BEASTMASTER
   A loyal animal or monster is likely to serve its master far
better than adventuring comrades ever will. A beast master
is one who trains these creatures to obedience. He takes a
wild animal and, from an adversary relationship, develops a
rapport with it. He trains young animals from birth, until they
heed his every command. A beast master will, in almost all
cases, become very fond of animals. He will defend them
against wanton cruelty and slaughter, and will treat his
personal charges as family. A beast master will encounter
three kinds of animals: the easily domesticated (such as the
horse), the naturally wild (such as the pegasus) and an
intelligent or rebellious creature (such as the unicorn). The
latter can never be steadfastly loyal to the beast master;
such creatures always have at least a subconscious desire
to escape. A beast master can be a slaver if he specializes
in training humanoids.
The value of a beast master's Willpower must be at least 15.  A beast master may
only train animals for his own personal use until he achieves Rank 5. He may domesticate
animals at any Rank. A Beast Master will normally. use his skill to train or domesticate
animals for his own use. Animals that spend their lives with a Beast Master and are trained
by him will be loyal to their master and serve and protect him as much as possible. If
necessary, an animal can be trained to temporarily serve another master (if one week of
mutual training is undergone), but the animal will always obey the original master before any
new one.
  If a beast master's Rank is 5 or greater, he may train animal for other people. The being
who is acquiring the trained creature must spend (12 - [Beast Master's Rank]) weeks before
it will accept him as new master, during which the beast master must be present at least one
day per week. The creature will heed the beast master's commands before those of its new
owner for as many years as the beast master's Rank at the time the creature's ownership is
transferred. A beast master of any Rank may domesticate, rather than train, animals. Such
animals can be commanded by any other person, but will tend to wander off or revert to
their wild state if not supervised, tied up, or stabled. Pay especial attention to this rule:
horses and dogs, the most common domestic animals, are governed by it.
  A beast master acquires the ability to train one type of animal and/or monster at Ranks 1,
5, and 10.  A beast master may acquire the ability to train additional types of creatures after
he has achieved Rank 10 by the expenditure of 2500 Experience Points per type.  A type
consists of all creatures listed within one rules section in the Monsters section (e.g., avians).
A beast master may choose, instead, all creatures subsumed under a single animal family
(e.g., felines). A beast master must spend (14 - Rank) ranks to train an animal or monster,
or a like number of days x 2  to domesticate one.

     If the creature to be trained is...                Multiply the time required by...
                                   Easily domesticated                       0.5
                                              Naturally wild                       1.0
                               Intelligent or rebellious                       3.0
 Raised by beast master from adolescence                      0.5
       Domesticated by another beast master                     1.0
                                  Caught in wilderness                      1.5

The unmodified number of months required is multiplied by all applicable modifiers. The time
to train a monster or animal is always dependent on the beast master's Rank when he
begins the process. Any increases in Rank during the training or domestication period have
no effect on the time required.
A trained animal or monster must make a loyalty check whenever it recognizes that its
master is endangering it, or whenever its master commands an action that runs counter to
its instincts.
Whenever a loyalty check is required, the GM rolls percentile dice. He multiplies the beast
master's Willpower by two, and adds four times his Rank: if the creature is intelligent or
rebellious, six times his rank if the creature is naturally wild, and eight times his Rank if the
creature is easily domesticated (if the owner is not a beast master, use his Willpower value
and the Rank of the beast master when he trained the creature). If the roll is less than or
equal to this success percentage, the trained creature will do as his master commands. If
the roll is greater than the success percentage, the creature's reactions will range from
balking to fleeing to turning on his master, as the roll increases (GM's discretion).
  A domesticated creature must make a loyalty check if the circumstances described in
above  arise. The GM rolls D100. If the resulting number is less than or equal to ([Master's
Willpower] + [Beast Master's Rank] ), the domesticated creature will perform the action. If
the roll is greater than the success percentage, but less than or equal to two times that
percentage, the creature will balk. If the roll is greater than two times the success
percentage, but less than three times that percentage, the creature will take flight. If the roll
is greater than three times the success percentage, the creature will turn on its master. A
roll of 100 always indicates that a domesticated creature turns on its master. A roll of 96
through 99 indicates that the creature takes flight if the success percentage is 47 or greater.
A beast master who intimidates his creatures adds one to his Rank when calculating training
or domestication time, but the GM adds 10 to any loyalty check dice-roll for one of his
creatures.  A beast master may train or domesticate as many creatures as his Rank at one
time. All creatures being trained or domesticated concurrently must be of the same type.
A beast master must pay 150 Silver Pennies a year for equipment, and must pay 100 Silver
Pennies per creature trained and 25 Silver Pennies per creature domesticated during the
year. He may halve the cost for upkeep of creatures if he builds a stable. A horse-sized
stable costs (500 + [150 x Stalls]) Silver Pennies to construct, and costs (10 x Stalls) Silver
Pennies for repairs after the first year.