Animalism

Animalism

Type: Social Discipline
Clan Favored: Gangrel, Ventrue

• Feral Whispers
Feral whispers is the supernatural ability to communicate with any animal the vampire is in the presence of. Communication in this manner must be done in presence of the animal, a vampire could not speak with a dog over the phone using Feral Whispers.

Cost: None
Activation: Reflexive
Activation Roll: None
Duration: Scene
Target: Self

With this ability, the vampire gains the ability to communicate with and understand any animal provided both the vampire and animal can see or hear one another. Communication can be through any means. Some vampires merely speak to the animal while others use precise body language to convey their thoughts that the animal intuitively understands. Use of Feral Whispers does not guarantee the animal will stop hostile actions or even listen to the vampire, but most animals are curious more than anything else. For purposes of determining what the animal can explain to and understand from the vampire, substitute the animal’s Wits for its Intelligence.

Unique Clan Ability
When a vampire that favors Animalism activates this ability for the scene, any animals present will at least hear what the vampire has to say before attacking or leaving, affording the vampire a number of turns equal to his Animalism rating. This special effect is only triggered the first time the vampire activates Feral Whispers in any single scene.

•• Obedience
Obedience allows the vampire to issue a single command to any animal he can communicate with that is in his presence.

Cost: 1 Vitae
Activation: Instant
Activation Roll: Presence + Animal Kin + Feral Whispers contested reflexively by the animal’s Resolve
Duration: One or more scenes (see text)
Target: One animal

The vampire makes a Presence + Animal Kin + Feral Whispers which is contested reflexively by the animal’s Resolve. More successes in favor of the vampire compels the animal to immediately carry out the vampires’ request. Each additional success adds an additional scene (or about an hour) to the time the animal will follow an order (inherently understood by the vampire after the result is provided out of character so commands can be tailored to fit accordingly) with an exceptional success begetting the animal’s cooperation until the next sunset or until its task is complete, whichever comes first. The animal will put itself in harm’s way but cannot be ordered to do anything blatantly suicidal (such as a dog being ordered to leap off the empire state building). If this ability is used on a creature that is a ghoul, add the master’s Blood Potency to the animal’s contested reflexive resistance roll. As always, ties favor the defender. An animal carrying out a command under the influence of Obedience gains the Beguiled condition.

Unique Clan Ability
The vampire with Animalism as a favored discipline can set a trigger for the command. There is no limit to the time frame in which the trigger must be met, but being made a ghoul instantly breaks all orders the animal is currently under.

••• Call of the Wild
This ability allows the vampire to summon forth any mundane animal of his choosing, provided the vampire is in an environment the animal could potentially house the target animal.

Cost: 1 Vitae
Activation: Instant
Activation Roll: Presence + Animal Ken + Animalism
Duration: One or more scenes (see text)
Target: Nearby animals

The number of successes determines the total size of animals summoned. If the vampire wishes to summon an animal with a size smaller than his total number of successes, he may choose to summon one or multiple creatures of the same type (with leftover successes lost). The vampire spends successes per dot in Size on a one-for-one basis. Creatures with a size smaller than one may be summoned in increments of 1 size. The vampire may only summon one type of animal with a single application of this ability. Animals summoned in this manner appear in a number of rounds equal to (5 – successes on the activation roll), to a minimum of the round following the activation of Call of the Wild and always arrive at the end of the round. Rounds become minutes or even hours at the Storyteller’s discretion should the vampire summon a particularly obscure creature.

Upon arriving, the animal will instantly attack anything openly hostile to the vampire. Otherwise, the creature approaches the vampire and will serve the vampire faithfully for about an hour per success on the activation roll, with exceptional successes ensuring servitude until the following sunset. If the vampire is unable to communicate with the summoned animals due to external circumstances, they Storyteller should make a Wits roll on behalf of the animal with successes determining its ability to intuit what course of action would help the vampire most.

If a vampire’s player attempts to summon an animal but fails to garner enough successes to equal or exceed the animal’s size, the Vitae is still spent but no animals answer the vampire’s call. The vampire is aware that the calling failed, however, and may attempt this discipline again in the following round provided he did not botch the previous activation. A botch on any activation roll renders Call of the Wild useless on the intended species of animal until the following night. If the vampire has any excess successes left over below the size of the chosen animal, they are lost.

Storytellers should assign a penalty (or bonus) on the activation roll appropriate to the obscurity (or commonality) of the animal based on the environment the vampire is attempting to activate this Discipline in. In the event the vampire succeeds in summoning an extremely obscure creature, appropriate circumstances should conspire to create a plausible story that explain the vampires success (such as summoning an endangered species which just happened to arrive from a local zoo after chewing through a weak bar on its cage). Storytellers are encouraged to exercise creative freedom with summoned creatures and only the most obscure requests should outright fail.

Unique Clan Ability
A vampire with Animalism as a favored discipline gains the 9 again quality on the activation roll.

•••• Subsume the Lesser Spirit
One of the most powerful influences the vampire can exert over an animal, this ability allows the vampire to subvert the animal’s will with his own.

Cost: 1 Vitae
Activation: Instant
Activation Roll: Manipulation + Animal Ken + Animalism contested reflexively by the animal’s Resolve
Duration: One or more months (see text)
Target: One animal

An animal targeted with this ability has their will subsumed by the vampire’s will. The animal becomes completely loyal to the vampire and gains the Enthralled condition. The effects of this ability last for a single month per success with an exceptional success granting permanent loyalty. The vampire rolls a Manipulation + Animal Ken + Animalism contested reflexively by the animal’s Resolve. Ghouls add their master’s Blood Potency to resistance rolls.

Unique Clan Ability
When within line of sight of the vampire, the animal understands the vampire’s will innately. The vampire (not the Storyteller) may determine the animal’s actions each turn without the vampire needing to so much as utter a word.

••••• Leashing the Beast
The mastery of beasts transcends the non-sentient and allows the vampire to tap into the subconscious of other supernatural entities.

Cost: 1 Vitae
Activation: Instant
Activation Roll: Manipulation + Empathy + Animalism contested reflexively by the target’s Composure + Blood Potency
Duration: Instant
Target: One vampire

Upon activating this ability, the vampire can either control or unleash involuntary rage in another vampire within line of sight. Specifically, this ability can trigger or suppress a fear or hunger frenzy in a vampire. Successfully resisting this ability renders the target immune to it for the remainder of the evening. If the vampire botches the activation roll of this power, he must spend a point of willpower or enter the same frenzy he attempted to induce.

A vampire that has learned Leashing the Beast can also reflexively target himself with this ability at any time. Doing so only requires a successful activation roll (the vampire can voluntarily fail the resistance roll on himself) but a vampire that has already entered a frenzy suffers a -2 penalty to this roll to end an ongoing frenzy.

Unique Clan Ability
A vampire that favors Animalism may use this ability on another supernatural creature prone to fits of rage, such as werewolf’s Death Rage. Doing so follows the same rules outlined above, save that the vampire suffers a -2 penalty to his roll and the creature uses its supernatural resistance trait (such as Primal Urge) instead of Blood Potency.

Animalism

Corporate Woman Jonathonathon