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Animalism

Animalism
The Beast resides within all creatures, from lice-ridden rats to powerful Kindred elders. The Discipline of Animalism allows
the vampire to develop a close, intense connection with his primordial nature. He not only communicates empathically with
the lower beasts, but also projects his own force of will upon them, directing the animals to do his bidding. Additionally, as
the vampire grows in power, he can use Animalism to control the Beast within mortals and even other supernaturals.
A vampire who lacks this Discipline or the Skill of Animal Ken is repellent to animals. Beasts grow distinctly agitated in the
presence of such a Kindred, often to the point of fleeing from or attacking the vampire. In contrast, Kindred with Animalism
present a soothing aspect to lower creatures - indeed, animals are often attracted to them.
The Gangrel are especially renowned as the masters of Animalism, although the Nosferatu, Ravnos and Tzimisce clans
show a talent for the Discipline as well.
The Traits of Manipulation and Charisma are key to Animalism powers. The stronger the vampire's force of personality, the
better able he is to influence lesser creatures.

O Feral Whispers
This power is the basis from which all other Animalism abilities grow. The vampire creates an empathic connection with a
beast, thereby allowing him to communicate or issue simple commands. The Kindred locks eyes with the animal,
transmitting his desires through sheer force of will. Although it isn't necessary to actually "speak" in chirps, hisses or barks,
some vampires find that doing so helps strengthen the connection with the animal. Eye contact must be maintained the entire
time; if it's broken, the Kindred must look into the beast's eyes once again to regain contact.
Since Feral Whispers requires eye contact, animals that cannot see are not affected. Further, the simpler the creature, the
more difficult it becomes to connect with the animal's Beast. Mammals, predatory birds and larger reptiles are relatively
easy to communicate with. Insects, invertebrates and most fish (with the possible exception of larger ones like sharks) are
just too simple, their Beasts too weak, to connect with.
Feral Whispers provides no guarantees that an animal will want to deal with the vampire, nor does it ensure that the animal
will pursue any requests the vampire makes of it. Still, it does at least make the creature better disposed toward the Kindred.
The manner in which the vampire presents his desires to the animal often depends on the type of creature. A Kindred can
probably cow smaller beasts into heeding commands, but he's better off couching orders for large predators in terms of
requests.
If the vampire successfully uses the power, the animal performs the command to the best of its ability and intellect. Only the
very brightest creatures understand truly complex directives (orders dealing with conditional situations or requiring abstract
logic). Commands that the animal does understand remain deeply implanted, however, and may affect it for some time.
System: 
No roll is necessary to talk with an animal, but the character must establish eye contact first. Issuing commands
requires a Manipulation + Animal Ken roll. The difficulty depends on the creature: Predatory mammals (wolves, cats,
insectivorous/vampire bats) are difficulty 6, other mammals and predatory birds (rats, owls) are difficulty 7, other birds and
reptiles (pigeons, snakes) are difficulty 8. This difficulty is reduced by one if the character speaks to the animal in its "native
tongue," and can be adjusted further by circumstances and roleplaying skill (we highly recommend that all communication
between characters and animals be roleplayed).
The number of successes the player achieves dictates how strongly the character's command affects the animal. 
One success is sufficient to have a cat follow someone and lead the character to the same location, three successes are enough to have a
raven spy on a target for weeks, and five successes ensure that a grizzly ferociously guards the entrance to the character's
wilderness haven for some months.
The character's Nature plays a large part in how he approaches these conversations. The character might try intimidation,
teasing, cajoling, rationality or emotional pleading. The player should understand that he does not simply play his character
in these situations, but the Beast Within as well.
Storytelling Animals
It's challenging for the Storyteller to present animals as more than just plot devices when a character
communicates with them. Many Storytellers have beasts speak in monosyllables and allow the characters to
direct them easily.
Animals are, indeed, simple creatures. They live always in the present and are directed by basic instincts,
seldom understanding the complex rationales that motivate vampires. This doesn't mean they're stupid,
however; beasts must be cunning to survive in forest wilds and urban landscapes. Younger vampires are often
surprised by how perceptive animals can be - since animals don't play mind games, they're often quite good at
cutting through lies and deception.
Bearing these things in mind, the Storyteller can make animals as dynamic and interesting as any other
Storyteller characters the troupe encounters.

OO Beckoning
The vampire's connection to the Beast grows strong enough that he may call out in the voice of a specific type of animal -
howling like a wolf, cawing like a raven, etc. This call mystically summons creatures of the chosen type. Since each type of
animal has a different call, Beckoning works for only a single species at a time.
All such animals within earshot are summoned, but may choose individually whether or not to respond. While the vampire
has no control over the beasts who answer, the animals who do are favorably disposed toward him and are at least willing to
listen to the Kindred's request.
System: 
The player rolls Charisma + Survival (difficulty 6) to determine the response to the character's call; consult the
table below. Only animals that can hear the cry will respond. If the Storyteller decides no animals of that type are within
earshot, the summons goes unanswered.
The call can be as specific as the player desires. A character could call for all bats in the area, for only the male bats nearby,
or for only the albino bat with the notched ear he saw the other night.
1 success A single animal responds.
2 successes One-quarter of the animals within earshot respond.
3 successes Half of the animals respond.
4 successes Most of the animals respond.
5 successes All of the animals respond.

OOO Quell the Beast
As the supreme predators of the natural world, Kindred are highly attuned to the bestial nature that dwells within every
mortal heart. A vampire who develops this power may assert his will over a mortal (animal or human) subject, subduing the
Beast within her. This quenches all powerful, assertive emotions - hope, fury, inspiration - within the target. The Kindred
must either touch his subject or stare into her eyes to channel his will effectively.
Mortals who lack the fire of their inner Beasts are quite tractable, reacting to even stressful situations with indifference.
Even the most courageous or maddened mortal becomes apathetic and listless, while an especially sensitive individual may
suffer from a phobic derangement while under the power's influence.
Different clans evoke this power in different ways, although the effect itself is identical. Tzimisce call it Cowing the Beast,
since they force the mortal's weaker spirit to cower in fear before the Kindred's own inner Beast. Nosferatu refer to it as
Song of Serenity, since they soothe the subject's Beast into a state of utter complacency, thus allowing them to feed freely.
Gangrel know the power as Quell the Beast, and force the mortal spirit into a state of fear or apathy as befits the individual
vampire's nature.
System: 
The player rolls Manipulation + Intimidation if forcing out the Beast through fear, Manipulation + Empathy if
soothing it into complacency. The roll is made versus difficulty 7 in either case. This is an extended action requiring as
many total successes as the target has Willpower. Failure indicates that the player must start over from the beginning, while
a botch indicates that the vampire may never again affect that subject's Beast.
When a mortal's Beast is cowed or soothed, she can no longer use or regain Willpower. She ceases all struggles, whether
mental or physical. She doesn't even defend herself if assaulted, though the Storyteller may allow a Willpower roll if the
mortal's life is threatened. To recover from this power, the mortal rolls Willpower (difficulty 6) once per day until she
accumulates enough successes to equal the vampire's Willpower. Kindred themselves cannot be affected by this power.

OOOO Subsume the Spirit
By locking his gaze with that of a beast, the vampire may psychically possess the animal. Some older Kindred believe that
since animals have no souls, only spirits, the vampire can move his own soul into the animal's body. Most younger vampires
think it is a matter of transferring one's consciousness into the animal's mind. In either case, it's agreed that the beast's
weaker spirit (or mind) is pushed aside by the Kindred's own consciousness. The vampire's body falls into a motionless state
akin to torpor while his mind takes control of the animal's actions, remaining this way until the Kindred's consciousness
returns.
Tzimisce seldom use this power, considering it debasing to enter the body of a lesser creature. When they do stoop to using
it, they possess only predators. Conversely, Gangrel revel in connecting to the natural world in this fundamental way. They
delight in sampling different animals' natures.
System: 
The player rolls Manipulation + Animal Ken (difficulty 8) as the character looks into the animal's eyes (only beasts
with eyes can be possessed). The number of successes obtained determines how thoroughly the character overrides the
animal's spirit. Fewer than three successes means the character must use Willpower points to take any action that directly
violates the instincts of the animal in question. With fewer than five successes, the possessing character behaves much like
the animal - his soul is clouded with needs and impulses from the animal's spirit and body. Multiple successes allow the
character to utilize some mental Disciplines while possessing the animal, as noted on the chart below.1 success Cannot use Disciplines
2 successes Can use Auspex
3 successes Can also use Presence
4 successes Can also use Dementation, Dominate
5 successes Can also use Chimerstry, Necromancy, Thaumaturgy
This power entwines the character's consciousness closely with the animal's spirit, so much so that the character may
continue to think and feel like that animal even after breaking the connection. This effect continues until the character
spends a total of seven Willpower points to resist and finally overcome the animal nature. This should be roleplayed,
although to a lessening degree as Willpower is spent.
At the end of any particularly exciting incident during possession, the player rolls Wits + Empathy (difficulty 8) for the
character to retain his own mind. Failure indicates that the character's mind returns to his own body, but still thinks in purely
animalistic terms. A botch sends the character into frenzy upon returning to his own body.
The character may travel as far from his body as he is physically able while possessing the animal. The character retains no
conscious connection with his vampire body during this time, though. The vampire may also venture out during the day,
albeit in the animal's body. However, the character's own body must be awake to do so, requiring a successful roll to remain
awake (see Chapter Six). If the character leaves the animal's body (by choice, if his body falls asleep, after sustaining
significant injury), the vampire's consciousness returns to his physical form instantaneously.
Although the vampire has no conscious link to his body while possessing the animal, he does form a sympathetic bond.
Anything the animal feels, the vampire also experiences, from pleasure to pain. In fact, any damage the animal's body
sustains is also applied to the character's body, although the Kindred may soak as normal. If the animal dies before the
vampire's soul can flee from the body, the character's body falls into torpor. Presumably this is in sympathetic response to
the massive trauma of death, although some Kindred believe that the vampire's soul is cast adrift during this time and must
find its way back to the body.

OOOOO Drawing Out the Beast
At this level of Animalism, the Kindred has a keen understanding of the Beast Within. Whenever this predator spirit
threatens to overwhelm the vampire's soul and send him into frenzy, he may instead release his feral urges upon another
creature. The recipient of the vampire's Beast is instantly overcome by frenzy. 
This is an unnatural frenzy, however, as the
victim is channeling the Kindred's own fury. As such, the vampire's own behavior, 
expressions and even speech patterns are
evident in the subject's savage actions.
Gangrel and Tzimisce are especially fond of loosing their Beasts on others. Gangrel 
do so to stir their ghouls into inspired
heights of savagery during combat. Tzimisce care less for who receives their Beast 
than they do for retaining their own
composure.
System: 
The vampire must be in frenzy or close to it to use this power. The player must announce 
his preferred target (since
it must be someone within sight, Drawing Out the Beast cannot he used if the vampire is alone), 
then roll Manipulation +
Self-Control (difficulty 8). Refer to the table below for the results:
1 success The character transfers the Beast, but unleashes it upon a random individual.
2 successes The character is stunned by the effort and may not act next turn, but transfers the 
Beast successfully.
3 successes The character transfers the Beast successfully.
If the attempt fails, the intensity of the frenzy actually increases. As the character relaxes in 
expectation of relieving his
savage urges, the Beast takes that opportunity to dig deeper. In this case, the frenzy lasts twice 
as long as normal and is
twice as difficult to shrug off; its severity also increases exponentially. Botching this roll is 
even more catastrophic; the
heightened frenzy grows so extreme that not even expending Willpower curbs its duration or effects. 
The character is a
hapless victim to the terrible fury of his Beast.
If the character leaves the target's presence before the frenzy expends itself, the vampire loses his 
Beast, perhaps
permanently. While no longer vulnerable to frenzy, the character cannot use or regain Willpower and 
becomes increasingly
lethargic. To recover the Beast, he must find the person who now possesses it (who likely isn't 
enjoying herself very much)
and retrap the Beast. The most effective way to do so is to behave in ways that make the Beast want 
to return - however, this
isn't a guarantee that it will wish to do so. Alternatively, the character can simply kill the host 
(thus causing the Beast to
return to the vampire immediately), but such an act costs at least one point of Humanity.

OOOOO O Quell the Herd (Animalism level 6)
 This power functions along the same lines as Quell the Beast -- the Gengrel asserts her will 
over mortal animals (or humans), subduing their Beasts with the terrifying power of her own. 
Passionate, powerful emotions, or even simple attempts to assert individuality or will are 
squelched, rendering those affected apathetic and lethargic for the duration. Multiple targets 
may be affected; the only requirement is that the individuals must be able to see or hear the 
Gangrel. It may be necessary in some extreme situations to get the targets' attention, but that 
is not likely be difficult for a monster of this power.
SYSTEM: The player rolls Strength + intimidation (diff. 7) -- the Gangrel always forces the 
Beast into submission through fear. This is an extended action requireing as many total 
successes as the target has Willpower (each individual target is cowed as soon as his Willpower 
is reached). The Gangrel may subdue twice her WIllpower rating in animals and/or humans. 
If the crowd, herd or pack is too large for the vampire to subdue them all, the individuals 
with the lowest Willpower scores are ncessarily affected first. Failure on any roll in the 
sequence means that the vampire must re-accumulate successes, but those individuals already 
subdued remain so. A botch on any roll in the sequence means that the previously subdued 
creatures seethe violently into frenzy -- they immediately attack the Gangrel who tried to 
knuckle them under, or anything that stands in the way.
 When a mortal's beast is cowed, he can no longer use or regain Willpower. He ceases all mental 
and physical struggles, not even defending himself if assaulted (the Storyteller may allow a 
Willpower roll if the mortal's life is threatened). To recover from this power, the animal or 
human rolls Willpower (diff. 6) once per day until he accumluates enough successes to equal the 
Gangrel's Willpower. Kindred are not affected by this power, generally, but their ghoul 
retainers are.

OOOOO O Stampeded (Animalism level 6)
 A deep, innate knowledge of animal instinct allows the Gangrel to trigger a very specific fear 
in his victims -- an unthinking panic that pushes hundreds of creatures into headlong flight. 
This ability only works on large groups of people; too few, and the aggregate feal will not be 
enough to override sensible plans of action. Also, the crowd or herd must be already agitated 
by some mundane occurrance, such as the smell of a large predator, a lost football game by the 
home team or a shortage of this year's fad toy during prime shopping season. (the Gangrel may 
cause the "mundane" situation -- by being the large prdator, influencing the outcome of the 
socccor match, or waylaying the toys -- but this is not necessary or even wise.) Once this 
power takes hold, its victims will flee unitll they escape the vmapire's influence or until 
they are rendered unable to run.
SYSTEM: This power must be activated within sight of a crowd of roughly 50 agitated mortals 
(the Storyteller may allow this power to be used on smaller groups of REally pissed-off mortals).
 The player rolls Stamina + animal Ken (diff. 7). The reulting waves of terror roll 50 yards in 
all directions from the Gangrel for each success achieved. Any unsetteld mortal within this 
radius will immediately flee toward the nearest escape of exit unless the Gangrel chooses to 
direct the Stampede by force of will. The vampire may set a direction or path for the fleeing 
multitudes, but may not change or alter it once the flight has begun. Member of the Stampede 
will ignore many potential sources of danger, asuch as running into the road or through a 
firing range, but will not take obviuously suicidal actions like leaping off tall cliffs or 
skyscrapers. In some cases, however, the crazed mob will not see potential danger in time -- 
or be forced into it anyway by the pressure of the crowd behind them.
 Mortals who are not initially affected may be caught up physically or emotionally in the tide, 
as the Gangrel's projected Beast wreaks havoc for a scene unless he chooses to end the madness 
earlier. Upon leaving the affected area, mortals may recover their senses and stop t heir mad 
rush. If the area is bottlenecked, however, such as a long hallway or valley, the mortals may 
opt to continue fleeing rather than be trampled. It is worth noting that this power can go 
awry, even without a rolled botch -- the power of hundreds of Beasts, even those of mortals, 
can be too much for the vampire to control. Animals pushed too hard may frenzy, and people have 
a disturbing tendency to riot.

OOOOO O Eye of the Szlachta (animalism level 6)
  Any Fiend who's been around for a while knows how to possess a lowely beast, but a few can 
ride any ghoul who shares their blood. By locking eyes with the ghoul (and yes, both parties 
must have eyes), the Fiend can transfer his soul into the creature, while his body falls into a 
state resembling torpor. Although some Tzimisce consider such intimate contact with their 
servants distasteful, sometimes it's necessary to calm a rampaging Vozhd in a disposable vessel 
or to "fleshrie" a ghoul who can speak and open doors.
SYSTEM: Use the system for the Animalism 4 power Subsume the Spirit (Vampire: the Masquerade, 
pp. 148-149)

OOOOO O Song In the Dark 
Before the clan could hide in labyrinths buried beneath teh cities of men, Ancients relied upon 
vast caves and caverns fro their survival. The most powerful Methuselahs didn't limit 
themselves to the few that existed -- they created new ones. Loremasters tell tales of vast 
creatures underground, forgotten things from the early days of the world, monsters that 
Nosferatu himself could not destroy. Giants in the earth, these atavisms sluggisly tunnel and 
crawl countless miles beneath the surface world. Although cynical and scientific Nosferatu 
(autarkis or otherwise) deny the existaence of such creatures, human scientists cannot fully 
predice the occurrence of earthquakes and similar subterranean events. 
Some Nosferatu occultists claim that only Nosferatu Methuselahs are petent enough to draw upon 
this power. A few insist that mighty vampires employ this Discipline to create sinkholes, 
collapse unstable sewer tunnels or open up vast caverns in rural areas despertely essential to 
their descendants. The most outrageous stories concern entire ecosystems based around massive 
chthonic worms, subterranean leviathans or other burrowers beneath the Earth's crust. Whether 
this supernatural power (if it exists at all) involves summoning these creatures or merely 
shifting vast amounts of earth with the  power of the mind remains a point of conjecture. Your 
Storyteller must decide.
SYSTEM: If these creatures exist, then Nosferatu Ancients can control them somewhat sparingly. 
A Nosferatu Mehtuselah should theoretically be able to summon and command a creature once each 
year for every five points of Willpower he possesses. First, the vampire burns these temporary 
points for a period of at least one month; he cannot regain them until this time has elapsed. 
The size of the subterranean disturbance depends on a Charisma + survival roll; the difficulty 
depends on how rural the chosen location is. (An uninhabited plot of land in the midst of the 
Sahara would be diff 6; downtown Manhatten is diff 10.) Storytellers may choose to forego game 
mechanics where Methuselahs are concerned, of course, and just pass around newspaper clippings 
of recent massive earthquakes throughout the world.

OOOOO O Animal Succulence
Most vampires find the blood of animals flat, tasteless and lacking in nutritional value. 
Some Gangrel and Nosferatu, however, 
have refined their understanding of the spirits of such "lesser prey" to the point that 
they are able to draw much more sustenance from beasts than normal Kindred can. This power 
does not allow an elder to subsist solely on the blood of animals, but it does allow him to 
go for extended periods of time without taking vitae from humans or other Kindred.
System: No roll is needed; once learned, this power is always in effect. Animal Succulence 
allows a character to count each blood point drawn from an animal as two in her blood pool. 
This does not increase the size of the vampire's blood pool, just the nutritional value of 
animal blood.

Animal Succulence does not allow a character to completely ignore his craving for the blood 
of "higher" prey; in fact, it heightens his desire for "real food." Every three times 
(rounded down) the character drinks from an animal, a cumulative +1 difficulty is applied 
to the next Self-Control roll the player makes when the character is confronted with the 
possibility of dining on human or Kindred blood. Animal Succulence does not increase the 
blood point value of other supernatural creatures (Gangrel, mages, pookas, werecreatures) 
who have taken animal forms.

OOOOO O Shared Soul
This power allows a character to probe the mind of any one animal within reach. Shared Soul 
can be very disconcerting to both parties involved, as each participant is completely 
immersed in the thoughts and emotions of the other. With enough effort or time, each 
participant can gain a complete understanding of the other's mind. Shared Soul is most 
often used to extract an animal's memories of a specific event, but some Gangrel use this 
power as a tool in the search for enlightenment, feeling they come to a better 
understanding of their own Beasts through rapport with true beasts. Too close of a bond, 
however, can leave the two souls entangled after the sharing ends, causing the vampire to 
adopt mannerisms, behavior patterns or even ethics (or lack thereof) similar to those of 
the animal.

System: The character touches the intended subject creature, and the player rolls 
Perception + Animal Ken (difficulty 6). The player spends a Willpower point for every turn 
past the first that contact is maintained. Locating a specific memory takes six turns, 
minus one turn for every success on the roll. A complete bond takes 10 turns, minus one 
turn for every success on the roll. A botch on this roll may, at the Storyteller's 
discretion, send the vampire into a frenzy or give the character a derangement related to 
the behavior patterns of the animal (extreme cowardice if the vampire contacted the soul of 
a mouse, bloodlust if the subject was a rabid dog, and so forth).

OOOOO O Species Speech
The basic power Sweet Whispers (Animalism 1) allows a character to communicate with only one 
animal at a time. With Species Speech, a character can enter into psychic communion with all 
creatures of a certain species that are present. Species Speech is most often used after an 
application of The Beckoning (Animalism 2), which draws a crowd of likely subjects.
System: The player rolls Manipulation + Animal Ken (difficulty 7) to establish contact with 
the targeted group of animals. Once the character establishes contact, the player makes a 
second roll to issue commands. There is no practical upper limit on the number of animals 
that can be commanded with this power, although all of the intended subjects must be in the 
vampire's immediate vicinity. Only one species of animal can be commanded at a time; thus, 
if a character is standing in the middle of the reptile house at the zoo, she could command 
all of the Komodo dragons, all of the boa constrictors or all of the skinks, but she could 
not simultaneously give orders to every reptile or snake present. Species Speech functions 
much like Sweet Whispers in all other respects.
(Note: Players who get too wrapped up in the species difference between northern diamondback 
rattlesnakes and southeastern diamondback rattlesnakes need to relax and let the point go. 
At Storyteller discretion, the expenditure of a additional Willpower point allows the character's 
commands to extend to members of a similar species to the one initially commanded.)

OOOOO OO Conquer the Beast
Masters of Animalism have a much greater understanding of both beasts in general and the 
Beast in particular. Those who have developed this power can master their own Beasts to a 
degree impossible for lesser Kindred to attain. Conquer the Beast allows the vampire both 
to control her frenzies and also to enter them at will. Some elders say that the development
of this power is one of the first steps on the road to Golconda.
System: The character can enter frenzy at will. The player rolls Willpower (difficulty 7). 
Success sends the character into a controlled frenzy. He can choose his targets at will, 
but gains limited Dominate and wound penalty resistance and Rötschreck immunity as per the 
normal frenzy rules. A botch on the roll sends the vampire into an uncontrolled frenzy 
which Conquer the Beast may not be used to end. The player may also roll Willpower 
(difficulty 9) to enable the character to control an involuntary frenzy. In this case, a 
Willpower point must be spent for every turn that the vampire remains in frenzy. The player 
may make Self-Control rolls as normal to end a frenzy, but if the vampire runs out of 
Willpower points before the frenzy ends, he drops into an uncontrolled frenzy again. 
A botch on the Willpower roll raises the difficulty of the vampire's Self-Control rolls by 
two and renders Conquer the Beast unusable for the remainder of the night.

Crimson Fury (Animalism level 8)
  This power is the subject of much rumor and conjecture, as it has very little visible effect. 
Upon reaching this level of mastery, the Gangrel may choose to allow his Beast to roam freely 
through his veins. His blood causes frenzy in mortals and vampires who taste it. Should a 
diablerist successfully consume the Gangrel's soul, she may well meet a grisely end as the 
Gangrel's Beast eats her away from the inside.
SYSTEM: This power is activated once, when the Gangrel learns it. It cannot be turned off. 
The smallest taste of the vampire's vitae causes agitation in the taster, who must make a 
Self-Control roll (diff. 7) or frenzy immediately. This applies to newly created childer, 
ghouls, attackers who bite and any vampires who would drink from the Gangrel. This is 
equivalent of a warning shot for would-be diablerists. Should the attacker resist the urge to 
frenzy, she may continue to drink as normal, but the supernatural agitation she experiences 
should be a clear sign that something is unusual about this vitae. If the attacker succumbs to 
the frenzy, she must spend a willpower point for each turn she continues to drink.
 Should the diablerist be successful, she immediately suffers a +2 difficulty on all frenzy 
rolls for a duration determined by the Storyteller. She must also make an opposed willpower 
roll against her victim's Beast (which has the same Willpower rating that the now-deceased 
vampire had). The loser of this contest forfeits one permanent willpower point. This contest 
takes place every month for the first year past the diablerie and once a year thereafter. as 
the diablerist loses Willpower, she becomes more feral and impulsive (this should be 
roleplayed, and the storyteller should feel free to require frequent Self-control rolls from 
the diablerist's player). If the invading Beast loses its last WIllpower point, it becomes 
quiescent, ceding victory to the diablerist. The evidence of diableri in the perpetrator's aura 
persists untill the Beas is subdued.
 Humanty or Path rating loss may result from the actions the "possessed" diablerist takes, but 
they are not lost as a direct result of this power.
 Gangrel legends suggest that some incredibly powerful "Victims' Of diablerie  have eaten their 
way through their attackers, consuming the diablerist's soul in turn, and then taken over the 
new body. This is not the normal result of this power, but the rumors do circulate...

OOOOO OOO Taunt the Caged Beast
Some Kindred are so attuned to the Beast that they can unleash it in another individual at 
will. Vampires who have developed this power are able to send adversaries into frenzy with 
a finger's touch and the resultant, momentary contact with the victim's Beast. The physical 
contact allows the vampire's own Beast to reach out and awaken that of the victim, enraging 
it by threatening its spiritual territory.
System: The character touches the target. The player spends a Willpower point and rolls 
Manipulation + Empathy (difficulty 7). The victim makes a Self-Control roll 
(difficulty 5 + the number of successes); failure results in an immediate frenzy, with 
standard rules applying. A botch causes the character to unleash his own Beast and frenzy 
instead. This power may be used on those individuals who are normally incapable of frenzy, 
sending ordinary humans into murderous rages worthy of the bloodthirstiest Brujah berserker.

OOOOO OOOO Unchain the Beast
The self-destructive nature of Cainites can be turned against them by an elder who possesses 
this formidable power. With a glance, the vampire can awaken the Beasts of her enemies, 
causing physical injury and excruciating agony as the victim's own violent impulses 
manifest in physical form to tear him apart from within. A target of this power erupts 
into a fountain of blood and gore as claw and bite wounds from an invisible source 
spontaneously tear his flesh asunder.
System: The character makes eye contact with the intended victim. The player spends three 
blood points and rolls Manipulation + Intimidation (difficulty of the victim's Self-Control 
+ 4). Each success inflicts one health level of lethal damage, which can be soaked normally.
A botch inflicts one health level of lethal damage on the character for each "1" rolled. 
This damage can also be soaked normally.

OOOOO OOOO Eyes of the Forest (animalism level 9)
  This awe-inspiring power is at the root of many folk tales about brooding forests and 
forbidding mountains. The vampire inters herself in the ground of her chosen domain, spreading 
her pysical and spiritual self through the area. Unlike a vampire using Earth Meld, the Gngrel 
cannot be simply dug out of the ground. The animals and even insects within the area serve as 
the Gangrel's eyes and ears, providing her with an intimate knowledge of the nigthtime 
goings-on of her domain.
SYSTEM: This power costs six blood points to activate and it lasts as long as the Gangrel 
wishes to remain beneath her domain. The area itself should be relatively well-defined 
geographically, although it can be quite large: a mountain or valley, an isolated wood, a 
plateau. The vampire sees and hears everything within the enclosed area through the animals 
and insects that inhabit it. Additionally, the Gangrel may use mental Disciplines that do not 
require physical or eye contact to initiate. While the power is active, it is impossible to 
attack the Gangrel directly. Significant damage to her domain, however -- fires, strip mining, 
explosives, chemical contaminants -- will also damage the vampire, and are likely to drive her 
from the ground.
 The area under the Gangrel's influance reflects the vampire's nature. Even the most cheerful 
wood during daylight becomes a place of terror for mere mortals when the sun sets.
 Should two masters of Animalism somehow "Claim" the same area, the Cainite with the greatest 
willpower achieves success. This may result in an established Kindred being forced to rise and 
flee the area, or it might rouse th e other kindred on a quest for vengeance on the trespasser.

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