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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<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Core Book, pg. 245</sub>'' | ''<sub>Core Book, pg. 245</sub>'' | ||
</div></div> | |||
<br> | |||
== THRILL OF THE HUNT == | |||
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'''Animalism''' • | |||
''Your bestial instincts grow stronger with your blood thirst. You can harry wounded prey for miles and when you taste blood, there is no escape.'' | |||
'''Cost:''' Free | |||
'''System:''' When tracking prey add a bonus equal to your Hunger. After tasting someone's blood, living or undead, you can track them unerringly for the rest of the Scene. If your quarry is wounded, their blood calls to you as visible lines of crimson in the air, making it impossible for them to mask their scent with water or irritants. Smelling blood on the wind even allows you to determine its Resonance or other peculiarities with a Wits + Animalism roll at Difficulty 2. At the storyteller's discretion this last ability can be used on unwounded mortals within arm's reach of the vampire. | |||
'''Duration:''' Passive | |||
<div style='text-align: right;'> | |||
''<sub>The Black Hand, pg. 76</sub>'' | |||
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= '''LEVEL 2''' = | = '''LEVEL 2''' = | ||
<br> | |||
== ANIMAL MESSENGER == | |||
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'''Animalism''' •• | |||
'''Amalgam:''' Auspex • | |||
''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.'' | |||
'''Cost:''' One Rouse Check for each night. | |||
'''Dice Pools:''' None, though the Famulus must test Resolve + Streetwise / Survival (or equivalent) if the target’s location is unknown. | |||
'''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. | |||
'''Duration:''' One or more nights depending in length of search | |||
<div style='text-align: right;'> | |||
''<sub>Players Guide, pg. 69</sub>'' | |||
</div></div> | |||
<br> | |||
== ATAVISM == | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | |||
'''Animalism''' •• | |||
''By subtly projecting their Beast into a mortal animal, the vampire may cause it to revert to its most base and primal of instincts. Loyal guard dogs suddenly become ravenous, slathering curs and prized thoroughbreds throw their riders a they champ and buck in mad panic.'' | |||
'''Cost:''' One Rouse Check | |||
'''Dice Pools:''' Composure + Animalism | |||
'''System:''' The target must be able to sense (smell, hear, or see) the user in question to use this power. Roll Composure + Animalism vs. Difficulty 1-4, depending on type of animal, its training, and whether or not it is a ghoul. A win against the target allows the user to choose one of two primal responses: Fight or Flight. Ir Fight is chosen, the creature reacts in kind, lashing out at the closest perceived threat or prey. If Flight, the creature instead flies into a panic, trying to escape its surroundings at any cost to their safety. Well-trained and faithful animals tend to shake off this reaction quickly, and so, clever users tend to time their uses of this power in order to create maximum effect. | |||
'''Duration:''' A number of rounds equal to the test margin plus one, or the entire Scene in the case of a critical win. | |||
<div style='text-align: right;'> | |||
''<sub>Winter's Teeth, vol. 3</sub>'' | |||
</div></div> | |||
<br> | <br> | ||
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<br> | <br> | ||
== | == VERMIN BLOOD == | ||
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'''Animalism''' •• | '''Animalism''' •• | ||
'''Amalgam:''' Blood Sorcery • | |||
'' | ''You can awaken the dormant diseases and infections in your dead blood, passing the contagion on to your pets. Sabbat often use this power to quietly clear out any squatters from a potential haven or safe house.'' | ||
'''Cost:''' One Rouse Check | '''Cost:''' One Rouse Check | ||
''' | |||
'''System:''' After activating this power you pour your blood out for your unwitting animal servants. Vermin, insects and other lower beasts are drawn to the pool of blood and those that feed from it become virulent disease carriers. These beasts usually succumb to the disease in their system by the end of the week unless the vampire replenishes the blood pool before the week ends. Unless special preparations are made, usually nothing larger than a rat or pigeon can be infected by the blood pool. These infected from the blood pool after becoming addicted to it, but they will continue to scavenge for food and seek out mortals to infect within their territory. | |||
Mortals who come into direct contact with these diseased creatures or the pool of blood develop an acute viral infection within a few hours. Common symptoms include fever, headache, chills, fatigue, swollen glands, and painful pus-filled buboes. These symptoms inflict a -2 die penalty on an infected mortals die pools until the power expires and Weak Mortals (see V5 Corebook pg. 185) die within 24 hours without medical aid. Vampires slake one less Hunger from any animal or mortal infected by this power unless they have the Iron Gullet Merit or a similar ability. | |||
'''Duration:''' | '''Duration:''' One week | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>The Black Hand, pg. 76</sub>'' | ||
</div></div> | </div></div> | ||
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<br> | <br> | ||
== | == BESTIAL SPIRITS == | ||
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'''Animalism''' ••• | '''Animalism''' ••• | ||
'''Amalgam:''' Presence • | |||
'' | ''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 | '''Dice Pools:''' Charisma + Animalism | ||
'''System:''' | '''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 | '''Duration:''' One scene | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>The Black Hand, pg. 77</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == EYES OF THE PACK == | ||
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'''Animalism''' ••• | '''Animalism''' ••• | ||
'''Amalgam:''' | '''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 • | ||
'''Prerequisite:''' Animal Messenger, either Compel or Mesmerize | |||
''' | ''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:''' None. | ||
'''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:''' | '''Duration:''' See Animal Messenger | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Players Guide, pg. 69</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == 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 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 == | |||
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'''Animalism''' ••• | |||
'' | ''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:''' | '''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 | '''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> | ''<sub>Core Book, pg. 246</sub>'' | ||
</div></div> | </div></div> | ||
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<br> | <br> | ||
== | == UNLIVING HIVE == | ||
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'''Animalism''' ••• | '''Animalism''' ••• | ||
'''Amalgam:''' | '''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.'' | ||
'''Cost:''' | '''Cost:''' No additional cost | ||
'''System:''' The vampire can | '''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. | ||
'''Duration:''' | 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:''' Passive | |||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Core Book, pg. 246</sub>'' | ||
</div></div> | </div></div> | ||
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<br> | <br> | ||
== | == DRAIN THE SPIRIT == | ||
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'''Animalism''' •••• | '''Animalism''' •••• | ||
'' | ''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 | '''Cost:''' One Rouse Check | ||
'''Dice Pool:''' Composure + Animalism | |||
'''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. | |||
'''Duration:'''One scene | |||
'''Duration:''' | |||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<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 == | |||
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'''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 == | |||
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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 | |||
<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> | ||
<br><br> | <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
- 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.