By Mark Antill (mantill@geocities.com) for Bloodline Book Ahrimane
System: The speaker rolls Wits + Linguistics (difficulty 6). One success allows the speaker to communicate with whatever spirits are around. Of course, this does not require spirits to respond, although most spirits view Ahrimane more favourably than many other vampires. Viewing spirits requires a Perception + Occult roll, difficulty of the local Gauntlet.
System: The summoner must roll Charisma + Animal Ken (difficulty 7). The difficulty of this roll may be decreased if the Ahrimane possesses an appropriate Material Correspondence for the spirit (basically an item appropriate to the spirits nature, see Axis Mundi for more details). Every success allows the animal spirit to Materialize for a longer period of time:
Successes | Duration |
1 | One Turn |
2 | Five Turns |
3 | One Hour |
4 | One Night |
5 | One Week |
Spirits called by this ability do not have to spend Power to Materialize, and may do so even if they do not possess the Charm. If this is the case, the spirit will have the attributes and health levels of a normal animal. Spirits with the Charms Appear or Materialize may be persuaded to remain after the duration, although this will require some bargaining on the Ahrimane's part.
In spirit terms a "typical" Naturae might be Rage 5, Gnosis 6, Willpower 6, Power 30 with a number of appropriate Charms. This should be modified as appropriate to the animal. An owl-spirit for example is likely to have a high Gnosis score, where as a Buffalo-spirit may have a high Rage. Examples of animal spirits, and how to deal with them, can be found in Werewolf 2nd edition and Axis Mundi.
It is possible to try and summon more powerful spirits, called Jagglings, but the difficulty increases to 9. Such spirits may be considerably more powerful, but will often require a higher price for any services.
System: The Ahrimane must make a Manipulation + Occult roll (difficulty of 7) and spend a Blood Point to gain the power. The power lasts for one turn per success. Even if the spirit fails to grant the spirit power, the vampire must still expend the Blood Point. Here are some of the possible spirit powers:
Falcon's Eye: The Ahrimane can see great distances as if she had the eyes of a falcon.
Sounds of the Cricket: This grants the power to produce an annoying, grating sound loud enough to deafen those nearby for a few hours.
Swiftness of the Stag: The Ahrimane can move at twice her normal running speed.
Strength of the Bear: This gives the Ahrimane two extra levels of Strength.
Ferocity of the Cougar: All Morale rolls are made at one less difficulty.
Beaver's Bite: This makes the Ahrimane's bite strong and sharp enough to cut through almost any substance.
Serpent's Venom: The Ahrimane's bite transmits a venomous toxin that causes two Health levels of damage in living victims per turn. The damage continues until the toxin is removed or nullified or until the Ahrimane's spirit power ends.
Chameleon's Colors: The Ahrimane becomes a chameleon, capable of changing color to suit the environment.
Leapfrog: This grants the Ahrimane the ability to leap three times her normal height and distance.
Ears of the Hare: The Ahrimane can hear as well as a rabbit, reducing the difficulty of Perception rolls involving hearing by two.
Nose of the Hound: The Ahrimane's sense of smell is far greater than that of a mortal. She can even track by scent with on a Perception + Survival roll (difficulty set by Storyteller).
Squirrel Balance: The Ahrimane can move about in the branches and limbs of trees or across tightropes with little fear of falling. All such Athletics rolls have their difficulties decreased by two.
Skin of the Frog: The Ahrimane's skin becomes slick and slippery. Attempts to pin or grapple the Ahrimane suffer a +3 difficulty and it becomes easier to slip through tight spaces.
Shock of the Eel: With a touch the Ahrimane can deliver a potent electric shock. This will do as many dice in damage as the Ahrimane scores on her Manipulation + Occult roll to activate the power.
Charge of the Buffalo: This power can only be used if the Ahrimane is running towards an opponent or target. When used the Ahrimane will slam into the target with great force without being harmed herself. This is treated as a body slam, but it does Strength +2 damage, plus one additional damage for every attack success, also the Ahrimane will not take any damage herself.
Spit of the Cobra: The Ahrimane can spit a blinding contact poison.
Mole's Tunneling: Mole gives the Ahrimane the power to tunnel through the earth. The Ahrimane must roll Strength + Athletics to determine how far she can go, with the difficulty depending upon how hard the earth is.
Stench of the Skunk: The Ahrimane can generate a truly foul smell that will distract anyone in the vicinity. A Self-Control roll is required to get close to the Ahrimane or to stay close to her.
System: The Ahrimane must first summon the Engling using the level two Spiritus power, or any other means she has. Then the character rolls Manipulation + Intimidation (difficulty 8). Every success allows her to regain a point of Willpower; each use of this power destroys another spirit, unless the Ahrimane knows the proper ritual of thanks to be performed. While many shapechangers know this rite, few, if any, Ahrimane do.
System: The change is automatic and raises the vampire's Strength by 3 and Dexterity and Stamina by 2. Appearance goes to 0 and Manipulation is reduced by 3. The vampire's claws and fangs cause an extra die of damage. Smelling, hearing, and night vision improve to roughly twice normal.