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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Talents / Nature Talents

Nature Talents

Natural remedies and animal training.

TalentTierRequirementsBenefit
Natural Medicine11+ ranks in NatureUse Nature instead of Medicine to Treat Wounds. In the wilderness with fresh ingredients you may gain 1 Advantage (GM's call).
Train Animal11+ ranks in NatureOver 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 Animal12+ ranks in NatureSpend 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).