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<span style="font-size:large">●</span> <span style="color:#800000;"> '''Zooempathy'''</span><br>
<span style="font-size:large">●</span> <span style="color:#800000;"> '''Zooempathy'''</span><br>
This power allows the Cainite to touch animals mentally, and have empathic speech with them.  No sound is necessary, the Cainite can reach out to a specific animal type in the area, each success driving range of the communication.  The animal isn't forced to communicate or do anything for the Cainite, but the two can converse. The Cainite can exchange information and make "friends" with an animal.  The speech is very basic, mostly an exchange of ideas and basic concepts.  For example the Cainite could talk about people or things in the area, but would never be able to explain ideas like politics or advanced concepts.
This power allows the Cainite to touch animals mentally, and have empathic speech with them.  No sound is necessary, the Cainite can reach out to a specific animal type in the area, each success driving range of the communication.  Zooempathy predispose an animal to react in a friendly fashion toward the vampire. Keep in mind that animals that have not been made ghouls tend to react poorly to supernatural predators of the night, but Zooempathy creates a type of emotional understanding. The beast in the Cainite helps to understand the beast the Cainite is talking to.


'''System''':  The Cainite rolls '''Charisma + Empathy''' difficulty '''6'''.  Each success adds 10' to his call. The mental call goes in roughly a sphere around the Cainite.   The Cainite can speak with the animals he chooses to connect with, giving and receiving information. The animals can only tell a Cainite what they know and understand. A rat wouldn't be able to explain a math problem he saw on a board, just that there were marks there.
This ability does not grant the animal in question any unusual information. The Storyteller should consult the Appendix (page 210) to determine a rough level of intelligence for the animal, and use that and the creature's known behaviors as a base for roleplay. Remember that few animals can count or read, and humans mostly all look alike to them. The character may be able to convince animals to do him favors if he is sufficiently impressive to them. If such is the case, the beasts do their best to perform such favors.  
<span style="color:#800000;">'''System:'''</span>


<span style="color:#800000;">'''System: '''</span> No expenditure or die roll is necessary to activate this power, but the character must spend one turn getting the animal's attention and connecting to its mind in order to empathically speak to the creature. Roll '''Manipulation + Animal Ken''' to get favors or useful information out of an animal. The difficulty is 6, unless modified up or down for circumstances. Each success gleans one favor or one useful piece of information; five successes gets the character roughly anything he needs, within reason. The style by which the character gets what he wants depends in part on his road and Nature, but primarily on the role playing between the player and Storyteller.
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Latest revision as of 17:16, 18 February 2025

Animalism

Animalism - MK2

Introduction

Zooempathy
This power allows the Cainite to touch animals mentally, and have empathic speech with them. No sound is necessary, the Cainite can reach out to a specific animal type in the area, each success driving range of the communication. Zooempathy predispose an animal to react in a friendly fashion toward the vampire. Keep in mind that animals that have not been made ghouls tend to react poorly to supernatural predators of the night, but Zooempathy creates a type of emotional understanding. The beast in the Cainite helps to understand the beast the Cainite is talking to.

This ability does not grant the animal in question any unusual information. The Storyteller should consult the Appendix (page 210) to determine a rough level of intelligence for the animal, and use that and the creature's known behaviors as a base for roleplay. Remember that few animals can count or read, and humans mostly all look alike to them. The character may be able to convince animals to do him favors if he is sufficiently impressive to them. If such is the case, the beasts do their best to perform such favors.

System: No expenditure or die roll is necessary to activate this power, but the character must spend one turn getting the animal's attention and connecting to its mind in order to empathically speak to the creature. Roll Manipulation + Animal Ken to get favors or useful information out of an animal. The difficulty is 6, unless modified up or down for circumstances. Each success gleans one favor or one useful piece of information; five successes gets the character roughly anything he needs, within reason. The style by which the character gets what he wants depends in part on his road and Nature, but primarily on the role playing between the player and Storyteller.




●● Animal Magnetism
This power allows the Cainite to put off an innate primordial charisma and emotional magnetism. Those around the Cainite will feel drawn to the vampire, with feelings of lust and desire. Animals are drawn to the Cainite, and will willingly follow instructions. Nothing is forced here, it's only the vampire coercing animals to do what he asks them to do. Animals will become protective and want to be close to the Cainite with this power.

System: The Cainite rolls Charisma + Empathy difficulty 6, each success increasing the distance of the power.




●●● Dominance

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●●●● Species Summoning

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●●●●● Pack Formation

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