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Vampire the Masquerade

Compendium

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Animalism

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It was like something out of a horror movie. I just saw this guy walking by himself, noticed he had a bulging wallet in his back pocket, and held him up. You know, as you do? It shoulda been a simple transaction. “Your money or your life,” as those old stories used to go. Well it got weird fucking quickly. The previously clear, still night filled with the baying howls and whines of I don’t know… two dozen dogs? This small black guy just stared at me. His face was changing, becoming less… or more… I don’t know. He looked like a rottweiler. He told me “Remember this. You fuck with a Rat, you’d better learn to run.” I felt something in me breaking, and I was running.

I shouldn’t have looked behind me. I don’t know how many dogs were chasing me down the fucking high street, but loads of people saw it, as I screamed and spluttered and cried out for help. When those dogs brought me down and started biting me, I thought they’d eat me alive. But the weirdest thing… It’s like they knew when to stop. They just… They just fucked me up! Now look at me. No fingers. No toes. No fucking nose or ears. I still see that motherfucker’s staring eyes whenever I blink and I hear those fucking dogs whenever I sleep.

Nicknames: Doolittling, Taming, Bestiae Sermo

Perhaps the vampire has more in common with animal than human. A dangerous set of instincts drive them, and it takes a lot for them to withhold the urge to just lash out. Much like a wild dog on a chain, a vampire’s Beast will never truly be tamed.

Some Kindred find a way of becoming one with their Beasts. Those who do are the masters of Animalism. Some accompany the use of this power with howls, snarls, and roars, or communicate with animals in the animal’s “language,” though this is an affectation and not a necessity.

The Animalism Discipline sees much use among vampires who struggle to fit in or have no taste for living among mortals. Often classed as one of Caine’s gifts of utility, allowing a vampire to thrive on unrefined blood or form companionship with non-sapient beings, it is also a devastating weapon against vampires who cling to their towers, and against inquisitors who suspect their enemies will only come on two legs. A swarm of blood-hungry rats invading a Kindred’s penthouse haven, the Animalism-proficient vampire who cows the Sheriff’s Beast in Elysium, or the beady-eyed raven that spies on a Society of St. Leopold chapter all serve to strengthen Animalism practitioners, and weaken their foes.

Characteristics

By default Animalism powers involving animals can only be used on vertebrates. Additionally, any use of the ability on herbivores adds one to the Difficulty of skill rolls involved.

  • Type: Mental
  • Masquerade threat: Low to medium. While talking to animals might seem eccentric, only the most violent applications of the Discipline elicit more than a few raised eyebrows.
  • Blood Resonance: Animal blood, preferably feral.

Level 1

Sense the Beast

The vampire can sense the Beast present in mortals, vampires, and other supernaturals, gaining a sense of their nature, hunger, and hostility.

  • Cost: Free
  • Dice Pools: Resolve + Animalism vs Composure + Subterfuge
  • System: Roll Resolve + Animalism vs Composure + Subterfuge. A win allows the user to sense the level of hostility in a target (whether the person is prepared to do harm or even determined to cause it) and determine whether they harbor a supernatural Beast, marking them as a vampire or werewolf. On a win, a critical gives the user information on the exact type of creature (for example, a werewolf), as well as their Hunger (or equivalent) level, and their Resonance. This power can be used both actively and passively, warning the user of aggressive intent in their immediate vicinity.
  • Duration: Passive

Level 2

Feral Whispers

The vampire can commune with the beasts of the wild and the city. Feral Whispers allows two-way communication with animals. A cat might not be interested in debating Matisse’s use of color but happily discusses the lack of prey around the brownstone building across the street. Depending on the vampire’s skill, they can even persuade animals to perform services; like humans, animals seldom agree to things that go against their nature or endanger them.

Vampires can also use Feral Whispers to summon a chosen type of animal (see Animalism limitations above) but the animals must be present to answer. Nothing prevents a vampire trying to summon an orca in Central Park, but success seems unlikely. Summoned animals listen to the summoner, but scatter or attack if endangered.

  • Dice Pools: Manipulation + Animalism, Charisma + Animalism
  • Cost: One Rouse Check per type of animal chosen for the scene. Allows one summoning and unlimited communication. Free when used on famulus.
  • System: Simple communication requires no dice pool test. Persuading an animal to perform a service requires a Manipulation + Animalism roll; the Difficulty depends on the task required. Having a bird keep an eye out for anyone entering the park at night is Difficulty 3, while ordering any animal to defend a place with their lives is Difficulty 6.
    Summoning animals uses a Charisma + Animalism roll; Difficulty depends on the scarcity of the animals summoned. The number of animals summoned depend on the margin on the test; a critical win summons most, if not all, animals of the type in the area.
  • Duration: One Scene

Attributes

Source Slug
00 START HERE:Free Basic Rules?expansion=0
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