Although most look human, all the Kindred conceal within them a feral predator, a Beast that divides all others into only two categories: threat or prey. Some Kindred feel their affinity with the animals of the world, and their connection with their own animalistic nature to a greater degree than others.
These Kindred often develop the Discipline of Animalism, which allows them to bond with the beasts — and the Beasts — around them. They can not only commune with lower creatures, but project their will upon them, forcing them to obey.
As the Kindred gain power, some develop the ability to join with animals, or to influence the Beast lurking with their own souls or the souls of other vampires. Most Kindred are repellent to animals. Lesser creatures grow agitated in the presence of the undead and normally flee the scene or, in some cases, attack the vampire in question. Kindred who possess Animalism are a very different story. Animals are often attracted to such Kindred, and their presence is soothing even to restless beasts.
Other sentient, supernatural beings such as shapechangers who have animal form or who can assume animal form are not affected by Animalism. Their intelligence makes them the purview of the Dominate Discipline. Therefore, a Ventrue can try to ply his will on a werewolf — even a werewolf in wolf form — by using Dominate.
Similarly, Animalism is useless on another vampire who assumes wolf or another bestial form. Animalism is of no avail to the vampire in regard to such intelligent beings. Note that any Animalism power that requires eye contact is made more difficult if the subject does not stand still or is not otherwise immobilized. If the animal in question moves about, the roll to initiate the relevant power suffers a -1 penalty in addition to all others listed.
The Kindred with this ability has learned to understand the lesser creatures that surround her, and to speak with them and make herself understood. It is the foundation upon which all other Animalism abilities are built, for without understanding there can be no obedience. The vampire must initiate eye contact with the animal in question; doing so forges a strong empathic bond between Kindred and beast, allowing communication.
This contact is at least partially mental. The vampire may either whisper to the animal in her own language or any language she knowsor she may hiss, bark, chirp or make whatever sounds the animal might use to express itself. Some Kindred prefer the latter, feeling that it joins them more closely with the animal in question, though many others deride them for it and consider the practice vulgar.
The animal, in turn, might make some sort of noise while responding. It might be a growl, a low chirp or anything else.
The precise nature of the sound is irrelevant, as the meaning is conveyed mostly via the empathic link. Most animals instinctively respond quietly when answering Feral Whispers, unless the situation is a tense or violent one.
The Kindred must maintain either eye contact or a constant dialogue with the animal. If she fails to do so for even a single turn, the link is broken and she must reinitiate contact if she wishes to speak further. Because Feral Whispers requires initial eye contact, animals that cannot see cannot be affected. Additionally, the simpler or less intelligent the animal is, the more difficult it is to link with its Beast or its emotions.Let me preface this article by acknowledging that there are going to be some number of readers who find the entire concept of focusing on mechanics when creating a character to be offensive in some way.
And they will be absolutely correct in the general notion that story and concept come first. But I still think that this sort of examination can be helpful. In general, this sort of guidance is agnostic to character concept — there is no inherent conflict between character competence and character concept. And, all other things being equal, I think most players want to be able to pull off awesome things at some point, even in a chronicle that is mostly drenched in angst.
If you were rolling one die, you would succeed at a task half the time. Challenging tasks e. In V20 you would succeed, and the question would be by how much. In V5 the question is whether you can succeed at all.
The relatively bad odds can be significantly mitigated by the three-die re-roll for spending a Willpower. Note that this is less useful if your Storyteller has you roll a lot — most characters will only get 3 or so Willpower to spend per session. With a big dice pool, if you are failing you probably have the full three bad dice to re-roll and only need another It makes even trying a little scary.
I, personally, am inclined to spread dots all over the place, making a relatively well-rounded character. But, of course, that has no mechanical meaning. Your Storyteller may or may not have you rolling dice at Elysium, but they will certainly have you rolling dice if you get in a running gun battle.Vampire: The Masquerade - Bloodlines Outfits
A central thing to remember about combat is that there are no half-measures. If you want your character to be able to hold their own in combat, real investment in one of those is recommended. Strength is the most likely component of this, because it can be used for anything but small melee weapons.
Significantly, there are no disciplines that directly help win these rolls although mental disciplines might be able to befuddle opponents. In particular, note that Potence does exactly nothing to help win combat rolls. An average or slightly above average human dot Attribute with real experience with a weapon dot Skill will be rolling dice on a combat roll.
This relative equality is furthered by the changes in the blood surge rules. The inherent advantage of being a vampire is toughness — vampires take superficial damage from guns and melee weapons, while mortals take aggravated damage.
Dodging is generally a poor tactic in combat. Many-on-one combat flips a lot of the above on its head. A character can dodge without too much penalty against multiple opponents, but will never be able to hit back.
A character who is trying to hit back against multiple opponents has to split their dice pool, which is punishing. Disciplines are mostly pretty straightforward — you get a 2-dot and a 1-dot, both in-clan. But predator style gives a fourth Discipline dot. A third-dot in an in-clan Discipline is way more valuable 15xp.
However, they all work out to the same number of experience spent As noted above, I personally lean towards having a big spread of skills. Balanced against that is the extreme cost of high-level Skills — sure, having 4 dots is nice, but one Skill at 4 is the same experience point cost as ten Skills at 1 or one at 3, one at 2, and one at 1.
Which is a long way of saying that there are reasons for any of these options, so you can safely pick whatever suits your preference, from an xp efficiency perspective. However, given the weakness of small dice pools as discussed aboveI would recommend avoiding Jack of All Trades.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. I made a video for the Nossies!
Showing 1 - 15 of 76 comments. Elysium View Profile View Posts. Sorry but it's meh, what is Dementation doing with the Nossies, and where is Obfuscate or Animalism? Yeah, caught a lot of flack. Obfuscate and Animalism are in there, just not on the thumbnail. Likely, they're the two they'll end up with, given the signature discipline mechanic.
Just some fun speculation. Originally posted by Vampire Dave :. Originally posted by LotRHenchman :. Last edited by GrandMajora ; 6 Sep, pm. Originally posted by GrandMajora :. You had to slink around the sewers, be hidden all the time etc- it was fun! Originally posted by EasyOut :. Last edited by GrandMajora ; 13 Sep, am. Stealth was funny.
The rats not running paired with the Animal Sustenance Animalism skill almost makes it worth it. I feel like there should have been stronger warning about choosing Nosferatu as a first playthrough.
It can get tedious if you don't already kind of know the layout of the cities. Still no Gangrels so sad :. They have to be coming! Seattle is the "Emerald City" because of the evergreen forests.
And we know werewolves are coming. There have to be Gangrel lumberjacks out there earth meld daysleeping and ghouling otters! Last edited by opqrrr3 ; 22 Sep, pm.
Now I want to see a video of an otter eating an alligator but I'm afraid. Or an orca! They will probably forgo obfuscate and make it so the Nossie isn't freakishly deformed unless High level and at that point just give you a passive ability of Mask of faces. To make it slikely different and in a way beefier than batmaning would be to make your mosqito swarm literally feed you vitae as they drain the enemy, if your vampire bats at high level don't do that as well.
Last edited by marv ; 23 Sep, pm.
Per page: 15 30 Date Posted: 1 Sep, pm.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Global Achievements. Schnoz View Profile View Posts. So I'm playing a fem nos with level 2 animalism and that history that boosts animalism powers. It certainly wasn't that powerful in the tutorial dealing dmg. Last edited by Schnoz ; 12 Apr, am. Showing 1 - 3 of 3 comments. Steerpike3 View Profile View Posts. Gimble is technically a boss, but not much of one. And you're supposed to succeed in the tutorial.
I have not played the latest unofficial patch. The Unofficial Patch did not change any damage of the Animalism beetle, but it might be that Gimble is easier to damage because he is human, the enemies in the tutorial were vampires! Last edited by wesp5 ; 12 Apr, am. Originally posted by wesp5 :. Per page: 15 30 Date Posted: 11 Apr, pm. Posts: 3. Discussions Rules and Guidelines. Note: This is ONLY to be used to report spam, advertising, and problematic harassment, fighting, or rude posts.
All rights reserved. All trademarks are property of their respective owners in the US and other countries. Some geospatial data on this website is provided by geonames.
View mobile website.Animalism is particular common among the clans that are most removed from humanity, though many of its powers specifically target the Beasts of mortals and Cainites. As Disciplines are as much reflections of the Curse of Caine as the traditional banes, extensive use of Animalism often leads to a withering of social skills, as users begin to prefer the simplicity and predictability of animals over the mores of society and the treachery of Kindred and kine alike. Some devoted practitioners usually elders who have reached advanced powers forget that animals are not as sophisticated as humans, treating them as he would humans and expecting them to react like them.
Sources are described below in the order they were printed. Sign In Don't have an account? Start a Wiki. Do you like this video? Animalism is a Discipline that brings the vampire closer to their animalistic nature. This not only allows them to communicate with and gain dominance over creatures of nature, but gives them influence over the Beast itself. Contents [ show ]. Categories :. Cancel Save.
VTM : Guide to the Camarilla. VTM : Clanbook: Nosferatu. VTM : Clanbook: Tzimisce. VTM : Clanbook: Ravnos. VTM : Lair of the Hidden. V20 : Lore of the Clans. VTM : Gehenna.It is both very powerful, useful, and the signature ability of the Malkavians. It gives them the ability to control other people's minds, to induce hypnotic suggestions, or provoke suicides. The destructive potential of this Discipline is known to everyone, and people try to avoid Malkavians and their abilities as best as they can.
Taking any action against the victim will end the effect prematurely. May have a lesser effect on supernaturals. Lv Name Duration Cost Description XP Cost 1 Veil of Madness 15 seconds 1 The victim's emotions intensify until it becomes temporarily incapacitated by either hysterical laughter or compulsive crying.
Taking any action against the victim might end the effect prematurely. Sign In Don't have an account? Start a Wiki. Do you like this video? Categories :. The victim becomes temporarily incapacitated with laughter. Anyone near you suffers mild hallucinations and a -2 penalty to Firearms, Melee, Brawl, Defense, and Defense against Feeding. The victim goes insane, attacks at random, and then drops dead. The target and any others near him all randomly suffer one of the first four levels of Dementation.
The victim's emotions intensify until it becomes temporarily incapacitated by either hysterical laughter or compulsive crying. The victim is shown his greatest walking nightmares, eventually causing a heart attack.This information supersedes the material found in that book.
For a list of clarifications and guidance to the printed rules, please see the FAQ. This is an exception to the rule that prevents you from immediately reattempting a Mental challenge on the same target. Techniques, Animal Swarm, page Replace the entirety of the text in the System section with:. You transform into slightly smaller versions of the same animal you would normally become by using Shape of the Beast.
If your Shape of the Beast allows you to turn into a bat, you can turn into several smaller bats using Animal Swarm. This swarm consists of one animal for each dot of Celerity you possess.
Elder powers and Celerity-based techniques do not increase the number of animals created by Animal Swarm. Each animal can act independently and can take one simple and one standard action each turn. While using Animal Swarm, you cannot spend Blood and lose access to all other powers. Even powers that were activated before using Animal Swarm stop functioning while in this form.
Activating Animal Swarm does not reverse permanent physical alterations. For example, if your heart is removed it will not reappear when you activate this power.
Each of your animals has your Mental attribute, Social attribute, focuses and skills. By default, these animals inflict 1 point of aggravated damage with a successful Brawl attack. Each creature has 5 health levels 1 Healthy, 2 Injured, and 2 Incapacitated.
Your merits, flaws, and powers do not affect the health levels of your animal swarm. If your character possesses any Fortitude powers, each of your animals automatically negates 1 point of normal or aggravated damage each time they suffer damage.
If your animals attempt to retest in combat, each animal must spend Willpower separately; they use your Willpower pool to do so. In flight form, your Physical attribute is considered 1 when you are attacking. While in fight form, each of your animals has a Physical attribute equal to half of your own Physical attribute round up. Other bonuses from Shape of the Beast do not apply while using Animal Swarm.
Animals created by Animal Swarm can separate and perform individual tasks, but must remain within one mile of each other. You can use a standard action to return to your human form at the location of any animal created by this power. When you revert to human form, you automatically reabsorb any of your animals that are within your line of sight. Animals not within your line of sight crumble at the same moment, turning into ash.
When Animal Swarm ends, you take 2 points of aggravated damage for each animal that was destroyed, 1 point of aggravated damage for each animal that was injured or incapacitated, and you lose 2 Blood for each animal that was outside of your line of sight when you reformed.
Damage taken from reverting to human form cannot be reduced or negated, but may not kill your character although it may result in torpor. If one animal is Dominated, all of the animals in the swarm suffer the effects of that power. For the purpose of powers like Possession, clan-specific merits count as 1-dot in-clan powers; general merits are not considered in-clan.
It is possible to lose access to part of a merit without losing access to the entire merit. Lasombra Merits, Angelic Visage, page Revise to the following: "You gain the Social attribute Appearance or Charisma focus in addition to the normal Social attribute focus selected during character creation. Afterwards, you may continue to increase your Shroud of Night, but you must spend blood to do so.
This is an exception to the rule that Vinculum ratings are always mutual. This reduction cannot occur more than once per night. Sign In My Account. Who We are. Team Bios.