Rules / Talents / Nature Talents
Nature Talents
Natural remedies and animal training.
| Talent | Tier | Requirements | Benefit |
|---|---|---|---|
| Natural Medicine | 1 | 1+ ranks in Nature | Use Nature instead of Medicine to Treat Wounds. In the wilderness with fresh ingredients you may gain 1 Advantage (GM's call). |
| Train Animal | 1 | 1+ ranks in Nature | Over downtime you train an animal in one specific action. Choose to reinforce a basic action it already knows (usually from Command an Animal) or to teach it a new basic action. |
| Bond Animal | 1 | 2+ ranks in Nature | Spend 7 days of downtime and make a DC 20 Nature check to bond an ordinary animal; it becomes permanently Helpful. |
Natural Medicine
Tier 1
Skill, Healing
Requires: 1+ ranks in Nature
Use Nature instead of Medicine to Treat Wounds. In the wilderness with fresh ingredients you may gain 1 Advantage (GM's call).
Train Animal
Tier 1
Downtime, Manipulate, Skill
Requires: 1+ ranks in Nature
Over downtime you train an animal in one specific action. Choose to reinforce a basic action it already knows (usually from Command an Animal) or to teach it a new basic action. The GM sets the DC and how long it takes (usually at least a week); tricks that need critical thinking are usually impossible, and higher Nature ranks may let you train more unusual creatures. Success: it learns the action. A reinforced action can then be commanded without a Nature check; a new action joins the list it can perform when commanded (you still roll as normal). Failure: it doesn't learn it.
Bond Animal
Tier 1
Downtime, Skill
Requires: 2+ ranks in Nature
Spend 7 days of downtime and make a DC 20 Nature check to bond an ordinary animal; it becomes permanently Helpful. Limit 1 bond (+1 at 6 and 12 ranks).