Animalism


Through the understanding of their own beast, a vampire can manipulate and sense lower beasts, or even other vampires. Vampires with this discipline can command animals to serve as spies or even exercise some degree of control over other kindred's beasts. Since the discipline's effect comes from manipulating other people's inherent beasts, it has no effect on people who lack such a thing. Humans, ghouls, and thin-bloods are effectively immune to the discipline because they have no beast to manipulate.

Level 1


Feral whispers

Through their own beast, the vampire can also sense and communicate with beasts from other creatures. This gives him the ability to communicate and control animals to use as spies or companions. In addition to that, the character also gains some insight into other vampires' beasts and their states of mind.



Cost: None

System: Communication with animals is mainly handled during cutscenes because there are usually no animals on the larp to communicate with. Information from animals has some limitations because they do not understand human speech or human concepts. More intelligent animals can provide better information.

On the larp, the character can try to gain insight into another character's beast by saying "feral whispers”  without requiring a mental duel. They then find out which of the beast's three moods (hunger, anger or fear) is currently the strongest. Normally, hunger is strongest unless the character feels any of the other emotions stronger than usual. In addition to that, the character can also determine if someone is a vampire or other supernatural creature with a beast (for example, a werewolf) or if they are human.

Level 2


Predatory shift

By properly provoking an opponent's Beast, the character can activate the compulsive behaviors that all kindred develop to deal with hunger as it becomes more intrusive. For people whose hunger is already strong enough for such behavior to be active, the user can instead shift the type of compulsion the opponent suffers from. Provocations with this power are rarely as long-lived as the natural compulsions, as the Beast quickly realizes it has been tricked and calms down, but usually long enough to cause trouble.


Cost: Hunger +1

System: The player makes eye contact with the person to be affected and says "predatory shift" followed by their MV. If the user wins the mental duel, the victim's compulsion action is activated for 15 minutes or until the action's conditions are met, whichever comes first. If the person's hunger is already 3 or higher (or 2 or higher for Malkavians), the player can either reactivate the victim's natural compulsion if it is not already active, or choose an entirely different compulsion to activate instead. The power only affects people who have a beast and has no effect if used on humans, ghouls, or thin-bloods.

Level 3


Rouse the beast

The character can empower others' beasts and enhance their emotions. People who are already emotional can be driven into a frenzy while those who are calmer find it much more difficult to control the beast.


Cost: Hunger +1

System: The player says “rouse the beast” followed by their MV. If he wins, the currently dominant emotion the victim's beast has is turned up, either hunger, fear or anger. Unless the victim feels particularly angrier or more terrified than normal, it is always hunger that is the strongest emotion. People who are about to go into a frenzy are pushed over the edge with this power while those who are not in the danger zone instead have the emotion in question turned up to the max.

Quell the beast

The character can project their beast outwards to frighten other beasts into submission, or press down those lacking a beast. This can also prevent other vampires from going into frenzy or dampen them if they're about to go into frenzy. However, the feeling of having been exposed to the force is far from pleasant.


Cost: Hunger +1

System: The player says "quell the beast" on the intended target and initiates a mental duel. If the player wins, the victim becomes very passive during the rest of the scene and finds it extremely difficult to motivate himself to actions if his life is not in direct danger. If it is used on a vampire in or about to enter frenzy, that condition is immediately broken. The ability can also be used on humans or ghouls, but since these lack a beast of their own, a mental duel is not necessary.