Creatures

This power gives you command over the animal world. This power only works on natural (non-summoned, non-other planar) non-intelligent creatures. The can include very large versions of the creatures like Great White Whales, Dire Wolves, or Giant Centipedes.

This power does not allow you to turn yourself or any part of yourself into an animal - that is Transmutation. You can use this power to gain the aura or spirit of a natural animal. In essence you cannot sprout an eagle's wings or a wolf's fangs, but you give yourself the ferocity of a bear or the fearlessness of a ferret. The general rule of thumb is that if you need to express the essence as a physical change then you cannot use this power without a stunt (see Beastman below).

Overcome

You can use this power to overcome any obstacle created by a natural creature. As an example, if a pack of wolves is stopping you from leaving your current zone then you could use this power to convince or coerce them to allow you to pass.

Create an Advantage

Often times you will use this power to get an animal to Create an Advantage in your favor. This can be used to trap someone or distract them at a critical moment.

Attack

The Creatures power skill is not used to directly attack non-natural or sentient beings. You can use this power to Mentally attack non-intelligent natural animals. When an animal is taken out in this manner you can bind it to your will. Higher order animals are allowed to offer a concession before being taken out, but most animals will resist to the end.

Defend

This skill is not traditionally used to defend except when defending animals bound to your will from Mental intrusions designed to break your control.

Summon Creature

You can open a very temporary portal to another location and summon forth a natural creature. Any creature summoned this way get a +1 bonus to resist any attempt to dominate it. If summoning it into an environment that is hostile to it (a Blue Fin tuna into a desert) you have to fully bind it to your will or the summoning will fail.

Command Creature

You have a +2 bonus to bind a creature to your will. Furthermore you get a +1 bonus whenever you try and force the creature to do something that is against its nature.

Beastman

When you create an advantage you can now gain the physical characteristics to the aspect. This could give you the claws of the lobster, legs of a spider, fangs of the wolf, or wings on an eagle.

Animal Lord

You get a +1 whenever you are dealing with a broad category of animal. This bonus becomes a +2 when dealing with a very specific sub-type. As an example, if you are a Wolf Lord you get a +2 when dealing with wolves and a +1 when dealing with any canine.

Become Beast

Requires Become Beastman. For a Fate Point this stunt allows you to transform yourself into a single type of beast. This beast must be decided upon when the stunt is taken. When you are transformed into the beast you will appear to all outwards appearance to be a natural type of that beast.

When this stunt is taken you can set how your physical skills are rearranged while you are in beast form. You cannot change your mental or social skills.

Cannith has the Become Beast stunt, which he as set as a normal sized raven. In his human form he has a Average(+1) Athletics and a Good(+2) Physique. While in his raven form he sets these to be a Good(+2) Athletics and a Average(+1) Physique because a raven is more agile than strong. He cannot change his Good(+3) Scholarship because this is a intellectual skill.

One of the common uses of this power is the ability to gain a true animal companion. This ability is modeled using Fate Extras.