Animalism

The first level of Animalism allows a vampire to calm animals down or scare them away. This isn't obviously supernatural in most cases: for example, calming a panicked horse by whispering to it could be passed off as just having "a way with horses". Nor is it mind control: a mother bear will not suddenly become friendly, but would merely growl warningly instead of attacking. The player rolls Manipulation + Survival.

The second level of Animalism allows communication with animals. No roll is necessary to establish communication, but the player must spend a blood point. Again, this is not mind control: if the player wishes to persuade, deceive, or intimidate an animal into doing something it would not normally do, that roll must be made as normal. Also, while they hear the words, animals are still animals, and attempting to explain particle physics to a chipmunk will get you nowhere.

The third level allows the player to summon animals of a specific type, similar to the book's second level. The roll is Charisma + Survival at a difficulty of 7. The animals will not obey orders, but they are favorably disposed: they will not show up and attack you. Additional successes on the roll can be used either to summon more animals, or to summon specific animals (for instance, summoning "that miniature poodle I met the other night" would need multiple successes).

With the fourth level of Animalism, a player can direct animals to attack people. The roll is Manipulation + Survival, and additional successes past the first may be spent either on more animals (only up to as many animals as are present; this ability does not summon animals for you) or on getting the animals to attack specific people. The animals will never attack the character who summons them, but with one success on the roll, they will attack everyone else; two successes gives "attack everyone but my friends" and three gives "attack those specific people".

The fifth level of Animalism, similarly to the book's fourth level, allows the vampire to psychically possess an animal's body. The roll is Manipulation + Survival, difficulty 7. Multiple successes on the roll allow the use of mental disciplines, (such as Auspex, Chimerstry, Obfuscate, Presence, or Thaumaturgy,) up to a level equal to the number of successes rolled. (For example, a character with Auspex 4 who rolled three successes could only use the first three levels of Auspex.) These disciplines use the vampire's own blood pool. If the possessed animal is ghouled, the vampire may use any physical disciplines the animal knows, and uses the animal's blood pool to power them. Finally, the vampire can do anything the animal could normally do; for instance, a vampire possessing a bird would not need to roll anything in order to fly.