Call the Wild Hunt
Animalism 5, Protean 4
In ancient days, when Gangrel rode openly on the steppes, this power saw more use. It allows a vampire to transform her ghouls into a Wild Hunt, a pack of wild animals who run with her across the steppes. In the process, the vampire also transfers a portion of her Beast into her followers, making it more difficult for her to succumb to frenzy. Her followers, however, give in to blood rage. the Wild Hunt stays close to the vampire for the duration of the transformation, never straying out of sight. They will attack anything in their path, trying to tear it to pieces in their rage. The vampire herself remains untouched by the frenzy and is immune to Rotschreck. The vampire retains her emotions, including anger, but the Beast cannot dominate her or undermine her courage.
System: A vampire doesn't have to be near or in frenzy to use this power. the ghouls involved must see the vampire when the power activates. The player rolls Manipulation + Animal Ken (difficulty 6) with each success affecting one of the vampire's ghouls (either human or animal). If the attempt fails, the player must roll to avoid frenzy (difficulty 7); a botch means automatic frenzy.
Affected ghouls succumb to frenzy with all its standard benefits (ignoring would penalties, resisting Dominate, etc.), but will not attack each other or the controlling vampire. The ghouls will do everything they can to remain in sight of their regnant, but should they fail, their minds suddenly calm. The Wild Hunt also immediately gains Talons of the Beast (Protean 2), although the Storyteller or player should note that a point is spent from their blood pools at this time. These claws will retract once the frenzy breaks.
The controlling vampire becomes immune to frenzy and Rotschreck checks. The Wild Hunt ends with the coming of dawn.
Experience Cost: 35