17 lines
No EOL
1.5 KiB
Markdown
17 lines
No EOL
1.5 KiB
Markdown
You understand the habits, weaknesses, and instincts of beasts and monsters.
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## Tier 1 (Zoology 1+)
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* Creature Lore – Mark a die as Effectful; on success, identify one useful fact about an animal or monster’s behavior.
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* Soothe Beast – Once per scene, you may calm a frightened or hostile animal (does not work on magical monsters).
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* Track Prey – Gain +1 die when Tracking a specific creature.
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## Tier 2 (Zoology 2+)
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* Weak Point – Mark a die as Persistent; on success, call out a creature’s physical vulnerability, granting +1 die to allies attacking it.
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* Domesticate – During downtime, you may tame a wild animal, allowing it to follow basic commands.
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* Venom ID (Zoology/Herbalism) – You can identify any venom or animal-derived toxin on sight.
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## Tier 3 (Zoology 3+)
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* Alpha Instinct – Mark a die as Powerful; on success, you intimidate or cow a hostile creature for 1 round.
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* Ecosystem Insight – Once per scene, you may declare the presence of an animal or monster relevant to the area’s ecosystem.
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* Bonded Beast – You may form a permanent bond with one animal companion (it acts with 2 dice by default).
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## Tier 4 (Zoology 4+)
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* Monster Scholar – You may reroll one failed die per scene when dealing with magical beasts.
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* Whisperer – Once per session, you may communicate intentions to an intelligent animal or magical creature.
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* Horrific Trap – When hunting a beast, you may set a trap that auto-triggers with margin of success 2+ (counts as instant Critical Hit). |