Animalism - MK2: Difference between revisions
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= '''Animalism - MK2''' = | = '''Animalism - MK2''' = | ||
== <span style="color:#800000;">Introduction == | == <span style="color:#800000;">Introduction == | ||
In the nocturnal society of the Cainite vampires the | In the nocturnal society of the Cainite vampires the discipline of Animalism is seen as a quaint and atavistic disciple used by second class undead who cannot master the emotive power of Presence or the implacable discipline of Dominate. | ||
In truth Animalism has much in common with both Dominate and Presence in that it is a social discipline which allows the Cainite to readily acquire allies, information or even cannon-fodder at a moments notice. The difference lies in who or what is subject to Animalism, the other two disciplines concern themselves exclusively with humanity, whereas Animalism concerns itself with all animal species. | In truth Animalism has much in common with both Dominate and Presence in that it is a social discipline which allows the Cainite to readily acquire allies, information or even cannon-fodder at a moments notice. The difference lies in who or what is subject to Animalism, the other two disciplines concern themselves exclusively with humanity, whereas Animalism concerns itself with all animal species. | ||
The wild discipline of Animalism is primarily focused on survival and thus its incredibly wide scope of application makes it versatile in every environment on earth. While this discipline is less specialized than Dominate or Presence its utility allows for empathic communications between the vampire and | The wild discipline of Animalism is primarily focused on survival and thus its incredibly wide scope of application makes it versatile in every environment on earth. While this discipline is less specialized than Dominate or Presence its utility allows for empathic communications between the vampire and all animals including mankind. The empathic nature of Animalism allows the Cainite to bypass linguistic barriers and impress powerful images and sensations directly upon the mind of the intended prey. | ||
The empathic nature of Animalism allows for emotional manipulation like Presence, but in a much more stilted and limited way, primarily because those who are subjected to Animalism usually end up as prey for the vampire. Still Animalism does impress directives upon the minds of those subject to it, but without the efficacy and redundancy of Dominate. This hybrid quality | The empathic nature of Animalism allows for emotional manipulation like Presence, but in a much more stilted and limited way, primarily because those who are subjected to Animalism usually end up as prey for the vampire. Still Animalism does impress directives upon the minds of those subject to it, but without the efficacy and redundancy of Dominate. This hybrid quality allows the vampire using Animalism to interact with and control animal species in every environment, but with more limited durations and ranges than the other social disciplines. | ||
Animalism is primarily the tool of the hunter and pack predator that now sees novel adaptions for the modern world, as useful upon urban streets as it is on the veldt, now this ancient discipline sees unique application in maintaining the Masquerade of the undead in a bright new century. | |||
---- | |||
<br> | |||
---- | |||
=== <span style="font-size:large">●</span> <span style="color:#800000;"> '''Zoopathy'''</span><br> === | |||
Zoopathy or animal empathy grants the undead, ancient and fledgling alike, the power to communicate and command all animal species in a non-verbal empathic manner and this applies equally to mankind. Zoopathy is the primordial foundation of Animalism and all that is required to effect this link with a animal is for the vampire to lock gazes with the creature in question and above all to maintain that gaze throughout the interlocution. The locking of gazes is not always an easy thing to accomplish for animals instinctively detect and fear vampires as apex predators. | |||
No animal is predisposed to keep company with or obey the undead, but once the vampire has successfully activated Zoopathy the animal in question falls under a mild trance and remains so unless startled or threatened. Animals communicate through a complex flow of images and sensations including all five of the mundane senses and highly emotional imagery. Ghouled animals are easier to both communicate with and command due to their bond with their vampiric master. | |||
When animals are compelled by the vampire the compulsion is more akin to a powerful hypnotic suggestion and no command will induce an animal to go against its nature or to risk itself against a larger predator. Smaller animals (mice, birds, small lizards) are easier to influence because they innately fear larger predators, more predatory creatures like birds of prey, house cats and dogs require a bit more effort, large animals and predatory species are more difficult still, with humanity among the most difficult animals to influence. | |||
If an empathic suggestion is communicated to an animal then that suggestion must be simple and to the point. The suggestion constitutes an instruction of only a few words and must be completable within a relatively short amount of time. Bribery is unnecessary as the animal is motivated by fear of the vampire. And once the animal has completed the assigned task to the best of its ability its next likely move will be to escape quickly with the goal of avoiding a second encounter with the undead. | |||
It is not well known among fledglings and neonates, but this power can be used with difficulty against other vampires, but those vampires of more potent blood than the user of Animalism are immune to its effects. Packs of Gangrel and gangs of Nosferatu can use the power to communicate silently with each other, but only at great psychic cost and the use of a empathic suggestion upon another vampire is a grievous insult to most undead. | |||
<span style="color:#800000;">'''System:'''</span> The trick of catching an animal's gaze is a roll of '''Manipulation + Subterfuge''' at a standard difficulty (6). To empathically communicate the vampire's player rolls '''Perception + Animal Ken''' at a variable difficulty: small animals are 3-4, medium sized animals 5-6, large and predatory animals 7-8 and humanity 8-9. | |||
To empathically compel a animal to do something the roll is '''Manipulation + Animal Ken''' and the difficulty is the same as for communication, but a number successes is requires to determine how much influence the vampire has over the animal. Humanity can be difficult to both communicate with and to influence with this power, but it is possible. | |||
---- | It is possible but very expensive to use this power on other vampires requiring a initial expenditure of willpower just to try to empathically communicate with the Children of Caine. And a equal expenditure of willpower to try to empathically suggest an action to another Kindred. The rolls are the same, but the difficulty is the target's willpower rating and when trying to compel another undead the more successes the better. Those undead who are compelled and realize it have every reason to want revenge and vampires hold grudges sometimes for centuries. | ||
---- | |||
<br> | <br> | ||
---- | ---- | ||
<span style="color:#800000;">'''System:'''</span> | === <span style="font-size:large">●●</span> <span style="color:#800000;"> '''Animal Magnetism'''</span><br> === | ||
<span style="color:#800000;">'''System:'''</span> '''Charisma + Animal Ken''' | |||
---- | ---- | ||
<br> | <br> | ||
---- | ---- | ||
<span style="font-size:large"> | |||
=== <span style="font-size:large">●●●</span> <span style="color:#800000;"> '''Gift of Obedience'''</span><br> === | |||
<span style="color:#800000;">'''System:'''</span> | <span style="color:#800000;">'''System:'''</span> | ||
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<br> | <br> | ||
---- | ---- | ||
<span style="font-size:large"> | |||
=== <span style="font-size:large">●●●●</span> <span style="color:#800000;"> '''Call of the Wild'''</span><br> === | |||
<span style="color:#800000;">'''System:'''</span> | <span style="color:#800000;">'''System:'''</span> | ||
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<br> | <br> | ||
---- | ---- | ||
<span style="font-size:large"> | === <span style="font-size:large">●●●●●</span> <span style="color:#800000;"> '''Beast Master'''</span><br> === | ||
<span style="color:#800000;">'''System:'''</span> | <span style="color:#800000;">'''System:'''</span> | ||
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---- | ---- | ||
<br> | <br> | ||
---- | ---- | ||
<span style="font-size:large"> | === <span style="font-size:large">●●●●●●</span> <span style="color:#800000;"> '''Pack Formation'''</span><br> === | ||
<span style="color:#800000;">'''System:'''</span> | <span style="color:#800000;">'''System:'''</span> | ||
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<br> | <br> | ||
---- | ---- | ||
<span style="font-size:large"> | === <span style="font-size:large">●●●●●●●</span> <span style="color:#800000;"> '''Apex Predator'''</span><br> === | ||
<span style="color:#800000;">'''System:'''</span> | <span style="color:#800000;">'''System:'''</span> | ||
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<br> | <br> | ||
---- | ---- | ||
<span style="font-size:large"> | === <span style="font-size:large">●●●●●●●●</span> <span style="color:#800000;"> '''Title'''</span><br> === | ||
<span style="color:#800000;">'''System:'''</span> | <span style="color:#800000;">'''System:'''</span> | ||
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<br> | <br> | ||
---- | ---- | ||
<span style="font-size:large"> | === <span style="font-size:large">●●●●●●●●●</span> <span style="color:#800000;"> '''Title'''</span><br> === | ||
<span style="color:#800000;">'''System:'''</span> | <span style="color:#800000;">'''System:'''</span> |
Latest revision as of 00:25, 3 March 2025
Animalism - MK2
Introduction
In the nocturnal society of the Cainite vampires the discipline of Animalism is seen as a quaint and atavistic disciple used by second class undead who cannot master the emotive power of Presence or the implacable discipline of Dominate.
In truth Animalism has much in common with both Dominate and Presence in that it is a social discipline which allows the Cainite to readily acquire allies, information or even cannon-fodder at a moments notice. The difference lies in who or what is subject to Animalism, the other two disciplines concern themselves exclusively with humanity, whereas Animalism concerns itself with all animal species.
The wild discipline of Animalism is primarily focused on survival and thus its incredibly wide scope of application makes it versatile in every environment on earth. While this discipline is less specialized than Dominate or Presence its utility allows for empathic communications between the vampire and all animals including mankind. The empathic nature of Animalism allows the Cainite to bypass linguistic barriers and impress powerful images and sensations directly upon the mind of the intended prey.
The empathic nature of Animalism allows for emotional manipulation like Presence, but in a much more stilted and limited way, primarily because those who are subjected to Animalism usually end up as prey for the vampire. Still Animalism does impress directives upon the minds of those subject to it, but without the efficacy and redundancy of Dominate. This hybrid quality allows the vampire using Animalism to interact with and control animal species in every environment, but with more limited durations and ranges than the other social disciplines.
Animalism is primarily the tool of the hunter and pack predator that now sees novel adaptions for the modern world, as useful upon urban streets as it is on the veldt, now this ancient discipline sees unique application in maintaining the Masquerade of the undead in a bright new century.
● Zoopathy
Zoopathy or animal empathy grants the undead, ancient and fledgling alike, the power to communicate and command all animal species in a non-verbal empathic manner and this applies equally to mankind. Zoopathy is the primordial foundation of Animalism and all that is required to effect this link with a animal is for the vampire to lock gazes with the creature in question and above all to maintain that gaze throughout the interlocution. The locking of gazes is not always an easy thing to accomplish for animals instinctively detect and fear vampires as apex predators.
No animal is predisposed to keep company with or obey the undead, but once the vampire has successfully activated Zoopathy the animal in question falls under a mild trance and remains so unless startled or threatened. Animals communicate through a complex flow of images and sensations including all five of the mundane senses and highly emotional imagery. Ghouled animals are easier to both communicate with and command due to their bond with their vampiric master.
When animals are compelled by the vampire the compulsion is more akin to a powerful hypnotic suggestion and no command will induce an animal to go against its nature or to risk itself against a larger predator. Smaller animals (mice, birds, small lizards) are easier to influence because they innately fear larger predators, more predatory creatures like birds of prey, house cats and dogs require a bit more effort, large animals and predatory species are more difficult still, with humanity among the most difficult animals to influence.
If an empathic suggestion is communicated to an animal then that suggestion must be simple and to the point. The suggestion constitutes an instruction of only a few words and must be completable within a relatively short amount of time. Bribery is unnecessary as the animal is motivated by fear of the vampire. And once the animal has completed the assigned task to the best of its ability its next likely move will be to escape quickly with the goal of avoiding a second encounter with the undead.
It is not well known among fledglings and neonates, but this power can be used with difficulty against other vampires, but those vampires of more potent blood than the user of Animalism are immune to its effects. Packs of Gangrel and gangs of Nosferatu can use the power to communicate silently with each other, but only at great psychic cost and the use of a empathic suggestion upon another vampire is a grievous insult to most undead.
System: The trick of catching an animal's gaze is a roll of Manipulation + Subterfuge at a standard difficulty (6). To empathically communicate the vampire's player rolls Perception + Animal Ken at a variable difficulty: small animals are 3-4, medium sized animals 5-6, large and predatory animals 7-8 and humanity 8-9.
To empathically compel a animal to do something the roll is Manipulation + Animal Ken and the difficulty is the same as for communication, but a number successes is requires to determine how much influence the vampire has over the animal. Humanity can be difficult to both communicate with and to influence with this power, but it is possible.
It is possible but very expensive to use this power on other vampires requiring a initial expenditure of willpower just to try to empathically communicate with the Children of Caine. And a equal expenditure of willpower to try to empathically suggest an action to another Kindred. The rolls are the same, but the difficulty is the target's willpower rating and when trying to compel another undead the more successes the better. Those undead who are compelled and realize it have every reason to want revenge and vampires hold grudges sometimes for centuries.
●● Animal Magnetism
System: Charisma + Animal Ken
●●● Gift of Obedience
System:
●●●● Call of the Wild
System:
●●●●● Beast Master
System:
●●●●●● Pack Formation
System:
●●●●●●● Apex Predator
System:
●●●●●●●● Title
System:
●●●●●●●●● Title
System: