Animalism

Entrenched in folklore and myth are rumours of supernatural beings having sway over the animalistic nature of the living, and unliving, creatures. Animalism, as it has been dubbed by licks old and new, is exactly this gift. Whilst in a rudimentary sense, this power allows those blessed with it to commune with (and control) animals it also extends to the ability to understand and influence the deep-rooted beasts in other kindred.

Sense the Beast (low level animalism):

By tapping into the beast in their own, and others, blood a vampire is able to observe the state of another person's beast at any given time. Commonly this can be used to ascertain how Hungry a target may be at the given point in time. In some circumstances, the power may allow for the person using it to ascertain the state of a targets beast, like whether or not they are close to a succumbing to their beast in a fit of rage or fear (commonly referred to as a frenzy).[ System: By using low level Animalism, the player is able to ask the target a single question regarding the state of their beast at the given point in time. Typically, this occurs after focusing on the individual in question for a short period of time - or making contact with the target (assuming they have consented to such). Via negotiation, the two players can decide what information is reasonable to have been learned. ]

Song of Serenity / Drawing Out the Beast (high level Animalism):

More adept users of the gift can use their knowledge of the nature of the beast to influence and interact with the state of their own beast, or even the beast of others. For example, if they observe someone of the brink of frenzy, they can choose to soothe another lick: causing their beast to recede and withdraw, ultimately preventing a Frenzy from occurring. Alternatively, this intimate knowledge of the bestial can be weaponised to humiliate someone, or goad them into acting violently. In a much less benevolent manner than previously mentioned, this power can be used to bring the beast in a target to the forefront of their being: either bringing them close to the point of losing control, or forcing them to Frenzy if they were already on the verge.

[ System: By using this power, the player is able to directly influence the state of another person's beast at a given point in time. They can both use this to calm the beast in their target (preventing a Frenzy) or antagonise it (producing or increasing the likelihood of a Frenzy). This can be done by means of a claiming song or soothing words, or by antagonising the target in question. Through negotiation, the person using the power highlights what they are wanting to do (and how they are doing it) and the target reacts accordingly depending on the state of their beast prior to the ability being used. A target's beast can only be influenced by this power once per hour - all following attempts will fail.]