Animalism
1: Bestial Sympathy
Animals are more comfortable around you than other kindred, they can somewhat understand your perspective and you theirs.
1: Feral Whispers
You can speak to animals and supernaturally convince them to do your bidding.
2: Summon the Hunt
You can make a splash of your blood the strongest of bait, for all carnivore animals or one specific species. The effect remains until consumed or sunrise.
2: Raise the Familiar
You can make your blood able to raise a recently dead animal to a state of undeath. They are similar to kindred but can only be sustained on vitae, and the wounds that killed them remain visible.
3: Feral Infection
You can spill your blood and through it spread your beast through your surroundings, whipping animals and humans into a rage. Supernatural creatures can resist if they have higher Blood Potency than you, but if they have imbibed your blood less than your Blood Potency months ago your Blood Potency counts as 2 higher. Those frenzied by this are to some extent under your command, you can direct them to attack a target or a group. If you don't they will fight internally.
3: Lord of the Land
You can mark territory by encircling it with marks of vitae. This grants you control of the given territory for one week per Blood Potency, though you can freely maintain in while within. Unless invited, creatures within feel a deep dread and urge to flee the area. Whether they resist and how long they endure is a matter of character and circumstance, but none are exempt from the feeling. You are instinctively aware of creatures entering the territory, only blind to those hidden by Obfuscate. Within this area you can see through the eyes of animal blood servants and act through them, though limited by their body. If territories conflict the one with higher Blood Potency takes precedence.