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fate:creatures [2012/11/29 03:33]
galacticcmdr
fate:creatures [2021/12/03 23:37] (current)
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-====== ​Creature ​======+====== ​Creatures ​======
  
-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.+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.
  
-===== Trappings =====+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).
  
-==== 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 ​==== +===== Actions =====
-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 ​==== +==== Overcome ​==== 
-You can communicate ​to a creature ​before ​you on its own termsYou can only glean information that the creature can possibly understand+You can use this power to overcome any obstacle created by 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.
  
-==== Keep at Bay ==== 
-You can block creatures from entering or existing the affected area - this functions as a [[actions#​block|block]] against all creatures of the type specified. 
  
-==== Beast Power ==== +==== Create an Advantage ​==== 
-You can assume a single typical ability of the creature, such as swimming if a fish, flying if a hawk, and so onAs 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 Cheetah"​.+Often times you will use this power to get an animal to Create an Advantage in your favorThis can be used to trap someone ​or distract them at critical moment.
  
-==== Beast Curse ==== + 
-This is a disadvantageous version of the Beast PowerThis can be placed like [[actions#​maneuver|maneuver]] and reflects the negative characteristics of a creatureExamples include "Blind as Bat""Quick as a Snail",​ "Weak as a Kitten",​ "Timid as a Mouse" and so on.+==== Attack ​==== 
 +The Creatures power skill is not used to directly attack non-natural or sentient beingsYou 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 willHigher order animals are allowed to offer concession before being taken outbut 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.
  
  
 ===== Stunts ===== ===== Stunts =====
  
-==== Call Creature ==== 
  
-You have +1 bonus to call normal example of the creature ​from outside your immediate area (so at least zone away), allowing you to communicate with it or try to control ​it or seek its helpThe call won’t necessarily work immediately,​ but you can spend shifts ​to decrease the time it takes for the creature ​to arrive.+==== Summon Creature ==== 
 +You can open very temporary portal ​to another location and summon forth natural ​creature. Any creature summoned this way get a +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 ==== ==== 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.
  
-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. 
  
 +==== 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 Companion ==== 
  
-This is similar to the [[Survival#​Stunts|Survival stunt]] ​of the same nameexcept ​you may define it as [[Magical Allies|magical ally]].+==== 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 exampleif you are a Wolf Lord you get a +2 when dealing with wolves and +1 when dealing with any canine.
  
  
-==== Become ​Beastman ​====+==== 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.
  
-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 Fumbles|power fumble]], ​you’re unable to return to your natural ​form; see "​[[Power Fumbles#​When Transformations Go Wrong]]"​ for more.+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.
  
 +<note tip>
 +[[people:​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.
 +</​note>​
  
-==== Become Beast ==== 
-//Requires Become Beastman// 
  
-For a [[Fate Points|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 ).+===== Special =====
  
-<note tip> +One of the common uses of this power is the ability to gain a true animal companion. This ability is modeled using Fate [[Extras]].
-**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. 
-</​note>​ 
  
-==== Multiple Creatures ==== 
  
-Pick a different beast or class of creature for every instance of this stunt. 
  
  
 {{tag>​fate power stunt}} {{tag>​fate power stunt}}