# 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.