Animal Thaumaturgy
By Adrien Ladouceur (pumpuii@tbaytel.net) for Song of the Gangrel
Paths of the Animal
Gangrel must learn a separate path for each animal. So Path of the Lion, and Path of the Leopard are two separate paths.
* Tongue of the [animal]The vampire learns to perfectly mimic the sounds produced by the animal. More than just imitation, the ability allows certain powers -- a lion's roar might work like Dread Gaze, an Owl's (a bird associated with wisdom) tongue may grant a bonus to Linguistics, or a Snake's tongue may carry poison in its bite (the exact rules for this are up to the Storyteller).
** Scent of the [animal]The animals associated with this path view the Kindred as one of their own. Mixed with Animalism, this allows greater sensitivity (-2 to difficulties with the animal) and ability (eye contact no longer necessary for Sweet Whispers for example). Again, the details are left to the Storyteller.
*** Mask of the [animal]With Protean, the Gangrel may opt to transform into the associated animal instead of the Wolf or Bat. For Gangrel using Path of the Wolf or Bat, this is made easier -- one turn and one blood point instead of three. If this power has any effect aside from altering Protean, it is up to the Storyteller.
**** Blood of the [animal]The Kindred may now gain greater sustenance from his associated animal. Like the level six Animalism power, Animal Succulence, this power effectively doubles an animal's, and only the associated animal, Blood Pool for the character.
***** Gift of the [animal]Upon reaching this path level, a Spirit of the associated animal teaches the Kindred one of its "gifts." Essentially, it is exactly the same as a Garou gift, but only one is taught (per path). More than any other power, this level gives the Storyteller a real creative license for creating some "gift" bestowed upon the character. Some examples are:Lion: Roar of Rage The character can roar with such force as to attack all around him (friend and foe alike) with a blast of sound. Like the Garou gift, Scream of Gaia, a Blood Point is spent and Stamina + Primal Urge is rolled (diff 6). Each success causes one level of damage.
Raven: Winged Step The character is able to leap incredible distances. Like the gift Great Leap, the Character spends a blood point and may leap 100' for every success rolled on a Strength+Athletics roll (diff 6).
Owl: Eyes of Truth The character is able to see through all kinds of illusions, and can see through all powers of Obfuscate and Werewolf: the Apocalypse is an invaluable resource for these powers (commonly rank three, or four with adjustments, powers.)
Rituals
Level OneCall the Familiar: This hour-long ritual summons the animal that the character is associated with through one of her Paths. Note that no matter how obscure the animal is, it will eventually come to the character, both through coincidence and through the desire to go to the character (more obscure creatures may take days, even weeks to get to the character). The Storyteller may call for a Cha + Animal Ken roll (diff 6) to see how quickly and in what disposition the animal is when it arrives.Rite of Introduction: From the Vampire Player's Guide, this ritual introduces the character psychically to all the Gangrel in an area.
Level TwoEyes of the Animal: Like Eyes of the Night Hawk from the Player's Guide to the Sabbat, this ritual allows the character to see and hear through the senses of his associated animal, which he must find and so enchant with this ritual. The character also gains mental command over the animal, but cannot command it to do anything but move and look.Impassable Trail: Also from the Player's Guide to the Sabbat, the character can "pass through even the densest woods without leaving any sign of her passing." Note that this does not include scent.
Level ThreeFriend of the Trees: Again from the PGttS, anyone trying to follow the character through the forest moves at half speed as they become entangled in bushes, roots, branches, etc.
Level FourFire Walker: From PGttS, doubles soak dice vs. fire for up to one hour.Mind of Frenzy: This hour-long ritual grants the Kindred the benefits of being in Frenzy (immunity to Dominate and Presence, as well as no wound penalties) without actually being in Frenzy. The effect lasts for one Scene. However, difficulties for all Frenzy rolls are at +2.
Level FiveWalking Rage: The character can use his Beast to attack others at a distance. The ritual sends the Gangrel into a Frenzy, but separates the Beast from him as a kind of Rage Spirit. Self-Control rolls must be constantly made to keep this Rage Spirit under control (and requires the Gangrel's total attention). For the duration of the Ritual (up to one scene, character may end it with a successful SC roll), the Rage Spirit attacks anything the caster desires (traveling as a vampire in astral form). Roll Courage+Primal Urge for damage (soak as normal).