HORSEMANSHIP SKILL: HORSEMANSHIP: EXOTIC ANIMALS
The basic riding skill but the character is experienced in riding tame
animals other than the horse. Exotic animals can include: elephants,
camels, lamas, pegasus, gryphons, dinosaurs, giant insects, and other
monstrous beasts trained (or willing) to be ridden. Wild, untamed
creatures can not be ridden, except by Simvan and select other
characters with special animal skills or powers.
Note: Characters with any Horsemanship skill can quickly figure
out how to ride exotic animals and alien riding beasts but at a penalty
of-12% to ride ground/running animals and at -20% to ride flying
animals or tree climbing and leaping animals. Similarly, beings from
other dimensions not familiar with riding fast and sleek Earth horse
are -10% to ride them. Penalty applies to the second percentile for
tricks, stunts, racing, and maintaining control. The horseman knows
nothing about judging quality nor the care or grooming of exotic
animals.
Prerequisites: None.
Base Skill: 40%/20%
Per Experience Level: +4%.
Bonuses:-
- +1 Parry (while on animal).
- +1 Dodge (while on animal)
- +1D4 S.D.C. damage (from kicks and melee weapons while on animal).
- Charge attack (running animal) with polearm or spear; +1D6 damage (S.D.C.or M.D.C.
dependent upon weapon). Attacker must then successfully roll under
second percentile to remain mounted upon impact. Charge attacks count
as two attacks/actions.
- Animal attack is possible (no bonuses).
- 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 - racing, workbeast,war
animal, 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 animal (the first percentile indicates the level of
knowledge and ability to raise, break, train, and breed the animal. It
also includes shoeing (if required), giving birth, and curing minor
ailments and injuries).
- Hitch & Wagon (using first percentile, the character knows
how to hitch, drive, and use the animal, 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 an animal 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 animal, and again to gain control over a
spooked animal. [See individual animal's nature concerning how it
reacts in this situation as compared to the horse.] Thrown riders
typically 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 animal is 1D10% under
maximum speed. Success means full speed attained. Every 4 minutes
overdrive may be instigated, pushing the animal 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 animal's P.E.. Pushing
an animal beyond it's endurance usually 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 may collapse from exhaustion (compare
animal's nature to the horse in this situation). 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 and the animal may be similar.