Any Animal can search and detect Hazards.
There are three detection situations:

  • Passive Detection
  • Active search of clues
  • Examination of a location once a clue has been detected

Each detection is based on clues, which are signs that hazards are present.
But not all clues could lead to an Hazard

a way to distinguish one hazard is by recognizing the patterns of clues that are present
An Apple could indicate that a human put it has a trap, or simply could be that you are in an orchard and the wind made the apple fall.

Note on Passive Detection:
You can try to re-roll a passive Detection if you ask at the GM stuff like "do i notice something wrong about him?". this can only be done once per clue. Also note that passive Detection are done Privately by the GM.

Pests are small insect or arachnids that can bite and infest animals

Passive Detection:

  • You Notice the pests [5-6]
  • Medium clue [3-6]

Automatic Detection:

  • The pests Bites or sting

Active Detection

  • The pests that lay on fur is found By Grooming

Examination
\(1d6 + \text{ INT Rating vs. DV of the parasite}\)
Generic DV of the parasite: 4
Water Parasite DV: 8
🍺 Based on the score difference the GM may suggest and give you some information on what to do about it

Passive Detections

  • Temporary or permanent injuries [3–6]
  • The smell of blood or fear [4–6] (must be downwind)
  • Fever [6]
  • Red eyes [3–6]
  • Moving in an unusual manner [5–6]
  • Unusually motionless [2–6]
  • Unusual posture [3–6]
  • Patchy loss of fur [3–6]

Automatic Detection:

  • Visible wounds or sores [Auto]
  • Snarls, hisses, roars, alarm calls, etc. [Auto]
  • Baring of fangs or other threat or intimidation displays [Auto]
  • Handicaps: Sneezing, Quilled, Sprayed (downwind), Vulnerable [Auto]

Active Detection: Handicaps: Confused Enthralled Fascinated Poisoned

if you know the animal language one method to detects this handicaps Except for The Enthralled status
is to ask him how they feel

Examination:

  • Signs of Physical Injury or Disease: INT check (1d6 + INT Rating vs. DV=6); automatic for Empaths.
  • Smells of Blood/Fear/Sprayed: SML check (1d6 + SML Rating vs. DV=5); automatic for Herbalists.
  • Signs of Mental Disorder: MYS check (1d6 + MYS Rating vs. DV=8); automatic for Seers.
  • Vocalizations and Threats: CHA check (1d6 + CHA Rat- ing vs. DV=4); automatic for Storytellers.
  • Signs of Emotional State: MYS check (1d6 + MYS Rating vs. DV=6); automatic for Seers and Storytellers.

Man-thing could range to be totally harmless or a mortal trap

Passive Detection

  • Apple, carrot, or other tasty item [Auto if you are down- wind; else 4–6]
  • Length of vine [4–6]
  • Glint of metal [3–6]
  • Disturbed earth [4–6]
  • Stick [3–6]
  • Shaded hex [4–6]
  • Scent of man [3–6; Automatic for Herbalists] (must be downwind)

Automatic Detection

  • Man-thing of appreciable size [Auto]

Active Detection and Examination
The detection of a Man-Thing can be more elaborated than your average natural hazard
as many animals Man-thing could be totally alien to them.

An active Examination of a man-thing involve many checks of INT and AGI versus the DV of the Man-Thing
One or more executive failure may Breakage, Damage or potentially damage the examiner

At the end of the Examination if it is decided that the man-thing could be a trap you might try to disarm it (see Trap Rules)

A Successful Examination of a man-thing might give you information of the usage of the man-thing and his purpose and what the thing can actually do

Most cases due to lack of opposite thumbs you will not be able to use it. Still you or your group might be able to come up with some use for it

Further Instruction for Detecting Man things

Passive Detection

  • Mobility impairment (deep snow, mud, sharp fragments on the ground) [4–6 at a distance, Auto if nearby]
  • Impending weather change [5–6]
  • Fast-moving water [Auto]
  • Insecure footing (loose gravel, slick mud, or ice) [3–6; Auto if you step on it]
  • Thin ice on a body of water [4–6 if nearby]

Automatic Detection

  • Thorns and brambles [Auto] (Rabbits watch for these as a possible escape route)

Active Detection
Detecting Poisonweed you can refer to Herb rules
one can try to detect an Imminent weather change by

  • By sight and sound: INT check (1d6 + INT Rating vs. DV=8; if thunder is heard, all rabbits automatically know a storm is coming)
  • By smell: SML check (1d6 + SML Rating vs. DV=7)
  • By an ominous sense: MYS check (1d6 + MYS Rating vs. DV=6)
  • By sensing the future: (for Seer, requires a successful trance)

Passive Detection

  • Visible burrow entrance [Auto, if within six hexes; day- time only]
  • Scent from a burrow [4–6, if downwind of it; day or night]
  • Visible tracks on mud, soft dirt, snow, or dust [2–6 for lead rabbit; daytime only]
  • Scent from tracks [3–6 if tracks are recent, for lead rabbit; day or night]

Examination
Scents can be used for communication
see the Communication section for more detail

Spotting

Last Edit: 2025-03-19
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