Step: Rank + CHA
The adept terrorizes one or more animals within line of sight, to a maximum number equal to his Frighten Animals Rank, by making a Frighten Animals Test against the highest Social Defense among the target group, +1 for each additional animal. If successful, the animals flee in terror away from the adept as fast as possible on their next turn—hounds will desert a hunter, a mount will throw its rider, guard tigers will flee from their ward, and so on—for a number of rounds equal to the adept’s Frighten Animals Rank. Each round, an animal may attempt to overcome its fear by making a Willpower Test against the adept’s Frighten Animals Step. If successful, the animal stops fearing the adept and may act normally. Most untended or wild animals will not make Willpower Tests, however, so this is made at the gamemaster’s discretion.