Post by Phsycodelic on Oct 11, 2016 22:13:57 GMT
Animalism
Gangrel, Nosferatu, Tzimisce
Gangrel, Nosferatu, Tzimisce
Beasts grow distinctly agitated in the presence of a vampire who lacks this Discipline or the Skill of Animal Ken, often to the point of attacking or running from the vampire. In contrast, vampires possessing Animalism exude a dominant vibe to lower creatures, which attracts them.
Animalism is commonly found with vampires of the Gangrel and Nosferatu Clans. Manipulation and Charisma are important for the use of Animalism powers; the stronger the vampire's personality, the more influence he has over animals.
[ 1 ] Feral Whispers ( Vampire: The Masquerade 20th Anniversary Edition - Page 129 )
This power is the basis from which all other Animalism abilities grow. The vampire creates an empathic connection with a beast, thereby allowing him to communicate or issue simple commands. The Kindred locks eyes with the animal, transmitting his desires through sheer force of will. Although it isn't necessary to actually "speak" in chi, hisses, or barks, some vampires find that doing so helps strengthen the connection with the animal. Eye contact must be maintained the entire time; if it's broken, the Kindred must re-establish contact to continue communication. The simpler the creature, the more difficult it becomes to connect with the animal's Beast. Mammals, predatory birds, and larger reptiles are relatively easy to communicate with. Insects, invertebrates, and most fish are just too simple to connect with. Feral Whispers provides no guarantees that an animal will want to deal with the vampire, nor does it ensure that the animal will pursue any requests the vampire makes of it. Still, it does at least make the creature better disposed toward the Kindred. The manner in which the vampire presents his desires to the animal often depends on the type of creature. A Kindred can often bully smaller beasts into heeding commands, but he's better off couching orders for large predators as requests. If the vampire successfully uses the power, the animal performs the command to the best of its ability and intellect. Only the very brightest creatures understand truly complex directives (orders dealing with conditional situations or requiring abstract logic). Commands that the animal does understand remain deeply implanted, however, and guide its behavior for some time.
System: No roll is necessary to talk with an animal, but the character must establish eye contact first. Issuing commands requires a Manipulation + Animal Ken roll. The difficulty depends on the creature: Predatory mammals (wolves, cats, vampire bats) are difficulty 6, other mammals and predatory birds (rats, owls) are difficulty 7, and other birds and reptiles (pigeons, snakes) are difficulty 8. This difficulty is reduced by one if the character speaks to the animal in its "native tongue," and can be adjusted further by circumstances and roleplaying skill (we highly recommend that all communication between characters and animals be roleplayed). The number of successes the player achieves dictates how strongly the character's command affects the animal. One success is sufficient to have a cat follow an individual and lead the character to the same location, three successes are enough to have a raven spy on a target for weeks, and five successes ensure that a grizzly ferociously guards the entrance to the character's wilderness haven for some months. The character's Nature plays a large part in how he approaches these conversations. The character might try intimidating, teasing, cajoling, or rationalizing. The player should understand that he does not simply play his character in these situations, but the Beast Within as well. Using this power cannot force an animal to do something against its nature, or to force a creature to risk its life. While the aforementioned grizzly would stand guard to the vampire's haven and even fight for it, it would not do so against obviously superior numbers or something overwhelmingly supernatural. A predatory bird might be convinced to harry a target, but would definitely not hold ground. A docile dog or skittish cat would have no problem with reporting something it had seen, but it wouldn't enter combat unless given no other option - though it would likely agree to stand and fight and then flee at the first opportunity, if a harsh Kindred demanded it.
[ 2 ] Beckoning ( Vampire: The Masquerade 20th Anniversary Edition - Page 130 )
The vampire's connection to the Beast grows strong enough that he may call out in the voice of a specific type of animal - howling like a wolf, shrilling like a raven, etc. This call mystically summons creatures of the chosen type. Since each type of animal has a different call, Beckoning works for only a single species at a time. All such animals within earshot are summoned, and some percentage of them will heed the Beckoning if it is successful. While the vampire has no further control over the beasts who answer, the animals who do are favorably disposed toward him and are at least willing to listen to the Kindred's concerns. (The vampire can then use Feral Whispers on individual animals to command them, which may be at a decreased difficulty at Storyteller discretion.)
System: The player rolls Charisma + Survival (difficulty 6) to determine the response to the character's call; consult the table below. Only animals that can hear the cry will respond. If the Storyteller decides no animals of that type are within earshot, the summons goes unanswered. The call can be as specific as the player desires. A character could call for all bats in the area, for only the male bats nearby, or for only the albino bat with the notched ear he saw the other night.
Successes | Result |
1 | A single animal responds. |
2 | One-quarter of the animals within earshot respond. |
3 | Half of the animals respond. |
4 | Most of the animals respond. |
5 | All of the animals respond. |
[ 3 ] Quell The Beast ( Vampire: The Masquerade 20th Anniversary Edition - Page 130 )
As the supreme predators of the natural world, Kindred are highly attuned to the bestial nature that dwells within every mortal heart. A vampire who develops this power may assert his will over a mortal (animal or human) subject, subduing the Beast within her. This quenches all powerful, strong emotions - hope, fury, love, fear - within the target. The Kindred must either touch his subject or stare into her eyes to channel his will effectively. Mortals who lack the fire of their inner Beasts are quite tractable, reacting to even stressful situations with indifference. Even the most courageous or maddened mortal becomes apathetic and listless, while an especially sensitive individual may suffer from a phobic derangement while under the power's influence. Different Clans evoke this power in different ways, though the effect itself is identical. Tzimisce call it Cowing the Beast, since they force the mortal's weaker spirit to shrivel in fear before the Kindred's own inner Beast. Nosferatu refer to it as Song of Serenity, since they soothe the subject's Beast into a state of utter complacency, thus allowing them to feed freely. Gangrel know the power as Quell the Beast, and force the mortal spirit into a state of fear or apathy as befits the individual vampire's nature.
System: The player rolls Manipulation + Intimidation if forcing down the Beast through fear, or Manipulation + Empathy if soothing it into complacency. The difficulty of the roll is 7 in either case. This is an extended action requiring as many total successes as the target has Willpower. Failure indicates that the player must start over from the beginning, while a botch indicates that the vampire may not affect that subject's Beast for the remainder of the scene. When a mortal's Beast is cowed or soothed, she can no longer use or regain Willpower. She ceases all struggles, whether mental or physical. She doesn't even defend herself if assaulted, though the Storyteller may allow a Willpower roll if the mortal believes her life is truly threatened. To recover from this power, the mortal's player rolls Willpower (difficulty 6) once per day until she accumulates enough successes to equal the vampire's Willpower. Kindred cannot be affected by this power. Though a vampire's Beast cannot be cowed with this ability, the Storyteller may allow characters to use the "soothing" variation of this power to pull a vampire out of frenzy. With three or more successes, the frenzying vampire may roll again to pull herself out of frenzy, using the same difficulty as the stimulus that caused the frenzy originally.
[ 4 ] Subsume The Spirit ( Vampire: The Masquerade 20th Anniversary Edition - Page 131 )
By locking his gaze with that of an animal, the vampire may mentally possess the creature. Some elders believe that since animals don't have souls but spirits, the vampire can move his own soul into the animal's body. Many younger vampires think it a matter of transferring one's consciousness into the animal's mind. In either case, it's agreed that the beast's weaker spirit (or mind) is pushed aside by the Kindred's own consciousness. The vampire's body falls into a motionless state akin to tor while his mind takes control of the animal's actions, remaining this way until the Kindred's consciousness returns. Some haughty Tzimisce eschew this power, considering it debasing to enter the body of a lesser creature. When they do stoop to using it, they possess only predators. Conversely, Gangrel revel in connecting to the natural world in this way. They delight in sampling different animals' natures.
System: The player rolls Manipulation + Animal Ken (difficulty 8) as the character looks into the animal's eyes. The number of successes allows the character to employ some mental Disciplines while possessing the animal, as noted below. This power entwines the character's consciousness closely with the animal's spirit, so much so that the character may continue to think and feel like that animal even after breaking the connection. This effectcontinues until the character spends a total of seven nights or three Willpower points to resist and finally overcome the animal nature. This should be roleplayed, though the character will be affected to a lesser degree if the player chooses to spend Willpower. At the end of any particularly exciting incident during possession, the player rolls Wits + Empathy (difficulty 8) for the character to retain his own mind. Failure indicates that the character's mind returns to his own body, but still thinks in purely animalistic terms. A botch returns the character to his body, and also sends him into frenzy. The character may travel as far from his own physical body as he chooses while possessing the animal. The character retains no conscious connection with his vampire body during this time, though. The vampire may also venture out during the day, albeit in the animal's body. However, the character's own body must be awake to do so, requiring a successful roll to remain awake. If the character leaves the animal's body (by choice, if his body falls asleep, or after sustaining significant injury), the vampire's consciousness returns to his physical form instantaneously. Although the vampire has no conscious link to his body while possessing the animal, he does form a sympathetic bond. Anything the animal feels, the vampire also experiences, from pleasure to pain. In fact, any damage the animal's body sustains is also applied to the character's body, though the Kindred body may soak as normal. If the animal dies before the vampire's soul can flee from the body, the character's body falls into tor. Presumably this is in sympathetic response to the massive trauma of death, but some Kindred believe that the vampire's soul is cast adrift during this time and must find its way back to the body.
Successes | Result |
1 | Cannot use Disciplines. |
2 | Can use Auspex and other sensory. |
3 | Can also use Presence and other powers of emotional manipulation. |
4 | Can also use Dementation, Dominate, and other powers of mental manipulation. |
5 | Can also use Chimerstry, Necromancy, Thaumaturgy, and other mystical powers. |
[ 5 ] Drawing Out The Beast ( Vampire: The Masquerade 20th Anniversary Edition - Page 132 )
At this level of Animalism, the Kindred has a keen understanding of the Beast Within, and is able to release his feral urges upon another mortal or vampire. The recipient of the vampire's Beast is instantly overcome by frenzy. This is an unnatural frenzy, however, as the victim is channeling the Kindred's own fury. As such, the vampire's own behavior, expressions, and even speech patterns are evident in the subject's savage actions. Gangrel and Tzimisce are especially fond of unleashing their Beasts onto others. Gangrel do so to stir their ghouls into inspired heights of savagery during combat. Tzimisce care less about who receives their Beast than retaining their own composure.
System: The player must announce his preferred target (since it must be someone within sight, Drawing Out the Beast cannot be used if the vampire is alone), then roll Manipulation + Self-Control/Instinct (difficulty 8). Refer to the table below for the results. If the attempt fails, the character himself immediately enters frenzy. As the character relaxes in expectation of relieving his savage urges, the Beast takes that opportunity to dig deeper. In this case, the frenzy lasts twice as long as normal and is twice as difficult to shrug off; its severity also increases exponentially. Botching this roll is even more catastrophic; the heightened frenzy grows so extreme that not even expending Willpower curbs its duration or effects. The character is a hapless victim to the terrible fury of his Beast, and may well hurl herself into a savage, flesh-rending rampage that leaves the Masquerade (and unfortunate nearby onlookers) in tatters. If the character leaves the target's presence before the frenzy expends itself, the vampire loses his Beast, perhaps permanently. While no longer vulnerable to frenzy, the character cannot use or regain Willpower and becomes increasingly lethargic. To recover the Beast, he must find the person who now possesses it (who likely isn't enjoying herself very much) and coax the Beast into its proper vessel. The most effective way to do so is to behave in ways that make the Beast want to return - however, this isn't a guarantee that it will wish to do so. Alternatively, the character can simply kill the host (thus causing the Beast to return to the vampire immediately).
Successes Result
1 The character transfers the Beast, but unleashes it upon a random individual.
2 The character is stunned by the effort and may not act next turn, but transfers the Beast successfully. Alternatively, the character may act normally during the turn, but must spend a Willpower point or suffer a single level of lethal damage.
3+ The character transfers the Beast successfully.
Successes | Result |
1 | The character transfers the Beast, but unleashes it upon a random individual. |
2 | The character is stunned by the effort and may not act next turn, but transfers the Beast successfully. Alternatively, the character may act normally during the turn, but must spend a Willpower point or suffer a single level of lethal damage. |
3+ | The character transfers the Beast successfully. |
[ 6 ] Animal Succulence ( Vampire: The Masquerade 20th Anniversary Edition - Page 132 )
Most vampires find the blood of animals flat, tasteless, and lacking in nutritional value. Some Gangrel and Nosferatu, however, have refined their understanding of the spirits of such "lesser prey" to the point that they are able to draw much more sustenance from beasts than normal Kindred can. This power does not allow an elder to subsist solely on the blood of animals, but it does allow him to go for extended periods of time without taking vitae from humans or other Kindred.
System: No roll is needed; once learned, this power is always in effect. Animal Succulence allows a character to count each blood point drawn from an animal as two in her blood pool. This does not increase the size of the vampire's blood pool, just the nutritional value of animal blood. Animal Succulence does not allow a character to completely ignore his craving for the blood of "higher" prey; in fact, it heightens his desire for "real food." Every three times (rounded down) the character drinks from an animal, a cumulative +1 difficulty is applied to the next Self-Control/Instinct roll the player makes when the character is confronted with the possibility of dining on human or Kindred blood. Animal Succulence does not increase the blood point value of the blood of other supernatural creatures (Gangrel, werecreatures, and so on) who have taken animal forms, nor does it change the vampire's feeding preferences (such as the Ventrue have).
[ 6 ] Deep Song ( XXX - Page X )
The origins of this power are unknown, but Gitano Ravnos have claimed responsibility for its creation. Similar to Song of Serenity, this power allows a vampire to influence the moods of his listeners by singing to them. However, at this level, any desired emotion can be produced; through the words of the song, a Ravnos may attempt to sway the passions of his audience. People affected by Deep Song are often easily manipulated by the singer. If filled with love or regret, they can be fleeced of their money, and if filled with anger or hate, they can be provoked to violence, or incited to riot.
System: The Ravnos rolls Manipulation + Music against a difficulty of the target's Willpower. Three successes are required to alter the listener's emotional state as desired. On a botch, the target manifests the desired emotion, but focuses it exclusively on the singer. The target of the song never clearly remembers its true power, recalling only that she was deeply moved by the performance. The effects of the Deep Song last for roughly one hour, or in the case of a botch, the remainder of the night.
[ 6 ] Eye Of The Szlachta ( Lore Of The Clans - Page 240 )
Prerequisite: Tzimisce
Many Fiends can possess the lowly beasts of the wild, but some few can ride any ghoul who shares their blood. By locking eyes with her ghoul, the Fiend can transfer her soul into the creature. Although some Tzimisce consider such intimate contact with their servants distasteful, sometimes it is necessary to calm a rampaging vozhd in a disposable vessel. More than one Fiend has faked their death in the body of a cleverly fleshcrafted ghoul.
System: Use the system for the Animalism power Subsume the Spirit.
[ 6 ] Gap Of Ages ( XXX - Page X )
This gift is an advanced kin to Feral Speech and exerts such great conditioning upon natural beasts that the effects are passed down through the generations. Affected animals and their descendents roam the wilds of Europe with a singular intent or thought burned into their minds and their very being. Often times these creatures are simple guides with instructions to lead travelers of a certain "smell" (Nosferatu, in this case) along a specific path. Not all commands are altruistic, however. Some animals readily fight clearly superior foes because a vampire commanded their great-grandmother to protect a domain.
System: Like Feral Speech, Gap of Ages allows characters to command animals. Talking to them requires no roll, but to condition the creature and its descendants, the player must succeed in a Manipulation + Animal Ken roll (difficulty 7). Thereafter, depending on the number of success (see below), the beast and its offspring obey. Again because the animal is simple, the commands must be as well. "Bring others who smell like me through this path" or "attack anyone who smells dead but continues walking" are viable orders. Conditioning can be broken if another vampire uses this Discipline to issue new instructions. In either case, Gap of Ages does not affect already-born offspring of newly commanded animals.
Successes | Effect |
1 | Two generations (the conditioned animal and its immediate progeny). |
2 | Three generations. |
3 | Four generations. |
4 | Five generations. |
5 | This family-line is eternally bound. |
[ 6 ] Quell The Herd ( XXX - Page X )
This power functions along the same lines as Quell the Beast - the Gangrel asserts her will over mortal animals (or humans), subduing their Beasts with the terrifying power of her own. Passionate, powerful emotions, or even simple attempts to assert individuality or will are squelched, rendering those affected apathetic and lethargic for the duration. Multiple targets may be affected; the only requirement is that the individuals must be able to see or hear the Gangrel. It may be necessary in some extreme situations to get the targets' attention, but that is not likely to be difficult for a monster of this power.
System: The player rolls Strength + Intimidation (difficulty 7) - the Gangrel always forces the Beast into submission through fear. This is an extended action requiring as many total successes as the target has Willpower (each individual target is cowed as soon as his Willpower is reached). The Gangrel may subdue twice her Willpower rating in animals and/or humans. If the crowd, herd or pack is too large for the vampire to subdue them all, the individuals with the lowest Willpower scores are necessarily affected first. Failure on any roll in the sequence means that the vampire must re-accumulate successes, but those individuals already subdued remain so. A botch on any roll in the sequence means that the previously subdued creatures seethe violently into frenzy - they immediately attack the Gangrel who tried to knuckle them under, or anything that stands in the way.
When a mortal's beast is cowed, he can no longer use or regain Willpower. He ceases all mental and physical struggles, not even defending himself if assaulted (the Storyteller may allow a Willpower roll if the mortal's life is threatened). To recover from this power, the animal or human rolls Willpower (difficulty 6) once per day until he accumulates enough successes to equal the Gangrel's Willpower. Kindred are not affected by this power, generally, but their ghoul retainers are.
[ 6 ] Pact With Animals ( XXX - Page X )
This power allows the Wielder to borrow the powers of an animal that she feeds from. It can grant her the strength of the bear, the eyes of the hawk, the wisdom of the owl, or the poison bite of the serpent. This power is likely to manifest in elder Gangrel, as they tend to have the strongest connection to animals.
System: Pact with animals requires that the character drink at least one blood point from the type of animal from which she wants to borrow a power. In the case of small animals, such as rats, this may require more than one source. As the blood is consumed, the player spends a point of Willpower. Pact with Animals lasts for the rest of the night. As the power fades just before sunrise, the player must roll the character's Humanity/Path rating (difficulty 6). If the roll fails, the influence of the animal does not fade entirely; the next night the character is affected by the animals mindset as with Subsume the Spirit.
The power gained from an animal is usually equal to a discipline power of level 1 or 2 (like Auspex 1, Heightened Senses, or Protean 2 Feral Claws; in addition it adds two dots to an Attribute or three dots to an Ability. The character also takes on mythical aspects of the animal. Someone drinking from an owl would become wiser, while someone drinking from a snake would slip towards an evil disposition.
[ 6 ] Sense The Savage Way ( XXX - Page X )
Many vampires see themselves as more closely tied to beasts than mankind. Some Cainites have become so intimate with their own animal natures that they may access other creatures' senses. The vampire is a passive observer, merely seeing what the animal sees, tasting what it tastes. Even though a beast cannot be controlled with this power, many Cainites find bestial sensations highly pleasurable and even educational.
System: The player rolls Perception + Animal Kid (difficulty 6) for the vampire to bond with an animal of her choice. While the character need not touch or even see the creature when employing this power, the beast must be within range. The number of successes rolled determines the maximum distance possible for effective initial contact.
Successes | Range |
1 | 20 yards. |
2 | 80 yards. |
3 | 300 yards. |
4 | 1000 yards. |
5 | 1 mile. |
The vampire maintains the connection for as long as she desires, but can perform no other actions while doing so. As with Subsume the Spirit, the spirits of vampire and animal become entwined. A Wits + Empathy roll (difficulty equal to 10 minus the characters Humanity/Path rating) is necessary after using this power. Success indicates that the character resists the lure of bestial drives, while failure signifies that the character is influenced by the animal's passions. The effects are temporary, but should be roleplayed accordingly. (The extent and duration of these animalistic tendencies are up to the Storyteller.) On a botch, the character enters frenzy upon severing the connection.
[ 6 ] Shared Soul ( Vampire: The Masquerade 20th Anniversary Edition - Page 133 )
This power allows a character to probe the mind of any one animal she touches. Shared Soul can be very disconcerting to both parties involved, as each participant is completely immersed in the thoughts and emotions of the other. With enough effort or time, each participant can gain a complete understanding of the other's mind. Shared Soul is most often used to extract an animal's memories of a specific event, but some Gangrel use this power as a tool in the search for enlightenment, feeling they come to a better understanding of their own Beasts through rapport with true beasts. Too close of a bond, however, can leave the two souls entangled after the sharing ends, causing the vampire to adopt mannerisms, behavior patterns, or even ethics (or lack thereof) similar to those of the animal.
System: The character touches the intended subject creature, and the player rolls Perception + Animal Ken (difficulty 6). The player spends a Willpower point for every turn past the first that contact is maintained. Locating a specific memory takes six turns, minus one turn for every success on the roll. A complete bond takes 10 turns, minus one turn for every success on the roll. A botch on this roll may, at the Storyteller's discretion, send the vampire into a frenzy or give the character a derangement related to the behavior patterns of the animal (extreme cowardice if the vampire contacted the soul of mouse, bloodlust if the subject was a rabid dog, and so forth).
[ 6 ] Shepherd's Innocence ( XXX - Page X )
While not all animals run away at a vampire's approach, the relations between Kindred and most creatures are far from the best. Dogs tend to bark in their presence, cats leave the room and horses often throw them. On the other hand, animals find those undead with Shepherd's Innocence not only inoffensive but extremely attractive.
System: With a roll of Charisma + Animal Ken (difficulty determined by the emotional state of the animal(s)), a character can quickly calm a charging lion, gain the trust of growling guard dogs and ride happily on the back of a wild elephant. If enough successes are obtained, the character may attempt nearly any sort of activity with the creature(s) (this makes feeding from it absurdly simple).
[ 6 ] Song In The Dark ( XXX - Page X )
Before the clan could hide in labyrinths buried beneath the cities of men, Ancients relied upon vast caves and caverns for their survival. The most powerful Methuselahs didn't limit themselves to the few that existed – they created new ones. Loremasters tell tales of vast creatures underground, forgotten things from the early days of the world, monsters that Nosferatu himself could not destroy. Giants in the earth, these atavisms sluggishly tunnel and crawl countless miles beneath the surface world. Although cynical and scientific Nosferatu (autarkis or otherwise) deny the existence of such creatures, human scientists cannot fully predict the occurrence of earthquakes and similar subterranean events.
Some Nosferatu occultists claim that only Nosferatu Methuselahs are potent enough to draw upon this power. A few insist that might vampires employ this Discipline to create sinkholes, collapse unstable sewer tunnels or open up vast caverns in rural areas are as desperately essential to their descendants. The most outrageous stories concern entire ecosystems based around massive chthonic worms, subterranean leviathans or other burrowers beneath the Earth's crust. Whether this supernatural power (if it exists at all) involves summoning these creatures or merely shifting vast amounts of earth with the power of the mind remains a point of conjecture.
Song in the Dark is superficially similar to the Level Two Animalism power The Beckoning, but this power enables contact with the monstrous denizens of the underworld. The nature and power of these creatures are up to the Storyteller; some legendary beasts are rumored to be larger than blue whales.
System: A Nosferatu Methuselah should theoretically be able to summon and command a creature once each year for five points of Willpower he possesses. The Nosferatu must be underground or on the surface above or near some sort of underground cavern area. First, the vampire burns these temporary points for a period of at least one month; he cannot regain them until this time has elapsed. The size of the subterranean disturbance depends on a Charisma + Survival roll; the difficulty depends on how rural the chosen location is. (An uninhabited plot of land in the midst of the Sahara would be difficulty 6; downtown Manhattan is difficulty 10.) If successful, then there is an appropriate creature in the vicinity (Storyteller's discretion), something will answer the call. The creature is not under the Nosferatu's direct control, but it is generally not hostile toward the caller, or at least is more likely to devour the Nosferatu's enemies. More successes summons additional creatures or more powerful ones. A botch often calls a hostile creature, or even (if legend is to be believed) alerts Nictuku to the Nosferatu's presence.
[ 6 ] Species Speech ( Vampire: The Masquerade 20th Anniversary Edition - Page 133 )
The basic power Feral Whispers (Animalism 1) allows character to communicate with only one animal at a time. With Species Speech, a character can enter into psychic communion with all creatures of a certain species that are present. Species Speech is most often used after an application of The Beckoning (Animalism 2), which can draw a crowd of likely subjects.
System: The player rolls Manipulation + Animal Ken (difficulty 7) to establish contact with the targeted group of animals. Once the character establishes contact, the player makes a second roll to issue commands. There is no practical upper limit on the number of animals that can be commanded with this power, although all of the intended subjects must be in the vampire's immediate vicinity. Only one species of animal can be commanded at a time; thus, if a character is standing in the middle of the reptile house at the zoo, she could command all of the Komodo dragons, all of the boa constrictors, or all of the skinks, but she could not simultaneously give orders to every reptile or snake present. Species Speech functions much like Feral Whispers in all other respects. Note: Players (and Storytellers) shouldn't get too wrapped up in species differences like northern diamondback rattlesnakes and south-eastern diamondback rattlesnakes. At Storyteller discretion, the expenditure of an additional Willpower point allows the character's commands to extend to members of a similar species to the one initially commanded.
[ 6 ] Tainted Oasis ( XXX - Page X )
Elders of Bay't Mutasharid, the highly predatory Nosferatu of the Islamic world, used a variety of animals to aid them in their hunting and relaying messages. The most loyal of these are blood bound ghouls, but these monsters have also learned of ways to taint natural oases to evoke strength and loyalty in the animals who feed there. By mixing their vitae with precious desert waters, these vampires breed servants from among all the creatures who drink there. Although the blood creates some loyalty, it is not enough to create a true blood bond or turn a mortal into a ghoul.
System: The vampire taints the drinking water with the equivalent of six points of blood. The player rolls Manipulation + Animal Ken (difficulty 5). Each success taints the spring for one lunar month. Failures have no special effect, but a botch indicates that something in the oasis is especially resistant to the vampire's blood. Assuming success, animals who feed there regularly during the affected time grow unnaturally strong and more loyal to the vampire whose blood they are imbibing. The Storyteller can represent this in a variety of ways, but increasing the animal's Strength and Stamina Attributes by one dot and lowering all the player's Animalism and Animal Ken difficulties (when dealing with affected beasts) by two is a good start. Prolonged feeding at a tainted pool also passes on some of the Cainite's predatory nature, though. The Storyteller can portray predators thinning the local herd needlessly and herbivores in constant challenges for herd dominance. The Storyteller can also judge that the effect fades more quickly or that more blood is needed in the case of especially large oases.
[ 6 ] Tier Of Souls ( XXX - Page X )
A vampire with this power gains more than mere sustenance from the blood she drinks. She also gains insight into and even abilities from the donor. Moreover, if the being from which the vampire drinks has recently fed, she may gain similar awareness of that creature. If that creature had also recently eaten before being consumed, the vampire may likewise acquire the powers of that victim, and so on. (Renfield wasn't so crazy after all...)
System: The Vampire must drink the blood of her prey and make a Perception + Animal Ken roll (difficulty 7). Each success allows either a memory or an Ability to be accessed; alternatively, three successes can be "converted" into one of the victim's Disciplines, Attributes, or innate powers. The vampire may choose one of the victim's Traits or my select from anything that the victim (or victim's victim, etc) has eaten in the past 24 hours. The effects last until the vampire expends the creature's Blood Points. Only one "tier" can be maintained at a time.
[ 7 ] Conquer The Beast ( Vampire: The Masquerade 20th Anniversary Edition - Page 133 )
Masters of Animalism have a much greater understanding of both beasts in general and the Beast in particular. Those who have developed this power can master their own Beasts to a degree impossible for lesser Kindred to attain. Conquer the Beast allows the vampire both to control her frenzies and to enter them at will. Some elders say that the development of this power is one of the first steps on the road to Golconda.
System: The character can enter frenzy at will. The player rolls Willpower (difficulty 7). Success sends the character into a controlled frenzy. He can choose his targets at will, but gains limited Dominate and wound penalty resistance and R�tschreck immunity as per the normal frenzy rules. A botch on the roll sends the vampire into an uncontrolled frenzy which Conquer the Beast may not be used to end. The player may also roll Willpower (difficulty 9) to enable the character to control an involuntary frenzy. In this case, a Willpower point must be spent for every turn that the vampire remains in frenzy. The player may make Self-Control/Instinct rolls as normal to end a frenzy, but if the vampire runs out of Willpower points before the frenzy ends, he drops into an uncontrolled frenzy again. A botch on the Willpower roll raises the difficulty of the vampire's Self-Control/Instinct rolls by two and renders Conquer the Beast unusable for the remainder of the night.
[ 7 ] Master's Voice ( XXX - Page X )
Like Species Speech, but the character can communicate with all animals within range of his voice, regardless of their species.
System: The difficulty and levels of success are identical to those of Species Speech, and the same interruptions will cancel this power.
[ 7 ] Send The Eighth Plague ( XXX - Page X )
This is one of the most destructive powers among any of the Disciplines. An ancient Gangrel called Valentinian demonstrated its immense potential for ruination shortly after the Fourth Crusade. Angry with Italian Cainites intruding upon his lands, he called upon his mastery of Animalism and brought starvation down on an entire trading town. Send the Eighth Plague can lay waste to villages, towns and entire baronies, for it calls upon rats, mice locusts and other pests to gather and plague a target of the wielder's choosing. In the Dark Medieval, where every harvest is a gamble, the mere threat of this power can intimidate Cainite princes and lords, who would rather not see their source of blood starve to death.
System: The character must sit in quiet meditation somewhere in the area she wishes the Plague for at least half an hour. Then, the character slashes her hands open and bleeds into the soil while the character spends ten blood points and rolls Charisma + Animal Ken (difficulty 6). The number of successes must be divided between time and areas of effect, as shown below.
Successes | Range | Duration |
1 | A single field. | 24 hours. |
2 | Two nearby fields. | 3 days. |
3 | All the fields of the village. | A week. |
4 | All the fields of several villages. | A moon. |
5 | All the fields of a large swath of land. | 3 months. |
The vermin eat everything they can find, gnawing their way into larders and stripping fields of crops. While a duration of 24 hours is tolerable and three days is survivable, anything beyond that is a catastrophe; dedicated extermination is required to save stored food and crops.
[ 7 ] Stampede ( XXX - Page X )
A deep, innate knowledge of animal instinct allows the Gangrel to trigger a very specific fear in his victims - a unthinking panic that pushes hundreds of creatures into headlong flight. This ability only works on large groups of people; too few, and the aggregate fear will not be enough to override sensible plans of action. Also, the crowd or herd must be already agitated by some mundane occurrence, such as the smell of a large predator, a lost football game by the home team or a shortage of this year's fad toy during prime shopping season. (The Gangrel may cause the "mundane" situation - by being the large predator, influencing the outcome of the soccer match, or waylaying the toys - but this is not necessary or even wise.) Once this power takes hold, its victims will flee until they escape the vampire's influence or until they are rendered unable to run.
System: This power must be activated within sight of a crowd of roughly 50 agitated mortals (the Storyteller may allow this power to be used on smaller groups of really pissed-off mortals). The player rolls Stamina + Animal Ken (difficulty 7). The resulting waves of terror roll 50 yards in all directions from the Gangrel for each success achieved. Any unsettled mortal within this radius will immediately flee toward the nearest escape or exit unless the Gangrel chooses to direct the Stampede by force of will. The vampire may set a direction or path for the fleeing multitudes, but may not change or alter it once the flight has begun. Members of the Stampede will ignore many potential sources of danger, such as running into the road or through a firing range, but will not take obviously suicidal actions like leaping off tall cliffs or skyscrapers. In some cases, however, the crazed mob will not see potential danger in time - or be forced into it anyway by the pressure of the crowd behind them.
Mortals who were not initially affected may be caught up physically or emotionally in the tide, as the Gangrel's projected Beast wreaks havoc for a scene unless he chooses to end the madness earlier. Upon leaving the affected area, mortals may recover their senses and stop their mad rush. If the area is bottlenecked, however, such as a long hallway or valley, the mortals may opt to continue fleeing rather than be trampled. It is worth noting that this power can go awry, even without a rolled botch - the power of hundreds of Beasts, even those of mortals, can be too much for the vampire to control. Animals pushed too hard may frenzy, and people have a disturbing tendency to riot.
[ 7 ] Twist The Feral Will ( XXX - Page X )
While Cainites recognize their bestial nature - indeed, often relying on it to guide their way on the immortal path - they know that they are superior to all other creatures. This power reflects the Cainite's utter mastery over lesser beasts. The vampire need not bother possessing an animal; the smallest portion of her will is enough to seize control of the creature's spirit and force it to do her bidding. This influence is so great that it is unnecessary to speak commands or be present once the animal is controlled; in fact the vampire may go about other business while maintaining control.
System: To initiate this power, the vampire must achieve eye contact with the animal. The player rolls Manipulation + Animal Ken (difficulty 7); the number of successes obtained determines the strength of control. One success is sufficient to demand actions that are natural to the beast, while five successes create a bond so strong that an animal can perform highly complex actions (specifies are left to the storyteller's discretion). The vampire may perform other actions while commanding the animal, but such activities are done at a higher level of difficulty (determined by the Storyteller). Contact is broken if the creature goes more than a mile from the character. If the player botches the roll to use this power, the vampire enters a frenzy as she is overwhelmed by animalistic impulses.
[ 8 ] Crimson Fury ( XXX - Page X )
This power is the subject of much rumor and conjecture, as it has very little visible effect. Upon reaching this level of mastery, the Gangrel may choose to allow his Beast to roam freely through his veins. His blood causes frenzy in mortals and vampires who taste it. Should a diablerist successfully consume the Gangrel's soul, she may well meet a grisly end as the Gangrel's Beast eats her away from the inside.
System: This power is activated once, when the Gangrel learns it. It cannot be turned off. The smallest taste of the vampire's vitae causes agitation in the taster, who must make a Self-Control roll (difficulty 7) or frenzy immediately. This applies to newly created childer, ghouls, attackers who bite and any vampires who would drink from the Gangrel. This is the equivalent of a warning shot for would-be diablerists. Should the attacker resist the urge to frenzy, she may continue to drink as normal, but the supernatural agitation she experiences should be a clear sign that something is unusual about this vitae. If the attacker succumbs to the frenzy, she must spend a Willpower point for each turn she continues to drink.
Should the diablerist be successful, she immediately suffers a +2 difficulty on all frenzy rolls for a duration determined by the Storyteller. She must also make an opposed Willpower roll against her victim's Beast (which has the same Willpower rating that the now-deceased vampire had). The loser of this contest forfeits one permanent Willpower point. This contest takes place every month for the first year past the diablerie and once a year thereafter. As the diablerist loses Willpower, she becomes more feral and impulsive (this should be roleplayed, and the Storyteller should feel free to require frequent Self-Control rolls from the diablerist's player). If the diablerist loses her last Willpower point, she becomes a crazed, bestial monster (and a Storyteller character). If the invading Beast loses its last Willpower point, it becomes quiescent, ceding victory to the diablerist. The evidence of diablerie in the perpetrator's aura persists until the Beast is subdued.
Humanity/Path rating loss may result from the actions the "possessed" diablerist takes, but they are not lost as a direct result of this power.
Gangrel legends suggest that some incredibly powerful "victims" of diablerie have eaten their way through their attackers, consuming the diablerist's soul in turn, and then taken over the new body. This is not the normal result of this power, but the rumors do circulate....
[ 8 ] Mass Summons ( XXX - Page X )
This power allows the character to summon all the animals in the vicinity. While this power does not place the animals under her control, the use of other Animalism powers should be enough to ensure their aid. Even if this is not the case, the summoned animals are unlikely t o attack the summoner. Additionally, the summoner can, if she desires, specify the types of animals she wants to respond - thus calling dogs and rats, but no cats.
System: Using this power requires a Manipulation + Leadership roll (difficulty 7). Each success allows the user to affect a wider area. There are two sets of distances listed; the former should be used when the vampire employs this power in a city, while the latter should be used when the vampire makes the call in a wilderness area.
Successes | Effect |
1 | All summoned animals within one city block/half mile respond unless something actively prevents them from so doing (i.e., a dog's master says stay). Ghoul animals do not respond. |
2 | All summoned animals within two blocks/one mile respond unless it would be lifethreatening to do so. Ghoul animals do not respond. |
3 | All summoned animals within five blocks/five miles respond unless it would be lifethreatening to do so. Ghoul animals do not respond. |
4 | All summoned animals within a half mile/seven miles respond unless it would be lifethreatening to do so. At this Ievel of success, even ghoul animals answer the summons. |
5 | All summoned animals within one mile/10 miles respond. |
[ 8 ] Taunt The Caged Beast ( Vampire: The Masquerade 20th Anniversary Edition - Page 133 )
Some Kindred are so attuned to the Beast that they can unleash it in another individual at will. Vampires who have developed this power are able to send adversaries into frenzy with a finger's touch and the resultant momentary contact with the victim's Beast. The physical contact allows the vampire's own Beast to reach out and awaken that of the victim, enraging it by threatening its territory.
System: The character touches the target. The player spends a Willpower point and rolls Manipulation + Empathy (difficulty 7). The victim makes a Self-Control/Instinct roll (difficulty 5 + the number of successes); failure results in an immediate frenzy. A botch causes the character to unleash his own Beast and frenzy instead. This power maybe used on those individuals who are normally incapable of frenzy, sending ordinary humans into murderous rages worthy of the most bloodthirsty Brujah berserker.
[ 8 ] Twin Spirits ( XXX - Page X )
Similar to the fourth-level power Sharing of Spirits, t his power allows the character to take complete control of an animal as though he were inside it. While he controls the animal, however, he can also move about freely in his own form.
System: Taking control of the animal requires a Manipulation + Intimidation roll (difficulty 6); the number of successes determines the amount of time the character can maintain this split personality.
Successes | Duration |
1 | Up to one hour. |
2 | Up to six hours. |
3 | Up to one day. |
4 | Up to one week. |
5 | Indefinitely. |
Because the character maintains his own form while controlling the animal, he does not have to worry about assuming the animal's characteristics after the connection is broken. The character is maintaining two different forms, however, and suffers distractions from the competing sensory input. In effect, the difficulty levels of all rolls he must make while controlling both forms are raised by one.
[ 8 ] Unchain The Beast ( XXX - Page X )
The self-destructive nature of Cainites can be turned against them by an elder who possesses this formidable power. With a glance, the vampire can awaken the Beasts of her enemies, causing physical injury and excruciating agony as the victim's own violent impulses manifest in physical agony as the victim's own violent impulses manifest in physical form to tear him apart from within. A target of this power erupts into a fountain of blood and gore as claws bite wounds from an invisible source spontaneously tear his flesh asunder.
System: The character makes eye contact with the intended victim. The player spends three blood points and rolls Manipulation + Intimidation (difficulty of the victim's Self-Control + 4). Each success inflicts on health level of lethal damage, which can be soaked normally. A botch inflicts one health level of lethal damage on the character for each "1" rolled. This damage can also be soaked normally.
[ 9 ] Eyes Of The Forest ( XXX - Page X )
This awe-inspiring power is at the root of many folk tales about brooding forests and forbidding mountains. The vampire inters herself in the ground of her chosen domain, spreading her physical and spiritual self through the area. Unlike a vampire using Earth Meld, the Gangrel cannot be simply dug out of the ground. The animals and even insects within the area serve as the Gangrel's eyes and ears, providing her with an intimate knowledge of the nighttime goings-on of her domain.
System: This power costs six blood points to activate and it lasts as long as the Gangrel wishes to remain beneath her domain. The area itself should be relatively well-defined geographically, although it can be quite large: a mountain or valley, an isolated wood, a plateau. The vampire sees and hears everything within the enclosed area through the animals and insects that inhabit it. Additionally, the Gangrel may use mental Disciplines that do not require physical or eye contact to initiate. While the power is active, it is impossible to attack the Gangrel directly. Significant damage to her domain, however — fires, strip mining, explosives, chemical contaminants — will also damage the vampire, and are likely to drive her from the ground.
The area under the Gangrel's influence reflects the vampire's nature. Even the most cheerful wood during daylight becomes a place of terror for mere mortals when the sun sets.
Should two masters of Animalism somehow "claim" the same area, the Cainite with the greatest Willpower achieves success. This may result in an established Kindred being forced to rise and flee the area, or it might rouse the other Kindred on a quest for vengeance on the trespasser.
[ 9 ] Flesh Bond ( Lore Of The Clans - Page 240 )
Prerequisite: Tzimisce
At this level of Animalism, the vampire develops an extraordinary bond with the "lower" creatures. She can now physically merge with animals, becoming one flesh.
System: With a roll of Stamina + Animal Ken (difficulty 7), the character can absorb smaller animals into her very being. She may release the animals at will. Each creature thus absorbed forces the character to spend one of her blood points for every five points in the animal's blood pool (see V20, pp. 388-391, for some examples); a character can thus bond with 20 rats - each of which is worth 1/4 a blood point - by spending one of her own blood points. The vampire cannot feed to regain any blood points spent in this manner until the character releases the animals. At any time, the character can ingest the absorbed creatures, acquiring their collective blood pool. The exsanguinated coes of the animals are then spat out of the vampire's body.
While the character cannot physically absorb a larger creature, she can meld her body with such a creature by making a successful Stamina + Animal Ken roll (difficulty 7) and spending one blood point. Thus, she can merge her body into that of a charging Kodiak bear and move around during the day within it. Note that the character has no control over the animal with which she has merged unless she has also used Subsume the Spirit upon it.
A successful use the Aura Perception upon a character or creature who has "riders" will notice an unusual tinge to the subject's aura.
[ 9 ] Free The Beast Within ( XXX - Page X )
The Beast is a fearsome enemy, but for the true masters of Animalism, it can be a powerful ally as well. When using Free the Beast Within, a Cainite enters into a pact with her Beast, releasing it from its prison in the vampire's mind in return for some powerful benefits. This power is not invoked lightly, for the Beast never wants to be put back into its cell.
System: The character concentrates for one turn and spends one point of Willpower (this power can be activated as the character enters frenzy, at the same cost). The player then rolls Humanity/Path (difficulty 10 - Self-Control/Instinct). If the roll fails, the character enters a normal frenzy. If the roll is botched, the character is taken over by her Beast and enters frenzy as usual, save that the frenzy does not end until the character is either subdued or subjected to a power designed to cow or control the Beast. If the roll is successful, the character enters a controlled frenzy. The character ignores all wound penalties and any mind- or emotion-influencing Disciplines up to level 8 (any such powers at level 8 or higher suffer a +3 difficulty). They character projects an aura of menace that reduces the difficulty of all Intimidation rolls by 2. Finally, the Beast sharpens the character's awareness; she not only receives all the benefits of Heightened Senses, but also three dice to all Alertness dice pools based on Perception (such as tracking). However, the player must spend a point of Willpower for the character to take any non-aggressive action (Storyteller's discretion), and canceling Free the Beast Within requires an extended Instincts/Self-Control roll, difficulty 8, with six successes required (one roll per turn).
If the Cainite possesses both this power and the Protean power Shape of the Beast, she can combine the two, allowing her some control over the shape of her Beast when it is given physical form. She applies all the modifiers from Shape of the Inner Beast, but retains control over her own actions and neither loses Willpower nor risks a derangement.
[ 9 ] Unchain The { Ferocious } Beast ( Vampire: The Masquerade 20th Anniversary Edition - Page 134 )
The self-destructive nature of Cainites can be turned against them by an elder who possesses this formidable power. With a glance, the vampire can awaken the Beasts of her enemies, causing physical injury and excruciating agony as the victim's own violent impulses manifest in physical form to tear him apart from within. A target of this power erupts into a fountain of blood and gore as claw and bite wounds from an invisible source spontaneously tear his flesh asunder.
System: The character makes eye contact with the intended victim. The player spends three blood points and rolls Manipulation + Intimidation (difficulty of the victim's Self-Control/Instinct + 4). Each success inflicts one health level of aggravated damage, which can be soaked normally. A botch inflicts one health level of lethal damage to the invoking character for each "1" rolled. This damage can also be soaked normally.
[ 10 ] Army Of Beasts ( XXX - Page X )
This power enables the character to summon all the creatures within a certain area, and to become one with all of them. While her body remains stationary, she takes control of each animal summoned as though she were that animal. In effect she becomes both general and soldier, seeing through the eyes of whatever horde of creatures she has called. No special concentration is required to control the animals - they are she and she is they.
System: This power's area of effect is defined by the number of successes scored on a Leadership + Survival roll (difficulty 6). One success means the character can summon all animals within one mile. Each additional success doubles the previous level. Thus, with five successes the character can summon and become all animals within 16 miles.