Speaks Fluent Animal: Difference between revisions

m (clean up, typos fixed: mimicing → mimicking, vetenarian → veterinarian, Interpereter → Interpreter, 1920's → 1920s)
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** The Animalism disclipine was carried over from ''[[Vampire: The Masquerade]]'', where it was mainly used by the Gangrel and Nosferatu clans.
* In ''[[Seventh Sea|7th Sea]]'', those who possess a certain type of shape-shifting sorcery can talk to animals as well, with the catches being the farther away the sorcerer is from their home land or the more domesticated the animal is, the harder it is to communicate with it.
* Gnomes possess this as a racial ability in ''[[Dungeons and Dragons]]'', and both druids and rangers gain access to similar abilities through spells. Unusually for this trope, animals are explicitly limited by their intelligence and aren't under any compulsion to actually talk, limiting how useful the information obtained is.
** Xvarts (aka svarts or xivorts), a race of blue-skinned little humanoids, can speak with bats and rats in some editions of the game. 4th Edition explicitly makes them [[Evil Counterpart]]s of gnomes.
* The Speak with Animals and Speak with Plants advantages in ''[[GURPS]]'' do [[Exactly What It Says on the Tin|exactly what they say]] with the caveat that some animals are barely sentient and most plants don't experience the world in a way remotely similar to us.
* The superheroine Lynx in the ''[[GURPS Supers]]'' supplement ''Supertemps''. She's a [[Friend to All Living Things]] as well,
 
 
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