Earthdawn Revisited - Beastmaster

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=== Beastmaster: ===
* Pre-requisites: Animal Handling D8 and Survival D6
* Benefits: 
**Arcane Background: Beastmaster
**Animal companion: You may have a size 0 or smaller mundane animal selected from your preferred type. (e.g. a wolf. a bird of prey, or a constrictor snake). They are an extra so do not roll a wild dice and do not have wounds. However If they die they can be replaced in a few days or the next day if you spend a day searching through their natural habitat for one.
**When you first become a Beastmaster you must select a broad “type” e.g. aquatic creatures, birds, land mammals, forest creatures etc…
**Pick two of the Beastmaster Adept edges below:
Beastmaster Edges:
* Extra Beast type (Your abilities can apply to another “type” of animal)
* Speak to Beasts (Communicate with any animals of you preferred type, though this is limited by their intelligence and limited perspective.)
* Greater Animal companion: Your can have an animal companion with 2 of the following traits:(This can be taken more than once) - Be aware that some beasts may not be welcome in many social settings.)
**You can gain an additional animal companion of the same type.
**Increase one of your beasts traits by 1 (This can be taken more than once if wanted)
**Increase one of yours beasts size by 1 (maximum +3) (A lion or shark is size: +1, a bear or horse is size +2) (This can be taken more than once if wanted)
**One of your animal companions can be a magical beast of animal-level intelligence, subject to other restrictions. (e.g. a giant spider, a dire wolf or a griffon)
* One of your animal companions becomes a wild-card (Treat them like a player character, they have 3 wounds and roll a wild dice for all skill checks (though they don't get bennies of their own). You may also spend your own Bennies for any animals under your control, including mounts, pets, familiars, and so on.)
*Bestial aspect (Once a scene Adopt a physical characteristic of a preferred animal type and gain one of their special non-weapon abilities (e.g. the nose of a wolf, eyes of a hawk, legs of a hare and gain an appropriate bonus (usually +2) to a roll, or gain an animal ability that would be impossible for a name-giver (e.g. ability to spin a web, glide (but not fly) on wings, sweat a poison etc..), this ability must belong to your preferred animal type.
* Natural Weapons (Gain the attack of a beast of your preferred type e,g, claws, horns etc...)
* Bestial instincts: Gain the Frenzy and Improved Frenzy talents. 
* Calm Beasts (Beasts of your “Type” will not be alarmed by your presence and as long as they follow your lead, your companions will also be ignored.)
* Control Beast (Give simple one-word orders to any normal animal of your preferred “Type”. Mounts and animal companions are immune. )
* Bestial Transformation (Turn fully into a single specific animal of your preferred “type”, your equipment merges with your body and you can't speak or use skills or abilities that a normal animal of that type can't use)
* Bestial Speed +2 to Agility rolls, +1 parry and any rolls involving speed) 1/scene
* Bestial Might: Once per scene for a few turns, +2 to Strength and Vigour Rolls +1 Toughness).
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