< Animalism | Disciplines | Visceratika >
Communicate telepathically with nearby animal spirits.
System: Wits + Linguistics, diff 6. The vampire may communicate with any animal spirits in her vicinity for one turn per success. Note that the spirits are not obligated to communicate back. This ability does not replace Animalism for speaking with living animals, nor allow communication with human ghosts.
Call up a ghostly animal to serve you.
System: Charisma + Animal Ken, diff 7. A single spirit beast responds to the summons and obeys the vampire for a scene, if the roll succeeds. The beast has no physical form, but can still be seen as a faint, shadowy form. For one turn per success on the roll, the beast can assume a physical form identical to its original body.
Take on some trait associated with a specific creature.
System: Spend one BP and roll Manipulation + Occult, diff 7. The trait lasts for 1 turn per success. Example traits below.
Animal | Effect |
---|---|
Bear | +2 Strength |
Beaver | +1 Bite damage |
Cougar | -2 Courage diff |
Falcon | Double vision range |
Hare | +2 dice to hearing |
Hound | +2 dice to smell |
Frog | Double jump distance |
Snake | Inject poison with a Bite |
Squirrel | -2 diff to balance rolls |
Stag | Double run speed |
Devour an animal spirit to regain willpower.
System: First use Summon Spirit Beast, then roll Manipulation + Intimidation, diff 8. Regain 1 WP per success. Each success destroys one local spirit.
Transform into a feral, animalistic monster.
System: Spend 2 BP and transform over 2 turns. Strength is increased by 3, Dexterity and Stamina by 2. Appearance drops to 0 and other Social Attributes are reduced by 3. Claw and Bite damage are increased by 1. The character can see in the dark and all hearing, sight and smell-based rolls are at -2 difficulty. The form lasts for 1 hour per dot of Willpower the character has.