Spiritus Spiritus is a discipline that is unique to the Ahrimanes. Its powers stem from the ritual that transforms them and without undergoing this ritual, no vampire can learn the discipline. This is an attempt to bring the Spiritus Discipline in line with the spirit world and spirit rules as presented in Werewolf and Mage 2nd editions. The Werewolf rulebook is highly recommend for dealing with animal spirits, as is the Werewolf and Mage supplement, Axis Mundi. Level One Speak with Spirits The Ahrimane can speak to nearby spirits for the duration of the scene. This will not change the spirit's reaction to the Ahrimane. The Ahrimane communicates telepathically with the spirit. The Ahrimane may also try to see spirits in the area, although this requires intense concentration. System: The speaker rolls Wits + Linguistics (difficulty 6). One success allows the speaker to communicate with whatever spirits are around. Of course, this does not require spirits to respond, although most spirits view Ahrimanes more favourably than many other vampires. Viewing spirits requires a Perception + Occult roll, difficulty of the local Gauntlet. Level Two Summon Spirit Beasts The Ahrimane can call on the spirits of dead animals, known to Garou and Magi as animal Naturae, to aid them. They will be predisposed to helping the caller, and follow simple telepathic commends. The spirits can take any actions they were capable of in normal life. System: The summoner must roll Charisma + Animal Ken (difficulty 7). The difficulty of this roll may be decreased if the Ahrimane possess and appropriate Material Correspondence for the spirit (basically an item appropriate to the spirits nature, or something like bones, feathers or a tooth of the animal in question. See Axis Mundi for more details on Material Correspondences). The location also matters, if the animal being called is local to the region it will be easier to summon the spirits, if they come from the other side of the world, or a very different habit it will be tougher. Use common sense, a rat will be easy to summon it a city, but it will be difficult to summon a polar bear in the desert. Every success on the roll allows the animal spirit to Materialize for a longer period of time: 1 Success One Turn 2 Successes Five Turns 3 Successes One Hour 4 Successes One Night 5 Successes One Week Spirits called by this ability do not have to spend Power to Materialize, and may do so even if they do not possess the Charm, and ignore the normal restrictions for materialised spirits and the local Gauntlet rating. If this is the case, the spirit will have the attributes and health levels of a normal animal of whatever type. Spirits with the Charms Appear or Materialize may be persuaded to remain after the power's duration, although this will require some bargaining on the Ahrimane's part. In spirit terms a "typical" Naturae might be Rage 5, Gnosis 6, Willpower 6, Power 30 with a number of appropriate Charms. This should be modified as befits to the animal, an Owl-spirit for example is likely to have a high Gnosis score, where as a Buffalo-spirit may have a high Rage. Examples of animal spirits, and how to deal with them, can be found in Werewolf 2nd edition and Axis Mundi. It is possible to call upon the spirits of extinct animals, but the longer the animal has been extinct the harder it will become. Calling upon a Sabre-Tooth tiger will be harder, calling upon a Dinosaur may be so difficult the Storyteller can decide that it is effectively impossible. Level Three Aspect of the Beast The Ahrimane can gain powers similar to those possessed by animals by calling on the spirit of that particular animal to grant her the power. System: The Ahrimane must make a Manipulation + Occult roll (difficulty of 7) and spend a Blood Point to gain the power. The power lasts for one turn per success. Even if the spirit fails to grant the spirit power, the vampire must still expend the Blood Point. Here are some of the possible spirit powers: Falcon's Eye - The Ahrimane can see great distances as if she had the eyes of a falcon. Sounds of the Cricket - This grants the power to produce an annoying, grating sound loud enough to deafen those nearby for a few hours. Swiftness of the Stag - The Ahrimane can move at twice her normal running speed. Strength of the Bear - This gives the Ahrimane two extra levels of Strength. Ferocity of the Cougar - All Morale rolls are made at one less difficulty. Beaver's Bite - This makes the Ahrimane's bite strong and sharp enough to cut through almost any substance. Serpent's Venom - The Ahrimane's bite transmits a venomous toxin that causes two Health levels of damage in living victims per turn. The damage continues until the toxin is removed or nullified or until the Ahrimane's spirit power ends. Chameleon's Colors - The Ahrimane becomes a chameleon, capable of changing color to suit the environment. Leapfrog - This grants the Ahrimane the ability to leap three times her normal height and distance. Ears of the Hare - The Ahrimane can hear as well as a rabbit, reducing the difficulty of Perception rolls involving hearing by two. Nose of the Hound - The Ahrimane's sense of smell is far greater than that of a mortal. She can even track by scent with on a Perception + Survival roll (difficulty set by Storyteller). Squirrel Balance - The Ahrimane can move about in the branches and limbs of trees or across tightropes with little fear of falling. All such Athletics rolls have their difficulties decreased by two. Skin of the Frog - the Ahrimane's skin becomes slick and slippery. Attempts to pin or grapple the Ahrimane suffer a +3 difficulty and it becomes easier to slip through tight spaces. Shock of the Eel - with a touch the Ahrimane can deliver a potent electric shock. This will do as many dice in damage as the Ahrimane scores on her Manipulation + Occult roll to activate the power. Charge of the Buffalo - this power can only be used if the Ahrimane is running towards an opponent or target. When used the Ahrimane will slam into the target with great force without being harmed herself. This is treated as a body slam, but it does Strength +2 damage, plus one additional damage for every attack success, also the Ahrimane will not take any damage herself. Spit of the Cobra - The Ahrimane can spit a blinding contact poison. Mole's Tunnelling - Mole gives the Ahrimane the power to tunnel through the earth. The Ahrimane must roll Strength + Athletics to determine how far she can go, with the difficulty depending upon how hard the earth is. Stench of the Skunk - The Ahrimane can generate a truly foul smell that will distract anyone in the vicinity. A Self-Control roll is required to get close to the Ahrimane or to stay close to her. Level Four Engling Fury This power allows an Ahrimane to use an animal Engling spirit to replenish his Willpower. This destroys the spirit, however. System: The Ahrimane must first either summon the Engling using the level two Spiritus power, or find it by any other means she has. Then the character then rolls Manipulation + Intimidation (difficulty 8). Every success allows her to regain a point of Willpower; each use of this power destroys another spirit, unless the Ahrimane knows the proper ritual of thanks to be performed. While many shapechangers know this rite, few, if any, Ahrimanes do. Level Five The Wildebeest The Ahrimane has the power to take on a feral state, also known as the Wildform, granting her special physical powers. She also takes on a more catlike appearance, and animals react poorly to this shape. System: The change is automatic and raises the vampire's Strength by 3 and Dexterity and Stamina by 2. Appearance goes to 0 and Manipulation is reduced by 3. The vampire's claws and fangs cause an extra die of damage. Smelling, hearing, and night vision improve to roughly twice normal.