Difference between revisions of "Animalism"
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'''Challenge Type''': Vs. Socials | '''Challenge Type''': Vs. Socials | ||
− | '''Cost''': | + | '''Cost''': None |
'''Duration''': Scene | '''Duration''': Scene | ||
− | By looking into the eyes of an animal and perhaps making some related sound (like growling or hissing), you are capable of communicating with the creature. Your predatory nature allows you to understand and cow natural creatures. Depending on your predilections, you may deal with the animal equitably, or you may demand obedience | + | By looking into the eyes of an animal and perhaps making some related sound (like growling or hissing), you are capable of communicating with the creature. Your predatory nature allows you to understand and cow natural creatures. Depending on your predilections, you may deal with the animal equitably, or you may demand obedience. You may communicate with animals without any test. However, to issue commands you must defeat the animal in an Animal Ken Challenge, ((Socials) Animal Ken vs the Animal's (Socials) Animal Ken.) If you succeed, you can count on the animal following your orders for the remainder of the evening. Most animals lack the complex intelligence required for conditional commands, but they can perform simple tasks like fetching, following people or guarding locations. |
=== ⚫⚫ Beckoning === | === ⚫⚫ Beckoning === |
Revision as of 19:18, 17 June 2021
For a vampiric predator, mastery over animals is a simple task; the vampire's Beast is more dangerous than any animal's nature. By drawing on this feral connection, vampires can communicate with and control animals.
Animalism allows a vampire to talk to animals and command them, and eventually command the Beasts of other Kindred. Possessing Animalism also allows the vampire to automatically acquire Blood Traits at a rate of one per Animal Ken retest spent.
This Discipline is practiced by the Gangrel, Nosferatu, Ravnos and Tzimisce clans; the Gangrel and Nosferatu often establish equitable or friendly relationships with natural creatures, while the Tzimisce show their mastery over lesser life forms through this power. Ravnos find animals to be useful scouts, spies and meals in their nomadic travels.
Contents
Powers (Social - Animal Ken)
⚫ Feral Whispers
Challenge Type: Vs. Socials Cost: None Duration: Scene
By looking into the eyes of an animal and perhaps making some related sound (like growling or hissing), you are capable of communicating with the creature. Your predatory nature allows you to understand and cow natural creatures. Depending on your predilections, you may deal with the animal equitably, or you may demand obedience. You may communicate with animals without any test. However, to issue commands you must defeat the animal in an Animal Ken Challenge, ((Socials) Animal Ken vs the Animal's (Socials) Animal Ken.) If you succeed, you can count on the animal following your orders for the remainder of the evening. Most animals lack the complex intelligence required for conditional commands, but they can perform simple tasks like fetching, following people or guarding locations.
⚫⚫ Beckoning
Challenge Type: N/A
Cost: 1 Retest
Duration: Scene
By uttering a howl or other animal noise, you can summon animals to your side. Depending on how you couch your call, you can summon all animals of a particular type within the area, or just a few. The creatures hasten to your Beckoning, ready to aid or simply to provide nourishment. Though animals called by this power do not fall under your control automatically, they are at least favorably inclined toward you. You must spend an Animal Ken retest for each animal that you summon. Only animals that can hear the summon respond, and animals summoned with this power may take some time to arrive. Animals summoned remain for an hour, or until they are attacked or threatened. You can use other Animalism powers normally on the animals you Beckon.
⚫⚫⚫ Animal Magnetism
Challenge: None
Cost: None
Duration: Instant
The Kindred has such a forceful personality that other cant help but bow to them. The Kindred gains a discipline retest on Social actions. ( can be called the Awe retest)
⚫⚫⚫⚫ Quell/ Incite
Challenge: Socials ( Animal Ken) Vs. Socials (Willpower)
Cost: 1 Blood
Duration: Instant
You can calm the target's Beast so long as they are within arms reach. Engage in a Challenge with the target. If you win the target's Frenzy comes to an end immediately (if she's Frenzying) and she cannot Frenzy for the next 10 minutes. Alternately this power can be used to force a character to frenzy. By making the same test to Quell the Kindred can evoke feelings of Hunger or Anger in a kindred. On a successful use of the power, the target must make a Hunger or Rage frenzy check with a difficulty of 4. The target may spend permanent virtue to resist the frenzy as normal. A target is subject to this power multiple times per scene, unlike other frenzy triggers. A target that has been Quelled cannot be incited until the Quell wears off. Inciting a kindred is fairly obvious as it requires animalistic displays at the target.
Master Levels
⚫⚫⚫⚫⚫ Subsume the spirit
Challenge: Socials (Animal Ken) Vs. Socials
Cost: N/A
Duration: Until Sunrise
Locking eyes with an animal, you can now move your consciousness into its body, dominating it completely. If you succeed in a Challenge against the animal, your spirit pushes aside the animal's weaker soul and your own body falls into a comatose state while you use the animal as a vessel. Though influenced by the animal's bestial nature, you can still exercise your intellect and even some of your supernatural capabilities. You can only use Animalism powers while in this form. At any point you can snap back to your body reflexively. There is no way for your spirit to sense if your body is being disturbed in any way or even harmed while this power is in effect. You may still call your discipline retests.
In addition to the powers already granted by animalism 5, Players can spend an Animal Ken every round they are in frenzy to direct their Frenzy. In addition, while frenzied they gain +1 physical trait with unarmed or claws. They can also force a frenzy check for themselves once per scene, diff 5. Doing so does not require an action. They cannot choose to fail. They cannot choose someone they cannot see as the target of their frenzy.
⚫⚫⚫⚫⚫ Beastial Succulence
Challenge: None
Cost: None
Duration: Permanent
The blood gained from the Herd background is doubled.
⚫⚫⚫⚫⚫ Conquer the Beast
Challenge: None
Cost: Passive/ Varying
Duration: Passive
May enter frenzy at the cost of an action. May also exit frenzy after 1 round of having frenzied or spend willpower to end the Frenzy immediately. Can choose your own targets while anger and hunger Frenzying. This power also upgrades Quell. There is no test to end the frenzies of others when you utilize Quell.