The Stable ยท Chapter 5
In the Air and in the Water
Elevation
A flying mount is at one of three elevations above the ground.
| Elevation | Height | From the ground it is |
|---|---|---|
| Low | Rooftops and treetops | Short range, straight up |
| Medium | A bowshot | Medium range |
| High | Above the clouds on a low day | Long range |
Changing elevation by one step is a maneuver. Horizontal range bands work as on the ground. A target below at a different elevation is at the farther of the two distances.
Taking off is a maneuver and needs room: a clear run of Short range, or a drop. Landing is a maneuver. Landing in a space tighter than the mount's wings is an Average Riding check.
A flyer must keep moving. A flyer that does not move in a round descends one elevation, unless it has Hover.
Weather. Strong wind adds 1 Bane Die to Riding checks in the air, and a storm adds 2. Most flyers refuse a storm.
The Stoop
A flyer with Stoop that descends at least one elevation and then attacks in the same turn adds 1 Boon Die and 2 damage to its own attack, or its rider's. It is the charge of the air and follows the same limits: not in two turns running.
A flyer without Stoop may still dive. It gains nothing from it.
Fighting in the Air
- Mounted combat works as in Chapter 4.
- A rider without a flight harness makes an Easy Riding check at the start of each turn the mount climbed, dived, or was hit. On a failure the rider falls.
- A flyer whose Wounds exceed half its Wound Points must land: it descends one elevation a round until it does.
- A flyer that is incapacitated falls, with its rider if the rider is strapped in.
Falling
| Fall from | Damage |
|---|---|
| Low | 6, and a Critical Injury |
| Medium | 12, and a Critical Injury at +20 |
| High | 20, and a Critical Injury at +40 |
Damage is reduced by Resistance. A rider strapped to a falling mount takes the damage of one elevation lower, since the wings slow it. Falling into deep water reduces the damage by half.
A falling rider has one round for each elevation above Low before hitting the ground. That is time for someone on another mount to try a catch: a Hard Riding check to get there and a Hard Athletics check to hold on.
Depth
A swimming mount is at one of three depths.
| Depth | What it means |
|---|---|
| Surface | The rider's head is in the air |
| Shallows | Light from above. A diver's depth |
| Deep | Dark and cold. Nothing from the surface sees or reaches it |
Changing depth by one step is a maneuver.
Breath
A rider under water holds breath for a number of rounds equal to Might plus Fortitude ranks. Each round after that takes an Average Fortitude check, one step harder each round. On a failure the rider suffers 3 Strain, and 3 Wounds once Strain is full.
A Surface Rider mount brings its rider up for air whenever it is not told to stay down.
Fighting in the Water
- Weapons that swing add 2 Bane Dice under water. Thrusting weapons, and anything fired by a spring or a band, add none. Bows and powder do not work.
- A rider without a water saddle makes an Easy Riding check at the start of each turn the mount dived, turned hard, or was hit, or is left behind.
- Armour. A rider in armour of Encumbrance 4 or more who leaves the saddle sinks one depth a round. Getting out of armour under water is an action for each point of its Encumbrance.
A swimmer whose Wounds exceed half its Wound Points makes for the shallows or the shore.
Dragons
A wyvern is an animal. A dragon is not.
In most worlds a true dragon is a person: older than the kingdom, cleverer than its visitors, and under no obligation to anyone. It is not bought, broken, or trained, and it has no entry in this book.
A dragon that chooses to carry someone is an ally with its own mind. Use its profile from the Universe's bestiary and these rules.
- The dragon acts on its own turn and makes its own decisions. The rider makes no Riding checks and gives no orders. The rider may ask.
- The rider is a passenger with a view: mounted combat rules apply to the rider's attacks, and the rider needs a harness to stay on.
- What the dragon wants in return is the adventure.
A Universe whose dragons are beasts may give its young dragons a mount entry of their own, using the Wyvern as the model.