Difference between revisions of "Canine Handling I (sage ability)"

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[[File:Canine Handling I (sage ability).jpg|right|490px|thumb]]
 
[[File:Canine Handling I (sage ability).jpg|right|490px|thumb]]
'''Canine handling I''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Dog Training (sage study)|dog training]] that allows the character to direct [[Companion Dog|companion dogs]], [[Working Dog|working dogs]] and [[War Dog|war dogs]] in the performance of various tasks and behaviours. The skill set depends upon the type of dog, but in each case the character is able to form a strong bond with the canine and utilise its abilities fully in a range of practical situations.
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'''Canine Handling I''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Dog Training (sage study)|dog training]], enabling the character to guide and command [[Companion Dog|companion dogs]], [[Working Dog|working dogs]], and [[War Dog|war dogs]] in the execution of specific tasks and behaviours. While the commands and training vary with the role and breed of the dog, the character is consistently able to build trust and rapport with the animal, drawing on its natural instincts and training to function effectively in a variety of practical contexts.
 
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The presence of a dog allows a set of bonds with the game party that extends beyond its owner. Dogs possess an innate ability to form connections with those in its constant association, with a loyalty and affection that transcends charisma scores. As the party's faithful companion, the dog becomes a source of comfort and protection for all, potentially offering solace and reassurance in times of adversity.  Regardless of one's initial relationship with the dog, over time its presence is sure, under a DM's careful guidance, to instigate itself at unexpected moments within the campaign. These associations between dog and others must be considered, as the dog does have it's own capacity to make decisions without its owner. Essentially other members of the party should therefore treat the dog as a "[[Follower|follower]]" with respect to interactions.
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The presence of a dog introduces a layer of bonds within the game party that extend well beyond its formal owner. Dogs possess a natural capacity to connect with those around them through shared time and experience, forming attachments that are unaffected by charisma or social skill. As a constant presence, the dog may grow to offer quiet reassurance and subtle emotional support, creating a sense of stability for the group during difficult periods. Over time, and with the DM's attention to detail, the dog may begin to emerge in moments of play that weren’t anticipated, acting with agency and intention shaped by its relationships with individual party members. These associations matter. The dog is not simply a tool or a piece of equipment, but a thinking creature capable of its own simple judgments and affections. For this reason, all members of the party should consider the dog as a "[[Follower|follower]]" in its own right, treating it with the same awareness and respect afforded to any character operating within the bounds of loyalty and personal will.
  
 
== Companion Dogs ==
 
== Companion Dogs ==
If the character possesses this ability at the start of the game, he or she is accompanied by a faithful companion dog that has been by their side for the past 2-5 years. This companion, weighing between 80 and 120 lbs., embodies the sturdy and dependable nature expected of a loyal canine. With an initial 1d8+2 [[Hit Points|hit points]], the dog has already weathered challenges alongside its owner, forging a bond of unwavering loyalty and trust.  [[Morale]] should be treated as 2. The breed is recommended to be of a local variety to the character's origin, but within those parameters the character may choose this detail.
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If the character possesses this ability at the start of the game, he or she is accompanied by a faithful companion dog that has remained by their side for the past 2 to 5 years. This animal, weighing between 80 and 120 lbs., represents the hardy and dependable traits expected of a well-bred, well-raised canine. It has already shared in the character's routines, endured difficulties, and been shaped by those experiences. The dog begins play with 1d8+2 [[Hit Points|hit points]] and a [[Morale]] of 2, reflecting its deep attachment and reliability in familiar company. The breed should be drawn from those native to the character's homeland or region, though the specific form and features may be chosen by the player.
  
If a character acquires the canine handling I ability after the start of the game, they have the option to obtain a companion dog of their choosing, of whatever age or available breed desired. Once the dog has matured or has been acquired as a mature dog, the character can establish a strong companionship within just one week. During this time, the dog quickly learns to heel and sit without difficulty, demonstrating its readiness to follow the character's lead. At the outset of this companionship, the dog's morale is set at 9.  From then on, the character can teach the dog additional skills, requiring either a day or a week, selecting from a range of abilities that companion dogs are capable of performing. However, as the weeks progress, the dog's morale gradually declines by 1 point per week until it reaches a morale of 5. Afterward, the dog's morale diminishes by 1 point every 6 months, or according to the standard morale rules.
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If a character gains the canine handling I ability after play has begun, they may acquire a companion dog at that time. The dog may be young or fully grown, depending on availability or character choice, and of any breed appropriate to the campaign. Once a suitable dog has matured or if a mature dog is acquired — a bond of companionship is formed over a period of just one week. During this brief period, the dog learns to heel and sit with minimal effort, demonstrating a natural readiness to follow the character's guidance. At this point, the dog begins with a morale of 9.
  
Training "time" requires no more than about 15 to 20 minutes per day, which can be easily managed before or after a day's travel.
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Following the first week, the character may begin teaching the dog additional skills. Each new command or task requires either a day or a week of instruction, depending on complexity. These teachings must come from the established list of tasks suitable for companion dogs. However, without further reinforcement, the dog's morale begins to taper with time. It decreases by 1 point each week until reaching a morale of 5. After that, morale continues to drop by 1 point every six months, or according to the game's standard rules for [[Morale|morale]] reduction.
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Daily training requires no more than 15 to 20 minutes and can be completed before setting out in the morning or after settling down at day's end. This small routine is sufficient to maintain the bond and reinforce familiarity with the dog's known commands.
  
 
=== Unskilled Companion Dog Owners ===
 
=== Unskilled Companion Dog Owners ===
Characters without this skill who acquire a companion dog may form a strong companionship after one month of consistent interaction and care. During this time, any character in the party may attempt to teach the dog basic commands such as sit or heel, provided they pass a wisdom check. However, only one check by one character is permitted each month to avoid confusion and inconsistency in training.  Subsequent attempts can be made on a monthly basis until all desired commands are successfully learned.
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Characters without this skill who acquire a companion dog may still form a lasting bond, though the process is slower and more uncertain. A month of consistent care, attention, and interaction is required before the dog will begin to view the character as a trusted figure. During this period, any character in the party may attempt to teach the dog simple commands such as sit or heel, but doing so requires a successful wisdom check to reflect the challenge of training without formal knowledge. Only one such attempt may be made per month, and only by a single character, to prevent conflicting signals or confusion in the dog's learning.
  
As the dog adapts to its new environment and bonds with its owners, its morale gradually decreases by 1 point per month until it reaches 5 points, reflecting the adjustment period and potential challenges in acclimating to its surroundings. Afterward, the dog's morale diminishes by 1 point per year, or in accordance with the standard morale rules, reflecting the natural progression of its emotional state over time.
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As the dog settles into its new environment and adapts to the group, its [[Morale|morale]] declines by 1 point per month until it reaches 5, representing the strain of new expectations and the uncertainty of unfamiliar leadership. Once this point is reached, morale continues to decrease at a rate of 1 point per year, or in keeping with standard morale rules, reflecting the ongoing emotional wear that can occur without structured handling or reinforcement. Despite this, the dog may still become a loyal and valued member of the party, though its behaviour is less reliable and its responses less consistent without the benefit of skilled guidance.
  
 
=== Companion Dog Skills ===
 
=== Companion Dog Skills ===
Here is a list of skills that companion dogs can be taught, acknowledging that most of these are quite benign. It is assumed the dog begins sleeping with its owner and and is able to fetch with minimal attention paid.
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Here is a list of skills that companion dogs can be taught, acknowledging that most of these are quite benign. It is assumed the dog begins sleeping with its owner and is able to fetch with minimal attention paid. Basic companionship behaviour such as following closely, returning to the owner's side when called, or resting quietly near the campfire may develop naturally through proximity and repetition, without formal training.
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There are a set of skills that grant a +4 bonus to an unskilled teacher's wisdom check, or which may be taught by a skilled character in a single day. These include:
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*: '''Fetch''': the dog retrieves a designated item within sight, such as a thrown object, dropped item, or tool pointed out. The dog does not yet distinguish between owner property or other items unless given additional instruction.
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*: '''Stay''': the dog halts and remains in its current position until called or retrieved. Useful for keeping the dog out of danger or preventing it from following into unsafe areas.
  
There are a set of skills that grant a +4 bonus to an unskilled teacher's wisdom, or which may be taught by a skilled character in a single day.  These include '''fetch''', '''stay''', '''speak''', '''roll over''' or '''shake a paw'''. Additional skills, requiring a normal wisdom check per month, or a full week for a skilled character, are as follows:
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*: '''Speak''': the dog barks once upon command. It may be used to alert others, signal an event, or attract attention, especially when taught to do so in response to specific sounds or gestures.
  
: '''Feed''': the dog is taught to accept food only from its owner's hand, or from those persons who are also trained to feed the dog, or from a designated container.  Thereafter, the dog won't eat until one of these conditions is met.  Further, the dog is trained to resist moving forward to feed until specifically commanded to do so.
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*: '''Roll over''': a simple trick where the dog turns on its back and rolls. Though primarily a demonstration of trust and submission, it can also be used to check the dog's body for injury or pests.
  
: '''Hunt''': the dog learns to aid the character in [[Hunting (sage ability)|hunting]], which raises the amount of food that can be obtained by an experienced hunter in that skill by 50%.
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*: '''Shake a paw''': the dog extends a paw on command. While often seen as a show of friendliness, the gesture also reinforces attentiveness and helps accustom the dog to brief, deliberate physical contact.
  
: '''Play dead''': the dog learns to lay down and appear to be deceased, demonstrating its capacity to follow complex commands.  The length of time is usually no more than a single [[Combat Round|round]] of time.  Those with dog handling ability can increase this length of time by one round per week of additional training, to a maximum of 3 full minutes.
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Additional skills, requiring a normal wisdom check per month from an unskilled trainer, or a full week for a skilled character, are as follows:
  
: '''Protect''': the dog can be taught to remain within 10 ft. of the character, fighting any enemy combatant that comes within 15 ft., either automatically upon the dog's volition, or against an opponent designated by the character (which costs 1 [[Action Points|action point]] (AP) to give this command).
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*: '''Feed''': the dog is taught to accept food only from its owner's hand, from a person previously introduced as a designated feeder, or from a specific container familiar to the animal. The dog resists attempts by strangers to offer food, making it less vulnerable to poisoning or distraction. It will not begin eating until given a vocal or gestural signal. This reinforces discipline during travel and prevents the dog from interfering with others' meals.
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*: '''Hunt''': the dog aids a character in [[Hunting (sage ability)|hunting]], improving tracking, flushing, or retrieving small game. When working with a character trained in the hunting sage ability, this support increases the yield of edible food by 50%. The dog may range ahead to stir brush, indicate hidden animals, or return game to the hunter. This training assumes familiarity with the local terrain and prey.
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*: '''Play dead''': the dog drops to the ground and mimics the appearance of a lifeless body. This is not simply laying down, but doing so with convincing stillness, including closed eyes, controlled breathing, and limp posture. Initially, the dog can hold the pose for one [[Combat Round|round]], but characters with dog handling ability may train the dog to hold the pose for one additional round per week of training, up to 30 rounds (3 minutes). This trick may be used to deceive hostile creatures, deter aggression, or create a momentary distraction.
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*: '''Protect''': the dog is trained to remain within 10 ft. of the character and respond to nearby threats. If any hostile creature enters a 15 ft. radius of the dog's designated protectee, the dog may attack automatically without further prompting. Alternatively, the character may spend 1 [[Action Points|action point]] (AP) to direct the dog toward a specific opponent. Once engaged, the dog continues fighting until the target flees, is slain, or the dog is recalled. This skill is foundational for turning a companion dog into a defensive asset without crossing into formal war dog training.
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Additional skills may be taught over time, expanding the dog's usefulness beyond companionship into more complex roles such as signaling, search, or carrying. However, each new task adds to the dog's behavioural load, and frequent reinforcement may be needed to maintain responsiveness.
  
 
== Working Dogs ==
 
== Working Dogs ==
Characters with the dog handling I ability at the start of the game, who also has an amateur ability as a [[On Guard (sage ability)|guard]], [[Herding (sage ability)|herder]], hunter or [[Teamstering (sage ability)|teamster]] may decide to begin the game with a "working dog" that's suitable to those skills. Like the companion dog, this companion will again have been faithful to the character for the past 2-5 years. The dog's weight will be commensurate with its breed, either a rottweiler, border collie, retriever or mastiff. Consult the [[Hit Points per Die|hit points per die mass rules]], adding +3 to the dog's total hit points. Rules for morale and learning additional abilities function as with [[Canine Handling I (sage ability)#Companion Dogs|companion dogs]].
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Characters with the [[Canine Handling I (sage ability)|canine handling I]] ability at the start of the game, who also possess an amateur-level ability in [[On Guard (sage ability)|guarding]], [[Herding (sage ability)|herding]], [[Hunting (sage ability)|hunting]], or [[Teamstering (sage ability)|teamstering]] may choose to begin play with a "working dog" suited to their area of expertise. As with companion dogs, this animal has remained loyal to the character for the past 2 to 5 years and is fully accustomed to the character's presence, commands, and routines.
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The breed of dog should be appropriate to its task and region of origin. Recommended types include rottweilers for guarding, border collies for herding, retrievers for hunting, and mastiffs for load work or protection alongside draft animals. The dog's weight will align with its chosen breed and function. Use the [[Hit Points per Die|hit points per die by mass]] rules to determine its health, and add +3 to the dog's total hit points to reflect its specialised training and hardened physical condition.
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The dog's behaviour, morale, and capacity to learn new abilities are governed by the same mechanics as those outlined for [[Canine Handling I (sage ability)#Companion Dogs|companion dogs]]. However, the tasks these animals perform are oriented toward their working function, with additional skills and responses that may be introduced as the campaign progresses, depending on the character's related sage knowledge.
  
 
=== Working Dog Benefits ===
 
=== Working Dog Benefits ===
The following includes rules specific to these dog breeds and the character's attendant sage ability, from which the character may benefit.
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The following includes rules specific to these dog breeds and the character's attendant sage ability, from which the character may benefit:
  
: '''Border Collie''' (herder): the dog enters the game with the ability to gather, drive and manage livestock tirelessly alongside a herder. This includes returning scattered livestock, moving herds through narrow passages or driving them into pens with precision and control. The presence of the dog increases the potential number of animals the herder can manage by an additional 50%, which reducing the herder's overall daily effort by half. In real terms, this reduces the amount of food a herder has to eat per day from 4 lbs. to 2.
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*: '''Border Collie''' (herder): the dog enters the game with the ability to gather, drive, and manage livestock tirelessly alongside a herder. It understands directional commands, responds to whistles or gestures, and operates effectively even in rough or narrow terrain. The collie will instinctively return scattered animals to the group, drive herds through bottlenecks, or separate specific animals when needed. Its assistance increases the total number of animals the herder can manage by 50%, while reducing the herder's daily effort by half. This decrease in physical strain reduces the herder's daily food requirement from 4 lbs. to 2.
  
: '''Mastiff''' (teamster): the dog enters the game having learned to pull dog carts able to carry up to 350 lbs., at a rate of 2½ miles per hour, for up to six hours a day, provided they receive a rest day after every two days of work, which maintains the dog's health and well-being.  They're also good at managing other draft animals, permitting a [[Saving Throws|saving throw]] for any animal that might turn a foot or cause a broken axle upon the [[Malady Checks|malady table]]. Mastiffs can be trained to "protect" a character as well as a rottweiler, if given a month's training.
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*: '''Mastiff''' (teamster): the dog enters the game trained to pull a dog cart capable of carrying up to 350 lbs. at a steady pace of 2½ miles per hour, for up to six hours per day. To maintain health, the dog must rest every third day. In addition to draft work, the mastiff is effective in calming and managing other draft animals. When malfunctions or strain occur, such as a twisted limb or wagon instability, the mastiff's presence permits a [[Saving Throws|saving throw]] to be made on behalf of the affected animal or axle, reducing the chance of a mishap on the [[Malady Checks|malady table]]. With one month of focused training, the mastiff may also be taught to “protect” a character as effectively as a rottweiler.
  
: '''Retriever''' (hunter): the dog enters the game with the hunt skill, raising the total amount of food that can be gotten through that skill by an experienced hunter by 100%, rather than what it would be using an other breed of dog. This results from the ability to retrieve birds, locate wounded or downed game and a natural ability to track. However, only characters skilled in [[Tracking (sage ability)|tracking]] themselves can make use of the retriever as a tracker for other purposes, which results in the target's intelligence being reduced by 1 additional point when a tracking roll is made.
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*: '''Retriever''' (hunter): the dog begins with the [[Canine Handling I (sage ability)#Companion Dog Skills|hunt]] skill and greatly enhances the productivity of a hunter. When assisting a character with the [[Hunting (sage ability)|hunting]] ability, the total amount of food gathered is doubled, rather than increased by 50% as with other breeds. This benefit arises from the retriever's ability to locate, retrieve, and return birds or small game, track wounded prey, and remain silent during a stalk. If the character also possesses [[Tracking (sage ability)|tracking]], the retriever can assist with locating intelligent targets, reducing the target's intelligence by an additional point for purposes of the tracking roll.
  
: '''Rottweiler''' (guard): the dog enters the game with the ability to "protect" the character, as described above, though the perimeter defended is increased by 1 hex (up to 15 ft. from the character), and therefore the attack range is increased as well.  In addition, with one month's training, rottweilers can be taught to attack, as per the skill described under [[Canine Handling I (sage ability)#War Dogs|war dogs]], below. Additionally, the rottweiler also possesses the "[[On Guard (sage ability)|On Guard]]" ability, while aggressively acting to growl as a strong deterrent to potential intruders.
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*: '''Rottweiler''' (guard): the dog begins with the ability to "protect" the character, as described under [[Canine Handling I (sage ability)#Companion Dog Skills|companion dog skills]]. The radius in which the dog responds to threats is extended by one hex, allowing it to defend an area within 15 feet of its owner. With a month of training, the rottweiler may also be taught the “attack” command as described in the war dog section below. In addition, the dog possesses the [[On Guard (sage ability)|on guard]] ability, allowing it to issue warning growls or posture aggressively when detecting movement or the presence of unfamiliar individuals, potentially deterring would-be intruders before combat begins.
  
 
== War Dogs ==
 
== War Dogs ==
Characters must have canine handling I ability in order to purchase or make use of a war dog, which is a dog bred and already trained to "protect" the character purchasing the animal — though it requires a week of continued association before the war dog will naturally do this. War dogs also have the "On Guard" ability and can also be trained to perform any action that a companion dog can perform. Despite their unusual aggressiveness, they will make "friends" with any character that has been taught to feed the war dog; otherwise, they may be standoffish towards other party members, even after they may have been directed to protect those members from time to time. There is no danger that a war dog may bite or attack a friendly character, however, unless deliberately provoked.
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Characters must possess the [[Canine Handling I (sage ability)|canine handling I]] ability in order to purchase or make use of a war dog. These animals are specially bred and trained for aggression, control, and discipline, and will not respond properly to handlers lacking the necessary skill. A war dog arrives already trained to “protect” its designated owner, though it requires a full week of continuous association before this protective behaviour becomes instinctive. During this time, the dog must remain in close proximity to the character, sleep nearby, and be fed and cared for exclusively by its handler.
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War dogs also possess the [[On Guard (sage ability)|on guard]] ability and may be taught any of the same behaviours available to companion dogs, including more docile or socially neutral tasks. Despite their heightened aggression and discipline, war dogs are capable of forming bonds with other members of the party, provided those individuals have been taught to feed the dog. When this condition is met, the dog may become loyal and friendly to those individuals over time. However, absent such training, the war dog may remain aloof or indifferent to others, even if instructed to protect them. There is no risk of the dog attacking an ally unless the animal is deliberately mistreated or provoked.
  
Species of war dog include mastiffs, rottweilers and bulldogs, who centuries ago were typically larger and more robust than the smaller, compact Bulldogs commonly seen today. In the game world, bulldogs are also bread for bull-baiting and bear-baiting, which are described in detail below. War dogs weigh from 120 to 150 lbs., and have been bred to attack as 2 [[Hit Dice|hit dice]] creatures, while possessing 2d6+6 hit points. Mastiffs that have been trained to be war dogs cannot be used to manage draft animals nor pull dog carts.
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Breeds used for war dog purposes include mastiffs, rottweilers, and bulldogs. These animals are physically larger and more robust than their modern counterparts, with historic lineages that accentuate strength, stamina, and controlled aggression. In the game world, bulldogs in particular have been bred not only for war but also for dangerous blood sports such as bull-baiting and bear-baiting, described further below. War dogs typically weigh between 120 and 150 lbs. and are bred to attack as creatures with 2 [[Hit Dice|hit dice]]. They possess 2d6+6 [[Hit Points|hit points]], making them both durable and dangerous. Mastiffs trained as war dogs lose the capacity to manage other draft animals or perform cart-pulling duties, as their temperament and focus shift entirely toward combat function.
  
In addition to other skills the war dog may have or be taught, it has also been trained to "attack."  Handling I allows the character to direct the dog to attack a specific enemy combatant within 40 ft., or 8 combat hexes.  This requires the character to point and expend 1 AP. Once given the attack command, the war dog will engage the designated enemy with ferocity and tenacity, persisting in its assault until called off by the handler (1 AP). Even after the enemy combatant has been incapacitated or killed, the war dog will continue to attack; if permitted by circumstances, the war dog may exhibit a voracious instinct to consume the fallen enemy's remains. Making use of this attack skill also requires one week's continual association with the dog.
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War dogs also possess the trained ability to “attack,” which may be commanded in addition to their protective instincts. A handler with the appropriate sage ability may direct a war dog to attack a specific enemy within 40 feet (8 combat hexes), requiring the expenditure of 1 [[Action Points|action point]] (AP). The handler must point or otherwise indicate the target clearly. Once this command is given, the dog will charge and engage the target without hesitation, maintaining the attack with singular focus until the enemy is either killed, escapes, or the handler calls the dog off (also costing 1 AP). If the combatant is incapacitated or slain, and the surrounding situation permits, the war dog may attempt to maul or consume part of the enemy's remains, in keeping with its bred behaviour and natural instincts. The ability to issue this attack command is only functional after the war dog has been associated with the handler for at least one week.
  
  

Revision as of 16:10, 14 April 2025

Canine Handling I (sage ability).jpg

Canine Handling I is an amateur-status sage ability in the study of dog training, enabling the character to guide and command companion dogs, working dogs, and war dogs in the execution of specific tasks and behaviours. While the commands and training vary with the role and breed of the dog, the character is consistently able to build trust and rapport with the animal, drawing on its natural instincts and training to function effectively in a variety of practical contexts.

The presence of a dog introduces a layer of bonds within the game party that extend well beyond its formal owner. Dogs possess a natural capacity to connect with those around them through shared time and experience, forming attachments that are unaffected by charisma or social skill. As a constant presence, the dog may grow to offer quiet reassurance and subtle emotional support, creating a sense of stability for the group during difficult periods. Over time, and with the DM's attention to detail, the dog may begin to emerge in moments of play that weren’t anticipated, acting with agency and intention shaped by its relationships with individual party members. These associations matter. The dog is not simply a tool or a piece of equipment, but a thinking creature capable of its own simple judgments and affections. For this reason, all members of the party should consider the dog as a "follower" in its own right, treating it with the same awareness and respect afforded to any character operating within the bounds of loyalty and personal will.

Companion Dogs

If the character possesses this ability at the start of the game, he or she is accompanied by a faithful companion dog that has remained by their side for the past 2 to 5 years. This animal, weighing between 80 and 120 lbs., represents the hardy and dependable traits expected of a well-bred, well-raised canine. It has already shared in the character's routines, endured difficulties, and been shaped by those experiences. The dog begins play with 1d8+2 hit points and a Morale of 2, reflecting its deep attachment and reliability in familiar company. The breed should be drawn from those native to the character's homeland or region, though the specific form and features may be chosen by the player.

If a character gains the canine handling I ability after play has begun, they may acquire a companion dog at that time. The dog may be young or fully grown, depending on availability or character choice, and of any breed appropriate to the campaign. Once a suitable dog has matured — or if a mature dog is acquired — a bond of companionship is formed over a period of just one week. During this brief period, the dog learns to heel and sit with minimal effort, demonstrating a natural readiness to follow the character's guidance. At this point, the dog begins with a morale of 9.

Following the first week, the character may begin teaching the dog additional skills. Each new command or task requires either a day or a week of instruction, depending on complexity. These teachings must come from the established list of tasks suitable for companion dogs. However, without further reinforcement, the dog's morale begins to taper with time. It decreases by 1 point each week until reaching a morale of 5. After that, morale continues to drop by 1 point every six months, or according to the game's standard rules for morale reduction.

Daily training requires no more than 15 to 20 minutes and can be completed before setting out in the morning or after settling down at day's end. This small routine is sufficient to maintain the bond and reinforce familiarity with the dog's known commands.

Unskilled Companion Dog Owners

Characters without this skill who acquire a companion dog may still form a lasting bond, though the process is slower and more uncertain. A month of consistent care, attention, and interaction is required before the dog will begin to view the character as a trusted figure. During this period, any character in the party may attempt to teach the dog simple commands such as sit or heel, but doing so requires a successful wisdom check to reflect the challenge of training without formal knowledge. Only one such attempt may be made per month, and only by a single character, to prevent conflicting signals or confusion in the dog's learning.

As the dog settles into its new environment and adapts to the group, its morale declines by 1 point per month until it reaches 5, representing the strain of new expectations and the uncertainty of unfamiliar leadership. Once this point is reached, morale continues to decrease at a rate of 1 point per year, or in keeping with standard morale rules, reflecting the ongoing emotional wear that can occur without structured handling or reinforcement. Despite this, the dog may still become a loyal and valued member of the party, though its behaviour is less reliable and its responses less consistent without the benefit of skilled guidance.

Companion Dog Skills

Here is a list of skills that companion dogs can be taught, acknowledging that most of these are quite benign. It is assumed the dog begins sleeping with its owner and is able to fetch with minimal attention paid. Basic companionship behaviour such as following closely, returning to the owner's side when called, or resting quietly near the campfire may develop naturally through proximity and repetition, without formal training.

There are a set of skills that grant a +4 bonus to an unskilled teacher's wisdom check, or which may be taught by a skilled character in a single day. These include:

  • Fetch: the dog retrieves a designated item within sight, such as a thrown object, dropped item, or tool pointed out. The dog does not yet distinguish between owner property or other items unless given additional instruction.
  • Stay: the dog halts and remains in its current position until called or retrieved. Useful for keeping the dog out of danger or preventing it from following into unsafe areas.
  • Speak: the dog barks once upon command. It may be used to alert others, signal an event, or attract attention, especially when taught to do so in response to specific sounds or gestures.
  • Roll over: a simple trick where the dog turns on its back and rolls. Though primarily a demonstration of trust and submission, it can also be used to check the dog's body for injury or pests.
  • Shake a paw: the dog extends a paw on command. While often seen as a show of friendliness, the gesture also reinforces attentiveness and helps accustom the dog to brief, deliberate physical contact.

Additional skills, requiring a normal wisdom check per month from an unskilled trainer, or a full week for a skilled character, are as follows:

  • Feed: the dog is taught to accept food only from its owner's hand, from a person previously introduced as a designated feeder, or from a specific container familiar to the animal. The dog resists attempts by strangers to offer food, making it less vulnerable to poisoning or distraction. It will not begin eating until given a vocal or gestural signal. This reinforces discipline during travel and prevents the dog from interfering with others' meals.
  • Hunt: the dog aids a character in hunting, improving tracking, flushing, or retrieving small game. When working with a character trained in the hunting sage ability, this support increases the yield of edible food by 50%. The dog may range ahead to stir brush, indicate hidden animals, or return game to the hunter. This training assumes familiarity with the local terrain and prey.
  • Play dead: the dog drops to the ground and mimics the appearance of a lifeless body. This is not simply laying down, but doing so with convincing stillness, including closed eyes, controlled breathing, and limp posture. Initially, the dog can hold the pose for one round, but characters with dog handling ability may train the dog to hold the pose for one additional round per week of training, up to 30 rounds (3 minutes). This trick may be used to deceive hostile creatures, deter aggression, or create a momentary distraction.
  • Protect: the dog is trained to remain within 10 ft. of the character and respond to nearby threats. If any hostile creature enters a 15 ft. radius of the dog's designated protectee, the dog may attack automatically without further prompting. Alternatively, the character may spend 1 action point (AP) to direct the dog toward a specific opponent. Once engaged, the dog continues fighting until the target flees, is slain, or the dog is recalled. This skill is foundational for turning a companion dog into a defensive asset without crossing into formal war dog training.

Additional skills may be taught over time, expanding the dog's usefulness beyond companionship into more complex roles such as signaling, search, or carrying. However, each new task adds to the dog's behavioural load, and frequent reinforcement may be needed to maintain responsiveness.

Working Dogs

Characters with the canine handling I ability at the start of the game, who also possess an amateur-level ability in guarding, herding, hunting, or teamstering may choose to begin play with a "working dog" suited to their area of expertise. As with companion dogs, this animal has remained loyal to the character for the past 2 to 5 years and is fully accustomed to the character's presence, commands, and routines.

The breed of dog should be appropriate to its task and region of origin. Recommended types include rottweilers for guarding, border collies for herding, retrievers for hunting, and mastiffs for load work or protection alongside draft animals. The dog's weight will align with its chosen breed and function. Use the hit points per die by mass rules to determine its health, and add +3 to the dog's total hit points to reflect its specialised training and hardened physical condition.

The dog's behaviour, morale, and capacity to learn new abilities are governed by the same mechanics as those outlined for companion dogs. However, the tasks these animals perform are oriented toward their working function, with additional skills and responses that may be introduced as the campaign progresses, depending on the character's related sage knowledge.

Working Dog Benefits

The following includes rules specific to these dog breeds and the character's attendant sage ability, from which the character may benefit:

  • Border Collie (herder): the dog enters the game with the ability to gather, drive, and manage livestock tirelessly alongside a herder. It understands directional commands, responds to whistles or gestures, and operates effectively even in rough or narrow terrain. The collie will instinctively return scattered animals to the group, drive herds through bottlenecks, or separate specific animals when needed. Its assistance increases the total number of animals the herder can manage by 50%, while reducing the herder's daily effort by half. This decrease in physical strain reduces the herder's daily food requirement from 4 lbs. to 2.
  • Mastiff (teamster): the dog enters the game trained to pull a dog cart capable of carrying up to 350 lbs. at a steady pace of 2½ miles per hour, for up to six hours per day. To maintain health, the dog must rest every third day. In addition to draft work, the mastiff is effective in calming and managing other draft animals. When malfunctions or strain occur, such as a twisted limb or wagon instability, the mastiff's presence permits a saving throw to be made on behalf of the affected animal or axle, reducing the chance of a mishap on the malady table. With one month of focused training, the mastiff may also be taught to “protect” a character as effectively as a rottweiler.
  • Retriever (hunter): the dog begins with the hunt skill and greatly enhances the productivity of a hunter. When assisting a character with the hunting ability, the total amount of food gathered is doubled, rather than increased by 50% as with other breeds. This benefit arises from the retriever's ability to locate, retrieve, and return birds or small game, track wounded prey, and remain silent during a stalk. If the character also possesses tracking, the retriever can assist with locating intelligent targets, reducing the target's intelligence by an additional point for purposes of the tracking roll.
  • Rottweiler (guard): the dog begins with the ability to "protect" the character, as described under companion dog skills. The radius in which the dog responds to threats is extended by one hex, allowing it to defend an area within 15 feet of its owner. With a month of training, the rottweiler may also be taught the “attack” command as described in the war dog section below. In addition, the dog possesses the on guard ability, allowing it to issue warning growls or posture aggressively when detecting movement or the presence of unfamiliar individuals, potentially deterring would-be intruders before combat begins.

War Dogs

Characters must possess the canine handling I ability in order to purchase or make use of a war dog. These animals are specially bred and trained for aggression, control, and discipline, and will not respond properly to handlers lacking the necessary skill. A war dog arrives already trained to “protect” its designated owner, though it requires a full week of continuous association before this protective behaviour becomes instinctive. During this time, the dog must remain in close proximity to the character, sleep nearby, and be fed and cared for exclusively by its handler.

War dogs also possess the on guard ability and may be taught any of the same behaviours available to companion dogs, including more docile or socially neutral tasks. Despite their heightened aggression and discipline, war dogs are capable of forming bonds with other members of the party, provided those individuals have been taught to feed the dog. When this condition is met, the dog may become loyal and friendly to those individuals over time. However, absent such training, the war dog may remain aloof or indifferent to others, even if instructed to protect them. There is no risk of the dog attacking an ally unless the animal is deliberately mistreated or provoked.

Breeds used for war dog purposes include mastiffs, rottweilers, and bulldogs. These animals are physically larger and more robust than their modern counterparts, with historic lineages that accentuate strength, stamina, and controlled aggression. In the game world, bulldogs in particular have been bred not only for war but also for dangerous blood sports such as bull-baiting and bear-baiting, described further below. War dogs typically weigh between 120 and 150 lbs. and are bred to attack as creatures with 2 hit dice. They possess 2d6+6 hit points, making them both durable and dangerous. Mastiffs trained as war dogs lose the capacity to manage other draft animals or perform cart-pulling duties, as their temperament and focus shift entirely toward combat function.

War dogs also possess the trained ability to “attack,” which may be commanded in addition to their protective instincts. A handler with the appropriate sage ability may direct a war dog to attack a specific enemy within 40 feet (8 combat hexes), requiring the expenditure of 1 action point (AP). The handler must point or otherwise indicate the target clearly. Once this command is given, the dog will charge and engage the target without hesitation, maintaining the attack with singular focus until the enemy is either killed, escapes, or the handler calls the dog off (also costing 1 AP). If the combatant is incapacitated or slain, and the surrounding situation permits, the war dog may attempt to maul or consume part of the enemy's remains, in keeping with its bred behaviour and natural instincts. The ability to issue this attack command is only functional after the war dog has been associated with the handler for at least one week.


See also,
Animal Training (sage field)
Dog (wild)