Animalism
 
BASIC
LEVEL 1 Feral Whispers
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.  Depending on how good you are at Animalism, you may deal with the animal equally, or you may demand its obedience.  The animal may not wish to obey, but the discipline’s power insures that the animal is at least favorable with you. You must look into the animal’s eyes for the communication.  If eye contact is lost, you must re-establish contact before continuing to communicate.

LEVEL 2  Beckoning
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 animal of a particular type within the area or just a few.  The creatures hasten to your Beckoning, ready to aid you.  The animals called by this manner are favorably inclined to you, but they are not under your complete control.

INTERMEDIATE
LEVEL 3  Quell the Beast
By a simple touch or gazing into the eyes of a victim, you can project the fearsome predatory aspect of your Vampiric nature.  Different vampires evoke this power in different ways.  Nosferatu most commonly soothe the beasts of their subjects, calming them into a weary like state.  While Tzimisce and Gangrel often assert their mastery over lesser subjects and terrify their victims into submission.  Regardless of the means, the results are similar; any vampire using this discipline can choose her particular style.  No speech or vocalization is necessary - merely the physical or eye contact.

Song of Serenity
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.

LEVEL 4  Subsume the Spirit
Locking eyes with an animal, you can now move your consciousness into its body, dominating it completely.  Your soul pushes aside the animal’s weaker spirit, and your own body falls into a comatose state, while your spirit uses the animal as a vessel.  You are limited by physical constraints of the animal that you possess, your physical disciplines do not augment the creature, nor do you have the ability to speak or manipulate objects if that is normally outside of the animal’s physical capabilities.  However, you can use the animal’s natural abilities, such as claws, wings, poison, gills, etc.

Sharing of Spirits
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 animal’s 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.

ADVANCED
LEVEL 5  Drawing Out The Beast
Your Mastery over the Beast within is superb.  Through your keen understanding of predatory nature and the ability to influence other creatures, you can draw out your own Beast, pushing your frenzy on others.  Animals and ghouls are favored targets for this power, turning them into killing machines.

You must be on the verge of a frenzy to use this discipline.  If you use this power, your frenzy is transferred to the victim.  During this, you remain complacent and placid.  To regain your Beast, you must not let the victim out of your sights…you must find the victim and then “convince” the Beast to return to you by acting in a monstrous fashion or else kill the victim so that the Beast returns normally.

LEVEL 6  Animal Succulence
Most Vampires find the blood of animals flat, tasteless and lacking in nutritional value.  Some elder Vampires, however, have refined their understanding of the spirits of such “lesser prey” to the point that they are ale to draw much more sustenance from beasts than normal Kindred can.  This discipline does not allow the elder to dine on the blood of animals solely, but it does allow them to go for extended periods of time without taking vitae form humans or other Kindred.

Shared Soul
This discipline allows a Vampire to probe the mind of any one animal within reach.  Shared Soul can be very disconcerting to both parties involved, as each is completely immersed in the thoughts and emotions of the other.  With enough effort and time, each participant can gain a complete understanding of the other’s mind.  Shared Soul is most often used to extract an animal’s memories of a specific event, but some elder Gangrel use this discipline as a tool in the search for enlightenment, feeling they come to a better understanding of their own Beasts through rapport with the true beasts.  Too close of a bond, however, can leave the two souls entangled after the sharing ends, causing the Vampire to adopt mannerisms, behavior patterns or even ethics (or lack thereof) similar to that animal.

Shepherd’s Innocence
While not all animals run away at a Vampire’s presence, the relations between Kindred and most creatures are far from the best. Dogs tend to bark in their presence, cats leave the room and horses often throw them.  On the other hand, animals find those undead with Shepherd’s Innocence not only inoffensive but also extremely attractive.

Species Speech
Like Sweet Whispers, but the vampire may talk with a group of animals if all are of the same species.

Deep Song (NEW! Clanbook: Ravnos)
Through the words of a song, a vampire may attempt to sway the passions of his audience.
Three successes are 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 effects of the Deep Song last for roughly one hour, or in the case of a botch, the remainder of the night.

Quickened Unity
With this power, a vampire may touch an animal and link the spirit of his own Beast to the spirit of the animal.  Once the two are linked, the Cainite can pull the thoughts, memories and experiences from the animal, mentally reliving the animal's past.  The longer the vampire maintains the link, the more information he can gather.  However, if the link is maintained too long, the vampire may become confused as to which memories are his own and which are the animal's.

Cainites use this power for all manner of purposes.  For example, wild stags know the lay of the surrounding forest, war horses remember how various battles fared, and rats know all the crawlways into a castle and what lies below that castle.

Song in the Dark
In their millennia underground, the Nosferatu have ranged deep and wide.  In so doing, they have encounterd an array of other underground dwellers, many fo which remain unknown to mortal science.

Song in the Dark is superficially similar to the Level 2 Animalism power The Beckoning, but this power enables contact with the monstrous denizens of the underworld.  The nature and power of these creatures are up to the Storyteller; some legendary beasts are rumored to be larger than blue whales.

The Cainite must be underground or on the surface above or enar some sort of underground cavern area.  She may then invoke this power, which if successful, and there is an appropriate creature in the vicintiy, something will answer the call.  The creature is not under the Cainite's direct control, but is generally not hostile towards the caster, or at least is more likely to devour the Cainite's enemies. 

LEVEL 7  Conquer The Beast
Those kindred with the Animalism Discipline often have a greater understanding of the beast within than other Vampires and those with Conquer The Beast seem to have the best understanding of all.  With this discipline, the you can not only enter frenzy at will, but maintain complete control throughout.

Master’s Voice
As Species Speech, but the group of animals may be of several species.

Mass Summons
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.

LEVEL 8  Twin Spirits
With a truly intense understanding of Animalism, the Vampire can use this discipline to “split” the spirit his/her spirit, taking control of an animal as though the Vampire were inside it.  While the Vampire controls the animal, however, the Vampire can also move about freely in his own form, in effect controlling both the animal and yourself.

Taunt the Caged Beast
Some Kindred are so attuned to the Beast that they can unleash it in another individual at will.  Vampires who have developed this power are able to send adversaries into frenzy with a finger's touch and the resultant, momentary contact with the victim's Beast.  The physical contact allows the vampire's own Beast to reach out and awaken that of the victim, enraging it by threatening its spiritual territory.

In the case of those beings incapable of frenzy, such as mortals, this power sends them into murderous rages worthy of the bloodthirstiest Brujah bezerker.  The Cainite casting this power also runs the risk of sending herself into frenzy if the power fails for some reason on the intended target. 

LEVEL 9  Flesh Bond
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.

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.

Unchain the Beast
The self-destructive nature of Cainites can be turned against them by an elder who possesses this formidable power.  With a glance, the vampire can awaken the Beasts of her enemies, causing physical injury and excruciating agony as the victim's own violent impulses manifest in physical form to tear him apart from within.  A target of this power erupts into a fountain of blood and gore as claw and bite wounds from an invisible source spontaneously tear hsi flesh asunder.

Eye contact must be obtained before casting this power, and 3 blood points/traits must be spent.  Success inflicts anywhere from one to as many health levels as the target has in lethal damage, but they may be soaked normally.

LEVEL 10  Army of Beasts
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. 

Hosted by www.Geocities.ws

1