Adventure Pets

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by C. J. Williams

Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed.

Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.

Contents

WHO ROLEPLAYS THE PET

In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master.

The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner.

Roleplaying Pets and Their Masters

Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members.

A pet's player shouldn't just say "he goes and gets it and brings it back." Instead, they should say "I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat."

Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master.

Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal.

Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments.

Be sure to roleplay that you feed your pet and keep them clean and happy. This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that. As an exception to the roleplaying rule above, you can simply state "After we set up camp, I play with Kiara in the field," or "I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate," or "I sit and pet Grendel while we wait." The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity.

ANIMAL COMBAT

There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are.

EXAMPLE: "Sensing the tension, I prepare for battle"..."The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular."..."I get back up and strike again, this time with my claws swiping for flesh."

Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating.

Battle Rage - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.


CYBERNETICS AND GENETIC ALTERATIONS

Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.

Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.  

ADVENTURE PETS!

Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like.

You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word "standard" refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment.

Che (Feline)
TYPE: Small carnivore
NUMBER: 1-20
MOVE: Medium
IM/RS: */Standard +10
STAMINA: 1d10+10
ATTACK: 45
DAMAGE: 2d10 bite and claw
SPECIAL ATTACK: None
SPECIAL DEFENSE: None
NATIVE WORLD: Gollywog
DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.
Fazer Wolf (Battle Primate)
TYPE: Medium semi-intelligent carnivore
NUMBER: 1-10
MOVE: Fast
IM/RS: */Standard +5
STAMINA: Standard +10
ATTACK: 55
DAMAGE: 5d10 bite and claw
SPECIAL ATTACK: Faze field (5 rounds/hour): 70, 5d10/round
SPECIAL DEFENSE: Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%.
NATIVE WORLD: Hargut
DESCRIPTION: The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.
Gooligott (Mount)
TYPE: Large herbivore
NUMBER: 5-30
MOVE: Medium
IM/RS: */Standard -10
STAMINA: 6d10+100
ATTACK: 40
DAMAGE: 4d10 trample
SPECIAL ATTACK: None
SPECIAL DEFENSE: Immune to needle weapons
NATIVE WORLD: Ifshna
DESCRIPTION: Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.
Kakra (Battle Hawk)
TYPE: Small carnivore
NUMBER: 1-2
MOVE: Very fast (Fly)
IM/RS: */Standard +10
STAMINA: 1d10+5
ATTACK: 65
DAMAGE: 2d10 peck and claw
SPECIAL ATTACK: Diving attack
SPECIAL DEFENSE: None
NATIVE WORLD: Rupert's Hole
DESCRIPTION: Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.
Lanka (Feline Battle Mount)
TYPE: Large carnivore
NUMBER: 1-10
MOVE: Very fast
IM/RS: */Standard +5
STAMINA: 3d10+170
ATTACK: 60
DAMAGE: 6d10+5 bite and claw
SPECIAL ATTACK: None
SPECIAL DEFENSE: None
NATIVE WORLD: Gollywog
DESCRIPTION: A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it an intimidating gate and made for powerful weapons. Its large canines give additional substantial damage.
Loper (Lizard Battle Mount)
TYPE: Large carnivore
NUMBER: 1-10
MOVE: Fast
IM/RS: */Standard
STAMINA:v 5d10+250
ATTACK: 40
DAMAGE: 4d10
SPECIAL ATTACK: None
SPECIAL DEFENSE: Immune to needle weapons
NATIVE WORLD: Volturnus
DESCRIPTION: Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.
Mauler Hound (Battle Dog)
TYPE: Medium carnivore
NUMBER: 1-10
MOVE: Fast
IM/RS: */Standard
STAMINA: Standard +5
ATTACK: 55
DAMAGE: 5d10
SPECIAL ATTACK: None
SPECIAL DEFENSE: None
NATIVE WORLD: Triad
DESCRIPTION: A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, dark brown hair all over their bodies.
Meket (Primate)
TYPE: Small semi-intelligent herbivore
NUMBER: 1-20
MOVE: Medium
IM/RS: */Standard
STAMINA: 1d10+10
ATTACK: 40
DAMAGE: 1d5 bite
SPECIAL ATTACK: None
SPECIAL DEFENSE: None
NATIVE WORLD: Hentz
DESCRIPTION: Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.
Pinar's Ant (Vespoidal Mount)
TYPE: Large Omnivore
NUMBER: 5-100
MOVE: Very Fast
IM/RS: */Standard +30
STAMINA: Standard +50
ATTACK: 40
DAMAGE: 2d10 bite
SPECIAL ATTACK: None
SPECIAL DEFENSE: Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons.
NATIVE WORLD: Kdikit
DESCRIPTION: A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.
Sand Eel
TYPE: Small semi-intelligent carnivore
NUMBER: 1-5
MOVE: Slow
IM/RS: */Standard -5
STAMINA: 1d10+20
ATTACK: None
DAMAGE: See Special Attack
SPECIAL ATTACK: Electrical bite, high heat gas
SPECIAL DEFENSE: None
NATIVE WORLD: Morgain's World
DESCRIPTION: 1m long eel can grip a character's arm with its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.
Zeridactyl (Battle Pterosaur Mount)
TYPE: Large semi-intelligent carnivore
NUMBER: 1-2
MOVE: Slow (Walk), fast (Fly)
IM/RS: */Standard
STAMINA: 5d10+200
ATTACK: 45
DAMAGE: 6d10 bite and claw
SPECIAL ATTACK: Drop objects
SPECIAL DEFENSE: None
NATIVE WORLD: Volturnus
DESCRIPTION: The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.


Adventure Pet Equipment

Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.


Food and Cleaning Supplies For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored.

Pet Size Cost/Month Mass Tiny 50Cr 5kg Small 150 Cr 10kg Medium 300 Cr 30kg Large 600 Cr 60kg Huge 1200 Cr 120kg

Collar Collars can indicate that an animal has an owner and is a great way to accessorize your pet. Item Cost Mass Collar (Small) 5 Cr 0kg Collar (Medium) 10Cr 0kg

Licensing In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down.

Item Cost Mass Tracking Implant 50Cr 0kg

Harness If you ride your animal, you must have a harness or suffer a -5 penalty to ride. Item Cost Mass Harness (Small) 15Cr 0kg Harness (Medium) 30Cr 2kg Harness (Large) 60Cr 4kg Harness (Huge) 120Cr 8kg

Saddle If you ride your animal, you must have a saddle or suffer a -5 penalty to ride. Item Cost Mass Saddle (Medium Mount) 150Cr 10kg Saddle (Large Mount) 300Cr 15kg Saddle (Huge Mount) 600Cr 20kg Item Cost Mass Saddle Bags (2 pouches, Medium Mount) 30Cr 2kg Saddle Bags (2 pouches, Large Mount) 60Cr 5kg Saddle Bags (4 pouches, Huge Mount) 200Cr 13kg

Parka Hairy (Furry) animals may require a parka to help keep them from musting up and to minimize encumbrance from water retention in the hair. Item Cost Mass Parka (Medium) 10Cr 1kg Parka (Large) 20Cr 2kg Parka (Huge) 30Cr 3kg

Talon Guard Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. Item Cost Mass Talon guard 25Cr 1kg

ANIMAL TRAINER SKILL SET

Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals.

An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts.

The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation.

Analyze Animal Behavior Success Rate:20% Level Bonus:+10 Prerequisites:None A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.

Animal Training Success Rate:10% Level Bonus:+10 Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3

A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.).

This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.

Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier.

Monsters, particularly vicious creatures, or Sathar developed creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.

Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it.

A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable.

Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked.

A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as "fetch," "attack," "return," etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught.

Body Speak Success Rate:100% Prerequisites:None Base Ability:LOG This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like "go... city... fetch... doctor." Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found.

Every pet has the ability to understand repetitive commands from their master, including simple commands like "sit", "lay down", "go on", "stay", etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication.

Ride Mount Success Rate:70% Level Bonus:+10 Prerequisites:None This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again.

If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.