The Stable ยท Chapter 2
Reading an Entry
Riding Horse
Hack, palfrey, rouncey, saddle horse
2 2 11 2 0 / 0 16
3 / 2 / 1 / 2 / 2 / 1 30 300 Common Equine, Medium Swift, Temper 1
The Fields
Scale is size, on the scale of the core rules. A person is Scale 1. A horse is Scale 2, an elephant 3, a roc 4. A mount of Scale 1 is a small mount.
Speed is the number of range bands the mount moves with one maneuver. A second number after "fly" or "swim" is its Speed in that element.
Wounds and Resistance are the mount's own. Every mount in this book is an Elite: it tracks Wounds, converts Strain to Wounds one for one, and can suffer Critical Injuries.
Def is Melee Defense and Ranged Defense.
Carry is the Encumbrance the mount carries without slowing. Chapter 3 says what a rider counts for.
Characteristics are Might, Agility, Intellect, Savvy, Willpower, and Charisma, in that order.
Travel is miles covered in a day on a road.
Price is for a healthy adult trained to the saddle, in the units of The Fantasy Armory. Chapter 6 prices other grades. A dash means it is not for sale.
Barding names the mount's body plan and the heaviest barding it can wear: Light, Medium, or Heavy. None means it cannot be barded. See Chapter 7.
Attacks are listed below the block, in the form the core rules use for adversaries. A mount with no attack kicks or bites for Damage 2, Crit 5, if cornered.
Traits are defined below.
Availability
| Tag | Meaning |
|---|---|
| Common | Sold at any market town in country where the animal lives |
| Restricted | Bred by particular houses, tribes, or stables, who choose their buyers |
| Military | Schooled for war. Sold to those with a right to bear arms, or by those who took it from them |
| Rare | Found in a few places, raised from the egg or the cub, or not sold at all |
Traits
| Trait | Effect |
|---|---|
| Agile | Add 1 Boon Die to Riding checks in tight spaces and around obstacles |
| Amphibious | At home on land and in water. It needs no check to enter or leave the water |
| Armoured Hide | The listed Resistance is the hide. The mount gains nothing from barding |
| Battle-Trained | Schooled for war. It ignores Temper in ordinary combat, may attack when directed, and may charge. See Chapter 4 |
| Bonded | It forms a bond quickly: halve the time in Chapter 6 |
| Bonded Only | It carries only the rider it has bonded with. Anyone else must first succeed on a Hard Riding check each scene, and adds 2 Bane Dice to every Riding check |
| Climber | It climbs steep rock, trees, or ice at Speed 1 with no check |
| Cold-Bred | It ignores the travel penalty for snow and does not suffer from cold. In hot country its Travel is halved |
| Desert-Bred | It treats desert as open country when travelling, and does not suffer from heat |
| Draft X | It counts as X animals when pulling a vehicle |
| Echo Sense | Darkness, smoke, fog, and murky water do not hinder it |
| Enduring | Add 2 Boon Dice to checks for a forced march. It is not lamed by one |
| Flyer | It flies. See Chapter 5 |
| Forest-Bred | It ignores the travel penalty for forest |
| Hardy | It lives on poor grazing: halve its upkeep outside towns. Add 1 Boon Die to its Fortitude checks |
| Hanger | It roosts hanging and takes off only by dropping from a height |
| Horse Terror | Ordinary mounts fear it. Riders of mounts that are not Battle-Trained add 1 Bane Die to Riding checks within Short range of it |
| Keen Senses | Add 1 Boon Die to its rider's Perception and Readiness checks. Keen Sight is the same by day at any distance |
| Leaper | Once a round it clears a gap or an obstacle up to Short range across with no check |
| Long Memory | It remembers people. Add 2 Boon Dice to checks to handle it for anyone who has treated it well, and 2 Bane Dice for anyone who has not |
| Meat-Eater | It cannot graze. Its upkeep is always paid, and in the wild it must be let hunt for two hours a day |
| Night Sight | Darkness does not hinder it |
| Pack Animal | Its Carry is 4 higher when it carries baggage and no rider |
| Plains-Bred | Its Travel is not reduced in open country |
| Platform | It can carry a howdah or a deck. See Chapter 8 |
| Shock Mount | When it charges, its rider's charge bonus is 1 more damage |
| Slow | It cannot be made to move more than one range band in a round, and it never wins a chase |
| Small Mount | Built for small riders. A rider of ordinary size counts double against its Carry and cannot charge |
| Sprinter | Once in an encounter it moves one extra range band with a maneuver |
| Steady | Add 1 Boon Die to Riding checks to keep it under control |
| Stoop | A flyer's dive. See Chapter 5 |
| Sure-Footed | Add 1 Boon Die to Riding checks on narrow, steep, or broken ground. It is not knocked Prone by terrain |
| Sure Wing | Add 1 Boon Die to Riding checks in wind, cloud, and close to cliffs |
| Surface Rider | A swimmer that keeps its rider's head above water unless told otherwise |
| Swift | Add 1 Boon Die to Riding checks in a chase |
| Swimmer | It lives in water. See Chapter 5 |
| Temper X | Add X Bane Dice to Riding checks to control it when it is frightened, hurt, or in a fight. See Chapter 3 |
| Tracker | It follows a trail by scent. Add 2 Boon Dice to Survival checks to track while riding it |
| Wader | It ignores the travel penalty for marsh |
Traits that belong to one animal are explained in its entry.