Difference between revisions of "Beast Walk"
(Created page with ";Animalism 6 This power builds upon Animalism Level four, Ride the Wild Mind. Through his power, the vampire casts his mind into an animal's body. More than that, howe...") |
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Latest revision as of 19:05, 3 January 2014
This power builds upon Animalism Level four, Ride the Wild Mind. Through his power, the vampire casts his mind into an animal's body. More than that, however, he can jump from that first animal to another animal, then a third, a fourth, and so on indefinitely, while his torpid body remains save in his haven. Given time and a bit of luck, it is possible to mentally travel around the world.
System: Initially, the character rolls Manipulation + Animal Ken (difficulty 8). As with Ride the Wild Mind, the number of successes rolled determines how thoroughly the vampire's spirit overrides the animal's soul. The vampire must achieve at least three successes to send his mind skipping from host to host. Fewer than three successes mean that the vampire must expend Willpower to take any action contrary to the animal's normal instincts, and five successes are required to resist the host's instincts completely. The number of successes also determines what Disciplines the vampire can use while possessing an animal's body, exactly as with Ride the Wild Mind.
Once Beast Walk is activated with at least 3 successes, the vampire can jump to another animal's body if his current host can look into its eyes. The usual range for this is about 20 feet. Re-roll Manipulation + Animal ken for each jump (also at difficulty 8) to determine what disciplines the vampire can use while occupying the new host. Only a botched roll breaks the chain of possessions and sends the vampire's mind hurtling back to his body and an immediate frenzy. if the roll fails, the vampire cannot attempt to possess that particular animal, and is stuck in his current host until he finds another vessel.
Beast Walk also surpasses Ride the Wild Mind in that the vampire may continue possessing the host even while his body sleeps. His body remains effectively in torpor for the entire duration of the Beast Walk, and awakens as soon as the possession ends (or at least upon the next nighfall). If the possessed animal dies, the vampire enters a full torpor, with a duration set by his Road rating.