Animalism: Difference between revisions

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


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




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''<sub>Core Book, pg. 247</sub>''
''<sub>Core Book, pg. 247</sub>''
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<br>
== COAX THE BESTIAL TEMPER ==
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'''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
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''<sub>Players Guide, pg. 70</sub>''
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== COAX THE BESTIAL TEMPER ==
== SPIRIT WALK ==
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'''Animalism''' •••••
'''Animalism''' •••••


'''Prerequisite''' Subsume the Spirit


''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 Kindred further masters their ability to inhabit the body of a beast, journeying from one form''


'''Cost:''' One Rouse Checks


'''Dice Pools:''' Manipulation + Animalism
'''Cost:''' None, though the cost for Subsume the Spirit remains.


'''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.


'''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.


'''Duration:''' As long as the user keeps humming


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''<sub>Players Guide, pg. 70</sub>''
''<sub>Gehenna War, pg. 46</sub>''
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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.