Animalism: Difference between revisions

Jump to navigation Jump to search
mNo edit summary
mNo edit summary
Line 263: Line 263:


'''System:''' The vampire sniffs the air and rolls Resolve + Animalism. Each success on the roll allows them to sense and track the position of a mortal who has witnessed what a Camarilla Kindred would call a “Masquerade violation.” (The user senses the closest mortal first if there are more than one and order matters.) The effect lasts for one scene, or one night on a critical win. The power is ineffective on mortals who are familiar enough with vampires to sublimate the note of fear, such as ghouls, vampire retainers, or dedicated hunters.
'''System:''' The vampire sniffs the air and rolls Resolve + Animalism. Each success on the roll allows them to sense and track the position of a mortal who has witnessed what a Camarilla Kindred would call a “Masquerade violation.” (The user senses the closest mortal first if there are more than one and order matters.) The effect lasts for one scene, or one night on a critical win. The power is ineffective on mortals who are familiar enough with vampires to sublimate the note of fear, such as ghouls, vampire retainers, or dedicated hunters.


'''Duration:''' One Scene or night
'''Duration:''' One Scene or night

Revision as of 21:38, 26 September 2021

ANIMALISM

Doolittling | Taming | Bestiae Sermo | Abombwe


Perhaps the vampire has more in common with animal than human. A dangerous set of instincts drive them, and it takes a lot for them to withhold the urge to just lash out. Much like a wild dog on a chain, a vampire’s Beast will never truly be tamed.


Some Kindred find a way of becoming one with their Beasts. Those who do are the masters of Animalism. Some accompany the use of this power with howls, snarls, and roars, or communicate with animals in the animal’s “language,” though this is an affectation and not a necessity.


The Animalism Discipline sees much use among vampires who struggle to fit in or have no taste for living among mortals. Often classed as one of Caine’s gifts of utility, allowing a vampire to thrive on unrefined blood or form companionship with non-sapient beings, it is also a devastating weapon against vampires who cling to their towers, and against inquisitors who suspect their enemies will only come on two legs. A swarm of blood-hungry rats invading a Kindred’s penthouse haven, the Animalism-proficient vampire who cows the Sheriff’s Beast in Elysium, or the beady-eyed raven that spies on a Society of St. Leopold chapter all serve to strengthen Animalism practitioners, and weaken their foes.




CHARACTERISTICS


Discipline animalism.png
  • Type: Mental
  • Masquerade Threat: Low to medium.
    While talking to animals might seem eccentric, only the most violent applications of the Discipline elicit more than a few raised eyebrows.
  • Blood Resonance: Animal blood, preferably feral.

By default Animalism powers involving animals can only be used on vertebrates. Additionally, any use of the ability on herbivores adds one to the Difficulty of skill rolls involved.



LEVEL 1


BOND FAMULUS


SENSE THE BEAST



LEVEL 2


FERAL WHISPERS


ATAVISM



LEVEL 3


ANIMAL SUCCULENCE


QUEEL THE BEAST


UNLIVING HIVE


THE EYES OF BEASTS


SCENT OF PREY



LEVEL 4


SUBSUME THE SPIRIT



LEVEL 5


ANIMAL DOMINION


DRAWING OUT THE BEST