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(TFT) Goblins of a Feather



    Goblins of a Feather

"To determine whether an animal obeys a command given by its owner, ADD the animal's IQ to the owner's. Make a 4-Die roll against the TOTAL. If the roll is successful, the animal understood and will attempt to carry out the order. On a VERY BAD roll, it misunderstands, and trouble (of the GM's choosing may ensue. If the owner is NOT an Animal Handler, roll 5 dice instead of 4. Record the die-roll required on the record sheet of the owning character."
    -ITL page 62.

Latter on the section on TRAINED ANIMALS implies that the character must add 1 dice to the roll if they are dealing with a strange animal. That is an animal that is trained but strange to the character. Like someone elses mount. What is unclear is the dice roll required to deal with an untrained animal. Granted, they don't have an 'commands' that they can follow, so maybe the dice roll isn't needed but there is still the issue of dealing with untrained animals if one is an Animal Handler. The first thing that is evident is that 'An animal with an IQ below 5 cannot be trained.' So at least this narrows the field a little. Lets see what specific animals one could be dealing with here.

Creature           IQ

Great Ape           7
Chimpanzee          7
Elephant            6-7
Horse               5-7
IQ 7 Riding animals and Beasts are genius. They can learn anything which any animal is capable of.

Gryphon             6
Wolf                6
Dogs                6
Kodiac/brown bear   6
Tiger               6
Jaguar              6
Baboon              6
Slinkers            6
Dragonet            6
IQ 6 Riding animals and Beasts can learn complicated commands. Open doors, boxes. Tracking. Performance tricks.

Indricotherium      5
Oxen/yak/carabao    5
Camels              5
Riding lizard       5
Saurian             5
Walker lizard       5
Diatryma            5
Roc                 5
Dire Wolf           5
Cave Bear           5
Lion                5
Sabertooth          5
Little cat          5
Monkey              5
IQ 5 Riding animals and Beasts can only learn simple things. Warn of approaching figures, guard, and attack.

So it turns out that the average IQ 9 guy with Animal Handler can command even the dumbest trained Roc fifty percent of the time. I suggest that dealing with an untrained Roc he doesn't get to add the creature's IQ. Instead he makes the 4D roll against his IQ alone. But what about a wild Roc, or any beast that is not domesticated. I suggest that in this case the Animal Handler only has to roll 3D but subtracts the creatures IQ. (defined as a contest of wills under the wish rules.) So to handle a wild Great Ape would require a 2 vs. 3D and a wild Lion a 4 vs. 3D. In other words, an automatic or critical success. Unless the Animal Handler has a fairly high IQ. Say an IQ 16 in which case they can handle most wild creatures about fifty percent of the time. Picture a tribe of goblins that put all their starting points into IQ and Animal Handler. The could domesticate an entire wilderness hex in about six months. The animals serving as their warriors, protection, food, labor, even their shelter if they mundane talent of Tanner. And this tribe of goblins would be air mobile. Any Gryphons or Rocs eventually comming under their control. They could scout out and find more flying mounts. Maybe even raiding civilization to take away the domesticated ones already there. And this tribe could be extreamly primitive. Having few other talents and no metal working. Now lets make them all wizards. With ST 6 their not much use otherwize. And even at 4 points of IQ learning Animal handler each one would start out with 11 spells and a second language. They would be a holy terror. This flying band of goblins with a galoping hoard of lions, lizards, and elephants. It is well for us that they always keep their word.

    David Michael Grouchy II


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