Gap of Ages

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Animalism 6

This gift is an advanced kin of Feral Speech and exerts such great conditioning upon natural beasts that the effects are passed down through the generations. Affected animals and their descendants roam the wilds of Europe with a singular intent or thought burned into their minds and very being. Often times these creatures are simple guides with instructions to lead travellers of a certain "smell" (Nosferatu, in this case) along a specific path. Not all commands are altruistic, however. Some animals readily fight clearly superior foes because a vampire commanded their great-grandmother to protect a domain.

System: Like Feral Speech, Gap of Ages allows characters to command animals. Talking to them requires no roll, but to condition the creature and its descendants, the player must succeed in a manipulation + Animal Ken roll (difficulty 7). Thereafter, depending on the number of successes (see below), this beast and its offspring obey. Again, because the animal is simple, the commands must be as well. "Bring others who smell like me through this path" or "attack anyone who smells dead but continues walking" are viable orders. Conditioning can be broken if another vampire uses this Discipline to issue new instructions. In either case, Gap of Ages does not affect the already-born offspring of newly commanded animals.

Successes Affected Animals
1 two generations (the conditioned animal and its immediate progeny)
2 three generations
3 four generations
4 five generations
5+ This family-line is eternally bound.