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Creature

This power gives you command over the animal world. You must specify the type of creature affected, i.e. “Wolf Power”, “Lion Magic”, and so on. 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.

Master of Animals

By default this power only applies to a single creature; however if the character devotes an aspect to a wider range of creatures then this power encompasses those creations. Thus they could take “Sea Lord”, “Birdmaster”, “Master of all crawling things”, “I am the desert and its creatures my subjects” and so on.

Beseech Creature

You can call a normal creature within sight or sound associated with the type of power that you control. You can then communication with it, control it, or seek its help.

Speak to Creature

You can communicate to a creature before you on its own terms. You can only glean information that the creature can possibly understand

Keep at Bay

You can block creatures from entering or existing the affected area - this functions as a block against all creatures of the type specified.

Beast Power

You can assume a single typical ability of the creature, such as swimming if a fish, flying if a hawk, and so on. As a trapping this acts as a temporary aspect - you cannot actually fly if you gain hawk wings, but it can be used to assist in jumping using Athletics. As an example you could gain “Heart of a Lion”, “Nose of a Bloodhound”, “Bat's Hearing”, “Swims like a fish”, or “Fast as a Cheetah”.

Beast Curse

This is a disadvantageous version of the Beast Power. This can be placed like maneuver and reflects the negative characteristics of a creature. Examples include “Blind as a Bat”, “Quick as a Snail”, “Weak as a Kitten”, “Timid as a Mouse” and so on.

Call Creature

You have a +1 bonus to call a normal example of the creature from outside your immediate area (so at least 1 zone away), allowing you to communicate with it or try to control it or seek its help. The call won’t necessarily work immediately, but you can spend shifts to decrease the time it takes for the creature to arrive.

Command Creature

You have a +1 bonus to command a creature against its will or instincts; to fight for you, obey your commands, etc. If it’s entirely against the creature’s nature, it gets an additional chance to break free of your control each time you give it a new command.

Animal Companion

This is similar to the Survival stunt of the same name, except you may define it as a magical ally.

Become Beastman

You have a +1 maneuver bonus to place temporary aspects like “Wolfman”, “Bearwalker”, etc, on your target, or as a Composure conflict to impose more significant changes (consequences like “Slobbering fangs”, “Ripping claws”, “Face of a howling wolf”, etc). Targets may resist; your own resistance is Mediocre (+0). On a power fumble, you’re unable to return to your natural form; see “When Transformations Go Wrong” for more.

Become Beast

Requires Become Beastman

For a Fate point, this stunt transforms the target into an unintelligent animal. If the target is willing, the transformation is automatic; if the target resists, it’s a Composure conflict. The target retains its peak skill, number of stunts, aspects, and so on (ie a Great (+4) warrior becomes a Great (+4) wolf ).

Changing Range, Duration, and Affecting Multiple Targets

The power skill descriptions in this chapter focus on a power’s base effects, ie how it works against a single target, right in front of you, for a few moments. These and other parameters can be manipulated by skilled power users to affect targets further away, for longer, and even multiple targets. These manipulations are described onpage 174; see also the magical occupation stunts on page 37 for extending a power’s range, duration, and target effects.

Multiple Creatures

Pick a different beast or class of creature for every instance of this stunt.