Animalism
1. Feral
Whispers
Roll:
Man. + Animal Ken, difficulty 6
With eye
contact, the vampire may communicate with an animal, and
request favors... if the animal feels like listening. No
roll is needed for communication.
2. The
Beckoning
Roll:
Cha. + Survival, difficulty 6
By making
an animal call, the vampire can summon animals of a particular
species who can hear her call. However, she can only call
one species at a time. A call can not be retracted.
1 suc.
One animal responds.
2 suc. A quarter of the animals in range respond.
3 suc. Half of the amimals in range respond.
4 suc. Most of the animals in range respond.
5 suc. All of the animals in range respond.
3. Song
of Serenity
Roll:
Man. + Empathy, difficulty 7
Demand:
successes = Willpower or more
The vampire
may steal the Beast of an animal or mortal, pacifying it.
A botch indicates that that target becomes permanently immune
to Song of Serenity from that vampire. Someone who has no
Beast may not use or regain Willpower, and slowly becomes
more and more apathetic and incapable of creative thought,
until their Beast is returned.
4. Sharing
of Spirits
Roll:
Cha. + Animal Ken, difficulty 8
With eye
contact, the vampire may possess an animal, but goes into
torpor in so doing. Less than three successes means that
willpower points must be spent if an act is against an animals
instincts.
1 suc.
Successful possession of the animal.
2 suc. As above. Also, Auspex can be used.
3 suc. As above. Also, Presence can be used.
4 suc. As above. Also, Dominate can be used.
5 suc. As above. Also, Thaumaturgy can be used. This occasionally
leads to the vampire retaining some instincts of the animal;
a roll of Wits + Empathy, difficulty 8, may be required
for the vampire to reclaim her mind afterward.
5. Drawing
out the Beast
Roll:
Man. + Animal Ken, difficulty 8
The vampire
may transfer her Beast to someone else, who will frenzy
instead of her.
1 suc.
The Beast is transferred to an unintended target.
2 suc. The Beast is transferred, but the vampire is exhausted,
and gets no actions the next turn.
3 suc. The Beast is transferred to its intended target.
If the victim leaves while in frenzy, the vampires
Beast will be left within the victim, and she may have to
go to some lengths to regain it. In the meantime, she may
not use or regain Willpower, is incapable of frenzy, and
slowly becomes more and more apathetic and incapable of
creative thought, until she regains her Beast. The victim
is affected in the opposite way.
6. Songs
in the Dark (Clanbook:Nosferatu)
Roll:
Cha. + Survival, difficulty 8
The vampire
may summon... something. Exactly what is summoned is up
to the Storyteller, but the thing should be an impressive,
monstrous, large beast that is neither known by humans nor
recognized by modern taxonomy. If the roll botches, the
thing will be quite hostile to the vampire.
6. Animal
Succulence
All blood
that the vampire drinks from animals is doubled before it
is added to the her blood pool.
6. Shared
Soul
Roll:
Per. + Animal Ken, difficulty 6
By touching
an animal, the vampire may share her experiences with an
animal, and will learn of the animals experiences.
This power costs one willpower point per turn.
6. Shepherds
Innocence
Roll:
Cha. + Animal Ken, difficulty ???
The vampire
may become very attractive to animals, which will trust
her and aid her.
6. Species
Speech
Roll:
Cha. + Animal Ken, difficulty 8
Like Sweet
Whispers, but the vampire may talk with a group of animals
if all are of the same species.
7. Conquer
the Beast
Roll:
Willpower, difficulty 7
The vampire
may enter a frenzy over which she has a significant degree
of control. A botch means that an uncontrolled frenzy was
achieved. This power costs one willpower point per turn.
7. Masters
Voice
As Species
Speech, but the group of animals may be of several species.
8. Mass
Summons
Roll:
Man. + Leadership, difficulty 7
the vampire
may summon all animals, or all animals of a specific kind,
in a given area. Two successes are required to summon an
animal given contrary orders, four successes are required
to summon ghouls that were not created by the vampire, and
five successes are required to summon animals that would
endanger themselves by responding to the summons.
1 suc.
All animals within a block in the city, or half a mile in
the wilderness, will respond.
2 suc.
All animals within two blocks in the city, or a mile in
the wilderness, will respond.
3 suc.
All animals within five blocks in the city, or five miles
in the wilderness, will respond.
4 suc.
All animals within half a mile in the city, or seven miles
in the wilderness, will respond.
5 suc.
All animals within a mile in the city, or ten miles in the
wilderness, will respond.
8. Twin
Spirits
Roll:
Man. + Intimidation, difficulty 6
The vampire
may control an animal as if she was inside it, but also
may act in her own body. When the vampire is split up like
this, all rolls she makes in either body are increased in
difficulty by one. This power lasts for the following time
periods:
1 suc.
one hour.
2 suc. six hours.
3 suc. one day.
4 suc. one week.
5 suc. indefinitely.
9. Flesh
Bond
Roll:
Sta. + Animal Ken, difficulty 7
The vampire
may take an animal into herself. She must give up an amount
of her blood capacity equal to one fifth of the blood capacities
of the animals she is storing. This part of her blood capacity
may not be filled until the animal is released.
Roll:
Sta. + Empathy, difficulty 7
The vampire
may enter an animal. She may still be detected by Auspex,
which will show her aura as well as that of the animal.
This power does not, by itself, grant any control over the
animal.
10. Army
of Beasts
Roll:
Leadership + Survival, difficulty 6
The vampire
may control, and become one with, all animals in a given
range. With one success, the range is a mile. Each additional
success doubles the range.