# Handle Animal **Summary.** Command, train, and manage animals for work or combat. ## Mechanics ### Trick DCs (examples) - **Attack (10)**; broaden to all creature types counts as *two* tricks. - **Come (15), Down (15), Fetch (15), Heel (15), Perform (15), Seek (15), Stay (15).** - **Defend (20), Guard (20), Track (20, requires Scent), Work (15).** ## Actions - **Command Known Trick (Action):** On success, animal performs a learned trick on its next action. If wounded or suffering ability damage, apply –2d10 power-down. - **Push (Action):** Compel an unfamiliar or extended task within capability (e.g., forced march). Apply –2d10 if wounded/ability damage. - **Teach Trick (Downtime):** Requires Mind ≥ 3. An animal can learn a number of tricks equal to `2 × Intellect`. See Trick DCs. ## Knowledge - Evaluate temperament, capabilities, and training regimen. ## Notes Teaching a trick is a **Skill Challenge over time**; accumulate the listed successes.