Even
if the animal’s IQ is lower than the base IQ of the trick, it can learn this
trick. In that case, the Animal Handling roll to teach the trick takes a
penalty equal to -4 per point of IQ difference.
Training IQ 1 Animals: GURPS Basic Set
has no rules for training IQ 1 animals, but it is easy to extrapolate the
times. A trick can be taught in 180 days to an IQ 1 animal; there is no “general”
training for IQ 1.
Faster Training: If the GM allows that,
you can use the Time Spent modifiers
(p. B346) to hasten training.
Attack
Base IQ: 3.
The animal attacks apparent enemies. You may
point to a particular creature that you wish the animal to attack, and it will
comply if able. Normally, an animal will attack only humanoids, monstrous
humanoids, giants, or other animals. Teaching an animal to attack all creatures
(including such unnatural creatures as undead and aberrations) counts as two tricks.
Bombard
Base IQ: 4.
Animal Handling
Penalty: -3.
A flying animal can deliver projectiles on
command, attempting to drop a specified item that it can carry (often
alchemist’s fire or a similar splash weapon) on a designated point or opponent,
using its Dropping skill to hit. The animal cannot throw the object, and it
must be able to fly directly over the target.
Break Out
Base IQ: 5.
Animal Handling
Penalty: -4.
On command, the animal attempts to break or
gnaw through bars or bindings restricting it, its handler, or a person
indicated by the handler. Furthermore, the animal can take certain basic
actions such as lifting a latch or bringing its master an unattended key. Pickpocketing
a key or picking any sort of lock is still far beyond the animal‘s ability.
Build Simple Structure
Base IQ: 4.
Animal Handling
Penalty: -3.
The animal can build simple structures on
command, limited by its natural abilities and inclinations. The companion is
able to build only structures that creatures of its type would naturally build
on their own, and this trick merely allows the handler to direct the companion
on when and where to build such structures. For example, a spider could be
commanded to spin a web between two trees, but it could not be made to create a
hammock or a tent out of silk. Similarly, a beaver could be ordered to make a
dam or lodge, an alligator a dome-shaped nest, and any burrowing creature a
small tunnel or hole. Only companions that naturally build structures can learn
this trick.
Bury
Base IQ: 3.
An animal with this trick can be instructed to
bury an object in its possession. The animal normally seeks a secluded place to
bury its object. An animal that knows both the Bury and Fetch tricks can be
instructed to fetch an item it has buried.
Come
Base IQ: 2.
The animal comes to you, even if it normally
would not do so.
Defend
Base IQ: 3.
The animal defends you (or is ready to defend
you if no threat is present), even without any command being given.
Alternatively, you can command the animal to defend a specific other character.
Deliver
Base IQ: 4.
The animal takes an object (one you or an ally
gives it, or one that it recovers with the fetch trick) to a place or person
you indicate. If you indicate a place, the animal drops the item and returns to
you. If you indicate a person, the animal stays adjacent to the person until
the item is taken.
Demolish
Base IQ: 3.
Animal Handling
Penalty: -3.
The companion can be commanded to attack and
damage objects and structures. A companion must know the Attack trick before it
can be taught the Demolish trick, and the companion must be trained to attack
creatures of all types.
Detect
Base IQ: 4.
Animal Handling
Penalty: -3.
The animal is trained to seek out the smells of
air currents, alchemical items and poisons, unusual noises or echoes, and other
common elements that signify the presence of potential dangers or secret
passages. When commanded, the animal uses its Perception or Observation skill
to try to pinpoint the source of anything that strikes it as out of the
ordinary about a room or location. Note that because the animal is not
intelligent, any number of doors, scents, strange mechanisms, or unfamiliar
objects might catch the animal’s attention, and it cannot attempt the same
Perception check more than once in this way.
Down
Base IQ: 3.
The animal breaks off from combat or otherwise
backs down. An animal that doesn’t know this trick continues to fight until it
must flee (due to injury, a fear effect, or the like) or its opponent is
defeated.
Drive
Base IQ: 3.
The animal attempts to drive away any enemy
mount not bearing a rider or any non-magical creature belonging to an opponent.
The enemy mount or creature must succeed in a Quick Contest of Will against the
animal’s Intimidation to resist being driven away. If it fails, it flees at its
normal move speed with the animal in pursuit until they are 40 yards away from
where they started. The animal attempts to keep its enemy there until the
animal’s master instructs it to release the enemy mount. After it flees, the
enemy mount can attempt to resist of the animal’s Intimidation again.
Entertain
Base IQ: 4.
The animal can dance, sing, or perform some
other impressive and enjoyable trick to entertain those around it. This may
either serve as a complementary skill roll for your Performance skill, an
independent Performance roll by the animal, or just as a way to distract
onlookers to pick their pockets.
Exclusive
Base IQ: 4.
The animal takes directions only from the
handler who taught it this trick. If an animal has both the Exclusive and Serve
tricks, it takes directions only from the handler that taught it the Exclusive
trick and those creatures indicated by the trainer’s Serve command. An animal
with the Exclusive trick does not take trick commands from others even if it is
friendly or helpful toward them, though this does not prevent it from being
controlled by spells such as Animal Control, and the animal still otherwise
acts as a friendly or helpful creature when applicable.
Feint
Base IQ: 4.
The companion is trained to feint against
opponents. A companion must know the Attack trick before it can be taught the Feint
trick, and it performs feints only against targets it would normally attack. If
you and the companion have the Teamwork perk, then the animal may be ordered to
perform a Feint and transfer the benefits to you.
Fetch
Base IQ: 4.
The animal goes and gets something. If you do
not point out a specific item, the animal fetches a random object.
Find Master
Base IQ: 4.
The animal attempts to locate its master. If it
has the Tracking skill, it may use it. It does not move at a greater speed than
the person who gave it the command, and it stops to wait if that person ceases
to follow it.
Flank
Base IQ: 4.
You can instruct an animal to attack a foe you
point to and to always attempt to be on the opposite side from you. The animal
must know the Attack trick before it can learn this trick, and it performs it
only against foes it would normally attack.
Flee
Base IQ: 4.
The animal attempts to run away or hide as best
it can, returning only when its handler commands it to do so. Until such a
command is received, the animal does its best to track its handler and any
accompanying creatures, remaining hidden but within range of its sight or
hearing. This trick is particularly useful for adventurers and thieves in that
it allows the animal to evade capture, and then return later to help free its
friends.
Get Help
Base IQ: 4.
Animal Handling
Penalty: -3.
With this trick, a trainer can designate a
number of creatures up to the animal’s IQ as “help.” When the command is given,
the animal attempts to find one of those creatures and bring it back to the
handler, even if that means journeying a long distance to the last place it encountered
the target creature.
Guard
Base IQ: 3.
The animal stays in place and prevents others
from approaching.
Guide
Base IQ: 5.
Animal Handling
Penalty: -5.
The companion can serve as a guide to a
character that is blinded or otherwise unable to see. While serving as a guide,
the companion remains adjacent to the guided creature at all times, readying an
action each round to move when that creature moves. Additionally, the companion
identifies obstacles in the guided creature’s path and pushes them, pulls them,
or otherwise signals to the creature how to avoid them, allowing the guided
creature to locate and move around obstacles such as hazards, opponents, and
other terrain features as though she were able to see them (though she can’t
distinguish between obstacles). Finally, while serving as a guide, the
companion indicates to the guided creature the presence and direction of any
adjacent allies, allowing the guided creature to pinpoint the locations of such
creatures. The companion can serve as a guide only as long as it is able to see
in some fashion, and its ability to detect and avoid creatures and obstacles is
limited by what it is able to perceive normally.
Heel
Base IQ: 3.
The animal follows you closely, even to places
where it normally wouldn’t go.
Herd
Base IQ: 4.
The animal herds any mounts not bearing a rider
and any friendly non-combatants away from combat. An animal up to IQ+2 targets
and drives them away from combat. If an enemy attacks the animal or any of its
targets, the animal attacks the opponent until its targets are no longer within
the enemy’s reach, then resumes driving them away. After the animal and its
targets are 40 yards from the nearest foe, the animal stops and waits until
recalled by its master.
Hunt
Base IQ: 4.
This trick allows an animal to use its natural
stalking or foraging instincts to find food and return it to the animal’s
handler. An animal with this trick can attempt Survival checks to provide food
for others or lead them to water and shelter.
Intimidate
Base IQ: 3.
The companion bares its teeth, barks, bristles,
growls, or otherwise threatens a creature you designate, or, alternatively, it
can be trained to do so when it encounters any creature besides its handler.
Maneuver
Base IQ: 4.
The animal is trained to use a specific combat
maneuver on command. An animal must know the attack trick before it can be
taught the Maneuver trick, and it performs maneuvers only against targets it
would normally attack. This trick can be taught to an animal multiple times.
Each time it is taught, the animal can be commanded to use a different combat
maneuver. A maneuver for this can be a specific attack against a specific hit
location (for example, bite a leg), a technique (for example, Sweep), or
anything along these lines.
Mark Territory
Base IQ: 3.
Whether by spraying musk, rubbing its back
against trees and rocks, or simply howling loudly, the companion lets other
nearby animals know that it has claimed an area. By spending 1 hour performing
this trick, the companion can mark an area of up to half a square mile in this
fashion. Such markings may deter (or encourage) attacks by other animals.
Menace
Base IQ: 3.
A menacing animal attempts to keep a creature
you indicate from moving. It does its best to dissuade the target, but it
attacks only if the target attempts to move from its present location or take
any significant action (particularly a hostile-seeming action). As soon as the
target stops moving, the animal ceases attacking but it continues to menace.
Milk Venom
Base IQ: 2.
The companion can be coaxed into providing a
single dose of venom on command. This process takes 10 minutes, and it requires
a vial or similar container in which to store the poison. A companion that has
been specifically trained to be milked of its venom never bites, stings, or otherwise
poisons its handler when being milked, although the handler must still succeed
at an Animal Handling roll to successfully harvest the venom.
Perform
Base IQ: 2.
The animal performs a variety of simple tricks,
such as sitting up, rolling over, roaring or barking, and so on.
Pose as Scenery
Base IQ: 2.
The companion freezes in place, seeming to be a
mundane plant rather than a plant creature. Only plant companions can learn
this trick.
Protect
Base IQ: 3.
The animal stands beside a designated target and
perform a Wait maneuver to attack any non-ally that moves into a hex adjacent to
that of the target.
Quiet Watch
Base IQ: 5.
Animal Handling
Penalty: -3.
The animal stands watch over an area as per the
Watch trick. If alerted to danger, it attempts to silently alert its master,
such as by nosing her. If the animal’s master cannot be silently alerted, it
raises an alarm as per the Watch trick.
Receive Spell
Base IQ: 5.
Animal Handling
Penalty: -3.
The companion has been trained to be the
recipient of a specific spell (chosen at the time the animal is taught the
trick), allowing it to fully take advantage of the spell’s effects. The spell
should be one that grants the companion an ability it might not normally be
intelligent enough to make use of or one that it might not even realize it has
(such as Walk on Air). The companion is able to recognize when it has been
affected by this spell and can take full advantage of the spell’s effects. At
the GM’s discretion, a companion can also be trained to receive certain non-spell
effects, such as those granted by an alchemical elixir. The companion can be
taught this trick multiple times; each time it learns this trick, it becomes
trained to utilize a different spell effect.
Rescue
Base IQ: 4.
Animal Handling
Penalty: -3.
The companion has been trained to drag its
handler or another creature that the handler designates out of danger and to a
safe place in the event that the handler or creature is incapacitated. If a
creature that the companion is defending is rendered helpless or is slain, the
companion will carry, drag, or otherwise move that creature out of danger. If
the companion knows the get help trick, it will attempt to bring the creature
it is rescuing to one of the creatures designated as “help.” Otherwise, you can
designate a single location in advance as a safe place, and the companion will
attempt to bring the creature it is rescuing to that place. If it is unable to
do either of these, the companion simply moves the creature to the nearest
location of relative safety. A companion must have the Deliver and Guard tricks
in order to learn this trick.
Seek
Base IQ: 4.
The animal moves into an area and looks around
for anything that is obviously alive or animate.
Serve
Base IQ: 4.
An animal with this trick willingly takes
orders from a creature you designate. If the creature you tell the animal to
serve knows what tricks the animal has, it can instruct the animal to perform
these tricks. The animal treats the designated ally as friendly. An animal can
unlearn this trick with 1 week of training. This trick can be taught to an
animal multiple times. Each time it is taught, the animal can serve an
additional creature you designate.
Sneak
Base IQ: 4.
The animal can be ordered to make Stealth rolls
in order to stay hidden and to continue using Stealth even when circumstances
or its natural instincts would normally cause it to abandon secrecy.
Speak
Base IQ: 5.
Animal Handling
Penalty: -3.
The companion is able to communicate very
simple concepts through barks, gestures, whistles, or similar actions. The
companion’s vocabulary is extremely limited, generally restricted to “yes,”
“no,” and counting up to three. The companion is also able to recognize and
respond to up to two specific questions per point of IQ. The companion does not
so much understand the words as recognize the sound of them, and it responds
accordingly. This trick does not actually increase the companion’s capacity to
understand concepts and ideas; it can be taught a way to communicate the
concept of “food,” for example, but it won’t distinguish cooked food from raw
food, and it might not even recognize as food anything that is not part of its
own diet.
Stay
Base IQ: 3.
The animal stays in place, waiting for you to
return. It does not challenge other creatures that come by, though it still
defends itself if it needs to.
Subdue
Base IQ: 4.
The companion can attempt to subdue opponents.
Once the command is given, the companion makes all its natural attacks as non-lethal
as possible until ordered to do otherwise.
Track
Base IQ: 4.
The animal tracks the scent presented to it.
Throw Rider
Base IQ: 3.
The animal can attempt to fling a creature
riding it to the ground. Resolve this as per Spooked Mounts (p. B397).
Watch
Base IQ: 4.
The animal can be commanded to keep watch over
a particular area, such as a campsite, and to raise an alarm if it notices any
dangerous or sizable creature entering the area.
Withhold Venom
Base IQ: 2.
The companion can be ordered to avoid injecting
poison into creatures it strikes with whatever natural attack would normally
deliver venom. As long as the companion has been ordered to withhold its venom,
successful hits with that natural attack deal damage as normal and convey all
other effects that they normally would, but they do not expose the target to
the companion’s poison.
Work
Base IQ: 3.
The animal pulls or pushes a medium or heavy
load.
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