Armored: Wear light, medium or heavy armor (Drawbacks still apply) Replace Natural
Aquatic: Can swim w/o movement penalties & breathe underwater.
Bulky: Gains an additional injury box. [+1 Dice] Overpower
Burrowing: Can burrow into anything softer than healthy wood.
Coordination: Once per [Scene] when attacking the same target or attempting something together, one of you has advantage on the check.
Deadly: [+1 dice] to fight all checks.
Defensive: [+1 dice] whenever you make a defensive check
Dexterous: Can handle [1+Tier] tools or weapons. Equipment Dice-Tier 1=2 Tier 2=3 Tier 3=4
Flight: Has the ability to fly.
Hunter: [+Attribute Dice] Prowl & Maneuver. Adv on the first attack of a scene.
Keen: [+attribute dice] Perceive. Once per [Scene] you can direct your animal ally to take 2 actions while still allowing you to take 2 actions as well.
Magic: Select a Medium your ally can Speak to. You must spend a strain when they use magic. Equipment Dice-Tier1=d6 Tier2=d8 Tier3=d10
Mobile: Each move counts as two. [+attribute dice] Maneuver
Natural Weapons: Unarmed attack gains a modifier and equipment dice becomes Tier1=d8 Tier2=d10 Tier3=d12
Resistant: Gains resistance to 1 non weapon damage type (ex. Heat.)
Ridable: Can be ridden by up to 2 medium or 1 large creature(s).
Self-sufficient: Has a strain pool equal to 2+(2×tier). Regains when you do.
Small: Adv on the first Prowl check in a scene. Adv. to fight checks vs large or larger.
Useful: Once per Rest & Downtime your ally can roll the same skill. Combine result.
Tiny: -1 injury box. Adv. on prowl. Adv. to fight checks vs medium or larger creatures.
Tough: -1d6 on crit check
Telepathic: Can communicate silently with you up to long range.