ANIMALISM

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World of Darkness -- Medieval

Introduction

The Cainite Beast is a primal, animalistic force. While most Cainites will never know their Beasts on a fundamental, such a creature speaks to his own. The vampire with Animalism pushes that to extremes, commanding legions of beasts to do his bidding.

Without the Animal Ken Skill or the Animalism Discipline, animals become uncomfortable in a vampire’s presence. Some attack, some run, some cause commotion. Vampires with Animalism present a dominant air, attracting such creatures and cowing them.

WHISPERS TO THE WILD

Whispers to the Wild establishes a foundation upon which all other Animalism powers build. The vampire’s Beast reaches out and touches an animal’s mind, facilitating communication between the Cainite and the lesser creature. The vampire speaks or imitates the animal’s native sounds, and the animal understands. The vampire understands ideas the animal expresses. Additionally, the animal may follow the vampire’s wishes, if the vampire makes a compelling command.

System: No roll is necessary to talk with an animal. However, the vampire must make eye contact to initiate Whispers to the Wild. Once she’s established the power, she does not need to maintain eye contact for the current scene.

Commanding an animal requires a Manipulation + Animal Ken roll. The difficulty depends on the creature; more complex creatures, particularly predators, are more prone to the vampire’s whims. Taking the animal’s shape with Protean or Animalism or speaking to the animal using familiar sounds makes such commands easier. Highly dangerous commands are much more difficult. Use the following chart to determine the difficulty.

Situation Difficulty
Predatory mammal (wolves, cats, bats) 5
Other mammals and predatory birds (rats, owls) 6
Other birds and reptiles (doves, snakes) 7
No current eye contact +1
Using animal sounds -1
Currently taking the animal’s shape -2
Dangerous command +1
Deadly command +2

While animals may do dangerous or even potentially deadly tasks for the Cainite, they will not commit directly suicidal tasks, nor will they violate their base biological natures. Cowardly animals tasked with guard duty will not engage and combat an invader, for example. They might run to their master and report the threat, however.

Successes determine the animal’s dedication to the cause. A single success will ensure the animal’s compliance for the current scene. Three successes will guarantee a regular task for a week or more. Five successes will command indefinite loyalty.

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