Animalism
ANIMALISM


   The Beast resides in all creatures. Animalism allows a vampire to develop a close, intense connection with his primordial nature. She also projects her own force of will upon others' Beasts. Additionally, as this power grows, the vampire can use this control on mortals and other supernatural creatures.
   Animals either flee from a vampire or simply attack it. The users of this Discipline, on the other hand, present a soothing aspect towards lower creatures - animals are often attracted to them.
   The Gangrel are especially renowned as the masters of Animalism, although the Nosferatu, Ravnos and Tzimisce show a talent for the Discipline as well.
   Manipulation and Charisma are key traits to Animalism powers. The stronger the vampire's force of personality, the better able he is to influence lesser creatures.

Level 1
Feral Whispers
  This power is the basis from which all Animalism abilities grow. The vampire creates an empathic connection with a beast, allowing him to communicate or issue simple commands. The Kindred must lock eyes with the animal, transmitting his desires through sheer force of will. Although it isn't necessary to "speak on the animal's language," some vampires find that doing so helps strengthen the connection with the animal. Eye contact must be maintained the entire time; if it's broken, the process has to be restarted.
  Since eye contact is necessary, animals that can't see are not affected. Further, the simpler the creature, the more difficult it becomes to connect with its Beast. Mammals are easy to communicate with, while insects and fish are just too simple, their Beasts too weak, to connect with.
   Feral Whispers provides no guarantee that an animal will want to deal with the vampire. Still, at least it makes the creature better disposed toward the Kindred.
   If the power is succesfully used, the animal performs the command to the best of its ability and intellect. It has to be mentioned that only the very brightest creatures understand truly complex objectives.
   System: No roll is needed to talk to an animal, but the Kindred must establisheye contact first. Issuing commands requires a Manipulation + Animal Ken roll. The difficulty depends on the creature: predatory mammals (wolves, cats, bats) are (6), other mammals and predatory birds (rats, owls) are (7), while pther birds and reptiles (pigeons, snakes) are (8). The difficulty is reduced by one if the vampire speaks to the animal in its "native tongue."
   The number of successes dictates how strongly the command affects the animal. With one success a cat follows someone and leads the vampire to the same location; three successes are enough to have a raven spy on a target for weeks; and five successes ensure that a grizzly ferociously guards the entrance to the Kindred's wilderness haven for months.
   The vampire's Nature plays a large part in how hw approaches these conversations. She might try intimidation, teasing, cajoling, rationality or emotional pleading.

Level 2
Beckoning
   The vampire's connection to the Beast grows strong enough that he may call out in the voice of a type of animal - howling like a wolf, cawing like a raven, etc. This call mystically summons creatures of the chosen type. Beckoning works for only a single species at a time.
   All such animals within earshot are summond, though each individual animal may choose whether or not to respond. Although the vampire has no control over the animals summoned, they are at least willing to listen to her request.
   System: Roll Charisma + Survival (6). Only animals that can hear the cry will answer. If there are no animals of that type in the area, the call is unanswered.
   The call can be as specific as the vampire desires; she could call for all bats, for only the male bats, or for only the albino bat with the notched ear she saw the other night.
1 success A single animal responds.
2 successes One-quarter of the animals respond.
3 successes Half of the animals respond.
4 successes Most of the animals respond.
5+ successes All of the animals respond.
 
Level 3
Quell the Beast
   A vampire who develops this power may assert his will over a mortal subject, subduing the Beast within her. This quenches powerful, assertive emotions - hope, fury, inspiration - within the target. The Kindred must either touch the subject or stare into her eyes to channel his will.
   Even the most courageous or maddened mortal becomes apathetic and listless, while a sensitive individual may suffer from a phobic derangement while under the power's influence.
   Different clans evoke this power in different ways. Tzimisce call it Cowing the Beast, since they force the mortal's weaker spirit to cower in fear before the Kindred's Beast. Nosferatu refer to it as Song of Serenity, since they soothe the subject's Beast into a state of utter complacency, allowing them to feed freely. Gangrel know it as Quell the Beast, and force the mortal spirit into a state of fear or apathy.
   System: Roll Manipulation + Intimidation (7) if forcing out the Beast through fear, or Manipulation + Empathy (7) if soothing it into complacency. This is an extended action, requiring as many total successes as the target's Willpower. Failure means that the vampire must start all over from the beginning, while in case of a botch the vampire may never again affect that subject's Beast.
   When a mortal's Beast is cowed or soothed, he can no longer use or regain WPs. He ceases all struggles, mental and physical alike. He doesn't even defend herself, though he may roll for Willpower if his life is threatened. To recover, the mortal rolls Willpower (6) once per day, until he has enough successes to equal the vampire's Willpower- Kindred can't be affected by this power.

Level 4
Subsume the Spirit
   By locking her gaze with that of a beast, the vampire may physically possess the animal. The beast's weaker spirit is pushed aside by the Kindred's own consciousness. The vampire's body falls into a motionless state akin to torpor while his mind is in the body of an animal.
   Tzimisce seldom use this power, considering it debasing to enter the body of a lesser creature. When they do use it, they only possess predators. Conversely, Gangrel revel in connecting to the natural world in this fundamental way.
   System: Roll Manipulation + Animal Ken (8) as the vampire looks into the animal's eyes. The number of successes determine how thoroughly the Kindred overrides the animal's spirit. Fewer than three means the vampire must use WPs to take an action that directly violates the instincts of the animal. With fewer than five, the vampire's soul behaves much like the animal. Successes allow the utilisation of some mental Disciplines while possessing an animal:
1 success Can't use Disciplines.
2 successes Can use Auspex.
3 successes Can also use Presence.
4 successes Can also use Dementation and Dominate.
5+ successes Can also use Chimerstry, Necromany and Thaumaturgy.
    This power entwines the two spirits so much that the vampire may continue to think and feel like that animal even after breaking the connection. This effect continues until seven WPs are spent in total to overcome the instincts.
   After a particularly exciting incident the Kindred rolls Wits + Empathy (8) for retaining her own mind. In a failure the vampire's mind returns to her own body, but still thinks in animalistic terms. A botch sends the Kindred into Frenzy upon returning to his own body.
   The animal with the vampire's soul may travel as far from her body as it physically can. The vampire, though, retains no conscious connection with her body during this time. She may venture even at daytime in an animal, but her body must be awake for that.
   Although the vampire has no conscious link to her body while possessing an animal, she does form a sympathetic one. Anything the animal feels, the vampire also experiences, from pleasure to pain. Any damage the animal's body suffered is also applied to the Kindred's lying body, though she may soak normally. If the animal dies before her soul could flee from it, the vampire's body falls into torpor.

Level 5
Drawing Out the Beast
   At this level of Animalism, the Kindred has a keen understanding of the Beast Within. Whenever this predator spirit threatens to overwhelm the vampire's soul and send him into Frenzy, he may instead release his urges upon another creature. The recipient of the vampire's Beast is instantly overcome by Frenzy. This is an unnatural Frenzy and as such, the vampire's own behaviour are evident in the subject's savage actions.
   Gangrel and Tzimisce are especially fond of loosing their Beasts on others. Gangrel inspire their ghouls during combat, while Tzimisce care less who receives their Beast than they do for retaining their composure.
   System: The vampire must be in Frenzy or close to it to use this power. She must choose her preferred target, then roll Manipulation + Self-Control (8).
1 success The Beast is unleashed upon a random individual.
2 successes The vampire is stunned and may not act next turn, but the transfer is successful.
3 successes The Beast is transferred successfully.
   In case the attempt fails, the intensity of the Frenzy increases. As the character relaxes in expectation of relieving his savage urges, the Beast takes that opportunity to dig deeper. In this case Frenzy lasts twice as long as normal and can't be guarded with Willpower.
   If the vampire leaves the target before the Frenzy is over, then she loses her beast. She can't be affected by Frenzy, use her Willpower and becomes lethargic. To recover the Beast she must find the person who possesses it and must retap the Beast. The most effective way is to act so the Beast will want to return - although it is not guaranteed that it will. An alternative is to kill the host, but this costs loss of Humanity.
 

Level 6

Animal Succulance (Players' Guide, Players' Guide (2nd Ed.), Guide to the Camarilla)
   Most vampires find the blood of animls flat, tasteless and lacking in nutritional value. Some Gangrel and Nosferatu, however, have refined their understanding of the spirits of such "lesser prey" to the point that they are able to draw much more sustenance from beasts than normal Kindred can. This power does not allow and elder to subsist solely on the blood of animals, but it does allow him to go for extended periods of time without taking vitae from humans or other Kindred.
   System: No roll is needed; once learned, this power if always in effect. Animal Succulence allows a vampire to count each BP drawn from an animal as two in her blood pool. This does not increase the size of the vampire's blood pool, just the nutritional value of animal blood.
   Animal Succulance does not allow a vampire to completely ignore her craving for the blood of "higher" prey; in fact, it heightens her desire for "real food." Every three times (rounded down) the vampire drinks from an animal, a cumulative +1 difficulty is applied to the next Self-Control roll the vampire makes when the vampire is confronted with the possibility of dining on human or Kindred blood.
   Animal Succulance does not increase the blood point value of other supernatural creatures (Gangrel, mages, pookas, werecreatures) who have taken animal forms.
 

Deep Song
(Clanbook Ravnos)
   Through the words of a song, a vampire may attempt to sway the passions of his audience.
    System: Roll Manipulation + Music (Willpower). Three successes are required to alter the listener's emotional state as desired.
    On a botch, the target manifests the desired emotion, but focuses it exclusively on the singer.  The effects of the Deep Song last for roughly one hour, or in the case of a botch, the remainder of the night.
 

Eye of the Szlachta
(Clanbook Tzimisce (Revised))
   Any Fiend who's been around for a while knows how to possess a lowly beast; but a few can ride any ghoul who shares their blood. By locking eyes with the ghoul, the Fiend can transfer her soul into the creature, while her body falls into a state resembling torpor. Although some Tzimisce consider such intimate contact with their servants distasteful, sometimes it's necessary to calm a rampaging vozhd in a disposable vessel or to "fleshride" a ghoul who can speak and open doors.
   System: Same as for the Animalism Level 4 power, Subsume the Spirit.


Gap of Ages (Libellus Sanguinis 4)
   As Feral Whispers, except give commands to an animal and all of its descendents.

Quell the Herd (Dark Ages, Gangrel Clanbook (Revised))
   This power functions along the same lines as Quell the Beast - the Gangrel asserts her will over mortal animals (or humans), subduing their Beasts with the terrifying power of her own. Passionate, powerful emotions, or even simple attempts to assert individuality or will are squelched, rendering those affected apathetic and lethargic for the duration. Multiple targets may be affected; the only requirement is that the individuals must be able to see or hear the Gangrel. It may be necessary in some extreme situations to get the targets' attention, but that is not likely to be difficult for a monster of this power.
   System: Roll Strength + Intimidation (7) - the Gangrel always forces the Beast into submission through fear. This is an extended action requiring as many total successes as the target has Willpower (each individual target is cowed as soon as his Willpower is reached). The Gangrel may subdue twice her Willpower rating in animals and/or humans. If the crowd, herd or pack is too large for the vampire to subdue them all, the individuals with the lowest Willpower scores are necessarily affected first. Failure on any roll in the sequence means that the vampire must re-accumulate successes, but those individuals already subdued remain so. A botch in any roll in the sequence means that the previously subdued creatures seethe violently into frenzy - they immediately attack the Gangrel who tried to knuckle them under, or anything that stands in the way.
   When a mortal's Beast is cowed, he can no longer use or regain Willpower. He ceases all mental and physical struggles, not even defending himself if assaulted (a Willpower roll may be allowed if the mortalŰ's life is threatened). To recover from this power, the animal or human rolls Willpower (6) once per day until he accumulates enough successes equal the Gangrel's Willpower. Kindred are not affected by this power, generally, but their ghoul retainers are.


Quickened Unity (The Dark Ages)

Pact with Animals (Players' Guide to low Clans)
   Gain beastial qualities from the blood of an animal.

Sense the Savage Way (Dark Ages Companion)
   Share the senses of a animal.

Shared Soul
(Players' Guide, Players' Guide (2nd Ed.), Guide to the Camarilla)
   This power allows a vampire to probe the mind of any one animal within reach. Shared Soul can be very disconcerting to both parties involved, as each participant is comletely immersed in the thoughts and emotions of the other. With enough effort or time, each participant can gain a complete understanding of the other's mind. Shared Soul is most often used to extract an animal's memories of a specific event, but some Gangrel use this power as a tool in the search for enlightenment, feeling they come to a better understanding of their own Beasts through rapport with true beasts. Too close of a bond, however, can leave the two souls entangled after the sharing ends, causing the vampire to adopt mannerisms, behavior patterns or even ethics (or lack thereof) similar to those of the animal.
   System: Touch the intended subject creature, and roll Perception + Animal Ken (6). Spend a WP for every turn past the first that contact is maintained. Locating a specific memory takes six turns, minus one turn for every success on the roll. A botch on this roll may send the vampire into a frenzy or give her a derangement related to the behavior patterns of the animal (extreme cowardice in case of a mouse, bloodlust if the subject was a rabid dog, and so forth).

Shepherd's Innocence (Players' Guide, Players' Guide (2nd Ed.))
   The vampire may become very attractive to animals, which will trust her and aid her.
   System: Roll
Charisma + Animal Ken.
 

Song in the Dark
(Nosferatu Clanbook, Nosferatu Clanbook (Revised))
  Before the clan could hide in labyrinths buried beneath the cities of men, Ancients relied upon vast caves and caverns for their survival. The most powerful Methuselahs didn't limit themselves to the few that existed - they created new ones. Loremasters tell tales of vast creatures underground, forgotten things from the early days of the world, monsters that Nosferatu himself could not destroy. Giants in the earth, these atavisms sluggishly tunnel and crawl countless miles beneath the surface world. Although cynical and scientific Nosferatu (autarkis or otherwise) deny the existence of such creatures, human scientists cannot fully predict the occurrance of earthquakes and similar subterranean events.
   Some Nosferatu occultists claim that only Nosferatu Methuselahs are potent enough to draw upon this power. A few insist that mighty vampires employ this Discipline to create sinkholes, collapse unstable sewer tunnels or open up vast caverns in rural areas desperately essential to their descendants. The most outrageous stories concern entire ecosystems based around massive chthonic worms, subterranean leviathans or other burrowers beneath the Earth's crust. Whether this supernatural power (if it exists at all) involves summoning these creatures or merely shifting vast amounts of earth with the power of the mindremains a point of conjecture.
   System: If these creatures exist, then Nosferatu Ancients can control them somewhat sparingly. A Nosferatu Methuselah should theoretically be able to summon and command a creature once each year for every five WPs she possesses. First, the vampire burns these temporary points for a period of at least one month; he cannot regain them until this time has elapsed. The size of the subterranean disturbance depends on a Charisma + Survival roll; the difficulty depends on how rural the chosen location is (an uninhabited plot of land in the midst of the Sahara would be difficulty 6; downtown Manhattan is difficulty 10).

Species Speech (Players' Guide, Players' Guide (2nd Ed.), Guide to the Camarilla)
   The basic power Sweet Whispers allows a vampire to communicate with only one animal at a time. With Species Speech, a vampire can enter into psychic communion with all creatures of a certain species that are present. Species Speech is most often used after an application of The Beckoning, which draws a crowd of likely subjects.
   System: Roll Manipulation + Animal Ken (7) to establish contact with the targeted group of animals. Once the vampire establishes contact, make a second roll to issue commands. There is no prctical upper limit on the number of animals that can be commanded with this power, although all of the intended subjects must be in the vampire's immediate vicinity. Only once species of animal can be commanded at a time; thus, if a vampire is standing in the middle of the reptile house of the zoo, she could control all of the Komodo dragons, all of the boa constrictors or all of the skinks, but she could not simultaneously give orders to every reptile or snake present. Species Speech functions much like Sweet Whispers in all other respects.

Tainted Oasis (Veil of Night)
   Taint a land so that animals that feed from it become stronger and loyal.

Tier of Souls (Tzimisce Clanbook)
   Gain memories or powers from the blood you drink.

Level 7
Conquer the Beast (Players' Guide, Players' Guide (2nd Ed.), Guide to the Camarilla)
   Masters of Animalism have a much greater understanding of both beasts in general and the Beast in particular. Those who have developed this power can master their own Beasts to a degree impossible for lesser Kindred to attain. Conquer the Beast allows the vampire both to control her frenzies and also to enter them at will. Some elders say that the development of this power is one of the first steps on the road to Golconda.
   System: The vampire can enter frenzy at will. Roll Willpower (7). Success sends the vampire into a controlled frenzy. She can choose her targets at will, but gains limited Dominate and wound penalty resistance and Rötschreck immunity as per the normal frenzy rules. A botch on the roll sends the vampire into an uncontrolled frenzy which Conquer the Beast may not be used to end.
   Also a Willpower (9) may be rolled to enable the vampire to control an involuntary frenzy. In this case, a WP must be spent for every turn that the vampire remains in frenzy, but if the vampire runs out of WPs before the frenzy ends, she drops into an uncontrolled frenzy again. A botch on the Willpower roll raises the difficulty of the vampire's Self-Control rolls by two and renders Conquer the Beast unusable for the remainder of the night.

Master's Voice (Players' Guide, Players' Guide (2nd Ed.))
   System: As Species Speech, but the group of animals may be of several species.

Send the Eighth Plague (Players' Guide to Low Clans)
   Summon beasts to devastate the harvests of a land.

Stampede (Gangrel Clanbook (Revised))
   A deep, innate knowledge of animal instict allows the Gangrel to trigger a very specific fear in his victims - an unthinking panic that pushes hundreds of creatures into headlong flight. This ability only works on large groups of people; too few, and the aggregate fear will not be enough to override sensible plans of action. Also, the rowd or herd must be already agitated by some mundane occurrence, such as the smell of a large predator, a lost football game by the home team or a shortage of this year's fad toy during prime shopping season. (The Gangrel may cause the "mundane" situation - by being the large predator, influencing the outcome of the soccer match, or waylaying the toys - but this is not necessary or even wise.) Once this power takes hold, its victims will flee until they escape the vampire's influence or until they are rendered unable to run.
   System: This power must be activated within sight of a crowd of roughly 50 agitated mortals. Roll Stamina + Animal Ken (7). The resulting waves of terror roll 50 yards in all directions from the Gangrel for each success achieved. Any unsettled mortal within this radius will immediately flee toward the nearest escape or exit unless the Gangrel chooses to direct the Stampede by force of will. The vampire may set a direction or path for the fleeing multitudes, but may not change or alter it once the flight has begun. Members of the Stampede will ignore many potential sources of danger, such as running into the road or through a firing range, but will not take obviously suicidal actions like leaping off tall cliffs or skyscrapers. In some cases, however, the crazed mob will not see potential danger in tome - or be forced into it anyway by the pressure of the crowd behind them.
   Mortals who were not initially affected may be caught up physically or emotionally in the tide, as the Gangrel's projected Beast wreaks havoc for a scene unless she chooses to end the madness earlier. Upon leaving the affected area, mortals may recover their senses and stop their mad rush. If the area is bottlenecked, however, such as a long hallway or valley, the mortals may opt to continue fleeing rather than be trampled. It is worth nothing that this power can go awry, even without a rolled botch - the power of hundreds of Beasts, even those of mortals, can be too much for the vampire to control. Animals pushed too hard may frenzy, and people have a disturbing tendency to riot.

Twist the Feral Will (Dark Ages Companion)
   Force an animal to obey you without speaking or remaining near it.

Level 8
Crimson Fury (Gangrel Clanbook (Revised))
   This power is the subject of much rumor and conjecture, as it has very little visible effect. Upon reaching this level of mastery, the Gangrel may choose to allow his Beast to roam freely through her veins. Her blood causes frenzy in mortals and vampires who taste it. Should a diableris successfully consume the Gangrel's soul, he may well meet a grisly end as the Gangrel's Beast eats him away from the inside.
   System: This power is activated once, when the Gangrel learns it. It cannot be turned off. The smallest taste of the vampire's vitae causes agitation in the tester, who must make a Self-Control (7) roll or frenzy immediately. This applies to newly created childer, ghouls, attackers who bite and any vampires who would drink from the Gangrel. This is the equivalent of a warning shot for would-be diablerists. Should the attacker resist the urge to frenzy, he may continue to drink as normal, but the supernatural agitation he experiences should be a clear sign that something is unusual about this vitae. If the attacker succumbs to the frenzy, he must spend a WP for each turn he cuntinues to drink.
   Should the diablerist be successful, he immediately suffers a +2 difficulty on all frenzy rolls for a (long) while.He must also make an opposed Willpower roll against his victim's Beast (which has the same Willpower that the non-deceased vampire had). The loser of this contest forfeits one permanent Willpower point. This contest takes place every month for the first year past the diablerie and once a year thereafter. As the diableris loses Willpower, he becomes more feral and impulsive (this should be roleplayed, and frequent Self-Control rolls may be needed from the diablerist). If the diableris loses his last Willpower point, he becomes a crazed, bestial monster. If the invading Beast loses its last Willpower point, it becomes quiescent, ceding victory to the diablerist. The evidence of diablerie in the perpetrator's aura persists until the Beast is subdued.
   Humanity or Path rating lossmay result from the actions the "possessed" diablerist takes, but they are not lost as a direct result of this power.
    Gangrel legends suggest that some incredible powerful "victims" of diablerie have eaten their way through their attackers, consuming the diablerist's soul in turn, and then taken over the new body. This is not the normal result, but the rumors do circulate...

Mass Summons (Players' Guide, Players' Guide (2nd Ed.))
   The vampire may summon all animals, or all animals of a specific kind, in a given area.
   System: Roll
Manipulation + Leadership (7). Four successes are required to summon ghouls that were not created by the vampire, and five successes are required to summon animals that would endanger themselves by responding to the summons.
1 success All animals within a block in the city, or half a mile in the wilderness, will respond.
2 successes All animals within two blocks in the city, or a mile in the wilderness, will respond. Also creatures that were given contrary instructions will be sumoned.
3 successes All animals within five blocks in the city, or five miles in the wilderness, will respond.
4 successes All animals within half a mile in the city, or seven miles in the wilderness, will respond. Also ghouls, that are were not created by the vampire will be summoned.
5+ successes All animals within a mile in the city, or ten miles in the wilderness, will respond. Animals would endanger themselves by responding to the summons.
 
Taunt the Caged Beast (Dark Ages Companion, Guide to the Camarilla)
   Some Kindred are so attuned to the Beast that they can unleash it in another individual at will. Vampires who have developed this power are able to send adversaries into frenzy with a finger's touch and the resultant, momentary contact with the victim's Beast. The physical contact allows the vampire's ownBeast to reach out and awaken that of the victim, enraging it by threatening its spiritual territory.
   System:The vampire must touch the target. Then spend a WP and roll Manipulation + Empathy (7). The victim rolls Self-Control (5 + the number of successes); failure results in an immediate frenzy, with standard rules applying. A botch causes the vampire to unleash her own Beast and frenzy instead. This power may be used on those individuals who are normally incapable of frenzy, sending ordinary humans into murderous rages worthy of the bloodthirstiest Brujah berserker.

Twin Spirits (Players' Guide, Players' Guide (2nd Ed.))
   The vampire may control an animal as if she was inside it, but also may act in her own body..
   System: Roll
Manipulation + Intimidation (6). When the vampire is split up like this, all rolls she makes in either body are increased in difficulty by one.
1 success The power lasts for 1 hour.
2 successes The power lasts for 6 hours.
3 successes The power lasts for 1 day.
4 successes The power lasts for 1 week.
5+ successes The power lasts for indefinitely.
 

Unchain the Ferocious Beast (Players' Guide to Low Clans)
   Cause a target's Beast to tear at them from within.

Level 9
Eyes of the Forest (Gangrel Clanbook (Revised))
   This awe-inspiring power is at the root of many folk tales about brooding forests and forbidding mountains. The vampire inters herself in the ground of her chosen domain, spreading her physical and spiritual self through the area. Unlike a vampire using Earth Meld, the Gangrel cannot be simply dug out of the ground. The animals and even insects within the area serve as the Gangrel's eyes and ears, providing her with an intimate knowledge of the nighttime goings-on of her domain.
   System: Spend 6 BPs to activate this power and it lasts as long as the Gangrel wishes to remain beneath her domain. The area itself should be relatively well-defined geographically, although it can be quite large: a mountain or valley, an isolated wood, a plateau. The vampire sees and hears everything within the enclosed area through the animals and insects that inhabit it. Additionally, the Gangrel may use mental Disciplines that do not require physical or eye contact to initiate. While the power is active, it is impossible to attack the Gangrel directly. Significant damage to her domain, however - fires, strip mining, explosives, chemical contaminants - will also damage the vampire, and are likely to drive her from the ground.
   The area under the Gangrel's influence reflects the vampire's nature. Even the most cheerful wood during daylight becomes a place of terror for mere mortals when the sun sets.
   Should two masters of Animalism somehow "claim" the same area, the Cainite with the greatest Willpower achieves success. This may result in an established Kindred being forced to rise and flee the area, or it might rouse the other Kindred on a quest for vengeance on the trespasser.

Flesh Bond (Players' Guide, Players' Guide (2nd Ed.))
   The vampire may take an animal into herself or may enter an animal..
   System (animal taken into herself): Roll
Stamina + Animal Ken (7). The vampire must give up an amount of her blood capacity equal to one fifth of the blood capacities of the animals she is storing. This part of her blood capacity may not be filled until the animal is released.
   System (in an animal): Roll Stamina + Empathy (7). The vampire may still be detected by Auspex, which will show her aura as well as that of the animal. This power does not, by itself, grant any control over the animal.

Free the Beast Within (Players' Guide to Low Clans)
   Enter a controlled frenzy and gain several powers from the Beast.

Unchain the Beast (Guide to the Camarilla)
   The self-destructive nature of Cainites can be turned against them by an elder who possesses this formidable power. With a glance, the vampire can awaken the Beasts of her enemies, causing physical injury and excruciating agony as the victim's own violent impulses manifest in physical form to tear him apart from within. A target of this power erupts in a fountain of blood and gore as claw and bite wound from an invisible source spontaneously tear his flesh asunder.
   System: The vampire must make eye contact with the victim. Spend three BPs and roll Manipulation + Intimidation (Self-Control + 4). Each success inflicts one health level of lethal damage, which can be soaked normally. A botch inflicts one health level of lethal damage on the vampire for each "1" rolled. This damage can also be soaked normally.

Level 10
Army of Beasts (Players' Guide, Players' Guide (2nd Ed.))
   The vampire may control, and become one with, all animals in a given range.
   System: Roll
Leadership + Survival (6). With one success, the range is a mile. Each additional success doubles the range.
 
 
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