Animalism: Difference between revisions

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m (Added homebrew powers, "Psychic Beasts" and "Natural Network")
m (Added homebrew powers, "Thrill of the Hunt", "Bestial Spirits", and "Vermin Blood")
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''<sub>Core Book, pg. 245</sub>''
''<sub>Core Book, pg. 245</sub>''
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== 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
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''<sub>Homebrew Content, pg. XX</sub>''
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''<sub>Winter's Teeth, vol. 3</sub>''
''<sub>Winter's Teeth, vol. 3</sub>''
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== VERMIN BLOOD ==
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'''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
'''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:''' One week
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''<sub>Homebrew Content, pg. XX</sub>''


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'''Duration:''' One Scene
'''Duration:''' One Scene
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''<sub>Homebrew Content, pg. XX</sub>''
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== BESTIAL SPIRITS ==
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'''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
'''Dice Pools:''' Charisma + Animalism
'''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


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Revision as of 17:05, 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