Animal Control

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Typically used with: Charm.

In short: command critters. A character with ranks in Animal Control is a comrade to furry creatures everywhere, whether they obey the call of the wild or live comfortably in our homes. You can use this skill to get on their good side, make them listen, and even issue commands. This skill can only be used against creatures of a bestial Nature, meaning you can't use it on legendary creatures, undead animals, or people (no matter how stupid, ugly, or hairy they are).

Befriending

You can make an Animal Control check to improve your relationship with an animal. This works exactly like the Negotiate skill. Wild animals are generally going to begin as neutral or malign on the Disposition chart. Domesticated animals are often friendly or neutral. Depending on training, some domesticated animals would start as malign, for instance guard dogs.

If it has the strength to carry you, a wild animal that has been elevated to the friendly disposition will let you climb aboard.

Herding

You can use this skill to corral, guide, and direct creatures you meet. This could be inviting a racoon into a cage, leading some sheep into a barn, or forcing a mountain lion to stay put.

Scaring

Animal Control is useful for scaring off a wild animal. Make an Animal Control check opposed by the creature's Guts check. If yours is higher, they're terrified. Most animals try to run from anything that scares them, but if they're backed into a corner or otherwise incapable of fleeing, the claws come out and they defend themselves at all costs.

Training

This skill can be used to train domesticated animals with one or more commands. Teaching a domesticated animal a command usually takes 5–7 days. In the case of domestication, the Animal Control check should be performed at the end of that period. If the check fails, the animal must be trained for an additional period and the check retried. If you have nowhere else to be, you can Take the Best on this check.

An intelligent animal (i.e. one that has an Intellect score of 2) like a rat, cat, dog, horse, or dolphin can learn several commands, sometimes dozens. Less intelligent animals like lizards can only learn a handful — usually just two or three. A domesticated animal can learn any of the following commands, or new ones with your GM's approval.

These have a DL of 20 to teach

Sick 'Em
The animal will attack whatever you point out, but animals will not attack anything unnatural without extra coaxing.
Guard
The animal will stay and defend itself, you, someone you point out, or an object.
Track
The animal can track by scent (if capable).

These have a DL of 15 to teach

Down
The animal will back off and lay down out of harm's way.
Come
The animal will go to wherever you are.
Fetch
The animal will go get what you point out, or the first thing it sees if no specifics are given. You can point out an object or a person.
Heel
The animal will follow and remain close.
Search
The animal will go where you point and look for anything odd (or something specific if capable of tracking by scent).
Stay
The animal will remain where you point until you return and won't provoke any passersby.
Spellcasting
Just kidding.
Tricks
The animal can perform the usual stupid pet tricks.
Work
The animal will pull or bear a load.

Once a command has been taught, getting an animal to perform a command requires a DL 10 Animal Control check. Animals will only accept commands from creatures with whom they have a neutral or better disposition (see the Negotiate skill).

Riding

The Animal Control skill is also used when riding an animal suited for mounted travel or combat. The difficulty for riding maneuvers not listed here should be determined on a situational basis by the GM. Below are a few examples:

Example DL
Steadying your arm for a ranged attack while mounted (1 AP; firing without a steadied arm means a −4 penalty to the Attack Roll) 12
Urge mount to leap (failure results in being thrown) 15
Force mount to walk longer than 8–10 hours* 15
Force mount to gallop longer than 3–4 minutes* 18
Roll safely from the back of a mount slain in battle 18
Staying on a mount which is panicking or attempting to throw you off 20
Attempting to mount and control a wild animal, bareback 25

* See Chapter 12: Adventures.