Morningkiller
03-05-2013, 02:32 PM
Inspired by the horse traits table in the old 2e AD&D DMG, I decided to make a Pendragon version.
This gives a bit of flavour to the knights most important piece of kit.
Some traits are good, some bad and others mixed.
This is really intended for Coursers, Chargers and up rather than for rouncies and pack animals. One roll per horse.
d20
1 Biter
2 Kicker
3 Bucks
4 bone-jarring
5 Single rider
6 Rears
7 Headstrong
8 Steps on feet
9 Lazy
10 gentle
11 Escape Artist
12 strong
13 fleet
14 robust
15 stable
16 leaper
17 Sure-footed
18 Knows trick
19 Fearless
20 Roll twice
Biter: The horse has a nasty temperament and likes to take chunks out of unsuspecting bystanders. If attack-trained add 2 to the normal skill modifier for non-lance attacks. Subtract 2 from all squire-rolls involving the horse as it terrorises your trainee knight.
Kicker: Walking behind this dead-eyed brute is a bad idea as he loves to kick out. Anyone foolish enough to do so must make a DEX check to avoid taking 4d6 points of damage from his flailing hooves. A fumbled squire roll involving this horse means that your squire has been seriously injured.
Bucks: Your horse is high-spirited and periodically tries to throw you. Once per session where you are mounted the GM can call for a Horsemanship roll to avoid being thrown off. The mounts high spirits give it +1 to Movement rate.
Bone-jarring: Whatever jangling way this ungainly beast moves it is uncomfortable and tiring for its rider. Travelling for a day or using the beast for more than four rounds of a battle requires a CON roll to avoid fatigue setting in (-5 to all skills).
Single Rider: This stubborn horse will answer to only one master. For all other riders it counts as untrained and will buck uncontrollably or simply refuse to move. It is loyal to this master and will stand over him should he fall in battle.
Rears: In stressful situations this horse is prone to rearing up in a threatening display. In combat against footmen it imposes a valorous check on any foes seeking to engage the rider. Those who pass can attack normally and inflict +d6 damage if they use spears or similar long weapons to attack the mounts exposed belly.
Headstrong: This horse knows where it wants to go. If its rider wants to go in a different direction he takes a -5 penalty on any horsemanship rolls. Roll a d6 whenever riding it to see what mood he is in. On a 1 the horse is contrary and seems to have urgent business in the wrong direction.
Steps on Feet: This beast takes perverse joy in stomping on feet and crushing toes. When a character is afoot in his immediate vicinity, he must make an awareness roll to avoid d6 damage (ignoring armour).
Lazy: This horse does not like to move. This functions as Headstrong but instead of going in a different direction the horse refuses to move.
Gentle: This noble horse is a kind soul. It may never be attack-trained (though it can be combat-trained) and it gives a +3 to Romance or Flirting rolls whilst its owner is out riding or hunting with ladies.
Escape Artist: No stable built by man can hold this horse. He can undo bolts and lift bars and likes to go exploring. A failed squire roll involving this horse means that the squire is off chasing it down. A fumbled roll indicates that the squire and horse are lost and a search party may be required.
Strong: This horse is a wall of muscle. Add +5 to STR and increase lance damage by a single point.
Fleet: This horse may have some Arabian blood or be faerie blessed. Add +2 to Movement rate.
Robust: This horse is tough and fit. Add +5 to CON. If a wound or event would ever ruin this horse, it is not ruined but instead loses the robust trait.
Stable: Even at a gallop this horse keeps things steady. Reduce any negative modifiers on horsemanship rolls for the rider to be knocked off by 3.
Leaper: This horse loves to jump and has an amazing spring. Add +5 to any horsemanship checks made by the rider to leap an obstacle or enemy.
Sure-footed: This horse takes its lead from nimble hill ponies. Add +5 DEX and ignore any negative modifiers due to hilly or unstable terrain.
Knows trick: This horse is clever and he knows at least one trick. Create one trick with the GMs approval. With time and a horsemanship roll you may be able to teach your mount further tricks.
Fearless: This horse would ride into hell. It is immune to mundane or magical fear as long as its rider is unaffected.
Any thoughts?
This gives a bit of flavour to the knights most important piece of kit.
Some traits are good, some bad and others mixed.
This is really intended for Coursers, Chargers and up rather than for rouncies and pack animals. One roll per horse.
d20
1 Biter
2 Kicker
3 Bucks
4 bone-jarring
5 Single rider
6 Rears
7 Headstrong
8 Steps on feet
9 Lazy
10 gentle
11 Escape Artist
12 strong
13 fleet
14 robust
15 stable
16 leaper
17 Sure-footed
18 Knows trick
19 Fearless
20 Roll twice
Biter: The horse has a nasty temperament and likes to take chunks out of unsuspecting bystanders. If attack-trained add 2 to the normal skill modifier for non-lance attacks. Subtract 2 from all squire-rolls involving the horse as it terrorises your trainee knight.
Kicker: Walking behind this dead-eyed brute is a bad idea as he loves to kick out. Anyone foolish enough to do so must make a DEX check to avoid taking 4d6 points of damage from his flailing hooves. A fumbled squire roll involving this horse means that your squire has been seriously injured.
Bucks: Your horse is high-spirited and periodically tries to throw you. Once per session where you are mounted the GM can call for a Horsemanship roll to avoid being thrown off. The mounts high spirits give it +1 to Movement rate.
Bone-jarring: Whatever jangling way this ungainly beast moves it is uncomfortable and tiring for its rider. Travelling for a day or using the beast for more than four rounds of a battle requires a CON roll to avoid fatigue setting in (-5 to all skills).
Single Rider: This stubborn horse will answer to only one master. For all other riders it counts as untrained and will buck uncontrollably or simply refuse to move. It is loyal to this master and will stand over him should he fall in battle.
Rears: In stressful situations this horse is prone to rearing up in a threatening display. In combat against footmen it imposes a valorous check on any foes seeking to engage the rider. Those who pass can attack normally and inflict +d6 damage if they use spears or similar long weapons to attack the mounts exposed belly.
Headstrong: This horse knows where it wants to go. If its rider wants to go in a different direction he takes a -5 penalty on any horsemanship rolls. Roll a d6 whenever riding it to see what mood he is in. On a 1 the horse is contrary and seems to have urgent business in the wrong direction.
Steps on Feet: This beast takes perverse joy in stomping on feet and crushing toes. When a character is afoot in his immediate vicinity, he must make an awareness roll to avoid d6 damage (ignoring armour).
Lazy: This horse does not like to move. This functions as Headstrong but instead of going in a different direction the horse refuses to move.
Gentle: This noble horse is a kind soul. It may never be attack-trained (though it can be combat-trained) and it gives a +3 to Romance or Flirting rolls whilst its owner is out riding or hunting with ladies.
Escape Artist: No stable built by man can hold this horse. He can undo bolts and lift bars and likes to go exploring. A failed squire roll involving this horse means that the squire is off chasing it down. A fumbled roll indicates that the squire and horse are lost and a search party may be required.
Strong: This horse is a wall of muscle. Add +5 to STR and increase lance damage by a single point.
Fleet: This horse may have some Arabian blood or be faerie blessed. Add +2 to Movement rate.
Robust: This horse is tough and fit. Add +5 to CON. If a wound or event would ever ruin this horse, it is not ruined but instead loses the robust trait.
Stable: Even at a gallop this horse keeps things steady. Reduce any negative modifiers on horsemanship rolls for the rider to be knocked off by 3.
Leaper: This horse loves to jump and has an amazing spring. Add +5 to any horsemanship checks made by the rider to leap an obstacle or enemy.
Sure-footed: This horse takes its lead from nimble hill ponies. Add +5 DEX and ignore any negative modifiers due to hilly or unstable terrain.
Knows trick: This horse is clever and he knows at least one trick. Create one trick with the GMs approval. With time and a horsemanship roll you may be able to teach your mount further tricks.
Fearless: This horse would ride into hell. It is immune to mundane or magical fear as long as its rider is unaffected.
Any thoughts?