Each dog has two tricks—one trick specific to its breed and one that the player is free to choose. (Mutts may choose both of their tricks.) If one trick is required to take another, the player may select the breed-specific and chosen tricks in whatever order they wish.
In addition, all dogs have Seven Years already, and all dogs instinctively know Homeward Bound, whether or not they consciously know or not. Sometimes they just need to be shown in order to be able to do it.
Note: Tricks that improve the “success level” of a skill roll are bumping the result of the roll up by one degree of success. A fumble becomes a failure, a failure becomes a success. A success does not become a critical — these have to be rolled normally. In the event of tied opposed skill rolls a trick that improves a skill roll’s success level beats the opposing roll.
Trick Name |
Trick Description |
Stat |
All-Weather |
You don’t mind cold, windy, wet, or warm. For weather CON roll, adds +2 to your effective score. |
CON |
Bandit |
You’re good at sneaking and taking things of value. Adds +10% to Climb and Sneak skills. Prerequisite: Open Doors. |
DEX |
Beg |
You can convince a human to do something non-dangerous. Works on an Insight roll. Prerequisite: Precious Pup. |
INT |
Best Of Show |
You win dog shows. This trick improves the result of your Status roll by one success level. Prerequisite: Show Dog. |
APP |
Bites Off More |
You may not be that strong, but you are stubborn and resolute. Adds +2 to STR rolls on the resistance table. Prerequisite: Bulldog. |
STR |
Brave |
You face your enemies without fear. Starting SEN is POW×6. Prerequisite: Rottweiler. Cannot have Cowardly Canine. |
POW |
Bravo |
You have embraced your primeval nature, seeking glory for the Pack. Adds +10% to your Dodge and Bite. |
DEX |
Bruiser |
You’re big, heavy-boned, and have large paws. Improves damage bonus by one class, i.e. –1D6 becomes –1D4. Prerequisite: Boxer. |
STR |
Catch Birds |
You can catch birds without a Bite roll in non-stress situations. In stress situation add +10% to Bite skill. Prerequisite: Catch Vermin. |
DEX |
Catch Rabbits |
You can catch rabbits without a Bite roll in a non-stress situation. Prerequisite: Catch Vermin. |
DEX |
Catch Vermin |
You can catch mice, rats, etc. without a Bite roll in non-stress situations. In stress situations add +20% to your Bite. |
DEX |
Cowardly Canine |
You react badly to danger. Allows you reduce your roll by 1 on the Insanity Reaction table. Following this check, you take your action before anyone who is not a Cowardly Canine. |
POW |
Curious |
Anything out of the ordinary catches your attention. This improves your Listen, Scent, and Spot skill results by one success level. You will have one curious impulse per session which you are forced to act upon. Prerequisite: Poodle. |
INT |
Doolittle |
You can understand and converse with other species of animals. With this trick you can talk with one named non-human species. This trick allows communication, other skills are needed for the animal to do what the dog wants. |
INT |
Farm Dog |
You were born and grew up on a farm. Adds +2 CON. You get a free Doolittle trick. Prerequisite: cannot be Purebred. |
CON |
Fence Jumper |
You are adept at leaping and jumping over fences and other obstacles. Adds +2 to your DEX and +10% to Jump. |
DEX |
Feral |
You have returned to the wild. You may reduce your SEN and spend the SEN Points×2 as skill points on combat and survival skills. Prerequisite: Cannot have Lap Dog or Show Dog. |
POW |
Fine Fur |
You have very fine, long fur that helps you intimidate and travel in darkness. Adds +10% to Growl and Navigate. |
APP or INT |
Fixation |
You are fixed on one human. If something happens to that person, and you try to find/rescue them, this lets you do any trick on a Luck roll (twice a session). |
POW |
Ghost Sight |
You are more attuned to the invisible world than others. With this you can see invisibles like ghosts with a Sense Danger roll. Some spells can still fully or partially prevent detection. Prerequisite: Terrier. |
POW |
Hero |
When one of your humans, pack, or best friends is in terrible danger you can sacrifice one of your Seven Years lives, permanently lowering your max in that Trick to heroically save them against all odds, essentially giving them your life. |
POW |
Homeward Bound |
You can travel directly back “home” while in dreams. |
AUTO |
Hypnotize |
You have the ability to cloud minds. Adds +20% to Hypnosis. You cannot speak with humans, but you can hold their gaze for a time. Also effective on animals. |
INT |
I Know You |
You have an eidetic memory of smells. You can recognize rare and unusual scents easily if you have smelled them before. You also know and can follow scents better than even other dogs. +20% to Scent and +10 to Track. Prerequisite: Bloodhound. |
DEX |
Land On Paws |
This improves your Jump result by one success level to land safely or minimize damage from a fall to the min possible. |
DEX |
Lap Dog |
Your owner keeps you in the house. Adds +2 to EDU. Prerequisite: Cannot have Feral. |
EDU |
Leap |
You can leap great distances. Doubles the distance jumped. |
STR |
Legendary Hunter |
You are a terror to game of all kinds. When hunting this increases the success level by one of: Sneak, Scent, Hide, Jump and Track. Can be used once per skill per hunt. Must be announced before rolling. Prerequisite: Catch Vermin. |
DEX |
Let Slip |
With a successful Agility roll you can not only get yourself off a leash but also other animals. Prerequisite: Spaniel. |
DEX |
Master Thief |
You’re a great cat burglar. You can improve the success level of Climb or Sneak by one. Prerequisite: Bandit. |
DEX |
Open Doors |
You can open closed, but not locked, doors and use levers such as toilet flushes. |
DEX |
Precious Pup |
You have an adorable whimper that you can turn on and off at will. This trick improves your Cuteness by one success level. |
APP |
Run Like The Wind |
You move very quickly. This improves your Move rating by +2. Prerequisite: Whippet. |
STR |
Scholar |
You can read one Human Language and understand it spoken. You could communicate in writing, using a typewriter, but will only do so in extremis. This would require a successful Human Language roll and a DEX×3 roll. Prerequisite: Lap Dog. |
EDU |
Seven Years |
You can cheat death. This allows you to choose any one roll which led to your death to be re-rolled, once per session. If the re-roll goes in your favor the action starts again from that point. |
BEST STAT |
Show Dog |
You are a pedigree dog displayed at dog shows. This adds +2 to your APP. Prerequisite: Purebred and cannot have Feral. |
APP |
Sleuth |
Some dogs cannot rest till justice is done when a murder has been committed. Once per session the player can ask for an overlooked clue to be provided. |
INT |
Something's Wrong |
You have an uncanny ability to detect when things are wrong in a POW×meters area. This includes not just events that are currently transpiring but also imminent events (POWxdays) such as earthquakes, tornados, explosions, and other disasters on a successful Danger Sense roll. Prerequisite: Shepard. |
POW |
Stray |
You have no home or owner. Adds +20% to Streetwise skill. |
INT |
Those Three Guys |
A form of divination by song. Prerequisite: 3+ dogs must use in unison. |
APP |
Throw Things |
You can pick up and flick objects. You start with Throw 25%. |
DEX |
Timmy’s In The Well |
You can somehow express simple concepts to humans and other animals without being able to speak their langue on a successful Persuade roll. Prerequisite: Collie. |
INT |
Top Dog |
You are the master of the streets. Improves your Streetwise skill roll by one success level. Prerequisite: Stray. |
INT |
Trickmaster |
Once per session, you can make a Luck roll to imitate another breed’s trick. At the end of an adventure you can learn a trick you imitated with a POW×1 roll. Prerequisite: Beagle. |
POW |
Under Foot |
With a successful Prowess roll you can cause a human to trip and fall over you without landing on you. Dogs who don’t have this trick must make a Luck roll to avoid being landed on if the target human fails a DEX×5 roll and falls over. Prerequisite: Corgi. |
DEX |
Underdog! |
“When criminals in this world appear and break the laws that they should fear, and frighten all who see or hear, the cry goes up both far and near for Underdog!” You can cause those engaged in criminal activity to flee from you in fear, once per session by use of a Growl roll. Cannot have Cowardly Canine. |
CON |
Unsettling Stare |
You can make humans nervous with a stare. With this trick you can make a NPC human nervous and leave your vicinity as quickly as possible with a successful Insight roll. |
INT |
Wanderer |
A wandering dog is one that has left the benefits of the pack to aid others in the Dreamlands. Independent and proud, the wandering dog travels, protecting and aiding those they meet. Adds +20% to your Dream Lore. |
EDU |
Water Lover |
This allows you to re-roll a failed Swim roll once per session. Prerequisite: Retriever. |
DEX |
Wind Listener |
Listening intently to the wind for several minutes allows you to briefly hear other places that have been visited for at least 1D4 minutes. With a high POW this can be used to see into the Dreamlands. Base: POW×1. Can be raised by 1 for every 2 Magic Points used, to a max of POW×5. Prerequisite: Wise ol Dog. |
POW |
Wise ol Dog |
You are aware of the terrible secrets and magics of the world. You start with 5% Cthulhu Mythos and +10% Occult, at a cost of 5 SEN. May use spells. Prerequisite: Sheepdog. |
POW |
Wolf’s Heart |
You can face terrors undaunted. You can choose your response to a failed SEN roll Prerequisite: Pug and cannot have Cowardly Canine. |
POW |
Yard Runner |
You are expert at moving from yard to yard via the fastest routes. This adds +20% to Prowess. Prerequisite: Fence Jumper. |
DEX or INT |
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