Animal Control
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.