Difference between revisions of "Animal Control"

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Typically used with: '''Charm'''.
 
Typically used with: '''Charm'''.
  
In short: command critters. Those with ranks in Animal Control know how to train domesticated animals with sets of commands.  It can also be used to safely drive off an animal encountered in the wild, or otherwise get it to do something. This skill cannot be used with super-intelligent animals, magical creatures, undead animals, or people (no matter how stupid, ugly, or hairy they are). This skill can also be used to affect the disposition of animals in the same way that [[Negotiate]] can affect the disposition of humanoids.
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In short: command critters. Those with ranks in Animal Control know how to train domesticated animals with sets of commands.  It can also be used to interact with an animal encountered in the wild, such as shooing it away or letting you climb aboard. 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). This skill can also be used to affect the disposition of animals in the same way that [[Negotiate]] can affect the disposition of humanoids.
  
{{section|Difficulty|As there are several uses for this skill, some examples have been outlined in the table below:}}
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{{section|Training|}}
{| width="100%"
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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.
! Example !! DL
 
|-
 
| Getting an animal to do a command it knows
 
|align="center"| 5
 
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| Teaching an animal a normal command
 
|align="center"| 15
 
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| Teaching an animal a command that could endanger it, shooing a dangerous wild animal
 
|align="center"| 20
 
|-
 
| Domesticating a wild animal
 
|align="center"| 20
 
|-
 
| Getting an animal to attack something unnatural or perform a command it doesn't know
 
|align="center"| 25
 
|-
 
| Domesticating a wild animal in a day
 
|align="center"| 30
 
|-
 
| Cruel treatment (overworking, etc.), animal is injured
 
|align="center"| +5
 
|}
 
  
=====Training=====
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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.
Domesticating ("breaking") a wild animal or 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 the period. If the check fails, the animal must be worked with for an additional period and the check retried. 
 
 
 
An intelligent animal like a rat, cat, or dog 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
 
These have a DL of 20 to teach
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:The animal will pull or bear a load.
 
:The animal will pull or bear a load.
  
=====Riding=====
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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 it has a neutral or better disposition (see the [[Negotiate]] skill).
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{{section|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:
 
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:
  
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| Urge mount to leap (failure results in being thrown)
 
| Urge mount to leap (failure results in being thrown)
 
|align="center"| 15
 
|align="center"| 15
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|-
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| Force mount to walk longer than 8–10 hours*
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|align="center"| 15
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|-
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| Force mount to gallop longer than 3–4 minutes*
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|align="center"| 18
 
|-
 
|-
 
| Roll safely from the back of a mount slain in battle
 
| Roll safely from the back of a mount slain in battle
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|-
 
|-
 
|}
 
|}
 
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<nowiki>*</nowiki> See ''[[Book:Adventures|Chapter 12: Adventures]]''.
{{section|Time|Teaching an animal commands takes 5–7 days per command.  Interacting with an animal during combat generally takes 4 [[AP]].}}
 
{{section|Retry|For training, yes.  For wild animals, not without spending a [[fate point]] because they've usually started to charge.}}
 
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Revision as of 13:24, 25 June 2019

Typically used with: Charm.

In short: command critters. Those with ranks in Animal Control know how to train domesticated animals with sets of commands. It can also be used to interact with an animal encountered in the wild, such as shooing it away or letting you climb aboard. 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). This skill can also be used to affect the disposition of animals in the same way that Negotiate can affect the disposition of humanoids.

Training

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 it has 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.