Animalism (VTM)

Animalism is a Discipline that gives the vampire the ability to tap into the animal world and use animal instincts. A Vampire with Animalism ends up inevitably seperating him or herself, more and more from humanity. This is why the clans that use Animalism are unaccepted by most of the others, because they rely on keeping their humanity. In Vampire society, these clans are often treated as outcasts because they can no longer maintain the Masquerade.

The abilities of this discipline are rooted in communication and the qualities/instincts of animals. The downside is that largely, this causes the Vampire to develop, sometimes perminant, animalistic traits. The Vampire may eventually come across as more beast than human.

The clans Gangrel, Ravnos, Nosferatu, and Tzimisce are the most common users of this discipline.

Standard Abilities

 * Feral Speech •: Allows the Vampire to communicate with any animal, domestic or wild, by making brief eye contact with it
 * Noah's Call ••: Allows the Vampire, having previously used Feral Speech on that type of animal, to call to them a group animals of that type, in a given range.
 * Cowing the Beast •••: The Vampire taps into his/her inner beast /nature and draws upon it in order to instill fear upon an opponent
 * Ride the Wild Mind ••••: Allows the Vampire to place their own souls into that of a wild animal, allowing complete control over that animal
 * Drawing out the Beast •••••: This ability draws out the Beast in an opponent, and as a result, causes the victim to frenzy
 * Quell the Herd ••••••: Allows the Vampire to calm and remove the individuality of a large group of mortals or animals