You understand the habits, weaknesses, and instincts of beasts and monsters. ## Tier 1 (Zoology 1+) * Creature Lore – Mark a die as Effectful; on success, identify one useful fact about an animal or monster’s behavior. * Soothe Beast – Once per scene, you may calm a frightened or hostile animal (does not work on magical monsters). * Track Prey – Gain +1 die when Tracking a specific creature. ## Tier 2 (Zoology 2+) * Weak Point – Mark a die as Persistent; on success, call out a creature’s physical vulnerability, granting +1 die to allies attacking it. * Domesticate – During downtime, you may tame a wild animal, allowing it to follow basic commands. * Venom ID (Zoology/Herbalism) – You can identify any venom or animal-derived toxin on sight. ## Tier 3 (Zoology 3+) * Alpha Instinct – Mark a die as Powerful; on success, you intimidate or cow a hostile creature for 1 round. * Ecosystem Insight – Once per scene, you may declare the presence of an animal or monster relevant to the area’s ecosystem. * Bonded Beast – You may form a permanent bond with one animal companion (it acts with 2 dice by default). ## Tier 4 (Zoology 4+) * Monster Scholar – You may reroll one failed die per scene when dealing with magical beasts. * Whisperer – Once per session, you may communicate intentions to an intelligent animal or magical creature. * Horrific Trap – When hunting a beast, you may set a trap that auto-triggers with margin of success 2+ (counts as instant Critical Hit).