Animalism: Difference between revisions

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== DRAWING OUT THE BEST ==
== COAX THE BESTIAL TEMPER ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Animalism''' •••••
'''Animalism''' •••••




''The vampire can project their Beast at the moment of terror or fury frenzy, transferring it into a nearby subject, either mortal or vampire. That person immediately experiences the frenzy instead, going on a merciless rampage or fleeing in terror depending on the trigger.''
''The vampire exerts a subtle influence on the Beast of all vampires present and is able to rile or subdue the vampiric instincts on all Kindred in close proximity. By singing, humming, or growling softly the user plucks at the strings of all Beasts, and tempers rise or fall depending on their whim.''




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


'''Dice Pools:''' Wits + Animalism vs Composure + Resolve
'''Dice Pools:''' Manipulation + Animalism




'''System:''' Instead of the Willpower roll to resist a terror or fury frenzy, roll Wits + Animalism vs Composure + Resolve of the target. If the user fails, they enter frenzy as though they had failed the Willpower roll. On a win, the target experiences that frenzy instead of the user. Later stimuli can still provoke frenzy in the user, but they can use this power as long as they can make Rouse Checks and further targets remain available.
'''System:''' The vampire decides whether they want to agitate or calm, hums a wordless melody or similar subtle sound, and makes a Manipulation + Animalism test at Difficulty 3. Each success in the margin raises or lowers the Difficulty to resist frenzy by one for all other vampires within earshot. If the difficulty is lowered, all vampires already in frenzy can make a new test to resist it, snapping out of their Frenzy if they succeed.




This power cannot transfer a hunger frenzy.
'''Duration:''' As long as the user keeps humming
 
 
'''Duration:''' Frenzy duration (see p. 220)


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 247</sub>''
''<sub>Players Guide, pg. 70</sub>''
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</div></div>


<br>
<br>


== COAX THE BESTIAL TEMPER ==
== DRAWING OUT THE BEST ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Animalism''' •••••
'''Animalism''' •••••




''The vampire exerts a subtle influence on the Beast of all vampires present and is able to rile or subdue the vampiric instincts on all Kindred in close proximity. By singing, humming, or growling softly the user plucks at the strings of all Beasts, and tempers rise or fall depending on their whim.''
''The vampire can project their Beast at the moment of terror or fury frenzy, transferring it into a nearby subject, either mortal or vampire. That person immediately experiences the frenzy instead, going on a merciless rampage or fleeing in terror depending on the trigger.''
 
 
'''Cost:''' One Rouse Check
 
'''Dice Pools:''' Wits + Animalism vs Composure + Resolve




'''Cost:''' One Rouse Checks
'''System:''' Instead of the Willpower roll to resist a terror or fury frenzy, roll Wits + Animalism vs Composure + Resolve of the target. If the user fails, they enter frenzy as though they had failed the Willpower roll. On a win, the target experiences that frenzy instead of the user. Later stimuli can still provoke frenzy in the user, but they can use this power as long as they can make Rouse Checks and further targets remain available.


'''Dice Pools:''' Manipulation + Animalism


'''System:''' The vampire decides whether they want to agitate or calm, hums a wordless melody or similar subtle sound, and makes a Manipulation + Animalism test at Difficulty 3. Each success in the margin raises or lowers the Difficulty to resist frenzy by one for all other vampires within earshot. If the difficulty is lowered, all vampires already in frenzy can make a new test to resist it, snapping out of their Frenzy if they succeed.
This power cannot transfer a hunger frenzy.




'''Duration:''' As long as the user keeps humming
'''Duration:''' Frenzy duration (see p. 220)


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 70</sub>''
''<sub>Core Book, pg. 247</sub>''
</div></div>
</div></div>



Revision as of 17:16, 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.