Every step she takes, every corner she turns, a Kindred’s Beast stands ready to face threats, to defend territory, and most importantly, to feed. To the Beast, everything is a challenge, a potential conquest, a meal, or a combination of the three. On one hand, it guarantees vampires will never truly be civil, as all remain one misstep away from each other’s throats. On the other hand, it forces Kindred to hold tight to traditions and propriety, in order to keep the Beast at bay and force a modicum of nicety.
Without a Discipline or other ability to mask or suppress the predatory aura, Kindred perceive other vampires as their own kind. Note that this is one-sided: One character may not notice the other. It’s not just the aura: Kindred notice the shallow or nonexistent breathing of their kind. the subtle, predatory tones in a voice, and smell multiple victims’ blood on one another.
The Bestial Triad
Every vampire can evoke three aspects of the Beast; the monstrous, the seductive, and the competitive. The aura chosen reflects the way the vampire approaches the confrontation. It also determines the Conditions given during the clash.
The Monstrous Beast: This represents the Beast-As-Destroyer. Its every instinct is to rip asunder. The monstrous aura inspires a witness to fight or flee. It evokes the most primitive survival instincts in its victims, uses Strength as a Power Attribute, and causes the Bestial Condition (p. 301).
The Seductive Beast: This is the Beast-As-Tempter. It needs hot abandon, and a temporary escape from reality. It inspires the need for immediate, throwaway coupling. It evokes the primal need for instant gratification, uses Presence as a Power Attribute, and causes the Wanton Condition (p. 307).
The Competitive Beast: This is the Beast-As-Alpha. It needs to come out on top, to command, to control. It inspires power plays and dominance games. It evokes the need for a rigid hierarchy, uses Intelligence as a Power Attribute, and causes the Competitive Condition (p. 302).
Further, a vampire can voluntarily intensify her predatory aura to elicit a reaction. Against other Kindred, this escalates the encounter, forcing fight or flight instincts. Against mortals, this asserts power and cows the lesser creatures.
To lash out, the vampire must take a simple action appropriate to the aspect of predator used. A monstrous Beast growls, threatens, gnashes teeth, or calls to action. A seductive Beast sidles up to the prey, whispers beautiful lies, or gives a telling gaze from across the crowd. A competitive Beast draws a line in the sand, announces terms, or takes the role of mouse in a chase.
Cost: 1 Willpower (none against mortals)
Dice roll: Blood Potency + Power Attribute (determined by aspect chosen)
Target must spend 1 Willpower for a contested roll against someone of higher Blood Potency.
The succeeding party inflicts the Condition associated with his Beast’s aspect on his target. As well, he gains a +2 die bonus on any rolls to pursue his Beast’s compulsions for the remainder of the scene. If both achieve the same number of successes, they both inflict the Condition on the other, but no one gains the +2 bonus to dice rolls.
Predatory Aura Modifiers
On your territory: Feeding Ground dots
Victim has been targeted by predatory aura in the scene −1 (cumulative)
Mortals can oppose the Beast with their own Power Attribute only. It always requires a Willpower point for them to do so, and they cannot inflict a Condition on the vampire. They can gain the +2 dice roll bonus should they succeed, however.
Other supernatural creatures could have their own beastial mien, or even be immune to such lashing out. As with many things in the World of Darkness, this is part of the unknowns the night conceals.