Create a Zekiran

Animal Powers

Animal Powers
When a young Zekiran is tested in their early teens by Breeders, they may be found to have powers which apply to Animals but not humans. If the powers are few or very minor, or unusable by the person for some reason, the person might not be Raised or offered the Status of Animal Master. However, if the powers are strong, or used in a unique or helpful way, they - no matter what their current Status - may be offered to Raise into Animal Mastery. Some Owners might not allow it, or ignore the results, and that sorry Slave or another Bayaran might go for many years before their abilities allow them into the Status where they belong.

A note about the powers found in this section: for Animal Masters, lower level powers may be raised to higher power to produce the desired effects (raising the ease that it may be used, the distance or the amount of power involved). Also note that some of these powers include their own physical mutations. Any "Typically Found" other powers or mutations run along the "fangs, claws, fur, tails" range.

The chart below the powers listing shows sample features to get the idea of each range of this power. Listed also are some of the benefits or problems which might arise because of them. Just remember to keep the levels appropriate. This chart might be handy for other Animal Tunings too.

MINOR 01-14 Animal Empathy self only, uncontrolled
The Character can feel the immediate sensations that a nearby animal is feeling: pain, hunger, etc. Remember that animals (mainly) are not emotional the way people are, so do not try to make them that way. This is a mainstay in the Animal Master's repertoire of Powers, and it is a handy one in determining the attitude and general condition of their animals. Judges in Steed shows, racing and the like often have this power so they can decide on removing an animal from an event based on its mood or possible cheating.
MAJOR 01-14 Animal Telepathy targeted, controlled
Animals cannot normally communicate to humans in terms other than the obvious ones, begging and whining, ears-back displaying, etc. This Power enables the Character to fully convey and understand the thoughts of one animal at a time. Animals include creatures down to reptiles and certain octopods, but insects and amphibians are unaffected, unless those are the only types of animal the user can work with.
SPECIAL 01-14 Control Animal targeted, controlled
With this ability, the user may select an animal nearby (within Power Rank in yards x10) and act through it, as if through the "Possess Sentient" power. The user may sense through the animal's ears, eyes and other senses, extending their own perception; they may also walk and attack, call and make noise, or attempt to alert other people who cannot locate the character. This power may be activated even if the character is being attacked by the animal in question, obviously in an attempt to cancel the attack. This ought to be a check against Courage or even Reaction. The length of time the animal may not resist is Power Rank in hours. After that point, the character must make checks against Aggression every ten minutes. If the animal is actively aggressive during the start of control, that check is at -10. Unless an animal has actually been bred and trained to do so, they CANNOT resist the control at the start.
MINOR 15-28 Sense Animals self only, uncontrolled
This gives the mutant a permanent ability to feel when an animal (larger than a moth) is present within a range of Power Rank in yards x3. It does not give them the ability to automatically find that animal.
MAJOR 15-28 Locate Animals self only, controlled
As above, but with the added ability that when the Character concentrates on it, they can locate the particular animal they want. This works really well for Hunt park employees.
SPECIAL 15-28 Identify Animal Condition self only, controlled
When in proximity to an animal (within Power Rank in yards) the character may be alerted to an actual physical condition such as pregnancy, injury, or better-than-average health. The actual condition may be identified completely by the Game Holder, any problems are exposed. This power is especially useful for breeders and Steed workers of any kind. With skills can be used on humans as well but without those skills it cannot. Often, though, since this is a Special rank power, those with Animal Tunings or mutations based upon animals, might automatically be included in the affected creatures list.
MINOR 29-40 Summon Small Animal targeted, controlled
This is a general Power, one that does not include the Locate ability. The ability only applies to animals below a Body Type of 15 such as lizards, mice and rats, small cats and ferilons, and most birds. It does not apply to baby animals of larger types. The number of animals brought is up to the character and up to Power Rank in Targets. The range is up to Power Rank in yards x10 around the character. This power does not necessarily allow the character to control or otherwise get aided by the animal or animals in question, just attract them. If required, include insects and fish in this power but be very careful with that...
MAJOR 29-40 Summon Multiple or Medium Sized Animal targeted, controlled
As the Minor power but the quantity of animals involved may be Power Rank x2, and that the creatures summoned may be up to Body Type 50, which are up to the larger felines, miniature Steeds (the breed, not the babies), larger rodents and small deer, and the larger birds of the world. This level is not recommended for use with Insects - or perhaps Fish.
SPECIAL 29-40 Summon Any Animal targeted, controlled
This ability allows the user to summon up to their Power Rank Targets x4 in small (up to 30BT) or x3 in large (over 35BT) creatures, or those hard to reach ones (such as large or more intelligent octopods or large reptiles). As the other versions, this does not imply control or that the animals will be compelled to aid the character, but they will be more apt to surprise each other and begin fighting rather than attack the user. This Special ranked ability does include the ability to choose how many to summon of something, a specific animal, or only a specific animal out of a group of them. Special powers are meant to be useful this way, after all.
MINOR 41-51 Sense Through Animal targeted, controlled
With this ability, the user can cast their senses into an animal (breed should be specific and selected at character generation, or skilled up to a Major ability to include other breeds) and see, hear, taste and experience through it. They cannot control the actions of the animal in question unless they have that ability. The range of the power is Power Rank in miles. Usually, this is a particular animal that the Character owns or has been around for a while - rather like a witch's Familiar. This does not imply control over the animal, however.
MAJOR 41-51 Use Animal Ability self only, controlled
This ability gives a temporary animal function such as speed, health, flight or burrowing, night vision, etc. The duration of this ability is Power Rank in hours and can be skilled up to using it for one or more days. The animal does need to be in proximity (yards) for the ability to be triggered. There are no obvious permanent changes to the user, but while they are activating the power they will take on some aspects of the animal which uses it (use your imagination - big curved claws for digging, sprouted wings for flight, big 'ol eyes for night sight).
SPECIAL 41-51 Adopt Animal Shape Temporary self only, controlled
As the above power, but this involves shapeshifting completely into an animal shape and size. While in this shape, for a duration of Power Rank in hours, the character may only use mental communication or whatever they can get their new body to grunt out, they will not be able to use any Environmental, Psychic or Enhancement powers unless they are specifically skilled for. All the strengths and weaknesses of the chosen shape are for the character to discover. I'd recommend removing those expensive clothes before changing, by the way. This power may be taken alternately as a paired Power and Disadvantage, by changing the controlled to an uncontrolled change - yes, you too can become a WereSteed! Decide what will trigger the change, and leave it to the Game Holder to roll whether the character accidentally shifts. Character sheets should be used to keep track of which animals the Character is best at (or at least, a listing of the animals they've become, and their stats so you don't have to keep looking them up all the time).
**The Major and Special versions of this power may enhance the lifespan of the character since this is essentially a shapeshifting ability.
MINOR 52-60 Specific Animal Trait self only, continuous
With this and the others of its type, choose an animal and a trait from its abilities. See Below.
MAJOR 52-60 General Animal Traits self only, continuous
This ability includes either more of the animal's traits or multiple breeds. See Below.
SPECIAL 52-60 Full Animal Shape Permanent self only, continuous
Select a shape and stand it up. This makes the character already qualified for the "fur, feathers, tail and teeth" school of physical mutations, and unless there is need for it, the character doesn't have to take further physical mutations but may take mental or social ones. Also note that the "Full" Category may include the centauroid shape: take the critter and lop off its head, cut the character's legs off, and you've got a spliced Centaur! Remember that because the Steeds and most of the Cats came with the Zekiran Colonists, they are much easier to splice in, having sprung from the same genetic tree.
MINOR 61-70 Control Specific Animal targeted, controlled
This acts as if the character has a "familiar" or companion animal which obeys their every command. Depending on the animal, they may be able to communicate in a rudimentary way without other powers. Mostly this will enable the character to have a cute furry sidekick at parties. Habitual abuse of the creature will result in it leaving the character or turning on them. The animal should be selected and assumed to have been raised by the character or for them by a trainer. There is a range to the command since this is a mental-type ability, that of Power Rank in Miles x 10. This does not imply that they can sense through the animal in question, as that is another power.
MAJOR 61-70 Control Breed of Animal targeted, controlled
One single breed among all the varied animals. This doesn't mean "dalmatian control", but rather "dogs" or "mice". The range is as above, PR in miles x10. This does not mean that the character can sense where the animals are, their emotional state, or their physical condition, only that if they are around they will respond to commands. If challenged (say, being attacked by a pack of Hern Rats which you just happen to have a Control in) there is a Aggression roll every ten minutes. Duration is as long as the character may need it, concentration only.
SPECIAL 61-70 Control Animals targeted, controlled
Any animal, anywhere within your PR in Miles x10, will do as you say. If they are actively against the character, roll Aggression but it is at +20 unless there is another Animal Master on the other end of the creatures. For all cases when there is an Animal Master on the other end of the animal's mind, it is a direct person to person competitive roll. Duration is concentration.
MINOR 71-79 Training Mindlock targeted, controlled
With this power, the character establishes a tight telepathic bond with one single animal at a time in order to train it to do something. The complexity of the effect determines the time taken to use this power: everyday and easy = Power Rank in Hours, moderate to tough = PR in hours x 2, darn tough= PR in Days (about eighteen hours per session), extremely or impossibly tough = PR in Days x2. Humans cannot be used in this way - unless there is a really strange reason the character has a skill for it. The range of this ability is PR in yards x4.
MAJOR 71-79 Command Group of Animals targeted, controlled
As above, the mindlock for a group may consist of Power Rank in Targets. Otherwise the use is the same. When a group is used in this way, they may accept controls better than un-commanded creatures, so if the character has chance to run into them again in the wild they will be less likely to attack. The range of this power is PR in miles.
SPECIAL 71-79 Herd/Flock/Pack Master targeted, controlled
When this power is used on a large group of animals (PR in Targets up to x2) they will respond as if the character is their leader and always has been. They do not have to be coerced to do anything, even if it threatens their lives. Hern Rats are best trained with this ability, as are certain groups of predatory birds. Steeds may be trained in this manner, but the space required to command a flock of Steeds may exceed the commander's range. The animals may go out of range (PR in miles x2) one at a time, but those left in the range are still completely controlled. This power can be used to nullify the negative emotions of an attacking pack or flock, without question, unless there is another Animal Master running them. Yes, I meant Flock of Steeds. They fly, remember?
MINOR 80-89 Animal Alertness area effect, uncontrolled
With this ability the character uses the senses of the animals around them, but only indirectly. They are privy to the calls, noises and general network of communication going on between animals within their Power Rank in yards. Chirping of birds, chittering and scampering, hide instincts are all carried. These can be learned as an outdoors skill but this power automatically conveys a distant warning system to the character. The chatter of animals in a dense wood might also drive the Character bonkers.
MAJOR 80-89 Animal Warning System area effect, uncontrolled
A further distinction from the Minor power, this allows the user to automatically get "flashes" of information rather than a general distress signal. If the animals in question are of the Animal Master's preferred type, the information may be very clear indeed. "Danger, two men on Steeds with hunting bows coming your way" as opposed to "run hide shadows moving this way!" Range is Power Rank in Yards x2
SPECIAL 80-89 Automatic Animal Aid area effect, controlled
With the same range and clarity as the Major power, the Character may send out for aid from the same animals which have alerted them. They will expect full aid, at the least a distraction and at the most a brutal attack of the Character's enemies (as presented to them by the Character, not as reality might have it...). The duration of this aid is Power Rank in minutes, or concentration after that point if the Character needs the animals to run for help or get them to safety.
MINOR 90-94 Heal Animal Only targeted, controlled
This power works exactly the same way as the Psychic version, but can only target non-humans. The animals cannot resist, but can attempt to escape if they are able and of the persuasion to do so.
MAJOR 90-94 Major Animal Healing targeted, controlled
As the Major human version but again only targeting animals.
SPECIAL 90-94 Regenerate Animal Only targeted, controlled
As the Special Psychic power, targeting only animals. This power can be skilled up to being able to heal mutants with strong animal mutations (such as the centauroid, those with a good coat of fur, or the head of an animal). This and the other two versions of it may be used to double effect if the animal in question is the character's stock for use (goat-man attempting a goat-heal is double goat! Goat man attempting a bird heal is at normal power).
MINOR 95-98 Harm Animal targeted, controlled
As the Minor psychic power, and as above targets only animals.
MAJOR 95-98 Major Animal Hurting targeted, controlled
As the Major power, and only targets animals.
SPECIAL 95-98 Kill Animal targeted, controlled
As the Special power, and can be used if skilled on mutants with animal features. Power is doubled for preferred animal.
MINOR 99-100 Genesense: Animal Only targeted, controlled
As the Minor Psychic power but works only on animals.
MAJOR 99-100 Minor Animal Gene Alteration targeted, controlled
As the Major power Gene Alteration, but again only works on animal targets.
SPECIAL 99-100 Fully Alter Animal Genetics targeted, controlled
As the Special power, and yes this power can be used on mutants if skilled up. Be aware that the power will only affect the animal parts of those mutants. Example: altering a mutants claws is possible but their regular gall bladder is out of the question. If they are predisposed to a certain kind of animal, the character using this power can double the effect. It might be possible with this power to change an animal enough to breed with it, which is very possibly how the first couple Splices were made between people and wildlife.

 

Animal Type Specific Trait General Trait Full Traits
Avian: Predatory Beak, Feathers, Eyes
Bite, Night Sight
Wings, Talon Arms
Gliding, Altitude Survival
Eagle/Hawk, hard to clothe
Flight, Vision, Attack
Avian: Show Feathers, Eyes
Sight, Appearance
Wings, Beak, Tail
Gliding, Bite, Balance
Peacock, impossible to clothe// Social, Flight, Vocal

Browser: Native Antelope
Eyes, Ears, Tail
Sight, Reaction bonus
Head, Horns, Hooves
Senses, Twitchy, Attack
Oryx on the Doorstep
Speed, Agility (lose Manual Dex)
Browser: Native Huge Muzzle, Coloration
Smell, Camoflage
Head/Neck, Hooves
Seeing over stuff, Attack
Giraffe, anyone?
Size Large, Endurance
Canine: Imported or Native Wolf Fur, Fangs, Claws, Senses
Bite, Survival, Senses
Head, Legs, Tail
Full Senses, Balance
Upright Dog in Clothing
Speed, Health, Loyalty?
Chiroptera (Bats - lots of bats!) Ears, Claws
Echolocation, Attack
Wings/Arm Flaps, Nose
Flight, Senses
Huge Ears/Wings, Little clothing
Altitude/Night Flight, Survival
Draconic/Saurian (big lizards) Claws, Teeth
Attack
Tail, Skin Armor/Scales
Armor, Balance
Wings, Size Large - Dragon!
Flight, Impressive
Equine: Steed - Winged mostly Wings, Hooves, Mane
Flight, Attack/Kick, Looks
Tail, Jack-legs
Speed, Balance
Equine the Civilized
Size Large, Strength/Endurance
Feline: Imported, Small Eyes, Teeth, Tail
Senses, Attack, Balance
Claws, Head, Fur
Appearance, Survival
Upright Puss In Boots
Speed, Grace, Agility
Feline: Imported, Large Teeth, Claws, Tail
Attack, Balance
Head, Fur
Looks, Senses
Tiger Tiger!
Size, Speed, Health
Insectoid: Common Beetles Armor, Antennae
Protection, Odd Senses
Flexibility, Limbs
Agility, Reaction
Carapace, Wings or "Help meee!"
Flight, Awareness
Insectoid: Rare Arachnid Toes, Fingers
Senses (vibration)
Limbs (lots of em)
Speed, Agility
Spider Centaur? Silkspinner?
Entangle/Attack
Musteline: Native Ferilon Fur, Tail
Protection, Beauty
Head, Claws
Speed, Attack
Really long, Slinky
Agility, Style
Reptilian: Lizards, Legged Skin, Tail
Armor, Balance
Head, Claws
Attack, Smell
Komodo with a Walking Stick
Size, Health, Late waking up
Reptilian: Snakes Skin, Length
Armor, Speed
Head, Fangs
Attack, Vibration Sense
Constrictor in a Suit
Attack/Constrict, Slow to wake
Rodentia: Imported Rats Bare Tail, Claws
Balance, Attack
Head, Fur
Bite, Protection
Rat Standing
Durability, Health
Rodentia: Native Small Bite, Tail, Nose
Attack, Balance, Senses
Head, Claws, Fur
Senses, Attack, Protection
Burrower
Climb, Burrow, Chewing
Rodentia: Native Medium Tail, Fur
Protection, Cute
Head, Claws, Flaps
Bite, Attack, Gliding
Flying Squirrel in a Jumpsuit
Glide only, Senses, Climb
Rodentia: Native Large Bite, Eyes
Attack, Senses
Head, Claws, Fur
Protection, Size
Hern Rat on Long Legs
Health, Pack mentality
Oceanic: Native Fish Skin Colors
Camoflage
Aquatic Gills
Water Breathing
Cartilage/Bone, Water Adaptation
Agility, Pressure survival
Oceanic: Octopod Skin Coloration/Texturing
Camoflage
Limbs
Manual Dexterity
FlexiForm
Agility - at the cost of tentacles
Oceanic: Crusteatean Antennae
Senses (vibration)
Vicious Claws
Attack
Carapace/Shell
Armor, Loss of Agility
Ungulate: Native Deer Hooves, Ears, Horns
Manual Dex Loss, Senses, Attack
Jack-Legs, Head
Speed, Observation
Deer in the Headlights
Balance, Style
Ungulate: Native Huge Hooves, Large Horn
Manual Dex Loss, Attack Plus
Head, Skin
Good Protection/Armor, Bad Eyes
Rhino With A Wine Glass
Health, Size Large, Strength
Ursine: Rare Native Bear Fur, Claws
Attack, Protection
Head, Size Large
Bite, Health, Strength
Kod(i)ak Bear Moment
Awesome Scare Potential