DOGS II

By: Mark Abbott (based on an article by N. Robin Crossby)

 

Dogs play important roles in a medieval environment and they can be very useful companions to FRP characters.


Breeds

In the absence of any international criteria for dog breeding, there are few established breeds of dog. A few types have been purpose-bred in specific districts/regions, but the bloodlines are far from well established. Most dogs are mongrels derived from hard to identify root stock. Even among mongrels, however, there are animals better suited to ratting, than to shepherding, and better suited to fighting than to hunting. It is possible to label a number of types typical to Harn and Northwest Lythia, bearing in mind that these are presented as a sample. In the examples given below three of the characteristics warrant further explanation. Intelligence is obviously not the same as human Intelligence. This characteristic is used only for purposes of comparing one dog to another and is species specific. Nose is a measure of the dog's sense of smell. An average dog will have a Nose of 10-11. BID is the dog's biddability, an indicator of its eagerness to please it's owner/trainer.


Cost

There are no hard and fast rules for determining the value of a dog. The prices given in square brackets are typical for a good untrained, two month old puppy in the area where such dogs are common. Prices will be much higher of course where the breed is less common or for a trained dog.


Wolfhounds [12d]

STR d6+12, Size d6+12, CON 3d6, AGI 3d6, INT 3d6, POW 3d6, LUK 3d6, Will 3d6, Nose 3d5, BID 3d6

Bite: 8t

Pounce: knockdown

Armor: standard short-furred animal

Move 12

Large, courageous animals well suited to fighting. They are mainly used in packs, to scare off wolves and other predators. The Altish Wolfhound is one of the largest types and is sometimes taken into battle. Full-grown, it generally stands 28-36 inches at the shoulder, but there are legends of dogs over 40 inches. Altish Wolfhounds usually have wiry tawny or light brown hair, often with black or darker brown patches. These dogs are also prized by Ivinians among whom a completely white dog is highly valued, since it may be descended from Sysha, a huge grey bitch who, it is said, bred with Jarlak, the Carrion Lord of Talagaad. The stats above are for the Ivinian or Altish wolfhound, others will be somewhat smaller. 75% chance of the combat aptitude, 25% chance Hunting Aptitude. [see Irish Wolfhound].


Coursers [9d]

STR 3d3, Size 3d3, CON 3d6, AGI 3d6+3, INT 3d6, POW 3d6, LUK 3d6, Will 3d6, Nose 3d5, BID 3d5

Bite: 4t

Pounce: knockdown

Armor: standard short-furred animal

Move 12

Tall thin dogs normally used to chase down game. Larger coursers are used to hunt game such as deer, smaller coursers for small game like rabbits. These dogs tend to be very fast and very focussed on chasing things. Once started in a chase it can be very hard to get them to stop. 50% Hunting Aptitude.


Hounds [18d]

STR d3+1, Size 2d2, CON 2d6+6, AGI 3d6, INT 3d6, POW 3d6, LUK 3d6, Nose 3d6+6, BID 3d6

Bite: 3t

Pounce: knockdown

Armor: standard short-furred animal

Move 8

Any dog with a keen sense of smell is generally called a hound. Such animals are used for tracking and, often in packs, for running down prey. The Shorkyne Hound is a typical example; it averages 26 inches and is generally light brown with black or darker brown patches. It also has short hair. Similarly, the forest-dwelling Quarphs breed large numbers of hounds, short-haired reddish dogs. 80% chance of Hunting Aptitude. [see English Foxhound or Redbone Coonhound]


Ratters [9d]

STR 1, Size 1, CON 3d6, AGI d6+12, INT 3d5, POW 3d6, LUK 3d6, Nose3d6, BID 2d6

Bite: 1t

Pounce: knockdown

Armor: standard short-furred animal

Move 6

Small dogs are used to control rats and other pests in and around large houses. A good ratter is courageous and very tenacious. A typical example is the Trierzi Terrier, about 8-10 inches with short wiry, black or dark brown hair. These dogs usually (90%) have the combat aptitude. [see Manchester Terrier]


 

Sheepdogs [18d]

STR d3+2, Size d3+2, CON 2d6+6, AGI 3d6, INT 2d6+6, POW 3d6, LUK 3d6, Nose 3d6, BID 3d6+6

Bite: 3t

Pounce: knockdown

Armor: standard short-furred animal

Move 8

Perhaps the most intelligent of breeds, sheepdogs are patient, learn quickly and have a great deal of restraint. A typical breed is the Kaldorin, 26-30 inches at the shoulder, with long, light coloured hair, and a bushy tail which is often removed (for sacrifice to Peoni). This dog usually (90%) has the herding aptitude and occasionally has the combat aptitude (5%). [see Belgian Malinois and Tervuren]


Mastiff [36d]

STR d6+16, Size d6+16, CON 3d5, AGI 3d5, INT 3d5, POW 3d6, LUK 3d6, Nose 3d6, BID 3d6

Bite: 9t

Pounce: knockdown

Armor: standard short-furred animal

Move 6

A large, slow-moving and aggressive dog, bred for combat. The Azeryan mastiff is the most well known, 28-34 inches at the shoulder, 170+ lbs. The mastiff is moderately intelligent, frequently equipped with armor and/or a spiked collar. It is a favorite in the Pamesani games of western Harn. These dogs usually (95%) have the combat aptitude. [see Mastiff]


Urban Mongrel

STR d2, Size d2, CON 2d6+6, AGI 3d6, INT 2d6+6, POW 3d6, LUK 3d6, Nose 3d6, BID 3d6

Bite: 2t

Pounce: knockdown

Armor: standard short-furred animal

Move 10

This is the mongrel found as a pet or stray in many Harnic/Lythian cities. It varies in color, coat, etc. In general it is small 15-50 lbs, intelligent, and hardy. Aptitudes vary, 5% herding aptitude, 5% hunting aptitude, 25% combat aptitude.


Rural Mongrel

STR d3+1, Size d3+1, CON 2d6+6, AGI 3d6, INT 2d6+6, POW 3d6, LUK 3d6, Nose 3d6, BID 3d6

Bite: 3t

Pounce: knockdown

Armor: standard short-furred animal

Move 10

Track 60%, Sneak AGIx3, Hide 45%, Jump AGIx4

This is the mongrel found in many households or as a stray in Harnic/Lythian rural areas. It varies widely in color, coat, etc. In general it is medium sized, 30-80lbs, intelligent and hardy. Aptitudes vary, 10% herding aptitude, 10% hunting aptitude, 5% combat aptitude.


Wolf

STR d6+4, Size d6+4, CON 2d6+6, AGI 3d6+2, INT d6+12, POW 3d6, LUK 3d6, Nose 3d6+3, BID 1d6

Bite: 7t

Pounce: knockdown

Armor: B4/E3/P1/F3/S1/T3 except eyes.

Move 12

The standard wolf of the wild lands. These do not make terribly good trained dogs as they are very shy with strangers.

 


Reksyni Wild Dog

STR d2+1, Size d2+1, CON 2d6+6, AGI 3d6+1, INT d6+12, POW 3d6, LUK 3d6 APP 3D6, Nose 3d6+3, BID 1d6

Bite: 4t

Pounce: knockdown

Armor: B3/E2/P1/F2/S1/T2 except eyes.

Move 10

This is the indigenous dog of Reksyni steppes. Standing 18-20 inches at the shoulder, it is small, lean, and smart, with a short, wiry dusty-colored coat. It travels in packs of 4-20, hunting wild game and occasionally domestic stock. It is fairly unafraid of humans but wary. Most packs recognize bows and crossbows and keep their distance. These dogs have the tracking aptitude (98%) Many of the Reksyni nomads keep a domesticated variety of this dog in their camps. These dogs have the tracking aptitude (50%) and occasionally the herding aptitude (20%). A few Reksyni are actively breeding them to be better shepherding dogs. As a group they frequently interbreed with their wild counterparts and are virtually indistinguishable to the uneducated. [Dingo]


Dogs' Skills

Dog skills may be improved by training and/or experience. The native skills; pounce, bite, track, sneak, hide, and jump, may only increase by experience. Obedience skills may increase by either training or experience. Skills are listed with the 3 characteristics which make up the skill bonus and the starting SB# for puppies/adults.

Pounce, AGI/AGI/STR, Average, SB2/SB6. This is the ability to jump and land on an opponent. This is treated as a knockback in melee, though the target is always knocked down, rather than back, and the dog lands on the target.

Bite, STR/AGI/AGI, Average, SB2/SB6. The ability to bite a target in combat.

Track, Nose/Nose/INT, Average, SB2/SB6. The ability to track something by scent.

Sneak, INT/AGI/AGI, Average, SB1/SB4. The ability to move quietly.

Hide, INT/INT/AGI, Average, SB1/SB3. The ability to hide in available cover

Jump, AGI/AGI/STR, Average, SB1/SB6.

 


Obedience Trained Skills

Obedience trained skills come in groups, all trained as one set. Each group of skills is expressed as a single skill. When the handler gives the dog a command, make a skill roll vs. the appropriate group to determine whether the dog obeys. Note, if the dog succeeds in this roll he has obeyed the command, but still may need to make a skill roll to determine success of the action. For example, a hunter gives the order to track and a follow a particular scent. The player rolls the dog's Hunting obedience % to see if the dog is listening. If the dog obeys then the player must roll vs the dog's Tracking ability to determine success.


Skill Sets

Most of the skills sets below are INT/BID/BID, Average, and start at SB1 when taught to the dog. The exceptions are Basic Obedience which is INT/BID/BID, Easy, and Tracking Obedience which is INT/BID/BID, Hard. Aptitudes may affect the starting SB or the difficulty.

Basic Obedience: Untrained dogs tend to follow their owners or romp about. This skill is the ability to obey a set of simple commands which make the dog a more useful, and polite, companion. The skills in the group are: sit, lie down, stand, stay (applied to all of the previous three), come, drop something, get out of the way when told to, not chase something when told, hang out and stay out of the way, follow owner, and stop barking.

Combat Obedience: This is the ability to direct the dog in combat. Without this skill the dog will do whatever its nature dictates, probably defend its master or cower. Skills in this group are: Bite (usually trained to aim for arm), Ram (as ram into the opponent in hopes of knocking him over), Pounce (a jump/bite combination in hopes of knocking opponent down), Cease fighting, Pin (hold opponent down by the throat after tackling him; this implies a Pounce if the target is standing; with groups of dogs they may be trained to hold another appendage if the throat is already held), Guard (protect something/someone, or don't let this person leave), and Threaten (assume a threatening posture indicating a readiness to attack).

Hunting obedience: This is the group of skills most commonly trained by hunters. Note, different types of hunting will favor slightly different combinations but that is up to individual discretion. Commands included are: Retrieve, Track, Flush game, Point, Soft mouth, Freeze, Silence, Sneak, Hide.

Herding obedience: These commands are used by sheperds and cattle drovers. Occasionally these dogs will be used to herd other animals as well, such as horses or ducks and geese. The commands included are: Drive (the animals along a path), Bite (aimed at a foot, or nose), Circle right (Away to me), Circle left (Come by), Sneak, Find (locate lost animal, may require use of the dog's tracking skill), Drop (hit the deck so the animals won't be spooked), Silence, Bark, Guard (as in the Combat guard), and Round up (keep herd in a tight group), Go to (place or name).

Scouting obedience: This is an eclectic group of skills used mostly by mercenary scouts and certain primitive warriors. Track, Silence, Sneak, Hide, Drop, Freeze, Bite (aimed at arm), Pin, Run Point, Bark, Go to (place or name), Circle left, Circle right.

In addition, dogs may learn places or people by name for the 'Go to' command. These are learned in sets of INT/3, ie each group of INT/3 names is one skill. This group also includes 'Go to'. These sets are INT/INT/BID, Average

Similarly, when teaching 'Fetch', dogs may learn objects by name. Object names are learned in sets of INT/3, each group of INT/3 names is one skill. When fetching the handler may opt to point to the object to be fetched, the approach taken by most hunters. For simple hunting tasks it is not usually necessary for the dog to have a vocabularly of objects, pointing at the bird or animal to be fetched will suffice. These sets are INT/INT/BID


Aptitudes

Certain breeds, and individual mongrels, have aptitudes which make learning certain skills easier. These are the most common aptitudes.

Hunting: These dogs have been bred for instincts useful to the hunter. They tend to be natural retrievers and/or have a superior nose. Dogs with this aptitude open Hunting Obedience at SB3 and the skill is Easy instead of Average. Adds +1 to Skill Bonus for Scouting Obedience.

Herding: Many dogs have been bred for herding livestock. These dogs tend to be protective of property and feel the need to keep things in groups. Dogs with this aptitude open Herding Obedience at SB3 and the skill is Easy instead of Average. Adds +1 to Skill Bonus for Scouting Obedience.

Combat: Some dogs are naturally fighters. Dogs with this aptitude open Combat Obedience at SB3 and the skill is Easy instead of Average. Adds +1 to Skill Bonus for Scouting Obedience.


 

Training Dogs

Characters with Dog craft may train dogs. Opening an obedience group takes 50 hours of training at the end of which the dog opens the skill at the appropriate level. For additional training spend hours=skill%/4. IE, if the dog has Hunting obedience at 40% spend 10 hours and the dog gets an increase (normal training increases, in most cases 1%). If Hunting obedience were at 80% it would take 20 hours of work for the increase. A character may train a dog up to his own Dog craft % with relative ease, ie, a PC with dog craft 45% may train the dog up to 45% without making any skill rolls. If the PC wishes to train the dog past his own percentage he must successfully roll his dog craft skill at the end of the training session. Failure means nothing was learned, fumbles mean something was unlearned, criticals that the dog learns double. Successfully training a dog above the handler's dog craft % gives the handler an experience roll in dog craft.