Difference between revisions of "Animal Control"
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{{section|Befriending|}} | {{section|Befriending|}} | ||
− | You can make an Animal Control check to improve your relationship with an animal | + | You can make an Animal Control check to improve your relationship with an animal and improve its Disposition toward you. Wild animals are generally going to begin as ''neutral'' or ''malign''. Domesticated animals are often ''friendly'' or ''neutral''. Depending on training, some domesticated animals would start as ''malign'' (e.g. 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. |
− | If | + | To make a furry friend, roll an Animal Control check opposed by the creature's [[Mind Control]] check. If your result is higher, you may improve their Disposition. For each 5 points of difference, you improve the creature's Disposition by one level. If your check is a Critical Failure, you actually worsen their Disposition by one level. You can only attempt this once per day. Each attempt generally takes a few minutes. In order for a bond to form, the animal needs to be able to at least see, hear, or touch you. |
− | {{section| | + | {{section|Instructing|}} |
− | You can use this skill to corral, guide, and direct creatures you meet. This could be | + | You can use this skill to corral, guide, and direct creatures you meet. This could be steering a racoon into a cage, leading some sheep into a barn, or forcing a mountain lion to stay put. |
{{section|Scaring|}} | {{section|Scaring|}} | ||
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{{section|Training|}} | {{section|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. | + | 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. 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. | 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. |
Revision as of 03:10, 27 June 2019
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 and improve its Disposition toward you. Wild animals are generally going to begin as neutral or malign. Domesticated animals are often friendly or neutral. Depending on training, some domesticated animals would start as malign (e.g. 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.
To make a furry friend, roll an Animal Control check opposed by the creature's Mind Control check. If your result is higher, you may improve their Disposition. For each 5 points of difference, you improve the creature's Disposition by one level. If your check is a Critical Failure, you actually worsen their Disposition by one level. You can only attempt this once per day. Each attempt generally takes a few minutes. In order for a bond to form, the animal needs to be able to at least see, hear, or touch you.
Instructing
You can use this skill to corral, guide, and direct creatures you meet. This could be steering 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. 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.