Unchain the Wrathful Beast
Animalism 5, Vicissitude 4
A Fiend with this power may project her Beast into a hapless host, where it immediately sets about warping flesh and bone to better accommodate its monstrousness. The host writhes in agony, skin sloughing off and muscles boiling into new and terrible forms. Once the change settles, the host frenzies as a terrible living weapon, wreaking a swath of carnage until the vampire bids his Beast return.
System: The vampire releases his Beast using the Animalism power Drawing Out the Beast. Once the Beast finds a home, it burns two of the vampire’s blood points to change the host into zulo shape. The painful transformation lasts two turns, after which the host enters immediate frenzy. The Beast will not attack the vampire it rightfully belongs to, but assaults everyone and anyone else in range of its claws. At any time, the vampire may recall his Beast with a successful Manipulation + Animal Ken roll (difficulty 6). Only one such roll may be made per turn. If the host dies before the vampire recalls his Beast, the Beast rises out of the corpse as a black, writhing miasma and flies back to the Cainite faster than mortal eyes can follow. Even after the Beast leaves the host, the physical changes remain. Vampires regain their form over three nights as they lose one die of augmented Physical Attributes. After the third night, all traits return to normal. Mortals and ghouls are not so fortunate, remaining locked in the zulo shape indefinitely. Worse still, mortals suffer one die of aggravated damage each day until they perish from rotted bone marrow and unnatural tumors. This decay can be slowed to one die of damage per week if the mortal remains a ghoul. Mortals (ghoul or otherwise) cannot heal the damage from their degenerating tissue, so this power spells their death sentence without extremely potent curative magic.
Experience Cost: 35