HORSEMANSHIP SKILL: HORSEMANSHIP: COSSACK
The exclusive horsemanship skill to the Cossack O.C.C. (Russia).
Prerequisites: None.
Base Skill: 55%/45%
Per Experience Level: +5%.
Bonuses:-
- +1 Initiative (while on horseback) at levels 1, 4, 8, 12, & 15.
- +2 Parry (while on horseback).
- +2 Dodge (while on horseback)
- +2 Roll with Fall/Impact (when knocked/thrown from horse).
- +6 S.D.C. or M.D. damage (from attacks and melee weapons while on horseback).
- Charge attack (running horse) with polearm or spear; +2D6 S.D.C. damage or +1D6 M.D.C. damage,
dependent upon weapon). Attacker must then successfully roll under
second percentile to remain mounted upon impact. Charge attacks count
as two attacks/actions.
- Horse attack is possible; +3 Strike (for horse).
- Principles of riding, charge, and jumping.
- Recognize breed and quality. (First percentile indicates the
success ratio of accurately determining the breed, age, health, and
general attributes/capabilities of the animal - racehorse,
workhorse,warhorse, etc., as well as assessing it's strength, speed,
and market value).
- Knowledge of the proper gear to use.
- Knowledge of the work methods, care, and feeding of the animal.
- Breed horses (the first percentile indicates the level of
knowledge and ability to raise, break, train, and breed horses. It also
includes shoeing horses, giving birth, and curing minor ailments and
injuries).
- Hitch & Wagon (using first percentile, the character knows
how to hitch, drive, and use horses, mules, oxen, and similar animals
as a team to pull a wagon, plough, work a field, etc., and can make
simple repairs to a wagon such as replace a thrown wheel, re-thread a
hitch, etc.).
- Remain in Saddle (using the second percentile to stay in the
saddle and not get thrown when it has to jump, charge, dodge, kick, or
perform dome other difficult manoeuvre or trick. Damage from being
thrown form a horse is usually 1D6 S.D.C. plus the rider loses
initiative and 2 melee attacks/actions).
- Remain
on and in control of a spooked animal (use second
percentile to remain on the horse, and again to gain control over a
spooked animal. Instinctively a horse's fear response is to flee, at
full speed, running for 2D6 minutes and covering 1D4 miles (1.6-6.4km)
before starting to relax and respond to the rider. Rider can attempt
control once every 2 melee rounds (30 seconds). Horse will still be
scared but under control. Angry or panicked horses rear up to throw any
load carried (rider rolls second percentile -15% penalty to remain
saddled), and then the horse bolts off, bucking to throw any loads or
through trees or bush to remove any rider (rider must again roll second
percentile). The rider must make a third roll (second percentile) to
then take control of the animal. Failed rolls means the horse remains
angry/panicked (the three rolls must be made again: 1st to remain
saddled, 2nd
to not be thrown off, 3rd to take control). Thrown riders take 1D6
S,D.C. damage, loses initiative and 2 melee attacks/actions.
- Racing (2nd percentile is success ratio of getting maximum speed
while racing at full gallop. Failed rolls means horse is 1D10% under
maximum speed. Success means full speed attained. Every 4 minutes
overdrive may be instigated, pushing the horse to 2D10% faster than normal maximum speed. Can be maintained for
1 minute and to a maximum of three times in a 30-minute period. Maximum
speed can be maintained for minutes equal to the horse's P.E.. Pushing
a horse beyond it's endurance causes it to slow to 30% below maximum
speed and if forced to maintain that (albeit reduced) speed for more
than 1D6+4 minutes it will collapse from exhaustion. Exhausted horses
require at least 30 minutes of rest (walking and grazing) and an hour
of walking or slow trot (not faster than 25% maximum) before it can
again run at maximum or overdrive.