By locking his gaze with that of a beast, the vampire may psychically possess the animal. Some older Kindred believe that since animals have no souls, only spirits, the vampire can move his own soul into the animal's body. Most younger vampires think it is a matter of transferring one's consciousness into the animal's mind. In either case, it's agreed that the beast's weaker spirit (or mind) is pushed aside by the Kindred's own consciousness. The vampire's body falls into a motionless state akin to torpor while his mind takes control of the animal's actions, remaining this way until the Kindred's consciousness returns.
Tzimisce seldom use this power, considering it debasing to enter the body of a lesser creature. When they do stoop to using it, they possess only predators. Conversely, Gangrel revel in connecting to the natural world in this fundamental way. They delight in sampling different animals' natures.
System:
The player rolls Manipulation + Animal Ken (difficulty 8) as the character looks into the animal's eyes (only beasts with eyes can be possessed). The number of successes obtained determines how thoroughly the character overrides the animal's spirit. Fewer than three successes means the character must use Willpower points to take any action that directly violates the instincts of the animal in question. With fewer than five successes, the possessing character behaves much like the animal - his soul is clouded with needs and impulses from the animal's spirit and body. Multiple successes allow the character to utilize some mental Disciplines while possessing the animal, as noted on the chart below.
1 success - Cannot use Disciplines
2 successes - Can use Auspex
3 successes - Can also use Presence
4 successes - Can also use Dementation, Dominate
5 successes - Can also use Chimerstry, Necromancy, Thaumaturgy
This power entwines the character's consciousness closely with the animal's spirit, so much so that the character may continue to think and feel like that animal even after breaking the connection. This effect continues until the character spends a total of seven Willpower points to resist and finally overcome the animal nature. This should be roleplayed, although to a lessening degree as Willpower is spent.
At the end of any particularly exciting incident during possession, the player rolls Wits + Empathy (difficulty 8) for the character to retain his own mind. Failure indicates that the character's mind returns to his own body, but still thinks in purely animalistic terms. A botch sends the character into frenzy upon returning to his own body.
The character may travel as far from his body as he is physically able while possessing the animal. The character retains no conscious connection with his vampire body during this time, though. The vampire may also venture out during the day, albeit in the animal's body. However, the character's own body must be awake to do so, requiring a successful roll to remain awake (see Chapter Six). If the character leaves the animal's body (by choice, if his body falls asleep, after sustaining significant injury), the vampire's consciousness returns to his physical form instantaneously.
Although the vampire has no conscious link to his body while possessing the animal, he does form a sympathetic bond. Anything the animal feels, the vampire also experiences, from pleasure to pain. In fact, any damage the animal's body sustains is also applied to the character's body, although the Kindred may soak as normal. If the animal dies before the vampire's soul can flee from the body, the character's body falls into torpor. Presumably this is in sympathetic response to the massive trauma of death, although some Kindred believe that the vampire's soul is cast adrift during this time and must find its way back to the body.