Animalism: Difference between revisions

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''<sub>Sabbat Sect Book, pg. 47</sub>''
''<sub>Sabbat Sect Book, pg. 47</sub>''
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== PSYCHIC BEASTS ==
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'''Animalism''' •••
'''Amalgam:''' Auspex ••
''The user shares a small portion of their unnatural perception with the animals they influence. Teeming swarms and great beasts alike exhibit extrasensorial awareness.''
'''Cost:''' Free (for famulus); One Rouse Check (for other animals)
'''System:''' The vampire can choose to extend some of their Auspex powers to animals affected by their Animalism. Any animal thus imbued gains Sense the Unseen with a rating on Auspex equal to the users dots. Using this power on their famulus is free and automatic. To imbue other animals besides their famulus, the user must make a Rouse Check and roll a test of Stamina + Animalism (Difficulty 3). The user can enlighten one animal per point of margin.
'''Duration:''' One Scene
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''<sub>Homebrew Content, pg. XX</sub>''
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'''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.
'''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

Revision as of 15:23, 28 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


BESTIAL SPIRITS



LEVEL 4


SUBSUME THE SPIRIT


NATURAL NETWORK



LEVEL 5


ANIMAL DOMINION


DRAWING OUT THE BEST