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'''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.
'''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
'''Duration:''' Passive

Revision as of 23:57, 25 February 2022

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.



LEVEL 1


BOND FAMULUS


SENSE THE BEAST


THRILL OF THE HUNT



LEVEL 2


FERAL WHISPERS


ATAVISM


VERMIN BLOOD



LEVEL 3


ANIMAL SUCCULENCE


QUEEL THE BEAST


UNLIVING HIVE


THE EYES OF BEASTS


SCENT OF PREY


PSYCHIC BEASTS


BESTIAL SPIRITS



LEVEL 4


SUBSUME THE SPIRIT


NATURAL NETWORK



LEVEL 5


ANIMAL DOMINION


DRAWING OUT THE BEST