Animalism: Difference between revisions

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''<sub>Winter's Teeth, vol. 3</sub>''
''<sub>Winter's Teeth, vol. 3</sub>''
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== 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
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''<sub>Players Guide, pg. 69</sub>''
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''<sub>Sabbat Sect Book, pg. 47</sub>''
''<sub>Sabbat Sect Book, pg. 47</sub>''
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== MESSENGER'S COMMAND ==
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'''Animalism''' •••
'''Amalgam:''' Dominate •
'''Prerequisite:''' Animal Messenger, 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:''' See Animal Messenger
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''<sub>Players Guide, pg. 69</sub>''
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== PLAGUE OF BEASTS ==
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'''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
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''<sub>Players Guide, pg. 69</sub>''
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''<sub>Core Book, pg. 247</sub>''
''<sub>Core Book, pg. 247</sub>''
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== 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
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''<sub>Players Guide, pg. 69</sub>''
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''<sub>Core Book, pg. 247</sub>''
''<sub>Core Book, pg. 247</sub>''
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== 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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Revision as of 16:34, 1 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.