Animalism: Difference between revisions

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== SUBSUME THE SPIRIT ==
== DRAIN THE SPIRIT ==
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'''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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== SWAY THE FLOCK ==
== NATURAL NETWORK ==
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'''Animalism''' ••••
'''Animalism''' ••••


'''Amalgam:''' Dominate •
''The vampire uses the animals as a security network, watching for intruders or searching for specific individuals.''
'''Cost:''' Free or One Rouse Check


''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.''
'''Dice Pool:''' Wits + Animalism
 
 
'''System:''' Add half your Animalism (rounded up) to your Domain’s Portillon. Intruders must pass a Stealth or Animal Ken test against your Animalism rating to enter your Haven unnoticed. A failure on these rolls means that a witnessing animal is compelled to notify you of the intruders through the use of Feral Whispers. You are notified at the end of the Scene unless they find a quicker way.




'''Cost:''' One or more Rouse Checks
At any time, you may forgo this surveillance to instead compel the animals of the city to find a specific target by doing a Rouse Check. This also requires you to succeed on a Wits + Animalism roll against a Difficulty of 3 if they are in your Domain, or 5 if they are in the same city. Finding them takes between one Scene and one Night depending on the subject's precautions and security (Storyteller’s discretion). The animals in question will be able to guide you to the person’s location.


'''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.
While all of the animals in your domain are compelled with this power, they are not loyal. If someone else with an overlapping domain uses this power, they will serve both you and them without conflict.




'''Duration:''' One night
'''Duration:''' Passive. One scene or one night


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 69</sub>''
''<sub>Homebrew Content, pg. XX</sub>''
</div></div>
</div></div>


<br>
<br>


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


'''Amalgam:''' Dominate •


''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.''


''The vampire uses the animals as a security network, watching for intruders or searching for specific individuals.''


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


'''Cost:''' Free or One Rouse Check
'''Dice Pools:''' Manipulation + Animalism


'''Dice Pool:''' Wits + 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:''' Add half your Animalism (rounded up) to your Domain’s Portillon. Intruders must pass a Stealth or Animal Ken test against your Animalism rating to enter your Haven unnoticed. A failure on these rolls means that a witnessing animal is compelled to notify you of the intruders through the use of Feral Whispers. You are notified at the end of the Scene unless they find a quicker way.


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.


At any time, you may forgo this surveillance to instead compel the animals of the city to find a specific target by doing a Rouse Check. This also requires you to succeed on a Wits + Animalism roll against a Difficulty of 3 if they are in your Domain, or 5 if they are in the same city. Finding them takes between one Scene and one Night depending on the subject's precautions and security (Storyteller’s discretion). The animals in question will be able to guide you to the person’s location.


 
'''Duration:''' A scene / indefinitely (see above)
While all of the animals in your domain are compelled with this power, they are not loyal. If someone else with an overlapping domain uses this power, they will serve both you and them without conflict.
 
 
'''Duration:''' Passive. One scene or one night


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


<br>
<br>


== DRAIN THE SPIRIT ==
== SWAY THE FLOCK ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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.''
''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 Rouse Check
'''Cost:''' One or more Rouse Checks


'''Dice Pool:''' Composure + Animalism
'''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.


'''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 night
'''Duration:'''One scene


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
''<sub>Players Guide, pg. 69</sub>''
</div></div>
</div></div>



Revision as of 16:15, 2 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.