78 min read
NOSFERATU

Hideous Horrors

Of all the Kindred, the Nosferatu most resemble the Beasts they hide within. But the clan is far more than a motley assembly of twisted freaks. From their first nights to their modern incarnation as informants and spies, the Sewer Rats have as many secrets of their own as they have gathered from other Kindred. Up from the storm drains and tunnels they scuttle, but whether as ally or foe remains to be seen. -- Clanbook: Nosferatu - Revised Edition 


CLAN OVERVIEW

Those who doubt that the Embrace is a curse need look no further than the Nosferatu. Twisted by the mark of Caine, members of Clan Nosferatu are warped by the Embrace into hideous monsters. As such, they skulk and keep to the shadows, and they often rouse the ire and mockery of other Kindred for their nightmarish appearances. Still others are so terrified or revolted by the Nosferatu that these warped Kindred have little social interaction at all.

To their credit, the Nosferatu come to possess many of the whispered secrets of their reluctant fellows. The Sewer Rats enjoy a grudging respect as the information-brokers of the Kindred, given their supernatural acumen at stealth and the fact that many Kindred would rather ignore them than acknowledge them. Savvy Nosferatu exploit this for all it’s worth, turning the hypocrisy of other vampires to their own profit. It is the wise Primogen and/or Prince who embraces and respects them as allies. 

On the whole, the Nosferatu condition is lonely and alienating. How they react to the Curse of Caine varies with their outlook and mental stamina, but it’s hard to be an object of utter revulsion and not let it shape one’s disposition toward one’s “Kindred” in some way. Some of the Sewer Rats are cruel, as blighted on the inside as they are on the outside, while others are tragic, wretched creatures who have been cursed with eternal outsider status through no choice of their own. A few of the Sewer Rats even position themselves as prophets or avatars of the Damned, physically embodying the haunting riddle, “A Beast I am, lest a Beast I become.”


CLAN NOSFERATU

Nickname: Sewer Rats

Sect: More recently in modern times, Clan Nosferatu has slipped more predominately into the Camarilla camp, though a few of its members support the Anarchs rather than navigating the Ivory Tower’s vicious social labyrinth. Changing opinions in the Clan believe that the Nosferatu need the Camarilla, because without them they have no buyers in their economy of secrets. While still viewed with distaste by most other Clans, they maintain a solid respect for their special skills within the Camarilla.

Appearance: Physical horror is the lot of the Nosferatu, and their unsettling deformations are countless. No two Nosferatu share the exact same malformation, and the Clan is a freakshow of snarled limbs, fanged protrusions, hellish countenances, serpentine spines, ruined faces, spasmodic appendages, and even features not usually seen on the mortal stock from which the Nosferatu are drawn. The Sewer Rats often hide these disfigurements under shapeless robes and rags, but some exult in the discomfort their presence causes, and don’t bother disguising them. They may even emphasize them like badges of honor.

Haven: Nosferatu Kindred often make their havens far from the scorn and spite of other vampires. Whether they construct warrens in the sewers suggested by their nickname or they sculpt a sprawling nightmare-nest in the spire of a condemned church or crumbling mausoleums, Sewer Rats value secrecy and distance from rivals in their havens. Nosferatu of humbler means may well squat in an abandoned tenement or a disused alley. So long as it’s away from other Kindred, it’s a good haven.

Embrace: The Sewer Rats mostly fit into one of two categories. Some Nosferatu seek out to Embrace those who are damaged, flawed, outcast, or who are degenerate examples of humanity, feeling some degree of kinship with them. Others Embrace spitefully, dragging the beautiful or privileged into an immortal hell of disfigurement and monstrosity.

Character Creation: Many Nosferatu come from loner and outsider concepts, Natures, and Demeanors. They favor Physical and Mental Attributes and they tend to be balanced in their regard for Talents, Skills, and Knowledges. As part of the Camarilla, some may use this association to gain a level of prestige and respect from their fellow kindred in regards to their talents as spies and purveyors of information.

Clan Disciplines: Animalism, Obfuscate, Potence

Weaknesses: While Dominions of Darkness does not use Appearance Scores, if it did all Nosferatu have an absolute zero. Also, there is no way for them to every improve their appearances, much like putting lipstick on a pig. With the exception of temporary glamour-type spells, any rolls related to appearance, or social skills automatically fail for the Nosferatu. 

Organization: Occasionally, a coterie of Nosferatu becomes a brood or cult, often based around a remote warren. These can sprawl into vast “kingdoms” of Sewer Rats, who often exist without the knowledge of a domain’s Prince. The Nosferatu are among the Kindred most likely to share a communal haven, if only for protection in numbers and the fact that misery loves company. As well, Nosferatu share information with each other via networks — whether digital, personal, occult, or something less definable —that defy the comprehension of other Kindred.


NOSFERATU SKILLS

Quote: Nobody down here but us boogeymen. Hey, whose head is this?

OBFUSCATE

Obfuscate is the uncanny ability for Kindred to conceal themselves from sight, sometimes even in full view of a crowd. An Obfuscated vampire doesn’t actually become invisible, however — rather, he is able to delude observers into believing that he has vanished.

Obfuscate also allows Kindred to change their features and conceal other people or objects. Typically vampires using Obfuscate must be within a short range of their witnesses (approximately five meters) for their power to be effective.

Unless the Kindred chooses to make herself seen, she can remain obscured for as long as she wills it. At higher levels, the vampire can actually fade from sight so subtly that those nearby can’t actually recall the moment at which she left. Usually, few mortals or supernaturals (even those trained in Awareness) can pierce through the fog of Obfuscate. Animals, who rely more on their instincts than their normal senses, can sometime perceive (and be frightened by) the vampire’s presence. Children and those to whom deception is foreign may also be able to pierce the illusion, at the Storyteller’s discretion. Finally, the Auspex Discipline enables Kindred to see through Obfuscate if their Auspex is equal to or higher than the other vampire's Obfuscate level.

Video and photo cameras, for example, capture the vampire’s image accurately. Even so, the person using, say, her cell phone to record an Obfuscated vampire will still have her mind impacted by the power, and she won’t see the Kindred’s image until she views the video at a later date (if even then).

Most Obfuscate powers last for a scene, or until the vampire ceases maintaining them. Once evoked, they require very little mental effort to keep in place.


: Obfuscate 1 - Cloak of Shadows (Buff)   

Base Roll: 30
Mod: No Mods
Energy/Blood Cost: 1 pts.

Damage: 0

Affects:

  • Permanent: Adds +10 Initiative

Description:
At this level, the vampire must rely on nearby shadows and cover to assist in hiding his presence. He steps into an out-of-the-way, shadowed place and eases himself from normal sight. The vampire remains unnoticed as long as he stays silent, still, under some degree of cover (such as a curtain, bush, door frame, lamp post,or alley), and out of direct lighting. The immortal’s concealment vanishes if he moves, attacks, or falls under direct light. Furthermore, the vampire’s deception cannot stand up to concentrated observation without fading. 

System: 
No roll is required as long as the character fulfills the criteria described above. So long as he remains quiet and motionless, virtually no one but another Kindred with a high enough Auspex rating will see him.


Obfuscate 2 - Unseen Presence (Buff)

Base Roll: 60
Mod: Athletics/Reflexes & Willpower
Energy/Blood Cost: 2 pts.

Damage: n/a

Affects:

  • Permanent: Adds +5 Physical Defense & +5 Mental Defense

Description:

With experience, the vampire can move around without being seen. Shadows seem to shift to cover him, and people automatically avert their gazes as he passes by. Others move unconsciously to avoid contact with the cloaked creature; those with weak wills may even scurry away from the area in unacknowledged fear. The vampire remains ignored indefinitely unless someone deliberately seeks him out or he inadvertently reveals himself.

Since the vampire fully retains his physical substance, he must be careful to avoid contact with anything that may disclose his presence (knocking over a vase, bumping into someone). Even a whispered word or the scuffing of a shoe against the floor can be enough to disrupt the power.

System: 
No roll is necessary to use this power unless the character speaks, attacks, or otherwise draws attention to himself. The vampire, all his clothing, and any objects that can fit into his pockets are concealed. The Storyteller should call for Stealth roll under any circumstances that might cause the character to reveal himself.  

Some things are beyond the power of Unseen Presence to conceal. Although the character is cloaked from view while he smashes through a window, yells out, or throws someone across the room, the vampire becomes visible to all immediately after such actions. Bystanders snap out of the subtle fugue in which Obfuscate put them. Worse still, each viewer can make an Awareness roll (difficulty 70); if successful, the mental haze clears completely, so those individuals recall every move the character made up until then as if he had been visible the entire time.


Obfuscate 3 - Mask of 1000 Faces (Buff)

Base Roll: 80
Mod: Mental Skill & Willpower
Energy/Blood Cost: 3 pts.

Damage: n/a

Description:
The vampire can influence the perception of others, causing them to see a face different from his. Although the Kindred’s physical form does not change, any observer who cannot sense the truth sees whomever the vampire wishes her to see.

The vampire must have a firm idea of the visage he wishes to project. The primary decision is whether to create an imaginary face or to superimpose the features of another person. Manufactured features are often more difficult to compose in believable proportions, but such a disguise is easier to maintain than having to impersonate someone else. Of course, things get simpler if the Kindred borrows the face but doesn’t bother with the personality.

Actually posing as someone else carries its own problems. The character should know at least basic information about the individual; especially difficult deceptions(fooling a lover or close friend) require at least some familiarity with the target in order to succeed.

System: 
The player successfully rolls 80+, modified by his Mental Skill and Willpower.  If the character tries to physically impersonate someone, he must get a good look at the subject before putting on the mask. Or, it must be someone they are already familiar with. The Storyteller may raise the difficulty if the character catches only a glimpse. 


Obfuscate 4 - Vanish (Buff)

Base Roll: 70
Mod: 
Mental Skill & Willpower
Energy/Blood Cost: 4 pts.

Resist: Alertness (a natural botch of 1-10 will have the target spontaneously run from the area in abject fear and cannot return for 3 full turns until their fear dissipates.)
Damage: n/a
Duration: For duration of the scene, unless dispelled earlier by caster.
Affects: 

  • Permanently Adds +5 Initiative

Description:
This potent expression of Obfuscate enables the vampire to disappear from plain view. So profound is this vanishing that the immortal can fade away even if he stands directly in front of someone.

While the disappearance itself is quietly subtle, its impact on those who see it is anything but. Those who see this risk running in fear to flee in the aftermath. Although vampires are not shaken so easily, even Kindred may be momentarily surprised by a sudden vanishing.

System: 
The Player makes a successful roll, modified by their Mental Skill and Willpower.  While there is no limit to how many people the Kindred can fool using Vanish, everyone who witnesses the disappearance can roll to resist, Modified by Alertness. When fully invisible, the vampire is handled as described under Unseen Presence.

NOTE: If the Vampire botches his roll (a natural 1-10) then he/she/they will fully believe they have succeeded and act as though they have successfully vanished. However, everyone will completely see them.

  • If the target makes his roll to resist, then the individual can interact normally with the vampire (although the Kindred looks like a profoundly disturbing ghostly shape).

  • A failed resist roll results in the target seeing the vampire fade completely from sight and disappear. He will then stand perplexed and confused for two full turns.

  • A target that botches his roll to resist will spontaneously run from the area in abject fear and cannot return for 3 full turns until their fear dissipates.)

: Obfuscate 5 - Cloak the Gathering - (AOE)

Base Roll: 80
Mod: -Mental Attack, Mental Skill & Willpower
Energy/Blood Cost: 12 pts.

Damage: n/a

Area of Effect: Up to a 5 meter range on selectable targets
Affects:

  • Permanent adds +5 Physical Attack, +5 Mental Attack, +10 Athletics/Reflexes, +10 Initiative

Description:
At this degree of power, the vampire may extend his concealing abilities to cover an area and those within that area, if he wishes. Any protected person who compromises the cloak exposes himself to view. Further, if the one who invokes the power gives himself away, the cloak falls from everyone. This power is particularly useful if the vampire needs to bring his retinue through a secure location without drawing the notice of others.

System: 
The character may conceal up to 8additional individuals, including himself. He may bestow any one additional Obfuscate power at a given time to the group. While the power applies to everyone under the character’s cloak, his player need only make a single roll to succeed. 

Each individual must follow the requirements described under the relevant Obfuscate power to remain under its effect; any person who fails to do so loses the cloak’s protection, but doesn’t expose the others. Only if the vampire himself errs does the power drop for everyone.


: Obfuscate 6 - Mask of Janus - (Attack)

Base Roll: 80
Mod: Mental Skill & Mental Attack
Energy/Blood Cost: 10pts.

Resist: The Target must volunteer. Cannot be used on an unwilling Target.
Damage: n/a

Description:
While much like Mask of a Thousand Faces, it both allows the Vampire to exchange their face and appearance with that of another person within 20 meters of them. Mask of Janus allows the character to assume the physical appearance of another individual, however, the target's appearance also changes - to match that of the Vampire character invoking the power. Unlike Mask of a Thousand Faces, Mask of Janus can only be used to exactly duplicate another person. It cannot be used to create a new or unique image, nor can it be used to only assume select attributes. 

System: 
The player spends 10 Energy/Blood points and makes a successful roll. The target must be visible to the character, within 20 meters.  The victim can resist, Mod Willpower, with a higher roll. This power lasts until the next sunrise, or until the Vampire discontinues it's effects, whichever comes sooner.


: Obfuscate 7 - Mental Maze - (Attack)

Base Roll: 70
Mod: Mental Skill & Mental Attack
Energy/Blood Cost: 15pts.

Resist: Willpower
Damage: 45 HP

Duration: One Scene

Description:
This disorienting ability robs the target of all sense of direction, making them feel lost even in the most familiar of settings. Consequently, this ability forces the target to move in circles and binds them him to an area of the vampire’s choosing. While the target may feel they are making progress in finding their way out, they always end up where they started from. By using this power, a vampire can literally trap a person in his own home. To the victim’s point of view, the house folds back on itself, and all the exits lead back inside.

System: 
This ability affects one person per use. To initiate, the Player makes a successful roll (70+) modified by Mental Skill and Mental Attack. Repeatedly using this ability, the Player can affect another person each time. The effects last a full scene. Normally, the power is used in a multi-room structure such as a house, or an outside area about the same size. But it can be used on a much larger area (anything from an office tower to a neighborhood). It cannot be used to contain a victim to a single room.


: Obfuscate 8 - Manifold Guise - (Mental Attack)

Base Roll: 90
Mod: Mental Skill & Mental Attack
Energy/Blood Cost: 24pts.

Resist: None
Damage: n/a

Range: 20 Meters
Duration: One Scene (or until the vampire leaves the area, or choses to discontinue it.)

Description:
This powerful ability enables the vampire to project his appearance (or that of another person) onto everyone near (or just a single/several people of their choosing), making them take on the physical appearance, clothing and voice of the Vampire using this skill (or the person he has selected as a template. This "template" must be a person in the same room/). Want to confuse a bunch of Hunters or local police out for your blood? This would be the way to do it.

Much like Mask of a Thousand Faces, those affected by Manifold Guise do not feel different, nor do they feel their physical looks have changed in any way. Still, by outward appearance, they look like whomever the vampire chooses as a template. This mask cannot be wiped or cleaned away unless the Vampire who initiated the power leaves the area or chooses to stop using his ability for the effect to fade. Additionally, Manifold Guise also projects the same clothing and voice upon each person, so when they talk, they all sound like the person the Vampire wishes them to emulate.

System

The Player makes a successful roll of 90+, Modified by Mental Skill & Mental Attack. The Player's Character can either choose to cast his own appearance upon everyone within the immediate area, or choose someone he's looking at during that moment (that person must be in the same room.) 

That means anyone caught within the 20 meter area, be they two or a dozen, are all equally affected. The vampire need not see all the victims, just as ling as he can see one target and the person whose appearance he is borrowing (unless he's using his own face). The effect is always centered on the vampire. If the Cainite employs this ability and moves about, he alters anyone new within the Discipline's influence. Anyone who moves out automatically reverts back to normal.

NOTE: The only way for a person to find the original amongst all the copies is if they notice movements, actions or other idiosyncrasies known to be displayed by that person (such as a nervous tick, coughing, allergic reactions, etc.). 

To make this observation, the person looking for the Vampire must know something of them that would identify them by their actions, AND requires a Roll higher than the Vampire's Roll, with a Mod Alertness and Investigation.


POTENCE

Kindred endowed with Potence possess unnatural strength. This Discipline enables vampire to leap massive distances, lift tremendous weights, and strike opponents with brutal force. Even low ranks of this power can give Kindred physical power beyond mortal bounds. More powerful Kindred can leap so far that they appear to be flying, toss cars like soda cans, and punch through walls like cardboard. 

While the more subtle mental Disciplines can be awe-inspiring, the brutal effectiveness of Potence is formidable in its own right. The Brujah, Giovanni, Lasombra, and Nosferatu are naturally gifted with this Discipline, but members of other Clans often make a point to find someone who can teach them the awesome power of Potence.

System: 
Each dot that the vampire has in Potence adds +5 in Physical Attack and to all Strength-related rolls. Further, Potence adds modifiers in melee and brawling combat.

: Potence

Affects:

  • Permanent: Adds +5 Physical Attack

: Potence 2   

Affects:

  • Permanent: Adds +5 Physical Attack

: Potence 3   

Affects:

  • Permanent: Adds +5 Physical Attack

: Potence 4   

Affects:

  • Permanent: Adds +5 Physical Attack

: Potence 5   

Affects:

  • Permanent: Adds +5 Physical Attack

: Potence 6 - Crush (Attack) 

Base Roll: 85
Mod: Physical Attack, Physical Skill
Energy/Blood Cost: 3 pts.

Damage: 3
Duration: Lasts for the length of a scene
Affects:

  • Permanent: Adds +5 Physical Attack

Description:
A vampire with extensive knowledge of Potence can squeeze very, very hard. As a matter of fact, she can squeeze (or crush, squeeze or push) so hard that she can leave an imprint of her fingers or hand in any hard surface up to and including solid steel. A use of Crush can simply serve as a threat, or it can be used, for example, to dig hand holds into sheer surfaces for purposes of climbing, crush steel bars or twist them like a pretzel.

System: 
The Player spends three points of Energy/Blood and makes a successful roll.  The power remains active for the duration of a scene. The depth of the imprint the vampire creates with Imprint is up to the Storyteller — decisions should take into account how much force the vampire can bring to bear, the toughness of the material, and its thickness. If the object the vampire grasps is thin enough, at the Storyteller’s discretion, the vampire might simply be able to push through it (in the case of a wall) or tear it off (in the case of a spear or pipe).

NOTE: Can only be used against NPCs and inanimate objects.


: Potence 7 - Earth Shock (AOE)

Base Roll: 90
Mod: Physical Attack 
Energy/Blood Cost: 4 pts.

Def: 80+, Mod Athletics/Reflexes
Damage: 2
Area of Effect: 5 Meter Circumference (16.5 feet)
Affects: 0

Description:
According to some, Potence is merely the art of hitting something very hard. But what do you do when your target is too far away to hit directly? The answer is, if you’re sufficiently talented with the Discipline, to employ Earthshock. 

On its simplest level, Earthshock is the ability to hit the ground at point A, and subsequently have the force of the blow emerge from the ground at point B.

System: 
The Player spends 4 Energy/Blood points and makes a successful roll. The Player's Character then punches or stamps on the ground. The force of the blow emerges from the ground as a geyser of stone and earth directly underneath the target. 

The attack can be dodged at a +2 difficulty. Earthshock’s range is 10 feet or three meters for every level of Potence the vampire has, up to the limits of visibility. 

A failed roll roll (11-79) means that the strike goes errant and is liable to explode anywhere within range. A Botch (1-10) means that the vampire pulverizes the ground beneath him and may well bury himself in the process.


Potence 8-Flick (Attack)

Base Roll: 90
Mod: Physical Attack, Physical Skill, Athletics/Reflexes
Energy/Blood Cost: 10 pts.

Def: 80, Mod Athletics/Reflexes
Damage: 10
Range: 20 Meters (Chat Range)
Permanent Affects: 

  • +10 Physical Attack

Description:
It is a truism that “the great ones always make it look easy.” In the case of Flick, that saying stops being a truism and becomes literal truth. With this power, a master of Potence can make the slightest gesture — a wave, a snap of the fingers, the toss of a ball — and have it unleash the full, devastating impact of a dead-on strike. 

The attack can come without warning, limiting the target’s ability to dodge or anticipate. This makes Flick one of the most feared applications of Potence.

System: 
The Player spends 10 pts. of Energy/Blood and makes a successful roll. If the Target fails to defend, they suffer 10 pts. or damage.

To execute, the vampire must also make some sort of gesture directing the blow. The Target does not have to be aware of or make eye contact with the vampire. What the gesture is remains up to the Player — anything from a snap of the fingers or blowing a kiss, to flicking a toothpick or throwing a spoon.


ANIMALISM

The Beast resides within all creatures, from scuttling cockroaches to scabrous rats up through untamed wolves and even powerful Kindred elders. Animalism allows the vampire to amplify his intensely primordial nature. He can not only communicate with animals, but can also force his will upon them, directing such beasts to do as he commands. 

As the vampire grows in power, he can even control the Beast within mortals and other supernaturals. Beasts grow distinctly agitated in the presence of a vampire who lacks this Discipline or the Skill of Animal Ken, often to the point of attacking or running from the vampire. 

In contrast, vampires possessing Animalism exude a dominant vibe to lower creatures, which attracts them. Animalism is commonly found with vampires of the Gangrel and Nosferatu Clans. Persuasion  and Mental Skill are important for the use of Animalism powers; the stronger the vampire’s personality, the more influence he has over the animals he seeks to command

◎◎◎◎◎◎◎: Animalism 1 - Feral Speech (Mental Skill)

Base Roll: 40
Energy/Blood Cost: 5
Damage: 0
Mods: Mental Skill, Persuasion
Resist: None
Permanent Affects:

  • +5 Mental Skill

Description: 
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 re-establish contact to continue communication. 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 are just too simple to connect with. Feral Speech 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 often bully smaller beasts into heeding commands, but he’s better off couching orders for large predators as 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 guide its behavior for sometime.

System: 
No roll is necessary to talk with an animal, but the character must establish direct eye contact first. Issuing commands requires a Persuasion+ Mental Skill roll. The difficulty depends on the creature: 

  • 60 for Predatory mammals (wolves, cats, vampire bats) 
  • 70 for other mammals and predatory birds (rats, owls) are difficulty 70, and 
  • 80 for other birds and reptiles (pigeons, snakes) are difficulty 80. 

NOTE: All communication between characters and animals must be roleplayed.

Issuing Commands
While it does not require a roll for the Vampire to communicate with an animal, the Vampire must roll higher than the Animal's unmodified resist roll in order to command it. To command any Animal:

  •  The Animal will roll an unmodified roll to Resist.
  • The Vampire will then make his Roll, modified by his Persuasion and Mental Skill.
  • The higher the Vampire's roll over the Animal's Resist Roll effects his level of Influence over that Animal: 
    • LEVEL 1 INFLUENCE: 5 pts. above = the animal will obey simple single-word verbal commands, which the Vampire assists them in understanding by placing a mental image of the task in their minds. They can help the Vampire by fetching an object, gnawing through your binding rope, or locating a person by scent if the scent is provided to them. They are also capable of using their natural abilities on behalf of the Vampire, but cannot be forced to defend or attack or put itself at any risk. For example, a Vampire who successfully rolls influence over a skunk can tell it to spray it's scent in the direction of an enemy. At this level you can't tell it where to go to spray, but you can imply a direction.

    • LEVEL 2 INFLUENCE: 10 pts. above =  in order to command the Animal to accomplish more complicated one-sentence commands on the Vampire's behalf. For example, "Take this key and fly inside that open window." Or, "Follow Bob's scent and gnaw through the ropes on his hands." The Animal will not attack or defend the Vampire, nor will it put itself at any risk. Regarding the skunk scenario above, at this level, the Vampire can use the natural abilities of the Animal to command it to walk over to his enemies and spray them.

    • LEVEL 3 INFLUENCE: 15 pts. above = the connection is much stronger. The Vampire can communicate one-sentence commands and the Animal will obey. For example, "Guard my lair and attack all who try to get past you." Or, Fly to Bob and deliver this message." "Follow this woman and report back to me on where she went."

    • LEVEL 4 INFLUENCE: 20 pts above = the connection is at its strongest. The animal will obey multi-sentence commands and will willingly obey and fight for you in combat as an ally for the duration of the scene. Such a command might be to tell a dog to, "Find Bob and bring him to me by biting at his clothes and pulling him." Or, "Fly through that open window, locate a key ring handing by the door and bring it to me." "Follow this woman, then return to report her activities and take me to the same place she went." And of course, "Protect and defend me in this fight and kill any I instruct you to attack." (This effect can last for several months.)

For Example, Rolling for Influence Level: a Bear rolls an unmodified 65 to resist. The Vampire must roll a minimum of a modified 70 in order to exert enough influence to issue Level 1 Commands; 80 to issue Level 2 Commands; 85 to issue Level 3 commands; and 85+ to issue Level 4 Commands. 

IMPORTANT NOTES: 

  1. For Level 1-3 Commands, the effect lasts for the duration of the scene or until a specific command has been fulfilled, or the Vampire releases the animal. 
  2. There is no limit to how many Animals a Vampire may influence or command at any one time during a scene.
  3. If an Animal Rolls to Resist your Influence and rolls a botch (1-10), that animal voluntarily becomes your permanent companion at a Level 4 Influence until you chose to release it UNLESS, you also roll a Botch in response (you must still roll even if the animal rolls a botch). Then, the Animal simply goes its own way and leaves the area.
  4. If the Player's Character uses Beckoning to call a certain animal type to him, those Animals are able to be commanded with FERAL SPEECH at a lower Influence roll by -5 points. 


The nature of the Player's Character is a great influence in how he approaches these conversations. The character might try intimidating, teasing, cajoling, tempting or rationalizing. The Player should understand that he does not simply play his character in these situations, but the Beast Within as well. 

At levels 1-3, using this power cannot force an animal to do something against its nature, or to force a creature to risk its life. While the a bear or panther would stand guard to the vampire’s haven and even fight for it, it would not do so against obviously superior numbers or something overwhelmingly supernatural. A predatory bird might be convinced to harry a target, but would definitely not hold ground. A docile dog or skittish cat would have no problem with reporting something it had seen, but it wouldn’t enter combat unless given no other option — though it would likely agree to stand and fight and then flee at the first opportunity. (Storyteller's discretion.)


◎◎◎◎◎◎: Animalism 2 - Beckoning (Mental Skill)

Base Roll: 60
Energy/Blood Cost: 6
Damage: 0
Mods: Physical Skill
Resist: None
Affects:  None

Description: 
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, shrilling like a raven, growing like a panther, 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 specie sat a time. 

All such animals within earshot are summoned, and some percentage of them will heed the Beckoning if it is successful. While the vampire has no further 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 concerns. (The vampire can then use Feral Speech on individual animals to command them, which is then performed at a reduced roll rate.

System: 
The player makes a successful roll to determine the response to the character’s call; consult the Roll Chart below. Only animals that can hear the cry will respond. If the Storyteller decides no animals of that type are within earshot (40 meters), 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. 

Roll Chart:

1-10: Botch! Not only do no animals respond to your obviously fake call, the sound you make alerts everyone within earshot of your exact location and chases all animals from the area for the duration of the scene.

11-59: No Response, but you can try a different animal type on your next turn.

60-69: A single animal of the type you called responds.

70-79: Three animals of the type you called respond.

80-89: Seven animals of the type you called respond.

90-99: Ten animals of the type you called respond.

100+: All animals of the type you called respond. (Storyteller's discretion, but a minimum of 11 animals.)


◎◎◎◎◎: Animalism 3 - Song of Serenity (Debuff)

Base Roll: 80
Energy/Blood Cost: 8
Damage: 0
Mods: Physical Skill, Persuasion 
Resist: Willpower
Affects:  None

Description: 
By singing, humming, playing an instrument or even making a low crooning sound, the Vampire using this ability can soothe an angry or agitated beast, even those that are supernatural (including Garou). This ability makes beasts docile and can even prevent them from attacking or being aggressive. In addition, it can bring a Vampire back from Frenzy. 

System:
The Vampire makes a successful roll and makes a soothing sound or sings a soft song. The sound must be low and soothing, almost like a lullaby. If the Target fails his Resist roll, then he cannot attack for three full turns, becomes docile and any anger or aggression is wiped from his mind. If the Target is a Vampire or Garou in the state of Frenzy, he will immediately come out of Frenzy, become docile and be unable to attack for 3 full turns. A Garou coming out of Frenzy will have his Rage Meter dropped to zero.

◎◎◎◎: Animalism 4 - Subsume the Spirit (Attack)

Base Roll: 85
Energy/Blood Cost: 12
Damage: 0
Mods: Mental Skill, Persuasion 
Resist: Willpower
Duration: Scene.
Permanent Affects: 

  • +5 Physical Attack
  • +5 Physical Defense

Description: 
By locking his gaze with that of an animal, the vampire may mentally possess the creature. Some elders believe that since animals don’t have souls but spirits, the vampire can move his own soul into the animal’s body. Many younger vampires think it 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. Some haughty Tzimisce eschew 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 way. They delight in sampling different animals’ natures.

System: 
The Player makes a successful roll. If the Animal fails it's resist roll, then for he duration of the scene the Player's Character pushes his consciousness into that of the Animal, taking over it's mind and body. The Player's Character falls into a torpor-like state and cannot be roused until the Vampire wills his consciousness back into his body, allowing the Animal to return.

While in the Animal's body, the Vampire can use any of his mental skills and abilities, as long as he does not need to speak or use any physical motions. He also retains his own Mental Attacks and Defenses, but all of his Physical Skills/Attacks/Defenses are that of the Animal he is possessing.

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 nights to resist and finally overcome the animal nature. 

Any damage the Animal takes is also felt and taken by the Vampire. And any pleasure or pain is also experience by the Vampire. If the animal dies while the Vampire possesses it, the Vampire's soul instantaneously shoots back into his body and he falls into Torpor. If the character leaves the animal’s body (by choice, if his body falls asleep, or 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.

NOTE: This skill can only be used on natural creatures and has no effect on supernatural creatures.


◎◎◎: Animalism 5 - Draw the Beast Out (Debuff)

Base Roll: 80
Energy/Blood Cost: 13
Damage: 5
Mods: Mental Skill, Persuasion 
Resist: Willpower
Permanent Affects: 

  • +5 Mental Attack
  • +5 Mental Skill

Description: 
At this level of Animalism, the Kindred has a keen understanding of the Beast Within, and is able to release his feral urges upon another mortal, supernatural creature or vampire. 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 unleashing their Beasts onto others. Gangrel do so to stir their ghouls into inspired heights of savagery during combat. Tzimisce care less about who receives their Beast than retaining their own composure.

System: 
The Player spends 13 Energy/Blood points, announces in local chat that he is using Drawing Out the Beast, who the Target is, and then makes a successful roll.  (The Target must be someone within the Vampire's immediate line of sight.)

If the Target fails his Resist Roll, then based on your Attack Roll use the Roll Chart below to determine the level of the Beast inflicted on him.

If the Target Botches his Resist Roll, he immediately goes into Frenzy, and accidently steals the Vampire's Beast permanently. Botching this roll is even more catastrophic, causing heightened frenzy that grows so extreme that no intervention can curb its duration or effects. The character is a hapless victim to the terrible fury of his Beast, and may well hurl herself into a savage, flesh-rending rampage that leaves the Masquerade (and unfortunate nearby onlookers) in tatters.

While the Vampire is no longer vulnerable to frenzy, the Character can no longer use or regain Willpower and becomes increasingly lethargic. To recover the Beast, the unfortunate Vampire must find the person who now possesses it (who likely isn’t enjoying herself very much) and coax the Beast into its proper vessel. The most effective way to do so is to behave in ways that will 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).

Roll Chart:

1-10: Botch! You immediately go into Frenzy instead of your intended Target.

11-79: Nothing happens and the Vampire fails to transfer his Beast.

80-89: The Vampire transfers the Beast, but unleashes it upon a random individual instead of the Target. (Storyteller's discretion.)

90-95: The Vampire transfers his Beast to the intended Target, but it temporarily stuns the Target. The Target may act normally during the turn, but will Frenzy at the beginning of his second turn.

96+: The character transfers the Beast successfully to the intended Target. In this case, the frenzy lasts twice as long as normal and is twice as difficult to shrug off; its severity also increases exponentially. 


◎◎: Animalism 6 - Tier of Souls (Mental Skill)

Base Roll: 90
Energy/Blood Cost: 10
Damage: 2
Mods: Physical Attack, Physical Skill
Resist: None
Permanent Affects: 

  • +5 Physical Skill
  • +10 Athletics/Reflexes
  • +10 Initiative

Description: 
A Vampire with this power gains so much more than mere sustenance from the blood she drinks. The blood also transmits insights and even abilities as well. Moreover, if the being from which the vampire drinks has recently fed, she may gain similar awareness of that creature if it was recently eaten in the last 24 hours before being consumed. It is much like an ecstasy within the blood where the Vampire walks through the garden of his Victims, consuming their talents as one might eat the ripest of fruit picked from a tree.

System: The Player's Character must first drink the blood of his prey. The Player then declares he will use Tier of Souls in Open Chat, then spends 10 Energy/Blood points and makes a successful roll. What he gains is determined by how high he rolls. This must be done in the presence of a Storyteller, Mod or Sim Admin. In the event your roll is 106+, you must have a Storyteller/Mod/Sim Admin submit your notecard to gain the desired skills.

Roll Chart

1-10: Botch! For the duration of the scene, your victim gains access to your highest level of abilities. For example, if Fortitude is your highest level of purchased points, your Victim receives every bonus you have currently earned, as well as every skill you've purchased in that ability. If Protean is your highest level, they will gain access to every purchased skill or spell as if it were their own for the duration of that scene.

11-80: You enjoy the taste of the blood and the warmth of it as it slips across your tongue. But nothing more.

90-95: You gain access to a specific memory of your choice from your Victim, or your Victim's last Victim.

95-99: You gain access for the duration of the scene to your choice of any one of your Victim's (or Victim's Victim's) abilities. For example, your Victim is a Toreador (or fed on one within the last 24 hours) and you select her skill in Majesty.

100-105: You gain access for the duration of the scene to any entire skill level of your Victim, or your Victim's Victim. For example, instead of simply taking on a Toreador's ability in Majesty, he takes on every ability she knows in Presence.

106+: You permanently gain your choice of your Victim's or your Victim's Victim's first three skills in any level they have. For example, your Victim or your Victim's Victim was a master of Auspex. You can permanently gain access to Auspex 1 (Heightened Senses), Auspex 2 (Aura Perception), and Auspex 3 (Spirits Touch). 

NOTE: This skill has a 48 hour (real time) cool down.


: Animalism 7 - Taunt the Beast (Area of Effect)

Base Roll: 110
Energy/Blood Cost: 22
Damage: 8
Mods: Mental Attack, Persuasion 
Resist: None
Permanent Affects: 

  • +5 Mental Attack
  • +10 Mental Defense
  • +5 Mental Skill
  • +5 Initiative

Description: 
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 territory. Be forewarned. Releasing another's Beast is unpredictable at best and can result in that person attacking the Vampire who unleashed it.

System: 
The Player spends 22 Energy/Blood points and makes a successful roll. The Player's Character then touches the target. The victim makes aSelf-Control/Instinct roll (difficulty 5 + the number of successes); failure results in an immediate frenzy. A botch (natural 1-10) causes the character to unleash his own Beast and frenzy instead. 

This power maybe used on those individuals who are normally incapable of frenzy, sending ordinary humans and normally docile animals into murderous rages worthy of the most bloodthirsty Brujah berserker.


: Animalism 8 - Master the Beast (Buff)

Base Roll: 80
Energy/Blood Cost: 15
Damage: 8
Mods: Mental Attack, Mental Skill
Resist: None
Duration: One Scene
Permanent Affects: Can Frenzy or end a Frenzy at Will
Temp Affects: 

  • +10 Mental Defense
  • +10 Physical Attack
  • +10 Initiative

Description: 
Unlike any other Kindred, Vampires who have learned Master the Beast has become so familiar with his own Beast that he is intimately aware of all its basest needs, desires and motivations. So much so that it no longer has any control over him — he controls it. This allows the Vampire to Frenzy at will, and (with rare exception) end the Frenzy at any time he wishes. He may slip in and out of the Beast as easily as slipping a cloak from his shoulders and letting it pool to the floor at his feet.

Because of this complete knowledge of the Beast's nature, he can temporarily access a small amount of his own Beast without succumbing to a full Frenzy. And, he can shred it into any number of pieces and place it into other creatures, mortals or supernatural beings. Because it is only a small piece of the Vampire's mastered Beast, the Vampire selects only the favorable qualities it bestows, temporarily gifting those he deems worthy with his fierce gifts. Typically this is done before battles to fortify allies.

System
The Player declares in Open Chat that he will attempt to use Master the Beast, and names any others in his group besides himself who will receive his Beast's Gifts. He then spends 15 points of Energy/Blood and makes a successful roll. The Vampire will always be the first to receive the Temp buffs, but how many in his party will also receive it depends on his roll (see Roll Chart below).

Roll Chart:

1-10: Botch! The Vampire temporarily loses all control of his own beast and immediately Frenzies. It will take him three full turns to end the Frenzy, but during this time he will attack and attempt to kill those physically closest to him. This is the rare exception where the Vampire cannot immediately end his Frenzy.

11-79: Nothing happens. Apparently, the Beast is taking a nap and doesn't wish to be disturbed. Well that's embarrassing. 

80-85: Only the Vampire receives the Temp buffs.

86-89: The Vampire and the named ally closest to him receives the Buffs.

90-95: The Vampire and two other named allies closest to him receives the Buffs

96-99: The Vampire and three other named allies closest to him receive the Buffs

100+:  The Vampire and all allies named receive the Buffs.