Sooo, after a couple of people have asked for a part of that section I should have put back in, I'm posting it here. Enjoy.
In a way, the capacity of a creature to learn. A creature can learn one (1) task for every 10 Trainability and one (1) purpose for every 50 Trainability. Thus, a hound with 60 Trainability could learn 6 tasks and one purpose.
This action requires the Train Beast secret (Beast Ken) or all time and skill checks are doubled. Training a creature requires a Beast Ken TD of 100 – half remaining Trainability and 100 – remaining Trainability in days to complete. If a creature has a zero (0) trainability, its not trainable. You can upgrade or replace previous tasks with retraining. Retraining requires to expend half the normal time to untrain the task or tasks and then normal time to train the new task.
Example: You have a hound companion with Trainability 60. To train him in a single task would take 100 – 60 or 40 days and take a Beast Ken TD 70 (100- (60/2)). To train a second task would take 50 days and Beast Ken TD 75.
Some common tasks are covered below.
Aggressive. An an adjective you add to another task to indicate the creature will immediately perform a task whenever possible. For example, an Aggressive Fighter will immediately attack any target in engagement range and will continue to do so until countermanded. An Aggressive Seeker would continue roam and bring back objects you indicate or a random object if you do not.
Break off. The creature breaks off from combat or otherwise ceases its task on command. A creature also trained this way will break off combat or a task when overmatched or close to death. creatures not trained to Break Off continue until death, defeat or success.
Chaser. Add this adjective to another task. It indicates the creature will pursue foes or indicated objects regardless of where they go. A Chaser Fighter would follow an opponent until it killed them while a Chaser Seeker would follow an opponent until it could drag them back.
Defender. Trained to defend you (or is ready to defend you if no threat is present), even without any command being given. You must command the creature to assist another or to attack on its own. Alternatively, you can command the animal to defend another as well.
Fighter. Trained to attack enemies you indicate. You must specify how you indicate enemies, i.e. by gesture, voice, color, etc. A creature is still restricted to its nature and may fight its training, requiring you to beat its PD with a Beast Ken skill check if opposed by natural enemies or unnatural opponents.
Guardian. Similar to Defender, the creature stays in a commanded engagement range and prevents others from approaching its guarded area, object or person. A Guardian will not typically attack until an intruder fails to heed multiple warnings, attacks or disturbs its guarded area, object or person.
Heeler. Trained to follow you closely, even to places where it normally would not go.
Hunter. The creature will enter an indicated area and seek out live or animate prey.
Seeker. On command, the creature will fetch an indicated object, person, thing, etc. and bring it back. It will not stray from line of sight. If you do not point out something specific, the beast returns something random from the immediate area. You must specify how you command and indicate what to return.
Performer. Trained to use its Perform skill to do a set routine, such as making noise, performing a little dance or drama.
Returner. The creature returns to you, even if it would not normally do so once released.
Sit. The creature will hold position and wait until commanded otherwise. It will defend normally while thus positioned but not attack otherwise (unlike Guardian).
Tracker. The creature use its Recon skill and its senses to track down prey. If separated for more than a number of minutes equals to its MA, it will become confused and give up the tracking.
Train a creature in a purpose. Mechanically this uses the same mechanics as task training, except the time requirement is 300 – half remaining Trainability in days to complete and uses a base Beast Ken TD of 150 – half remaining Trainability.
Riding. Train a creature to accept a rider without the rider using Ride checks for normal situations. Unusual conditions such as fording a river, swimming or jumping still require riding checks.
Combat Riding. Train a creature to bear a rider in combat. The creature must already understand the Riding purpose. This is an instance where one purpose replaces another, including then Trainability cost. Creatures fight to the best of their ability in combat and are skilled at fighting while allowing their riders to fight as well (still requires the necessary Ride skill checks on the part of the rider).
Arcane (Conventional) Riding. Train a creature to a rider not only in combat but also to endure the rigors of magical or conventional (firearms, cannon, etc.) warfare as well. This purpose requires Combat Riding as a prerequisite.
Combat. A creature trained for combat can follow simple or sophisticated directions to engage in combat. It will do so to the best of its ability and against unusual opponents or natural enemies. It can also use the Combat skill and learn secrets under that skill as additional purposes.
Protector. A combination of training that combines the tasks of guardian with defender. A protector aggressively watches of its master, engaging threats as directed by its training. A protector will also remove its master from danger if it has the capacity. Protectors can use the Guard skill and learn secrets under that skill as additional purposes.
Reporting. Train a creature to recon or scout an area, place, object or person and the return. The creature is trained to make (or articulate) various signs or sounds that symbolize what it scouted. Examples are people, creatures, water, food, dwellings, or distance and direction. They can use the Recon skill and learn secrets under that skill as additional purposes.
Show. A show animal is trained to perform a variety of movements, sounds or drama, typically orchestrated into performances. They can use the Perform skill and learn secrets under that skill as additional purposes.
Stalker. A stalker knows how to hunt for game or gather food to the best of its talents and return it to its master. A stalker can also fight as directed under the trick Fighter if necessary. They can use the Clandestine skill and learn secrets under that skill as additional purposes.