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Old 07-16-2009, 02:28 AM   #1
Icelander
 
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Default Medieval Horse Types and Traits

The rules for horses in the Basic Set are a bit biased towards modern horse sizes and lack a certain level of detail when it comes to modifying the basic stats. As such, I've used the following in my home campaign:

Horse Traits


Some horse traits are inherited and others are the result of training. Both are treated the same for game purposes, but a GM may restrict some of them to horses with bloodlines that support them. If the GM allows a given trait to be trainable, the construction rules are a good place to start to determine the time. If the result seems implausible, it should be adjusted, as horses differ greatly and what one might learn in days another will take years to assimilate.

Traits sharing the same name are levelled and incompatible with each other. A GM may rule that other traits are mutually exclusive or naturally come together. For example, a gelding will rarely be aggressive enough for high Brawling scores and horses with many positive traits will tend to have Styling (see Low-Tech/High-Tech) as equestrians appreciate many aesthetic features that correlate with good performance. In addition, fast and nimble horses seldom go past a certain size and the strongest horses seldom have good endurance.

A very good horse that can be bred will also carry a premium over and above its worth as a mount. This is dependent on many factors, but in general, the prices below assume a mare or a gelding. A stallion with sought-after characteristics will be at least three times the price and often ten times it or more. The GM is within his rights to apply a CF for this factor to any stallion and even some mares.

By contrast, some breeds, even some very hearty and tough ones, have been despised by those rich enough to pay high prices. This is particularly likely for breeds that are slightly smaller than average, even though they may be equally strong as larger horses. Such a horse might only cost half of the final price determined by his qualities, but his progeny would be hard to sell and reaction modifiers would certainly apply for anyone riding such a horse when his social status would demand a more suitable mount.

The Mount skill of different types will be orientated towards very different things. A palfrey prioritised a smooth gait, while chargers must be steady, aggressive and capable of holding formation with other horses. To simulate this, the GM may wish to impose familiarity penalties for horses being used for different tasks than those they are trained for. Very specialised horses might even have an Optional Specialisation on their Mount skill, at no change to cost.

Some breeds of horses may also be fashionable or in great demand due to certain economic conditions. Handle this with the rules for Luxury pricing. Note that both destriers and jennets would be subject to this rule at various times during the medieval period.

Conditioning: This trait is partly the result of bloodline and partly the result of good feed and regular exercise. It grants Fit and adds a +3 CF.

Superb Conditioning: Very few horses are capable of attaining such a fine pitch of physical perfection, but those which can are sought after for hunting, war and travel. Grants Very Fit and adds +9 CF.

Dressage: Training in responding to a rider’s commands beyond the minimum required to serve as a pack animal. Gives Mount skill at DX+2. This training is assumed for most riding horses, but if added to a template which does not have it, add +0.5 CF.

Improved Dressage: More specific training for the role a horse fills. Familiarity penalties may apply when used outside this speciality. Gives Mount skill at DX+3 or +1 to Mount skill if it is already at that level or higher. Adds +1 CF.

Advanced Dressage: A horse with this level of training can function as a noble’s steed. Grants Mount skill at DX+4 or +2 to Mount skill, whichever is higher. Adds +2 CF. Further levels are possible, at +2 CF per +1 to skill.

Fast: Some horses are faster than others. For a creature bred for travel, this is a valuable trait. Gives +1 Move and adds +1 CF.

Very Fast: The fastest horses command astronomical prices. Few large horses are this fast and most breeds that produce such speedy mounts are sought after and have Styling or Luxury pricing in addition to the base modifier. Adds +2 Move and +3 CF.

Graceful: An agile and sure-footed horse. Adds +1 DX. +3 CF.

Very Graceful: The picture of equine grace. Grants +2 DX and adds +9 CF.

Jumping: A horse can be taught to jump hedges and obstacles. A basic facility with jumping is assumed to be a part of the training of normal riding horses, but some mounts are unusually good jumpers. Grants Jumping at DX+1. Adds +0.5 CF.

Improved Jumping: Hunters must often negotiate bad terrain and jump obstacles that suddenly appear. This grants Jumping at DX+2 and adds +1 CF.

Advanced Jumping: Jumping horses can be a flashy demonstration of skill and horse quality as well as a practical skill. Grants Jumping at DX+3 and adds +2 CF. Further levels are possible, with each +1 to skill adding +2 CF.

Robust: A healthy horse, with strong bones and good structure. Gives +1 HT. +1 CF.

Very Robust: An extremely tough horse, the kind which can stand any discomfort and difficulty. Gives +2 HT and adds +3 CF.

Course Running: Training for horse racing, over short and medium distances. Gives Running (Optional Speciality: Racing) at HT+1. Roll against the speciality when using Contests of Running skill to determine the winner of a race. Adds +0.5 CF.

Improved Course Running: Typical for a racing horse that competes in series races. Grants Running (Optional Speciality: Racing) at HT+2. CF +1.

Advanced Course Running: The finest racing horses might race in front of high nobility and royalty and fortunes might change hands depending on their form. Usually only fast horses are chosen for such extensive race training. Grants Running (Optional Speciality: Racing) at HT+3. CF +2. Further levels are possible, at +2 CF per +1 to skill.

Endurance Running: Training for long distance runs. Gives Running (Optional Speciality: Endurance Running) at HT+1. Roll against the speciality when using Running in place of HT when determining Fatigue loss. +0.5 CF.

Improved Endurance Running: Hunters are often trained for long and hard riding. This gives Running (Optional Speciality: Endurance Running) at HT+2. +1 CF.

Advanced Endurance Running: Some horses can run for hours without tiring. This trait is often combined with Conditioning for exceptional hunters and messenger horses. Gives Running (Optional Speciality: Endurance Running) at HT+3. Adds +2 CF. Further levels are possible, with each +1 to skill giving +2 CF.

Stamina: Usually a factor of breed and bloodline rather than training, this horse has better wind than others. Gives a +1 to FP and adds +0.25 CF.

Good Stamina: A very good endurance horse, with an efficient gait and good lung capacity. Adds +2 FP. +0.5 CF.

Tireless Stamina: Horses with this kind of constitution are exceptionally rare and extremely sought after. Gives +3 FP and adds +1 CF.

Strong Specimen: Large or strong horses have always been sought after. This adds about +10% (in whatever combination the GM deems plausible) to the horse’s ST or Lifting ST. Usually, but not always, this also means a higher weight and therefore greater feed requirements. It adds +1 CF.

Very Strong Specimen: The very strongest horses carry a large premium, if only for their rarity. Very Strong Specimen adds up to +20% (in whatever combination the GM deems plausible) to the horse’s ST or Lifting ST and such horses are always larger than normal examples of their type. It adds +3 CF.

Basic War Training: Enough exposure to noise and shocks for a horse to be unlikely to bolt during the confusion of battle. Also includes familiarity with most cavalry drills used by the trainer’s culture. Gives Fearlessness 2. Adds +0.5 CF.

War Training: Aggressive horses can be trained to not only bear their riders in battle, but to attack the foe themselves with kicks and bites. Grants +1 Will; Combat Reflexes instead of Fearlessness 2; +1 to Mount skill and adds Brawling skill at DX+1. At the GM’s option, spirited horses can have higher Brawling scores, but usually have Bad Temper to match. Adds +1 CF.

Advanced War Training: A knight’s destrier might be trained for years and enjoy long experience of warfare. An example of the kind of benefit this might yield is Advanced War Training. It grants +1 Will; Combat Reflexes; Fearlessness 2; +2 to Mount skill and Brawling at DX+2 or higher. It adds +3 CF.
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Last edited by Icelander; 07-17-2009 at 08:36 PM.
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