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COWBOYS & VIKINGSCompendium of the Wild Wastes

Catalog / Skill Actions / Command an Animal

Command an Animal

Skill Actions · Nature

Skill Nature
Cost 1 AP
  • Auditory
  • Concentrate

You give an animal an order. Roll Nature against the animal's Charisma save. The GM may adjust the DC if the animal likes you, you suggest something it was inclined to do anyway, or you offer it a treat. You fail automatically if the animal is Hostile or Unfriendly toward you; if it's Helpful, your degree of success improves by one step. Most animals know the basic actions Leap, Seek, Stand, Stride and Strike. If an animal knows an activity (such as a horse's Gallop), you can command it to do that, spending as many Action Points on Command an Animal as the activity costs. You can also spend several Action Points to have it take that many basic actions on its next turn (3 Action Points to Stride three times, or to Stride twice and then Strike).

Success: The animal does as you say on its next turn.

Failure: The animal hesitates or resists, and does nothing.

Critical Failure: The animal misbehaves or misunderstands, and does something else of the GM's choice.

Results

Success

The animal does as you say on its next turn.

Failure

The animal hesitates or resists, and does nothing.

Critical Failure

The animal misbehaves or misunderstands, and does something else of the GM's choice.