Animal Training

Basic Set: Campaigns · p.458

Open source p.458

To train an animal, you must know
the appropriate specialty of Animal
Handling skill (p. 175). The level of
training an animal can absorb
depends strictly on its IQ:
Skills: Stealth-12; Wrestling-13.
Rattlesnake
A common poisonous snake. Even
little ones are dangerous; the gigantic
diamondback described here (8’ long)
is deadly. Modifiers to HT roll for
venom: +1 if venom is immediately
sucked out; +2 if antivenin (TL6+) is
used.
ST 5; DX 13; IQ 2; HT 11.
Will 10; Per 10; Speed 6; Dodge 9;
Move 4.
SM -1; 15 lbs.
Traits: Cold Blooded (50°); Fangs;
Toxic Attack (Cyclic, 1 day, 4
cycles;
Follow-Up,
Fangs;
Resistible, HT-4); Vermiform; Wild
Animal.
Skills: Brawling-15; Stealth-13.
Wild Boars
Wild hogs are hunted for food – but
they’re dangerous game. Boars are
smart, evil-tempered, and likely to
attack even when encountered by
accident. They try to knock a man
down with a slam and gore him while
he’s down. Sows are less aggressive
and smaller (give them lower ST and
weight).
IQ 2 – Average reptile. It can learn to
come when called for food and rec-
ognize its master, and not to attack
him (usually!).
IQ 3 – Average horse or hawk. It can
learn commands appropriate to its
work – hunting commands for a
hawk, riding or pulling commands
for a riding or draft animal, etc. –
and general tolerance for all
humans or for specific masters
(trainer’s choice). It knows its
name and comes when called (if it
feels like it).
IQ 4 – Average dog. As above, plus
“fetch,” “attack,” “find,” “sit,” etc.,
as appropriate for the species. It
tries to warn its owner of dangers it
perceives, and fights – and even
dies – for its master.
Large Boar
ST 15; DX 12; IQ 5; HT 14.
Will 12; Per 12; Speed 6.5; Dodge 10;
Move 8.
SM +1 (2 hexes); 400 lbs.
Traits: Bad Temper (9); Combat
Reflexes; Cutting Striker (Tusks);
DR 2; Quadruped; Wild Animal.
Small Boar
A javelina or peccary.
ST 8; DX 12; IQ 5; HT 12.
Will 12; Per 12; Speed 6; Dodge 10;
Move 7.
SM -1; 45 lbs.
Traits: As large boar, but only DR 1.
Wolves
These wild carnivores hunt in
packs. They can be domesticated,
more or less, but never like a dog.
Timber Wolf
ST 10; DX 12; IQ 4; HT 12.
Will 11; Per 14; Speed 6; Dodge 9;
Move 9.
SM 0; 120 lbs.
Traits: Discriminatory Smell; DR 1;
Night Vision 2; Quadruped; Sharp
Teeth; Temperature Tolerance 1;
Wild Animal.
Skills: Brawling-14; Tracking-14.
IQ 5 – Average monkey. As above, but
with more complexity. The GM
may allow anything he ever saw a
trained animal do in the movies . . .
Find training time by comparing
the IQ level of the training to the ani-
mal’s actual IQ score on the table on
p. 459. These times assume the train-
er works with the creature for about
four hours a day, in a pair of two-hour
sessions.
This table gives the time needed to
train the animal to the general level
given above. To teach a specific new
trick – if the GM agrees the animal can
learn it – allow 14 days for an IQ 5
creature, 30 days for one of IQ 4, or 90
days for an IQ 3 animal.
IQ of
Animal
2
3
2
60 days
Imp.
3
30 days
360 days
4
7 days
180 days
5
2 days
90 days
Imp.: Training to this IQ level is impossible.
Value of
Trained Animals
Training may affect the value of a
domestic animal, as follows:
IQ 2 creatures can learn so little
that training doesn’t enhance their
value.
IQ 3 creatures are of little use
unless trained. Decrease the value of an
IQ 3 domestic animal by 1/3 if it is
“unbroken” (that is, untrained). Any
young specimen is automatically
unbroken and therefore cheaper.
IQ 4 creatures are assumed to be
trained to IQ 3 level when bought; if
not, decrease price by 1/3, as above.
When an IQ 4 creature is fully trained
to IQ 4 level, increase its base value by
50%.
IQ 5 creatures follow the IQ 4 rule.
In addition, when an IQ 5 creature is
fully trained to IQ 5 level, double its
base value.
If a domestic animal (anything with
the Domestic Animal meta-trait) has
higher IQ than normal for its species, it
is worth much more when fully
trained: multiply by 4 for +1 IQ or by
10 for +2 IQ. For example, an IQ 5
horse is worth 10 times base value.
If a wild animal (anything with
the Wild Animal meta-trait) is cap-
tured and trained, its value goes up
markedly – especially if the creature
War-Trained Mounts
War-trained riding animals are worth more than other mounts.
Before TL4, they are taught to enter battle and fight savagely, even if
their rider is unhorsed. A trained warhorse is likely to attack anyone
other than its owner who approaches it! At TL4+, they are not taught
to fight, but to be reliable transportation, not afraid of gunfire or
screams.
At any TL, it takes a year of war training (after “basic” training to IQ
3 level) to get the mount fit to ride into battle. This doubles its value.
The statistics and cost given for the cavalry horse and heavy warhorse
under Riding and Draft Animals assume a beast with this training.
Up to three more years of training are possible, giving +1 per year
on all Riding and Animal Handling rolls in combat, and increasing base
value by 50% per year.
IQ Level of Training
4
5
Imp.
Imp.
Imp.
Imp.
360 days
Imp.
180 days
720 days
is intelligent or ferocious. Details are
up to the GM. All Animal Handling
rolls to train wild beasts are at -5.