< Potence | Disciplines | Animalism >

Abombwe

Level 1 - Predator's Communication

Sense nearby Beasts and their strengths.
System: Spend a BP to mystically sense other Beasts in the vicinity (other vampires, Changing Breeds with Rage, Wraiths and Spectres, predatory animals, and humans with Via scores of 3 or less). Successful detection manifests as smell; the character may "sniff out" the Beast with a Perception + Survival roll (difficulty 6; can be higher or lower if the Beast is particularly strong or weak). The power remains active for a scene.

Level 2 - Taming the Beast

Borrow the strength of the Beast, with a risk.
System: Roll Willpower (difficulty 8). Each success grants one extra die on a subsequent physical action (one punch, one leap, etc.)—but the vampire must immediately check for frenzy thereafter. Activating this Discipline takes a full action, the bonus is applied to an action on the characters' next turn.

Level 3 - Whistling up the Beast

Induce fear in others, or Frenzy in yourself.
System: Roll Manipulation + Performance roll (diff 7). If the roll succeeds, the target resists with a Courage roll (diff 7; victim must equal or beat the Laibon's successes). Even if the victim's roll succeeds, she is uneasy (one-die penalty to all Dice Pools against the vampire; difficulty of Frenzy and Rotschreck rolls is reduced by one). If the victim's roll fails, she must retreat for the duration of the scene - not necessarily mindless flight, but the wary retreat of an animal that realizes it has met a superior foe.

Alternatively, the vampire may "whistle up" his own Beast; a successful roll immediately sends him into Frenzy (negating wound penalties).

Level 4 - Devil-Channel

Gain different powers by forcing the Beast into specific parts of your body.
System: Spend 2 BP. Rolls to resist Frenzy are at +1 diff. Only one power may be active at a time. All the powers last for the scene.

Body PartEffect
HandsInflict Agg damage with punches
ThroatRoar, causing Humans to flee. Courage (diff 9) to resist. Supernaturals become weak with terror (all Dice Pools reduced by half, rounded up). Courage (diff 8) to resist.
BodyBlood used to buff stats has double the effect.
FeetStamp, creating a violent shock wave that affects all within 100 feet. Make a Dexterity + Athletics roll to remain standing (diff 5 for the user, 6 if expecting it, 8 if the shock wave is a surprise). The tremors continue for as long as the vampire "dances."

Level 5 - Taking the Skin

Transform into a predator you've killed.
System: Roll Charisma + Occult, diff 7 and cover yourself in the creature's blood. If successful, make a Frenzy check. The creature in question must have at least one BP worth of vitae (i.e., must be as large as a bat or large bird) and must be a predatory or omnivorous animal (no elephants or rhinos). The transformed vampire gains all physical traits of the creature. Humans and supernatural creatures may also be duplicated in this fashion, though such changes are limited to appearance and physical stats. No Disciplines, Numina or Rage may be gained from such transformations. The transformation lasts until sunrise or until the Laibon "sheds" the skin taken.