Gangrel, Nosferatu, Ravnos, Tzimisce
1 • Feral Whispers(VtM 3rd)
With eye contact, the vampire may communicate with an animal, and request favors... if the animal feels like listening.
2 • The Beckoning(VtM 3rd)
By making an animal call, the vampire can summon animals of a particular species who can hear her call. However, she can only call one species at a time. A call can not be retracted.
3 • Quell the Beast (VtM 3rd)
The vampire may steal the Beast of an animal or mortal, pacifying it. Someone who has no Beast may not use or regain Willpower,and slowly becomes more and more apathetic and incapable of creative thought, until their Beast is returned. Kindred are not effected by this power. Tzimisce call this Cowing the Beast, for Nosferatu it is Song of Serenity, and Gangrel Quell the Beast.
4 • Subsume the Spirits(VtM 3rd)
With eye contact, the vampire may possess an animal, but goes into something akin to torpor in so doing. This occasionally leads to the vampire retaining some instincts of the animal. The vampire can utilize some of his mental Disciplines, ie. Auspex, Presence, Dementation, Dominate, Chimerstry, Necromancy and Thaumaturgy. If the animal dies, the Kindred, the character's body falls into torpor.
5 • Drawing out the Beast (Vtm 3rd)
The vampire may transfer her Beast to someone else, who will frenzy instead of her. If the victim leaves while in frenzy, the vampire's Beast will be left within the victim, and she may have to go to some lengths to regain it. In the meantime, she may not use or regain Willpower, is incapable of frenzy, and slowly becomes more and more apathetic and incapable of creative thought, until she regains her Beast. The victim is affected in the opposite way.
5 • Hibernate
By humming a lullaby, the Cainite can cause normal animals within earshot to enter hibernation. Only one type of animal can be affected at any one time. Lasts 2 days to one year
The animal can be woken prematurely. If disturbed or shaken.
6 • Songs in the Dark (Clanbook:Nosferatu)
The vampire may summon... something. Exactly what is summoned is up to the Storyteller, but the thing should be an impressive, monstrous, large beast that is neither known by humans nor recognized by modern taxonomy.
6 • Quell the Herd (Cbk Gang Rev)
This power functions along the same lines as Quell the Beast. (Multiple targets)
6 • Sense the Savage Way (DAC)
This allows the vampire to access other creatures’ senses. The vampire is a passive observer, merely seeing what the animal sees, tasting what it tastes.
6 • Animal Succulence (GC)
Most vampires find animal blood flat and tasteless, with little nutrition. Some Gangrel and Nosferatu, however, have refined this technique to draw much more sustenance from animals than normal Kindred can. This doesn't allow a vampire to live solely on animal blood, but it allows him to go for extended periods without blood from Kine or Kindred.
6 • Shared Soul (GC)
By touching an animal, the vampire may share her experiences with an animal, and will learn of the animal’s experiences. This power costs one willpower point per turn.
6 • Shepherd’s Innocence (VPG)
The vampire may become very attractive to animals, which will trust her and aid her.
6 • Species Speech (GC)
Like Sweet Whispers, but the vampire may talk with a group of animals if all are of the same species. Often used after using The Beckoning which draws a crowd of likely subjects.
6 • Tier of Souls (Clanbook: Tzimisce)
A vampire with this power gains more than mere sustenance from the blood she drinks. She also gains insight and even abilities from the donor. Moreover, if the being from which the vampire drinks has recently fed, she may gain a similiar awareness of that creature, etc and on.
6 • Deep Song (Clanbook: Ravnos)
Through the words of a song, a vampire may attempt to sway the passions of his audience. The effects of the Deep Song last for roughly one hour, or in the case of a botch, the remainder of the night.
6 • Eyes of the Szlachta (Clanbook: Tzimisce)
By locking eyes with a vozhd or ghoul the Tzimisce may transfer their soul into them.
6 • Sense the Savage Way (DAC)
Many vampires see themselves as more closely tied to beasts than to mankind. Some Cainites have become so intimate with their own animal natures that they may access other creatures’ senses. The vampire is a passive observer, merely seeing what the animal sees, tasting what it tastes. Even though a beast cannot be controlled with this power, many Cainites find bestial sensations highly pleasurable and even educational. While the character need not touch or even see the creature when employing this power, the beast must be within range. The vampire maintains the connection for as long as she desires but can perform no other action while doing so. As with Ride the Wild Mind, the spirits of vampire and animal become entwined. The character can be influenced by the animal’s passions. The effects are temporary, but should be roleplayed accordingly.
7 • Twist the Feral Will (DAC)
While Cainites recognize their bestial nature - indeed, often relying on it to guide their way on the immortal path - they know they are superior to all other creatures. This power reflects the Cainite’s utter mastery over lesser beasts. The vampire need not bother possessing an animal; the smallest portion of her will is enough to seize control of the creature’s spirit and force it to do her bidding. This influence is so great that it is unnecessary to speak commands or be present once the animal is controlled; in fact, the vampire may go about other business while maintaining control. To initiate this power, the vampire must achieve eye contact with the animal. One success is sufficient to demand actions that are natural to the beast, while five successes create a bond so strong that the animal can perform highly complex actions. The vampire may perform other actions while commanding the animal, but such activities are done at a higher level of difficulty. Contact is broken if the creature goes more than a mile from the character.
7 • Conquer the Beast (GC)
The vampire can both control her frenzies and enter them at will.
7 • Master’s Voice (VPG)
As Species Speech, but the group of animals may be of several species.
7 • Stampede (Cbk Gang Rev)
A deep, innate knowledge of animal instinct allows the Gangrel to trigger a very specific fear in his victims, LARGE group of people (roughly 50)
8 • Mass Summons (VPG)
The vampire may summon all animals, or all animals of a specific kind, in a given area.
8 • Crimson Fury (Cbk Gang Rev)
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.
8 • Twin Spirits (VPG)
The vampire may control an animal as if she was inside it, but also may act in her own body. When the vampire is split up like this, all rolls she makes in either body are increased in difficulty by one. This power lasts for the following time periods:
1 suc. one hour.
2 suc. six hours.
3 suc. one day.
4 suc. one week.
5 suc. indefinitely.
8 • Taunt the Caged Beast(Guide to Camarilla)
The vampire can unleash the beast in another at will. Adversaries can be sent in 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. Can also be used on individuals who normally incapable of frenzy, sending ordinary humans into murderous rages worthy of the blood thirstest Brujah berserker.
8 • Twin Spirits (VPG)
The vampire may control an animal as if she was inside it, but also may act in her own body.
9 • Flesh Bond(VPG)
The vampire may take an animal into herself. She must give up an amount of her blood capacity equal to one fifth of the blood capacities of the animals she is storing. This part of her blood capacity may not be filled until the animal is released. The vampire may enter an animal. She may still be detected by Auspex, which will show her aura as well as that of the animal. This power does not, by itself, grant any control over the animal.
9 • Eyes of the Forest (Cbk Gang Rev)
The vampire inters herself in the ground of her chosen domain, spreading her physical and spiritual self through the area. Unlike a vampire using Earth Meld, the Gangrel cannot simply be dug out of the ground. (Costs 6 BP)
9 • Unchain the Beast(Guide to Camarilla)
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. The target will erupt in a fountain of blood and gore as claw and bite wounds from an invisible source tear his flesh asunder. Requires eye contact and 3 blood points.
10 • Army of Beasts(VPG)
The vampire may control, and become one with, all animals in a given range. With one success, the range is a mile.
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