within 1 km of it.
  • Risk: The most revealing feature of this ability is that the Vampire goes into torpor, which can lead an observer to think he is dead as the Vampire has no pulse.
  • Test: Animalism + Charisma (4) or no test – if used on an animal Ghoul.
  • Resistance Roll: None
  • Duration: Can be used indefinitely on an animal Ghoul but Rouse checks need to be made every hour after the sun comes up. If used on any other animal, it lasts for 1 hour after which the Vampire can decide to prolong it at the cost of 1 Rouse check per hour.

Crimson Fury

  The Vampire’s blood becomes charged with the essence of the Beast.   Any Kindred that feeds from the Vampire or simply gets a taste of their blood on their mouth will have to test to see if it succumbs to Frenzy.
Note if an assailant is feeding from a Vampire, he will break the embrace due to the initial shock. The target than Frenzies immediately and is considered tainted by the Vampire’s own nature. Due to this the Frenzy is considered tainted. This ability is considered permanently active; however, the Vampire can deactivate it at will in order to feed a Ghoul, ally or otherwise.
  • Type: Physical
  • Tag: Upgrade
  • Range & Targets: Targets only the Kindred himself.
  • Cost: None
  • Conditions: Only has an effect on Supernatural Creatures and Enhanced Mortals that can Frenzy.
  • Risk: To an onlooker a Vampire being fed from can be very evident. Otherwise, the Vampire appears no different.
  • Test: None
  • Resistance Roll: Willpower Test (5)
  • Duration: Permanent

Level 5

 

Drawing out the Beast

  The Vampire has acquired such mastery over his Beast that he has managed to weaponize it.   When the Vampire is nearing Frenzy, he can redirect it to another target to avoid it himself. The target must be another Supernatural Creature or Enhanced Mortal with the ability to Frenzy (such as the Garou). If successful, the Vampire is considered to have succeeded in his Willpower checks and avoids his own Frenzy for 1 Scene, note that a Vampire at Hunger 5 cannot perform further Rouse Checks if he avoided a Hunger Frenzy. The target Frenzies immediately and is considered tainted by the Vampire’s own beast taking on some of its characteristics. Due to this the Frenzy is considered tainted.
  • Type: Reflexive
  • Tag: Spiritual
  • Range & Targets: Can target a single individual within Eye Contact.
  • Cost: 1 Rouse Check
  • Conditions: Must enter Frenzy either due to Hunger or Fear. Must be able to make Eye Contact with his target. Can only be used once per Scene.
  • Risk: To an onlooker the Vampire seems extremely focused for a moment on a single individual. The targets reaction on the other hand is extremely noticeable as it enters Frenzy.
  • Test: Animalism + Wits (5)
  • Resistance Roll: Composure + Resolve
  • Duration: The target is affected until the Frenzy had run its course.

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