Quell the Beast
As the supreme predators of the natural world, Kindred are highly attuned to the bestial nature that dwells within every mortal heart. A vampire who develops this power may assert his will over a mortal (animal or human) subject, subduing the Beast within her. This quenches all powerful, strong emotions — hope, fury, love, fear — within the target. The Kindred must either touch his subject or stare into her eyes to channel his will effectively.
Mortals who lack the fire of their inner Beasts are quite tractable, reacting to even stressful situations with indifference. Even the most courageous or maddened mortal becomes apathetic and listless, while an especially sensitive individual may suffer from a phobic derangement while under the power’s influence.
Different Clans evoke this power in different ways, though the effect itself is identical. Tzimisce call it Cowing the Beast, since they force the mortal’s weaker spirit to shrivel in fear before the Kindred’s own inner Beast. Nosferatu refer to it as Song of Serenity, since they soothe the subject’s Beast into a state of utter complacency, thus allowing them to feed freely. Gangrel know the power as Quell the Beast, and force the mortal spirit into a state of fear or apathy as befits the individual vampire’s nature.
System: The player rolls Manipulation + Intimidation if forcing down the Beast through fear, or Manipulation + Empathy if soothing it into complacency. The difficulty of the roll is 7 in either case. This is an extended action requiring as many total successes as the target has Willpower. Failure indicates that the player must start over from the beginning, while a botch indicates that the vampire may not affect that subject’s Beast for the remainder of the scene.
When a mortal’s Beast is cowed or soothed, she can no longer use or regain Willpower. She ceases all struggles, whether mental or physical. She doesn’t even defend herself if assaulted, though the Storyteller may allow a Willpower roll if the mortal believes her life is truly threatened. To recover from this power, the mortal’s player rolls Willpower (difficulty 6) once per day until she accumulates enough successes to equal the vampire’s Willpower. Kindred cannot be affected by this power.
Though a vampire’s Beast cannot be cowed with this ability, the Storyteller may allow characters to use the “soothing” variation of this power to pull a vampire out of frenzy. With three or more successes, the frenzying vampire may roll again to pull herself out of frenzy, using the same difficulty as the stimulus that caused the frenzy originally.
Vampire: The Masquerade 20th Anniversary Edition, Page 130-131
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