WILD RIDER
       Wild Riders are those individuals who have
made a life for themselves on the back of horses.  
They are trained to excel in mounted combat and
combine deadly attack from their mount and off of
their mount.  They possess a unique bond with their
mount and look after the well being of their mount as
if it were one of their closest friends.  Wild Riders may
not pack the punch of a knight, but they make up for
it by the speed and accuracy of their attacks. Wild
Riders must be full rank in horsemanship before they
can begin undergoing training, and must pay for the
upkeep of their mount as if it were another person.  
Wild riders must remain mounted whenever the
occasion allows for it, the only exception being
environments that would be hostile to their mount or
inaccessible to their mount.
+2% to a weapon of their choice while mounted, +1 to damage at rank 3, 5 & 10

Rank 2: Hit & Run: A Wild Rider may ride by an opponent and hit them as they pass, if they win IV they may
strike the opponent without any reprisal.  If they loose IV they are involved in a passing skirmish with their
opponent.   Wild Riders may only attack one person even if they pass through a large group of opponents.

Rank 3: Burst of speed: For a number of pulses equal to the mounts FT the Wild Rider may make his or her
mount move at 50% faster rate.   This movement will cost the mount 3 FT.  The Wild Rider no longer needs to
make horsemanship checks because of the bond that is established with the mount.

Rank 5: Combined attack:  The Wild Rider may attack an opponent normally and the mount will also attack with
hooves, claws or bite at double its normal damage.  As long as the Wild Rider is alive his or her mount may not
be stunned by an attack or damage done to it, nor will it be affected by the fright table, although the spell of fear
could still effect it.  The Wild Rider now has an empathic bond with his or her mount and may communicate
simple commands as long as the mount is within sight or hearing range.  Extra attack with weapon while mounted.

Rank 6: Daring display:  This attack allows the Wild Rider to do a number of things; he or she may ride by and
pick up an ally as a normal move with no roll being need other than a possible PS roll as determined by the GM.  
The Wild Rider may attempt to leap from his or her mount at an opponent.   This attack has a +10% or striking
and will do double damage to the opponent. (One hit only)  Chance for grievous and EN is tripled as well.  The
Wild Rider may now double the speed of his or her mount for a number of pulses equal to the mount’s FT.  This
movement will cost the mount 3 FT.

Rank 8: Amazing Horsemanship: The Mount may attack with its hooves, claws or bite as if it were of rank equal
to the rank of the primary weapon of the Wild Rider.   The GM must calculate the new IV, % and damage for the
mount.  The mount will also do double damage whenever it does a trample attack.  The close bonds with the Wild
Rider give his or her mount intelligence equal to the rider and may perform complex moves as decided by the
GM and player.  By rolling under 4 X WP +10%per rank beginning at rank 8 a Wild Rider may ignore the effects
of a non-lethal or a non-dismembering grievous until the end of combat.

Rank 10: Symbiotic Bond:   The Wild Rider now shares an amazing bond with his or her mount and the two may
help each other in various ways.   Both rider and mount benefit from any immunities that one or the other
possess,  in addition they get two rolls to resist a spell if either one of the fails.  Either one may transfer FT to the
other as long as they are within 20 feet of each other.  The mount now attacks with the percentages & IV of the
Wild Rider but keeps its own damage modifier.  The Wild Rider may now triple the TMR of his or her mount for up
to ½ the FT in pulses at a cost of 5 FT.