Call Animal Companion
Step: Rank+WIL
Action: Standard
Strain: 1
Skill Use: No
The adept magically calls an animal companion by making a Call Animal Companion test against the animal’s Mystic Defense. If successful, the animal senses the adept’s call and attempts to make its way to them as fast as possible. The animal companion must be within the adept’s Call Animal Companion rank ×100 yards to hear the call.
Enhance Animal Companion
Step: Rank
Action: Sustained (8 hours)
Strain: 0
Skill Use: No
The adept magically enhances one of their bound animal companions by spending a day in meditation with the bound animal companion. This increases the bound animal companion’s effective Circle by +1—still bound to limits of Animal Bond. The bound animal companion’s effective Circle (including this talent and any other modifiers, such as applied Masks) cannot exceed the adept’s Enhance Animal Companion rank. This talent can only affect bound animal companions. If a Mask is later added that increases the animal companion’s effective Circle above the adept’s Enhance Animal Companion rank, remove the benefits from Enhance Animal Companion until the effective Circle is equal to the adept’s Enhance Animal Companion rank.
Each effective Circle increase gives the bound animal companion +1 to Physical, Mystic, and Social Defense, Physical and Mystic Armor, and Attack and Damage tests, and +5 to Unconsciousness and Death Rating. Note: the presentation as a Mask is for clarity, but it is not a Mask.
Enhance Animal Companion (+1 Circle)
DEX: 0 Initiative: 0 Unconsciousness: +5
STR: 0 Physical Defense: +1 Death Rating: +5
TOU: 0 Mystic Defense: +1 Wound Threshold: 0
PER: 0 Social Defense: +1 Knockdown: 0
WIL: 0 Physical Armor: +1 Recovery Tests: 0
CHA: 0 Mystic Armor: +1
Movement: 0
Actions: 0; Attack +1 (Damage +1)
Goring Attack
Step: Rank
Action: Free
Strain: 1
Skill Use: No
The adept increases the damage inflicted by their bound animal companions within Goring Attack rank ×2 yards. If their bound animal companion makes a successful Attack test, the adept may add their Goring Attack rank to the bound animal companion’s Damage test. This talent can be used once per round.
Mount Attack
Step: Rank
Action: Simple
Strain: 1
Skill Use: No
The adept increases the accuracy of their mount's attacks. The adept adds their Mount Attack rank to their mount's Dexterity Step for the bound mount's Attack test. This replaces the bound mount's normal Attack test. The adept must be riding the bound mount for it to benefit from this talent. The adept can spend a Karma Point to improve the bound mount's Attack test when using this talent.
Knacks
Bind Animal Companion
Talent: Animal Bond
Requirements: Rank 1
Restrictions: None
Step: NA
Action: Sustained (8 hour)
Strain: 0
Skill Use: No
The adept performs a 8 hour ritual with their Awestruck animal companion, binding them to the adept, turning the animal companion into a bound animal companion and allowing the to benefit from more of the adept’s magic. The adept must Name their animal companion and takes a blood oath similar to an Oath of Blood Peace (this does not cost Blood Magic Damage) and weaves a thread to their animal companion’s pattern. This oath lasts as long as both the adept and animal companion are still alive. If the animal companion dies without violating the adept’s blood oath, a new ritual can be performed with a different Awestruck animal companion, gaining the same associated benefits as the previous bound animal companion (this includes all applicable knacks for the previous bound animal companion). Due to the asymmetrical nature of the oath, the adept suffers a Blood Wound if their bound companion dies, regardless of the situation.
Bound animal companions are still commanded with Animal Training, however it only requires a Simple action instead of a Standard action and no test is required; this does not allow the talent to be used more than once per round and only one command to one animal may still be issued. They become combat-trained and this does not cost any tricks. Additionally, no tests are required to train the bound animal companion (though it still takes a day and the training must be maintained) and they can perform any complex tricks combined of tricks they know. Call Animal Companion tests automatically succeed against the adept’s bound animal companion and only require a Simple action.
This knack can be learned multiple times. However, it does not increase the total Circle of animal companions the adept can have.
Special: Cavalryman adepts receive one instance of this knack for free at First Circle.
Menagerie
Talent: Animal Bond
Requirements: Rank 5
Restrictions: None
Step: NA
Action: NA
Strain: 0
Skill Use: No
The adept can maintain additional animal companions up to their Animal Bond rank. None of these animal companions can be above Novice tier (maximum Circle 4). This knack can be learned multiple times.
Transfer Bond
Talent: Animal Bond
Requirements: Rank 5, Bind Animal Companion
Restrictions: None
Step: NA
Action: NA
Strain: 0
Skill Use: No
The adept performs an eight hour ritual with their current bound animal companion and a different Awestruck animal. This ritual is similar to the Bind Animal Companion ritual and transfers the thread and all benefits from one animal to the other, losing and gaining all benefits as appropriate. See Bind Animal Companion for details about this. This is never a ritual undertaken lightly and is most often used for companions who have grown old, or suffered permanent injuries and can no longer keep up. Cavalrymen who use this knack without need are typically shunned and Beastmasters may suffer similar treatment, though some Beastmasters have a more mercenary view of their bound animal companions.
Encouragement
Talent: Animal Training
Requirements: Rank 4
Restrictions: None
Step: Rank+CHA
Action: Free (Special)
Strain: 1
Skill Use: Yes (Novice)
The adept coaches and encourages their animal companion throughout their trick by making an Encouragement test against the animal’s Social Defense. Each success either gives the animal +2 to tests they make as part of the trick, or the adept +2 per success when issuing a complex trick. The adept cannot take any other actions while the animal is performing the trick. This cannot be used during combat. This knack can be used in the same round the animal is issued a command with Animal Training.
Faster, Pussycat! Kill! Kill!
Talent: Animal Training
Requirements: Rank 7, Encouragement
Restrictions: None
Step: Rank+CHA
Action: Free
Strain: 2
Skill Use: No
The adept coaches and encourages their animal companion to commit an egregious act of violence by making a Faster Pussycat! Kill! Kill! test against the animal’s Social Defense. Each success gives the animal +2 to the Attack test. This knack can be used in the same round the animal is issued an attack command with Animal Training, but only once per round.
Smarter Than the Average Bear
Talent: Animal Training
Requirements: Rank 3, Animal Bond rank 3, Bind Animal Companion
Restrictions: None
Step: NA
Action: NA
Strain: 0
Skill Use: No
The adept can teach their bound animal companion additional tricks equal to their Animal Training rank, but these additional tricks cannot be used to teach the bound animal companion skills or improve existing skills. This only applies to one bound animal companion. This knack can be learned multiple times.
Amplify Animal Companion’s Form
Talent: Enhance Animal Companion
Requirements: Rank 5, Bind Animal Companion
Restrictions: None
Step: NA
Action: NA
Strain: 0
Skill Use: No
The adept improves their bound animal companion, giving them +1 to each attribute Step, their Initiative Step, Wound Threshold, and Knockdown Step, +3 to their Unconsciousness Rating, and +4 to their Death Rating. This can only be applied to bound animal companions with a tier of Novice (before effective Circles are added through Enhance Animal Companion). If a Mask is later added that increases the animal companion’s tier above Novice, remove these benefits and refund the Legend Points for this knack. Note: the presentation as a Mask is for clarity, but it is not a Mask.
For example, a bound tiger has the Amplify Animal Companion’s Form knack, but later receives a new Mask from Mold Ally’s Form, raising their Circle to 5, which is Journeyman tier. The effective Circles added through Enhance Animal Companion do not count for this purpose. This refunds the Legend Points for this knack to the adept and removes the purchase, though they still know the knack and can re-buy it in the future without learning it again. This doesn’t count against the total knacks for the talent until it is purchased, despite being known in this fashion.
This knack can be purchased multiple times, each time for a different bound animal companion.
Amplified Animal Companion (No Change)
DEX: +1 Initiative: +1 Unconsciousness: +3
STR: +1 Physical Defense: 0 Death Rating: +4
TOU: +1 Mystic Defense: 0 Wound Threshold: +1
PER: +1 Social Defense: 0 Knockdown: +1
WIL: +1 Physical Armor: 0 Recovery Tests: 0
CHA: +1 Mystic Armor: 0
Movement: 0
Actions: 0; Attack 0 (Damage 0)
Amplify Animal Companion’s Sense
Talent: Enhance Animal Companion
Requirements: Rank 5, Bind Animal Companion
Restrictions: None
Step: NA
Action: NA
Strain: 0
Skill Use: No
The adept improves an enhanced sense of their bound animal companions. The adept chooses an enhanced sense (e.g., Enhanced Sense [Sight]) when this knack is learned. All their bound animal companions with the selected enhanced sense gain a +2 bonus to it. For example, Enhanced Sense [Sight] (4) becomes Enhanced Sense [Sight] (6).
Augment Ally's Form: This knack can only be applied to a bound animal companion. The gamemaster should disallow Masks they feel may be disruptive to the game. Masks are not inherently balanced for animal companions, but to be applied to opponents and a different set of assumptions. This knack is intended to be fun and interesting, not an opportunity to optimize an animal companion for being abusive in combat.
Boost Animal Companion’s Form
Talent: Enhance Animal Companion
Requirements: Rank 9, Bind Animal Companion
Restrictions: None
Step: NA
Action: Sustained (8 hours)
Strain: 0
Skill Use: No
The adept permanently improves their bound animal companion with an 8 hour ritual, giving them +1 to each attribute Step, their Initiative Step, Wound Threshold, and Knockdown Step, +3 to their Unconsciousness Rating, and +4 to their Death Rating. This can only be applied to bound animal companions with a tier of Novice or Journeyman (before effective Circles are added through Enhance Animal Companion). If a Mask is later added that increases the animal companion’s tier above Journeyman, remove these benefits and refund the Legend Points for this knack (effectively “unlearning” it). Note: the presentation as a Mask is for clarity, but it is not a Mask.
This knack can be purchased multiple times, each time for a different bound animal companion.
Boosted Animal Companion (No Change)
DEX: +1 Initiative: +1 Unconsciousness: +3
STR: +1 Physical Defense: 0 Death Rating: +4
TOU: +1 Mystic Defense: 0 Wound Threshold: +1
PER: +1 Social Defense: 0 Knockdown: +1
WIL: +1 Physical Armor: 0 Recovery Tests: 0
CHA: +1 Mystic Armor: 0
Movement: 0
Actions: 0; Attack 0 (Damage 0)
Boost Animal Companion’s Sense
Talent: Enhance Animal Companion
Requirements: Rank 9, Augment Animal Companion’s Sense, Bind Animal Companion
Restrictions: None
Step: NA
Action: NA
Strain: 0
Skill Use: No
The adept improves an enhanced sense of their bound animal companions. The adept chooses an enhanced sense (e.g., Enhanced Sense [Sight]) when this knack is learned. All their bound animal companions with the selected enhanced sense gain a +4 bonus to it. For example, Enhanced Sense [Sight] (4) becomes Enhanced Sense [Sight] (8). This replaces the benefit from Augment Animal Companion’s Sense and must affect a sense the adept targeted with Augment Animal Companion’s Sense.
Heighten Animal Companion’s Form
Talent: Enhance Animal Companion
Requirements: Rank 13, Bind Animal Companion
Restrictions: None
Step: NA
Action: NA
Strain: 0
Skill Use: No
The adept improves their bound animal companion, giving them +1 to each attribute Step, their Initiative Step, Wound Threshold, and Knockdown Step, +3 to their Unconsciousness Rating, and +4 to their Death Rating. If the bound animal companion benefited from Amplify and Boost Animal Companion as well, they also gain +1 Recovery Test. This can only be applied to bound animal companions with a tier of Novice, Journeyman, or Warden (before effective Circles are added through Enhance Animal Companion). If a Mask is later added that increases the animal companion’s tier above Warden, remove these benefits and refund the Legend Points for this knack (effectively “unlearning” it). Note: the presentation as a Mask is for clarity, but it is not a Mask.
This knack can be purchased multiple times, each time for a different bound animal companion.
Heightened Animal Companion (No Change)
DEX: +1 Initiative: +1 Unconsciousness: +3
STR: +1 Physical Defense: 0 Death Rating: +4
TOU: +1 Mystic Defense: 0 Wound Threshold: +1
PER: +1 Social Defense: 0 Knockdown: +1
WIL: +1 Physical Armor: 0 Recovery Tests: 0/+1
CHA: +1 Mystic Armor: 0
Movement: 0
Actions: 0; Attack 0 (Damage 0)
Heighten Animal Companion’s Sense
Talent: Enhance Animal Companion
Requirements: Rank 13, Bind Animal Companion, Boost Animal Companion’s Sense
Restrictions: None
Step: NA
Action: NA
Strain: 0
Skill Use: No
The adept improves an enhanced sense of their bound animal companions. The adept chooses an enhanced sense (e.g., Enhanced Sense [Sight]) when this knack is learned. All their bound animal companions with the selected enhanced sense gain a +6 bonus to it. For example, Enhanced Sense [Sight] (4) becomes Enhanced Sense [Sight] (10). This replaces the benefit from Boost Animal Companion’s Sense and must affect a sense the adept targeted with Boost Animal Companion’s Sense.
Mold Ally's Form: This knack can only be applied to a bound animal companion. See Augment Ally's Form for additional notes.
Sculpt Ally's Form: This knack can only be applied to a bound animal companion. See Augment Ally's Form for additional notes.