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HORSEMANSHIP
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as horses, donkeys, camels, elephants, etc.). Enchanted or Fantastical monsters do not necessarily fall into this category, and the GM must make rulings governing these situations.as horses, donkeys, camels, elephants, etc.). Enchanted or Fantastical monsters do not The character's player will roll percentile dice whenever his horsemanship is called into play. A character's horsemanship is equal to [modified Agility + Willpower)/2 + (Rank x 8)]. In the above equation, round all fractions down. The type of mount a character is riding will modify his horsemanship as follows:
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Donkey - 10 Palfrey + 15 Mustang - 12' Warhorse - 5' Quarterhorse - 10 Camel - 15 Dire Wolf - 10 Mule - 8 Draft Horse - 5 Pony + 10 Elephant - 10 *-rating unless trained by rider; in that case, 0.
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himself atop a camel should be worth at least an additional - 15). A character's horsemanship is called into play whenever he wishes his mount to perform an unusual or horsemanship is called into play whenever he wishes his mount to perform an unusual or difficult action. Also, every Pulse in combat a horsemanship roll must be made. Any mount can be directed into moving at a walking pace or even a brisk trot; an unusual or difficult action would be to break into a gallop or charge, jump an obstacle, etc. During combat, horsemanship is called into play during every Pulse to a) keep the mount controlled, b) regain control if it is lost, and c) direct the mount to take any specific Action. Remember only a Warhorse can be directed to enter into Close Combat by its rider, and all other mounts will only attack if directly assaulted. A successful roll (equal to or less than the modified percentage) will result in the mount obeying the directions of the rider. A roll above the modified percentage but less than the modified percentage + the rider's Willpower indicates the mount either does nothing or continues to do whatever it was doing. A roll above both of these indicates the mount will either disobey the rider, buck, attempt to throw the rider, or some other unpleasant result. The actual occurrence must be decided by the GM and should become worse the farther the roll is above the modified percentage. If the GM judges the rider has totally lost control of his mount, the rider may take no other action until he has regained control (presuming he managed to stay mounted). he has regained control (presuming he managed to stay mounted).
Using horsemanship while in combat may be done in combination with any other Action. A trained horseman receives certain abilities as he rises in Rank: Rank 3 May use two-handed weapons, Rank 5 May fire a weapon while moving, Rank 7 May use two one-handed weapons at once.
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