Pact with Animals
This power allows the wielder to borrow the powers of an animal that she feeds from. It can grant her the strength of the bear, the eyes of the hawk, the wisdom of the owl or the poison bite of the serpent. This power is likely to manifest in elder Gangrel, as they tend to have the strongest connection to animals.
System: Pact with Animals requires that the character drink at least one blood point from the type of animal from which she wants to borrow a power. In the case of small animals, such as rats, this may require more than one source. As the blood is consumed, the player spends a point of Willpower. Pact with Animals lasts for the rest of the night. AS the power fades just before sunrise, the player must roll the character's Road rating (difficulty 6). If the roll fails, the influence of the animal does not fade entirely; the next night, the character is affected by the animal's mindset as with Ride the Wild Mind.
The power gained from the animal is usually equal to a Discipline power of level 1 or 2 (like Auspex 1, Heightened Senses or Protean 2, Talons of the Beast); in addition it adds two dots to an Attribute or three dots to an Ability. The character also takes on mythical aspects of the animal. Someone drinking from an owl would become wiser, while someone drinking from a snake would slip towards an evil disposition.
Sample Animal Powers
- Raptor: Talons of the beat that work especially well for grasping (+2 to Strength for grip only), keen eyesight (Heightened Senses for sight only), hunting instinct (+2 to Survival for hunting purposes).
- Wolf: Savage bite (+1 bite damage, ability to bite without grappling), great endurance (+2 to Stamina), enhanced hearing and smell (+1 to Perception for these senses), pack instincts (+1 to all difficulties if alone).
- Bear: Claws (Talons of the Beast) and Savage Bite (+1 bite damage, ability to bite without grappling), great strength (+2 to Strength), +1 difficulty to Self-Control/Instinct rolls to avoid frenzy when wounded.
- Rat: Great swiftness (+2 to Dexterity) and agility (+1 to Athletics and Dodge), exceptional sense of smell (Heightened Senses for smell only), cowardly (must roll Courage not to flee when wounded).
- Snake: Flexibility (+1 Dexterity and +3 dice to any roll involving flexibility), scaly skin (+1 to soak any damage except sunlight and fire), venomous bite (four health levels of lethal damage to mortals, two to Cainites), treacherous personality (must roll Willpower when presented with an opportunity to commit betrayal or cause strife not to give in to these urges).