- animalism -

This collection of powers serves as a primal link between the Beast that lurks in the souls of all Kindred and the wild spirit of the natural order of things. While some might see all kindred as unnatural, they occupy a very vital niche in the eco-system of the World of Darkness. Espically to the Gangrel, this Discipline represents the Kindred's ability to remain in touch with and understand thier role in nature's vast scheme.

- animalism: basic -

Beast Within - This allows you to activate one of an opponent's Derangements(victim chooses) if you defeat him in a social challenge. If you dont know the derangement you must risk a social challenge. You can only use it once per night against a particular kindred.

The Beckoning - You can call any and all nearby animals to come to your aid. You must first declare what you are calling when you use the Discipline.

Generally, it costs one Social Trait, depending on the animal. It takes about 10 - 30 minutes for the summoned animal to arrive.

- animalism: intermediate -

Song of Serenity - By reaching deep within the soul of an individual, you can tame the beast inside them, or atleast quite it. This can be used to calm allies or robb a foe of spirit and energy.

To use this you must make a Social Challenge. If you win you bring a Garou or Kindred out of frenzy. Also, it can be used against a character not in frenzy, preventing them from frenzy for the night, but they gain the negative mental trait Submissive x 2 and he may not spend Willpower. A Kindred may not use it on herself.

- animalism: advanced -

Embrace the Beast - This allowes the user to to taop the dark and brutal power that is in the soul of all Kindred, turning her into a ferocious, unrestrained monster.

While under it's influence, the character is not affected by Dominate, Presence, or Beast Within. You also gain the Physical Traits Ferocious and Relentless, but may not initiate any mental or social challenges(except Intimidation) and gains the Derangement Crimson Rage. This costs one mental trait to activate, and ends at the end of the night or with the end of the first physical confrontation.

- animalism: master -

Animal Succulence - While many Kindred find the blood of animals revolting and detest drinking it, you are able to gain particular benefits from this. Animal Succulence makes animal vitae particularly nourishing, and doubles the number of Blood Traits gained from feeding on animals.

Conquer the Beast - You may enter and exit frenzy at will, and choose the type of frenzy. To enter you must spend one Social Trait and one Willpower Trait. The frenzy ends when you choose, or after 10 minutes.

Rage Frenzy: Ferocious x2 and Tenacious

Control Frenzy: Ferocious x2 and Tough

Courage Frenzy: Ferocious x2 and Brutal


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