Animalism

A discipline that allows the user to commune with the Beast, both that of him/herself and the Beast of the creatures around the user. This allows the user to induce frenzy in others, and grants control over animals. (Available to the Gangrel, Nosferatu, Ravnos and Tzimisce)

Powers: 

1 - Feral Whispers:
Speak telipathically with any animal who's eyes you meet. More manipulative among those who have mastered this power have also learned how to use this power to force animalism into servitude. (The user must meet eyes with an animal to speak with it, no roll is required for mere speech. If the user wishes to force a command onto the animal, the user must roll Manipulation + Animal Ken, though depending on the situation, such as the animal in question and the way the user made his command, the animal may resist the command, though any animal effected by this power will be better disposed towards the user then that animal normally would. The difficulty for the roll is determined by the type of animal, predatory mammals such as wolves, bears or insectivorous/vampire bats the diff is only 6, for other mammals and predatory birds the diff is 7 and for other birds, reptiles and sharks the diff is 8. The number of successes scored determine the severity of the command that may be given and the duration that the command will last. One success will make a cat follow someone and then lead you back to where that person went, three successes mean a raven will spend several weeks spying on a target for you, and 5 successes means a grizzly will defend your wilderness haven for several months. This power cannot be used on animals without eyes or very simple animals, as the Beast in these creatures is too weak for the user to establish a link with. Some vampires believe that communication is easier if you mimic the language of the creature you are attempting to speak with, if the user does just this by chirping, hissing or barking, the ST may opt to reduce the diff for making commands by 1.)

2 - Beckoning:
Using this power, the user may summon nearby animals to his/her location. (The user mimics the call of a specific animal, for example, caws like a raven or howls like a wolf, and rolls Charisma + Survival at diff 6. Any animals summoned using this power will be more favorably inclined towards the user then normal, but this is no garantuee that they will do what the user asks of them. The call of the user may be as specific as, the user summons all bats within the area, to the user summons only all the male bats in the area, to the user summons only the albino bat with the notched ear the user saw the other day.
The number of animals to respond depends on the number of successes.

Success effect chart:
1 Success: A single animal responds
2 Successes: One-quarter of all animals within earshot respond
3 Successes: Half of all animals within earshot respond
4 Successes: Most of all animals within earshot respond
5 Successes: All animals within earshot respond.)

3 - Quell the Beast:
(Known as Quell the Beast to most clans, Song of Serenity to the Nosferatu and Cow the Beast to the Tzimisce)
This power allows the user to force the strength of one's own Beast on that of another person. Using this power, the user can thusly force a victim into a helpless panic or soothe them into a state of apathy. (This power only works on humans or animals, and the user must touch the victim or stare into the victim's eyes.The user makes an extended roll of either Manipulation + Intimidation if forcing a victim into a panic or Manipulation + Empathy when soothing someone into apathy, in both cases the diff is 7. When the user scores the same number of successes as the victim has Willpower, the effect is a success. Failure means the player must start over from the beginning, a botch renders the user unable to effect that person's Beast ever again. If successfull, the victim cannot use or regain Willpower, and will be unable to undertake any struggle, or even defend him/herself, though a Storyteller may opt to allow a Willpower roll on the victim's side if his/her life is threatened. To recover, the victim rolls Willpower at diff 6 once per day untill the victim scores a number of successes equal to the user's Willpower, at which point the effect is broken.)

4 - Subsume the Spirit:
Possess the body of an animal, leaving your own body behind while allowing you to act through the eyes of target animal. (The user must gaze into the eyes of the animal and roll Manipulation + Animal Ken at diff 8. While in the animal's body, the user may move around freely, even in sunlight, provided the user's body remains awake during the day. However, the user will experience all the needs of the animal body, such as the need for food and drink as well as instinct. Any damage the user takes while in the animal's body will even effect the user's body, though the user's body may soak as normal. However, if the animal is destroyed with the user's spirit still inside, the user enters torpor. If the user experiences an inperticulairy stressfull or exiting situation while in animal form, the user must roll Wits + Empathy at a diff set by the Storyteller to resist being pushed back into his/her body. The number of succcesses on the activation roll dictate the disciplines the user may use while in an animal body.

Success effect chart:
1 Success: Cannot use disciplines
2 Successes: Can use Auspex
3 Successes: Can also use Presence
4 Successes: Can also use Dementation and Dominate
5 Successes: Can also use Chimerstry, Necromancy and Thaumaturgy
Lastly, even after the connection is broken, the user may still retain certain instincts or mannerisms from the animal that he/she possessed. The user may spend Willpower to resist the effects, and once the user has spend a total of 7 Willpower points, the user stops retaining animalistic traits from the possession.)

5 - Drawing out the Beast:
When the vampire feels the Beast draw near, this power allows the vampire to send his/her own Beast into another target vampire, who will then immediately fall into frenzy. However, this frenzy is quite unnatural as that person frenzies due to the influence of the user's Beast, and the person that now carries it may not even be kindred! (When the user feels frenzy drawing near or is in frenzy, the user must select a target and activate this power, rolling Manipulation + Self-Control at diff 8. If this roll fails, the user relaxes as he/she believes the feeling of frenzy to end, but instead the frenzy returns and takes the opportunity to dig even deeper. In this case, the frenzy will last twice as long, be twice as difficult to shrug off and it's severity will have increased exponentially. If the user botches, the effects are even more severe as the user can no longer use Willpower to resist frenzy or regain Willpower. If successfull, the victim immediately enters the frenzy that the user would've otherwise entered. Also the victim may show mannerisms or urges, speech patterns or even expressions that are normally accosiated with the user. Normally, once the frenzy in the victim wears off, the Beast returns to the user. However, if the user leaves the presence of the targetted victim, the user actually loses his Beast. At first, the change appears beneficial, as the user becomes immune to frenzy, however, the user cannot use or regain Willpower while he/she has lost her Beast and will become increasingly lethargic untill the Beast is returned to the user. If the user wishes to have the Beast return to him/her, the user must find the person that now carries the user's Beast. Then, the user must attempt to convince the Beast to return to him/her, normally by committing a balefull act that makes the Beast want to return. (Such an act will almost always cost a Humanity point). Alternatively, the user may also choose to just kill the victim, which forces the Beast back into the user.

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