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Animalism



          Animalism allows empathy with and power over the animal world, as well as the animal within, and embodies the Beast, which lurks within the soul of every Cainite. Those with Animalism can understand and soothe the passions of animals and control the actions of such creatures by touching the heart of the beast within them all. Vampires lacking this Discipline or the Skill of Animal Ken can seem offensive to animals, as beasts are distinctly uncomfortable around the undead and will do all they can to move away.

          As the Storyteller, give each animal the characters encounter a unique personality and manner of speech. Eventually the animal may befriend the characters, so the better you can portray it in the beginning, the longer the animal will seem interesting to the player. Remember that animals may be simple-minded and take things quite literally.

          The Gangrel clan, the masters of Animalism, have named these powers in ways which reflect their feelings toward their animal brethren.

Sweet Whispers

          While most animals are hardly intelligent enough to carry on a lengthy discourse on any subject, with this Discipline you can attempt a limited form of empathic communication and can make specific requests of creatures. Such intercourse takes place mentally - there is no need for you to hiss or bark to communicate your ideas to an animal. You need only look into the animal's eyes to initiate the conversation. Eye contact must be maintained throughout. If it is broken, you will have to re-establish eye contact in order to speak with the animal once again. Of course, there is no guarantee that a given animal will either desire to talk at all or deal honestly if it does.

          After establishing eye contact, you are able to issue complex commands to a single animal, which it will follow to the best of its ability. However, the command must be couched in terms of a request, and the animal must be coaxed into it (in other words, you need to role-play through it).

          The "favour" cannot be too complex for the intellect of the animal to comprehend. For instance, a mouse would be incapable of distinguishing between people, while a dog wouldn't know what a phone is. Certainly no animal could be told to attack the person "who strikes me with the intent to harm."

          These commands can be deeply implanted, however, so that they will affect the animal for some time. For instance, you could instruct a cat to come and get you when anyone enters the cellar, and the cat will continue to do so for days or even weeks.

           System:It costs 1 blood to issue 1 set of commands to an animal, should you wish to influence multiple animals, it costs 1 blood for each additional animal. A wise move would be if issuing commands to a group of animals, is to issue the command to the group leader which in turn will pull the rest in line, thus saving blood.

The Beckoning

          The essence of the animal has grown strong in you, and now animals respond when you call to them. You are now able to summon nearly any species of animal, drawing them to you. The character must actually sing in the voice of the animals to be summoned - howling like a wolf or squawking like a bird.

          The primary limitation is that you may not call animals of different species. Only one summons may be active at a time and there is no way to cancel a call after it has been made. Thus, you had better get it right the first time.

          Animals called in this way are under no immediate obligation to heed your commands, though they are often friendly and inquisitive with regard to your call.

           System:The more blood you spend on this discipline the more animals you can summon, these animals will come from within a 1mile radius of the Vampire, and 1 additional mile for every level of the discipline above 2.

	1 Blood		One animal responds
	2 Blood		A quarter of the animals that 
			hear The Beckoning respond
	3 Blood		half of the animals respond
	4 Blood		Most of the animals respond
	5 Blood		all of the animals respond


Song of Serenity

          This power allows you to expel the savagery from an animal or mortal, causing the target to become passive and listless. Simply by touching the individual you wish to affect and singing a song of comfort and solace to the Beast within, you can take from him that which gives him the fire of individuality and creativity.

          When the Beast has been removed from an individual, he loses the will to fight or struggle. He cannot use Blood, nor can he resist any sort of attack upon him. Kindred are immune to this power.

          Mortals and creatures that lack a Beast are prone to accept nearly anything, which occurs to them in this state as completely normal and natural, evincing no reaction to it. Later they might wonder why they had no reaction, but often they avoid thinking about the situation at all.

           System:You need to spend 1 blood for every point of willpower the creature you are trying to calm has.

Sharing of Spirits

          By staring into the eyes of an animal, your spirit or conscious mind moves within the animal and possesses it. This allows you to control the actions of the animal as if you were that animal. Your body becomes unconscious and remains motionless during this time, exactly as if you were in torpor.

           System:You must spend 1 point of blood for every point of willpower the creature has, before you have any success.

	1 Blood above willpower	cannot use Disciplines
	2 Blood			can use Auspex
	3 Blood			can also use Presence 
	4 Blood			can also use Dominate
	5 Blood	or more		can also use Protean
          The character will behave much like the animal if less than 4 Blood above is obtained - her spirit is clouded with the needs and impulses of the animal body. Sometimes she will begin to think and feel like that animal, even after the connection has been broken. The player behaves like the animal she was, retaining many of its instincts for a time.

          When employing this power, it is possible for a vampire to travel about during the day, albeit in the body of an animal. However, she must be awake to do so, and therefore the player must spend 3 Blood to stay awake. While in animal form you need to hold up a Song of Serenity card.

Drawing out the Beast

          You have attained a deep understanding of the mysteries of man's wild cousins. Armed with this knowledge, you are better able to deal with the Beast within. When the Beast becomes too powerful to control, you can transfer the feral urges to another creature.

          Effectively, you induce frenzy in another animal, man or vampire as a means of avoiding it yourself. The recipient of this vast, savage energy must be something that is fit for the burden; only beings with a Humanity score of 7 or less are wild enough to provide a home for your Beast.

          This unfortunate creature actually receives your Beast, and thus your personality will be apparent in the nature of the frenzy the victim undergoes. The frenzy will progress just as if you were the creature in that state.

           System:You need to spend all your remaining blood, except for the last point on this, but it can only be done on a creature or vampire within line of sight. Then this creature will frenzy until you have taken enough blood to raise your pool to above the frenzy limit, or 5 minutes pass. If you wish to be nasty and keep the host in frenzy you must keep you must keep your blood pool below frenzy and spend 1 additional Blood for every extra 5 minutes

          If the character leaves the target's presence before the frenzy concludes, he will lose his Beast, perhaps permanently. While no longer vulnerable to frenzy, the character will be able to use or regain Blood and will become increasingly lethargic. To recover the Beast, he must find the person who now possesses it (who probably won't be enjoying herself much) and re-trap the Beast. He must behave in ways that will make the Beast want to return since, unfortunately, the Beast does not always wish to do so.

          Should for any reason you fail to transfer the beast to a Host you will continue to frenzy until you have totally filled you blood pool, and in addition you will lose 1 additional Humanity.

Animalism Extended

Deep Song Level Six (Ravnos)

          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 may be produced; through the words of the song, a Ravnos may attempt to sway the passions of his audience. People affected by a 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 into violence, or even incited to riot.

           System:The Ravnos checks Dexterity + Music against a difficulty of the target's Willpower. Three higher is 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.

Tier of Souls Level Six (Tzimisce)

          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 check Each point over 5 allows either a memory or an Ability to be accessed; alternatively, three over 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 may 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.