Of Monsters and Men
Power of Creatures
This power gives you command over the animal world. You must specify the creature type affected, ie “Wolf Power, “Lion Magic”, etc. The power refers to “natural” (ie nonsummoned, non-other planar) non-intelligent creatures (so could include dire wolves, giant centipedes, etc).
By default the power refers to a single creature only, but some power users command entire classes of beasts – “All the creatures of the sea”, for example.
Characters must take a corresponding aspect specifying the creatures affected, such as “Birdmaster”, “Master of all crawling things”, and so on.
You can call a normal example of the creature in sight to approach, and try to communicate with it, control it, or seek its help.
Speak to Creature
You can talk to a creature before you on its own terms. You only glean information the creature understands, such as “good food animals to the north”, or “much fire and danger to the south”.
Keep at Bay
You can block creatures from entering or leaving the affected area.
The target can assume a single typical ability of the creature, such as swimming if a fish, flying if a hawk, and so on. At trapping level, this acts only as a manoeuvre – you can’t actually fly if your totem is a hawk, but you can get a temporary aspect you can invoke on an Athletics (Jump / Climb) roll. Includes things like “Heart of a Lion”, “Claws of a Badger”, “Track by Scent”, “Bat’s Hearing”, “Fast as a Cheetah”, “Swims like a Fish”, “Nose of a Bloodhound”, “Quiet as a Mouse”.
A disadvantageous version of Beast Power, this creates aspects like “Blind as a Bat”, “Quick as a Snail”, “Weak as a Kitten”, “Timid as a Mouse”.
Call Creature (Creatures)
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 (Creatures)
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 (Creatures)
This is similar to the Survival stunt (see page 112), except you may define it as a magical ally (page 144).
Become Beastman (Creatures)
You have a +1 manoeuvre 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 (page 176), you’re unable to return to your natural form; see “When Transformations Go Wrong” on page 136 for more.
Become Beast (Creatures)
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 ).
Multiple Creatures (Creatures)
Pick a different beast or class of creature for every instance of this stunt.