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Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

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<strong>The</strong> vampire must make eye contact, as with Feral Whispers, and convey to an animal<br />

precisely what he wants it to do. <strong>The</strong> animal obeys to the best of its ability, but its nature and<br />

intelligence might cause it to interpret its orders in unusual ways. Once it has received an<br />

order, the animal carries it out, assuming it can be completed before the following sunrise.<br />

At dawn, the compulsion ceases, regardless of whether the task is complete or not.<br />

It is extremely diffi cult to order an animal to do anything blatantly against its nature (such<br />

as ordering a sparrow to attack someone) or obviously self-destructive (such as forcing a guard<br />

dog to lie down in front of a moving truck).<br />

A vampire can give single orders to only one animal at a time, but he may have as many<br />

animals currently under his control as circumstances allow, as long as he can give each one<br />

its orders individually. As with Feral Whispers, the Kindred may choose to give commands<br />

either in plain language or by making appropriate animalistic sounds, as desired.<br />

At the Storyteller’s discretion, a vampire may use this Discipline during downtime to hand<br />

off a downtime action to an animal servant, provided the animal is capable of performing it.<br />

(A regular Discipline draw must be made to see if the command takes hold, but the result is<br />

considered to apply throughout the downtime if several uses of this Discipline would be normally<br />

required to perform the action over a number of days.) For example, the vampire could<br />

call a crow to tail a target and see where he goes, but not to hack a computer network or even<br />

tell him what the target says, since those tasks are not within the crow’s capability. Regardless<br />

of how many servants he might possess, a vampire may not hand off more downtime actions<br />

to animal servants during a single downtime period than he has dots in this Discipline.<br />

Cost: —<br />

Test Pool: Presence + Animal Ken + Animalism – animal’s Composure<br />

Action: Instant<br />

Roleplay: Same as Feral Whispers.<br />

Obedience also requires a contested draw if the animal is already under the control of<br />

another Kindred with this power (in which case Obedience successes achieved must exceed<br />

those drawn for the original vampire).<br />

Draw Results<br />

Failure: Failure indicates that the character cannot command or communicate with the<br />

animal.<br />

Success: Success indicates that the animal obeys the character’s orders to the best of its<br />

abilities.<br />

••• CALL OF THE WILD<br />

<strong>The</strong> Kindred is so fully in tune with her own Beast that she can call out in a feral voice<br />

— howling, hissing, cawing or the like — that beckons all creatures of a specifi c type. Any animal<br />

of that sort within a given area is compelled to respond, immediately moving toward the<br />

Kindred at its fastest possible speed, via the most direct route it can fi nd. Only animals that<br />

can hear the call are summoned, so creatures that have been deafened or that are insulated<br />

from the sound by thick walls or other barriers do not respond. Animals that respond to the<br />

Kindred’s call are not automatically under her control, but they are more easily subjected to<br />

other Animalism powers. Lastly, only natural animals respond to this call — no hell hounds<br />

or gargoyles (see p. 349), for example, answer it.<br />

Cost: 1 Vitae<br />

Test Pool: Presence + Animal Ken + Animalism<br />

Action: Instant<br />

Roleplaying: Calling out appropriate animal noises loudly and clearly.<br />

156<br />

chapter two: character

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