Animalism: Difference between revisions

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== QUEEL THE BEAST ==
== BESTIAL SPIRITS ==
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'''Animalism''' •••
'''Animalism''' •••
'''Amalgam:''' Presence •




''By locking eyes with a target, the vampire cows their inner Beast into temporary slumber. Mortals affected thus become apathetic, unable to take any actions other than to stay alive, while vampires’ bestial urges temporarily abate, for better or worse.''
''You can project your Beast's urges on to the mortals around you, assaulting them with its depraved desires and hunger for blood and violence. The weak willed and unstable often crack under this sudden barrage of animalistic and intrusive thoughts.''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check


'''Dice Pools:''' Charisma + Animalism vs Stamina + Resolve
'''Dice Pools:''' Charisma + Animalism




'''System:''' Roll Charisma + Animalism vs Stamina + Resolve. A win against a mortal target incapacitates them for that scene, instilling severe lethargy. They act only to preserve themselves, not against the user or anyone else. A win against a vampire prevents the target from performing Blood Surges. While their Beast is quelled, vampires do not score messy criticals. Against vampires, this power lasts a turn plus a number of turns equal to the win margin on the contest. A critical win against a vampire target also ends their frenzy.
'''System:''' For every success rolled one Weak Mortal (see V5 Corebook pg. 185) within your immediate vicinity succumbs to a psychotic break as they are unable to hold back the violent urges of your Beast. On a critical win this power effects the same number of animals or Average Mortals. You cannot target specific mortals with this ability and vampires, ghouls and other supernatural creatures are immune to this power. Mortals and animals effected by this power should be treated as having succumbed to Rage Frenzy, though they gain none of the mechanical advantages of that state. They will often lash out at those closest to them or seek to harm themselves with whatever object is closest at hand. If subdued, isolated, or distracted these mortals quickly regain their composure if the vampire who used this power is no longer present.




'''Duration:''' One scene, or a number of turns equal to the test margin plus one.
'''Duration:''' One scene


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 246</sub>''
''<sub>The Black Hand, pg. 77</sub>''
</div></div>
</div></div>


<br>
<br>


== UNLIVING HIVE ==
== EYES OF THE PACK ==
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'''Animalism''' •••
'''Animalism''' •••


'''Amalgam:''' Obfuscate ••
'''Amalgam:''' Auspex ••




''Most often seen amongst the Nosferatu, this unnerving power allows the user to extend their animal influence to swarms of insects such as flies or roaches. Certain vampires even go so far as to adopt swarms as famuli, giving them a permanent home within the folds and orifices of their malformed flesh.''
''Using this amalgam, one can see through the eyes of surrounding animals, moving from one to the next at-will.''




'''Cost:''' No additional cost
'''Cost:''' One Rouse Check




'''System:''' This power extends all powers previously restricted to vertebrates to insect swarms, treating a swarm as a single creature. The vampire can bind the swarm as a famulus, and some even give it the ability to nest inside the cavities of their body. This hides the swarm from sight while allowing it to nurse the minute amounts of Blood needed to sustain it indefinitely. While nested, the swarm is undetectable by anything less than X-rays.
'''System:''' The user can see and hear through the eyes and ears of surrounding animals (150 yard / meter radius per level of Animalism). They must close their eyes and focus as they do so, and can only experience the senses of one animal at a time, although they can switch between animals at-will. The user is helpless during this period, and cannot see or hear through their own senses. Note that unlike Subsume the Spirit, the user has no control over the animals whose senses they borrow.




Swarms do little damage in combat. They have Health 5 and a pool of 8 dice to resist attacks. Swarms take Superficial damage from Brawl; flame and insecticide cause Aggravated damage. Vampires can use swarms for spying, as distractions (resulting in a two-dice penalty on any roll for a single swarmed individual), or to intimidate mortals (add between one and three dice to Intimidation pools, depending on the type of insect and the victim’s phobias). Players and Storytellers can doubtlessly come up with even more creative uses of this power.
'''Duration:''' One Scene, unless prolonged for another by repeating the cost.
 
 
'''Duration:''' Passive


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 246</sub>''
''<sub>Fall of London, pg. 148</sub>''
</div></div>
</div></div>


<br>
<br>


== EYES OF THE PACK ==
== MESSENGER'S COMMAND ==
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'''Animalism''' •••
'''Animalism''' •••


'''Amalgam:''' Auspex ••
'''Amalgam:''' Dominate •


'''Prerequisite:''' Animal Messenger, Compel or Mesmerize


''Using this amalgam, one can see through the eyes of surrounding animals, moving from one to the next at-will.''


''The vampire is able to use Compel or Mesmerize with a command carried by the Famulus, enforcing their will upon the target of the message.''


'''Cost:''' One Rouse Check


'''Cost:''' None.


'''System:''' The user can see and hear through the eyes and ears of surrounding animals (150 yard / meter radius per level of Animalism). They must close their eyes and focus as they do so, and can only experience the senses of one animal at a time, although they can switch between animals at-will. The user is helpless during this period, and cannot see or hear through their own senses. Note that unlike Subsume the Spirit, the user has no control over the animals whose senses they borrow.
'''Dice Pools:''' See Compel or Mesmerize, but the Dominate rating cannot exceed the user’s Animalism.
 
'''System:''' See Animal Messenger, above. Make the Compel or Mesmerize test as soon as the Famulus makes eye contact with the target.




'''Duration:''' One Scene, unless prolonged for another by repeating the cost.
'''Duration:''' See Animal Messenger


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Fall of London, pg. 148</sub>''
''<sub>Players Guide, pg. 69</sub>''
</div></div>
</div></div>


<br>
<br>


== SCENT OF PREY ==
== PLAGUE OF BEASTS ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Animalism''' •••
'''Animalism''' •••




''The mind-numbing fear of realizing one’s role as prey is unique, and vampires versed in sensing the Beast can learn to recognize it in those who experience it. 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.''
''The vampire can mark an individual, making them the target of focused animal attention. Whatever beasts or vermin are in the area seek the target out to bark, peck, scratch, and generally make their night miserable. While the animals retain enough instincts to not entirely threaten their self preservation, they make it very hard for the victim to do anything but fend them off.''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check


'''Dice Pool:''' Resolve + Animalism
'''Dice Pools:''' Manipulation + Animalism vs Composure + Animal Ken


'''System:''' The vampire picks a target within their line of sight and tests Manipulation + Animalism against the target’s Composure + Animal Ken. On a win the target becomes the focus of attention for all animals in their vicinity for the rest of the night, suffering a dice penalty to all Skill pools equal to the margin on the win unless they can physically isolate themselves from the local wildlife. The target also becomes easier to track, with any pursuer receiving a bonus equal to the same margin. The Skill penalty does not apply to physical conflicts, as the animals aren’t suicidal enough to stick around when fists and bullets start flying, though they return once the dust settles.


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


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Sabbat Sect Book, pg. 47</sub>''
''<sub>Players Guide, pg. 69</sub>''
</div></div>
</div></div>


<br>
<br>


== MESSENGER'S COMMAND ==
== QUEEL THE BEAST ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Animalism''' •••
'''Animalism''' •••


'''Amalgam:''' Dominate •


'''Prerequisite:''' Animal Messenger, Compel or Mesmerize
''By locking eyes with a target, the vampire cows their inner Beast into temporary slumber. Mortals affected thus become apathetic, unable to take any actions other than to stay alive, while vampires’ bestial urges temporarily abate, for better or worse.''




''The vampire is able to use Compel or Mesmerize with a command carried by the Famulus, enforcing their will upon the target of the message.''
'''Cost:''' One Rouse Check


'''Dice Pools:''' Charisma + Animalism vs Stamina + Resolve


'''Cost:''' None.


'''Dice Pools:''' See Compel or Mesmerize, but the Dominate rating cannot exceed the user’s Animalism.
'''System:''' Roll Charisma + Animalism vs Stamina + Resolve. A win against a mortal target incapacitates them for that scene, instilling severe lethargy. They act only to preserve themselves, not against the user or anyone else. A win against a vampire prevents the target from performing Blood Surges. While their Beast is quelled, vampires do not score messy criticals. Against vampires, this power lasts a turn plus a number of turns equal to the win margin on the contest. A critical win against a vampire target also ends their frenzy.


'''System:''' See Animal Messenger, above. Make the Compel or Mesmerize test as soon as the Famulus makes eye contact with the target.


 
'''Duration:''' One scene, or a number of turns equal to the test margin plus one.
'''Duration:''' See Animal Messenger


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 69</sub>''
''<sub>Core Book, pg. 246</sub>''
</div></div>
</div></div>


<br>
<br>


== PLAGUE OF BEASTS ==
== SCENT OF PREY ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Animalism''' •••
'''Animalism''' •••




''The vampire can mark an individual, making them the target of focused animal attention. Whatever beasts or vermin are in the area seek the target out to bark, peck, scratch, and generally make their night miserable. While the animals retain enough instincts to not entirely threaten their self preservation, they make it very hard for the victim to do anything but fend them off.''
''The mind-numbing fear of realizing one’s role as prey is unique, and vampires versed in sensing the Beast can learn to recognize it in those who experience it. 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.''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check


'''Dice Pools:''' Manipulation + Animalism vs Composure + Animal Ken
'''Dice Pool:''' Resolve + Animalism
 


'''System:''' The vampire picks a target within their line of sight and tests Manipulation + Animalism against the target’s Composure + Animal Ken. On a win the target becomes the focus of attention for all animals in their vicinity for the rest of the night, suffering a dice penalty to all Skill pools equal to the margin on the win unless they can physically isolate themselves from the local wildlife. The target also becomes easier to track, with any pursuer receiving a bonus equal to the same margin. The Skill penalty does not apply to physical conflicts, as the animals aren’t suicidal enough to stick around when fists and bullets start flying, though they return once the dust settles.
'''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 night
'''Duration:''' One Scene or night


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 69</sub>''
''<sub>Sabbat Sect Book, pg. 47</sub>''
</div></div>
</div></div>


<br>
<br>


== BESTIAL SPIRITS ==
== UNLIVING HIVE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Animalism''' •••
'''Animalism''' •••


'''Amalgam:''' Presence •
'''Amalgam:''' Obfuscate ••
 


''Most often seen amongst the Nosferatu, this unnerving power allows the user to extend their animal influence to swarms of insects such as flies or roaches. Certain vampires even go so far as to adopt swarms as famuli, giving them a permanent home within the folds and orifices of their malformed flesh.''


''You can project your Beast's urges on to the mortals around you, assaulting them with its depraved desires and hunger for blood and violence. The weak willed and unstable often crack under this sudden barrage of animalistic and intrusive thoughts.''


'''Cost:''' No additional cost


'''Cost:''' One Rouse Check


'''Dice Pools:''' Charisma + Animalism
'''System:''' This power extends all powers previously restricted to vertebrates to insect swarms, treating a swarm as a single creature. The vampire can bind the swarm as a famulus, and some even give it the ability to nest inside the cavities of their body. This hides the swarm from sight while allowing it to nurse the minute amounts of Blood needed to sustain it indefinitely. While nested, the swarm is undetectable by anything less than X-rays.




'''System:''' For every success rolled one Weak Mortal (see V5 Corebook pg. 185) within your immediate vicinity succumbs to a psychotic break as they are unable to hold back the violent urges of your Beast. On a critical win this power effects the same number of animals or Average Mortals. You cannot target specific mortals with this ability and vampires, ghouls and other supernatural creatures are immune to this power. Mortals and animals effected by this power should be treated as having succumbed to Rage Frenzy, though they gain none of the mechanical advantages of that state. They will often lash out at those closest to them or seek to harm themselves with whatever object is closest at hand. If subdued, isolated, or distracted these mortals quickly regain their composure if the vampire who used this power is no longer present.
Swarms do little damage in combat. They have Health 5 and a pool of 8 dice to resist attacks. Swarms take Superficial damage from Brawl; flame and insecticide cause Aggravated damage. Vampires can use swarms for spying, as distractions (resulting in a two-dice penalty on any roll for a single swarmed individual), or to intimidate mortals (add between one and three dice to Intimidation pools, depending on the type of insect and the victim’s phobias). Players and Storytellers can doubtlessly come up with even more creative uses of this power.




'''Duration:''' One scene
'''Duration:''' Passive


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>The Black Hand, pg. 77</sub>''
''<sub>Core Book, pg. 246</sub>''
</div></div>
</div></div>



Revision as of 15:22, 2 April 2023

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.