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= '''LEVEL 1''' =
= '''LEVEL 1''' =
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'''System:''' Without the use of Feral Whispers, below, giving commands to the animal requires a Charisma + Animal Ken roll (Difficulty 2); increase Difficulty for more complex orders. A vampire can only have one famulus, but can get a new one if the current one dies. A vampire can use Feral Whispers (Animalism 2) and Subsume the Spirit (Animalism 4) on their famulus for free.
'''System:''' Without the use of Feral Whispers, below, giving commands to the animal requires a Charisma + Animal Ken roll (Difficulty 2); increase Difficulty for more complex orders. A vampire can only have one famulus, but can get a new one if the current one dies. A vampire can use Feral Whispers (Animalism 2) and Subsume the Spirit (Animalism 4) on their famulus for free.


'''Duration:''' Only death releases a famulus once bound. As long as it receives vampire Blood on a regular basis, the famulus does not age.
'''Duration:''' Only death releases a famulus once bound. As long as it receives vampire Blood on a regular basis, the famulus does not age.
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<br>


== FERAL WHISPERS ==
== ANIMAL MESSENGER ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Animalism''' ••
'''Animalism''' ••


'''Amalgam:''' Auspex •


''The vampire can commune with the beasts of the wild and the city. Feral Whispers allows two-way communication with animals. A cat might not be interested in debating Matisse’s use of color but happily discusses the lack of prey around the brownstone building across the street. Depending on the vampire’s skill, they can even persuade animals to perform services; like humans, animals seldom agree to things that go against their nature or endanger them.''


''The vampire’s Famulus can carry a short message to a person designated by its master, assuming they can reach them. Those within earshot hear the message as if the Famulus was speaking with their master’s voice.''


''Vampires can also use Feral Whispers to summon a chosen type of animal (see Animalism limitations above) but the animals must be present to answer. Nothing prevents a vampire trying to summon an orca in Central Park, but success seems unlikely. Summoned animals listen to the summoner, but scatter or attack if endangered.''


'''Cost:''' One Rouse Check for each night.


'''Cost:''' One Rouse Check per type of animal chosen for the scene. Allows one summoning and unlimited communication. Free when used on famulus.
'''Dice Pools:''' None, though the Famulus must test Resolve + Streetwise / Survival (or equivalent) if the target’s location is unknown.




'''Dice Pools:''' Manipulation + Animalism, Charisma + Animalism
'''System:''' The vampire whispers a single sentence to the Famulus and states the target. If the location of the recipient is unknown the Famulus must track them down, making a tracking test (see above) at a Difficulty of 2, or resisted by the target’s Intelligence + Streetwise / Survival if they are actively trying to hide (from the famulus or from other perceived threats). The attempt can be made once per night. The message is delivered as soon as the Famulus makes eye contact with the target, at which point they return to their master.




'''System:''' Simple communication requires no dice pool test. Persuading an animal to perform a service requires a Manipulation + Animalism roll; the Difficulty depends on the task required. Having a bird keep an eye out for anyone entering the park at night is Difficulty 3, while ordering any animal to defend a place with their lives is Difficulty 6.
'''Duration:''' One or more nights depending in length of search
 
 
Summoning animals uses a Charisma + Animalism roll; Difficulty depends on the scarcity of the animals summoned. The number of animals summoned depend on the margin on the test; a critical win summons most, if not all, animals of the type in the area.
 
'''Duration:''' One Scene


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 245</sub>''
''<sub>Players Guide, pg. 69</sub>''
</div></div>
</div></div>


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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Winter's Teeth, vol. 3</sub>''
''<sub>Winter's Teeth, vol. 3</sub>''
</div></div>
<br>
== FERAL WHISPERS ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Animalism''' ••
''The vampire can commune with the beasts of the wild and the city. Feral Whispers allows two-way communication with animals. A cat might not be interested in debating Matisse’s use of color but happily discusses the lack of prey around the brownstone building across the street. Depending on the vampire’s skill, they can even persuade animals to perform services; like humans, animals seldom agree to things that go against their nature or endanger them.''
''Vampires can also use Feral Whispers to summon a chosen type of animal (see Animalism limitations above) but the animals must be present to answer. Nothing prevents a vampire trying to summon an orca in Central Park, but success seems unlikely. Summoned animals listen to the summoner, but scatter or attack if endangered.''
'''Cost:''' One Rouse Check per type of animal chosen for the scene. Allows one summoning and unlimited communication. Free when used on famulus.
'''Dice Pools:''' Manipulation + Animalism, Charisma + Animalism
'''System:''' Simple communication requires no dice pool test. Persuading an animal to perform a service requires a Manipulation + Animalism roll; the Difficulty depends on the task required. Having a bird keep an eye out for anyone entering the park at night is Difficulty 3, while ordering any animal to defend a place with their lives is Difficulty 6.
Summoning animals uses a Charisma + Animalism roll; Difficulty depends on the scarcity of the animals summoned. The number of animals summoned depend on the margin on the test; a critical win summons most, if not all, animals of the type in the area.
'''Duration:''' One Scene
<div style='text-align: right;'>
''<sub>Core Book, pg. 245</sub>''
</div></div>
</div></div>


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


'''Amalgam:''' Obfuscate ••
'''Amalgam:''' Auspex ••
 
 
''Using this amalgam, one can see through the eyes of surrounding animals, moving from one to the next at-will.''
 
 
'''Cost:''' One Rouse Check
 
 
'''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.
 
 
'''Duration:''' One Scene, unless prolonged for another by repeating the cost.
 
<div style='text-align: right;'>
''<sub>Fall of London, pg. 148</sub>''
</div></div>
 
<br>
 
== MESSENGER'S COMMAND ==
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'''Animalism''' •••


'''Amalgam:''' Dominate •


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




'''Cost:''' No additional cost
''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.''




'''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.
'''Cost:''' None.


'''Dice Pools:''' See Compel or Mesmerize, but the Dominate rating cannot exceed the user’s Animalism.


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




'''Duration:''' Passive
'''Duration:''' See Animal Messenger


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


<br>
<br>


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


'''Amalgam:''' Auspex ••
 
''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
 
'''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.
 
 
'''Duration:''' One night
 
<div style='text-align: right;'>
''<sub>Players Guide, pg. 69</sub>''
</div></div>
 
<br>
 
== QUEEL THE BEAST ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Animalism''' •••




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




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


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


'''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.
 
'''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.




'''Duration:''' One Scene, unless prolonged for another by repeating the cost.
'''Duration:''' One scene, or a number of turns equal to the test margin plus one.


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


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<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 ••




''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.''
''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.''




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


'''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>


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<br>


== SUBSUME THE SPIRIT ==
== DRAIN THE SPIRIT ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Animalism''' ••••
'''Animalism''' ••••




''The vampire can completely transfer its mind into the body of an animal. They can control the animal and use its senses freely, even during the day should they manage to stay awake. While doing this, the vampire’s body lies immobile as if in torpor.''
''You know the key to survival is in maintaining an indomitable will. Rumors whisper of the so-called "Hungry Dead" using this power almost habitually.''




'''Cost:''' One Rouse Check. Free if used on famulus.
'''Cost:''' One Rouse Check


'''Dice Pools:''' Manipulation + Animalism
'''Dice Pool:''' Composure + Animalism




'''System:''' Make a Manipulation + Animalism test; Difficulty 4. On a win, the vampire can inhabit the animal’s body for one scene. On a critical win, the vampire can inhabit the animal indefinitely.
'''System:''' When feeding, you draw Willpower into you as well as blood. Gain 1 dot of Willpower. Gain 2 dots of Willpower if you kill your victim by draining them completely dry.




Extending this possession into the daylight hours requires the vampire to stay awake (p. 219); seeing the sun requires a test for fear frenzy though the sunlight does not damage the animal being ridden. The user remains oblivious to their original body, but harm to it pulls them out of the trance and releases the animal. Death of the possessed animal also ends the trance, and the vampire takes a point of Aggravated Willpower damage from the shock.
'''Duration:'''One scene
 
 
'''Duration:''' A scene / indefinitely (see above)


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 247</sub>''
''<sub>Homebrew Content, pg. XX</sub>''
</div></div>
</div></div>


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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
''<sub>Homebrew Content, pg. XX</sub>''
</div></div>
<br>
== SUBSUME THE SPIRIT ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Animalism''' ••••
''The vampire can completely transfer its mind into the body of an animal. They can control the animal and use its senses freely, even during the day should they manage to stay awake. While doing this, the vampire’s body lies immobile as if in torpor.''
'''Cost:''' One Rouse Check. Free if used on famulus.
'''Dice Pools:''' Manipulation + Animalism
'''System:''' Make a Manipulation + Animalism test; Difficulty 4. On a win, the vampire can inhabit the animal’s body for one scene. On a critical win, the vampire can inhabit the animal indefinitely.
Extending this possession into the daylight hours requires the vampire to stay awake (p. 219); seeing the sun requires a test for fear frenzy though the sunlight does not damage the animal being ridden. The user remains oblivious to their original body, but harm to it pulls them out of the trance and releases the animal. Death of the possessed animal also ends the trance, and the vampire takes a point of Aggravated Willpower damage from the shock.
'''Duration:''' A scene / indefinitely (see above)
<div style='text-align: right;'>
''<sub>Core Book, pg. 247</sub>''
</div></div>
<br>
== SWAY THE FLOCK ==
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'''Animalism''' ••••
''The vampire can influence the general mood of animals over a wide area. While they cannot control the specific actions of the beasts, they can steer their behavior toward anything from sleepy indifference to indiscriminate aggression. Use of this power can be subtle, with nothing to show but a lack of birdsong, or it can be pure bedlam, with people barricading themselves indoors, carcasses littering the ground as beasts rip anything that moves apart in a frenzy.''
'''Cost:''' One or more Rouse Checks
'''Dice Pools:''' Composure + Animalism
'''System:''' The vampire decides on the behavior they want to encourage in the local animals and makes a Composure + Animalism test. The effect scales with the number of successes: At one success animals aren’t noticeably affected, while at five their behavior will be completely dominated by the desired impulse, with calmed animals falling asleep or riled ones attacking anyone or each other with no provocation. Any mundane attempt to control the animals increases in Difficulty equal to the number of successes on the test. The size of the area affected is roughly the size of a football field, though it can be extended with additional Rouse Checks, up to five for a small town.
'''Duration:''' One night
<div style='text-align: right;'>
''<sub>Players Guide, pg. 69</sub>''
</div></div>
</div></div>


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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 247</sub>''
''<sub>Core Book, pg. 247</sub>''
</div></div>
<br>
== COAX THE BESTIAL TEMPER ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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.''
'''Cost:''' One Rouse Checks
'''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.
'''Duration:''' As long as the user keeps humming
<div style='text-align: right;'>
''<sub>Players Guide, pg. 70</sub>''
</div></div>
</div></div>


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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 247</sub>''
''<sub>Core Book, pg. 247</sub>''
</div></div>
<br>
== SPIRIT WALK ==
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'''Animalism''' •••••
'''Prerequisite''' Subsume the Spirit
''The Kindred further masters their ability to inhabit the body of a beast, journeying from one form''
'''Cost:''' None, though the cost for Subsume the Spirit remains.
'''System:''' When using Subsume the Spirit, the duration is always indefinite as though a Critical result was obtained. Furthermore the Kindred can activate Subsume the Spirit even while inhabiting an animal's form, transferring their consciousness to beast after beast.
<div style='text-align: right;'>
''<sub>Gehenna War, pg. 46</sub>''
</div></div>
</div></div>


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<br><br>
</div>

Latest revision as of 15:01, 16 September 2024

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.