Armor Proficiency

  • Attribute:  Constitution
  • Type:  Utility
  • Time:  N/A
  • Description:  Characters with this skill know how to properly wear, move in, and ride in a specific type and/or weight class of armor, which includes the use of any specialized systems or other such aspects of it. When wearing the armor in combat, all skill check modifiers are reduced by one per two skill points in Mounted Combat. Additionally, the Move Rate modifier is reduced by a progressive percentage based on the total number of skill points in Mounted Combat, i.e. novice 0-3 points (25%), expert 4-7 points (50%), master 8+ points (100%). A skill check is required to use armor of a different type or class, and may be modified by the degree of difference between the specialized and target armors. This skill may be taken multiple times to acquire additional specializations.
  • Specialization:  (Required) By armor size or type, i.e. heavy, medium, light, plasma, ionic, etc.

Block

  • Attribute:  Constitution
  • Type:  Defend
  • Time:  One action
  • Description:  Characters with this skill are able to block a melee attack with a proficient melee weapon or some type of directed melee shield. If the skill check is successful, all damage from the attack is negated by the block, however, the object used to make the block must be strong enough to resist damage, and may require a structural strength save. If the skill check fails, damage is taken normally.
  • Specialization:  (Required) Proficient weapon(s) and/or a specific type of shield, i.e. small, medium, large, physical, plasma, ionic, etc.

Control Mount

  • Attribute:  Influence
  • Type:  Move
  • Time:  Special
  • Description:  Characters with this skill are able to guide or direct a mounted animal with verbal cues or subtle physical acts, such as a tap of the foot or squeezing the knees, allowing for the use of both hands in combat. This direction can typically be accomplished with a free action and its overall effectiveness is based on the number of skill points in Mounted combat, i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A novice can direct the mount to go in a general direction at a consistent pace; an expert can direct the mount to a specific location, with changes pace; a master can direct continuous movement without a specific location, controlling speed, and performing maneuvers. In addition, a character with this skill can command the animal to attack or attempt to gain control over a frightened or untrained animal, granting it an immediate morale save at a +1 modifier per skill point in Mounted Combat. Taking control of a frightened animal typically requires a full round, though if successful, that animal can be directed as if trained and gets the bonus modifier to all morale checks for that encounter.
  • Example of use:  Guiding an animal with a series of whistles, changing pace or direction by leaning in a specific angle, taking a pack animal into combat, etc.
  • Specialization:  (Required) Specific type of steed, i.e. horse, dog, giant eagle, etc.

Deflect

  • Attribute:  Perception
  • Type:  Defend
  • Time:  One action
  • Description:  Characters with this skill are able to turn aside a ranged attack with a proficient melee weapon or some type of directed melee shield, based on the number of skill points in Mounted Combat i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A novice is able to block a ranged attack, an expert can deflect the ranged attack in a specific direction where it will hit a random target, and a master can deflect the ranged attack at a specific target (normal defend actions are permitted). If the skill check is successful, all damage from the attack is negated by the deflect, however, the object used to make the deflect must be strong enough to resist damage, and may require a structural strength save; no additional checks are required to redirect the ranged attack, though the intent to redirect must be announced before the skill roll is attempted, and not all ranged attacks may be redirected in this manner. If the skill check fails, damage is taken normally.
  • Specialization:  (Required) Proficient weapon(s) and/or a specific type of shield, i.e. small, medium, large, physical, plasma, ionic, etc.

Drive

  • Attribute:  Constitution
  • Type:  Move
  • Time:  N/A
  • Description:  With this skill, characters are able to use their mount to force one or more animals or monsters to move in a particular direction. With a successful skill check, the rider is able to move the mount into a position just behind the target's shoulder where it can then be used to direct the animal or monster to a particular place or in a specific direction; the target is allowed a morale save to resist, with a -1 modifier per skill point in Mounted Combat. Additional skill checks may be required if the target tries to flee. The effect is broken if the target is attacked or if the target makes three successive morale checks. This skill is ineffective against intelligent animals or monsters.
  • Example of Use:  Drive giant insects away from a caravan, lead a bear to her lost cubs, guide a predatory amphibian back to a lake, etc.
  • Specializations: (Required) Specific type of steed, i.e. horse, dog, giant eagle, etc.

Hack

  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  A character with this skill can make a practiced downward chop attack from the elbow with a proficient weapon. The power of this attack carries a -2 modifier to hit, but causes an additional point of damage per two skill points in Mounted Combat for that particular attack; these modifiers stack with all other combat modifiers. Attacks may be made from a standing position in the stirrups, a seated position on the mount, or from the ground, however, because of its aggressive nature, use of this attack action negates any defensive modifiers gained by defend skills for the remainder of the round, i.e. general Dodge, general Evade, etc. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  (Required) Proficient weapon(s)

Joust

  • Attribute:  Constitution
  • Type:  Attack
  • Time:  One action
  • Description:  Those with this skill are adept at striking opponents with a spear, lance, or other type of proficient pole weapon from the back of a mount. The attack can be used in two ways, either to cause damage or to unseat an opponent. When used as a damage causing attack, there is a -2 modifier to hit, but to calculate damage, add the mount's single action move rate at the time of attack to the weapon damage, plus one per skill point in Mounted Combat. When used to unseat an opponent, there is a -4 modifier to hit and damage is calculated as the mount's single action move rate at the time of the attack plus weapon damage, and the target has a -1 modifier per two skill points in Mounted Combat to save against being unseated. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  (Required) Proficient pole weapon(s)

Riding

  • Attribute:  Constitution
  • Type:  Move
  • Time:  N/A
  • Description:  This skill is used to direct a steed of some type over terrain, and includes typical actions such as saddling, mounting, and dismounting. While basic riding on a trained animal doesn’t require a skill check, it is required when trying to urge the mount to perform most other physical acts. In addition, if the steed fails a morale check, the rider can attempt to remain saddled or overcome the reaction with one or more skill checks. When on an unsaddled mount, the rider suffers a Difficult (-4) modifier to this and all related skills, other modifiers are based on the type of maneuver, terrain, and environment.
  • Example of use:  Urge a steed to gallop down a road, jump a felled tree or small ravine, regain control after fright, etc.
  • Specializations: (Required) Specific type of steed, i.e. horse, dog, giant eagle, etc.

Sidestep

  • Attribute:  Agility
  • Type:  Defend
  • Time:  One action
  • Description:  This skill is used by the rider to avoid a melee or ranged attack while mounted, and it can be used in two different ways. The mount can be urged to avoid a single melee or ranged attack at it or the rider by spending an action and making a skill check, if the check succeeds the rider and mount move out of the way of the attack, if not the attack hits. When moving, the rider can urge the mount to move erratically to defend against multiple attacks; this requires the mount to take only move actions in the round, the rider must spend two actions directing the mount and with a successful skill check, all attackers have a penalty to hit equal to the number of skill points in Mounted Combat. Any melee attack (except Surprise) made against the rider or mount during that round is subject to this penalty modifier; this modifier is lost if the mount attacks or stops moving during the round, or if the character is unseated during the round. No other defend actions can be taken during the round if the skill is used in this manner.
  • Specializations:  None

Shoot

  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to aim and fire any weapon that discharges a physical or energy type projectile, and can be held by one person. The difficulty is based on the weapon’s range, which is listed in its description. Attacks may be made from a standing position in the stirrups, a seated position on the mount, or from the ground.On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  (Required) Proficient weapon(s)

Stab

  • Attribute:  Perception
  • Type:  Attack
  • Time:  One action
  • Description:  Those with this skill are able to make a practiced stabbing attack, either as part of a forward lunge or underhanded thrust with a proficient weapon. The force of this attack carries a -1 modifier to hit, but increases the threat range of the weapon by one point for that attack; these modifiers stack with all other combat modifiersAttacks may be made from a standing position in the stirrups, a seated position on the mount, or from the ground. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  (Required) Proficient weapon(s)

Swing

  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  Characters with skill are able to make practiced pivoting or pitched attacks that rotate from the shoulder, with a proficient weapon. It is a balanced, undulating motion that allows for easy transition between attack and defend actions with no combat modifiers. Attacks may be made from a standing position in the stirrups, a seated position on the mount, or from the ground. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  (Required) Proficient weapon(s)

Throw

  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to fling, heave, hurl, pitch, sling, or toss any ranged weapon at a target that can be held by one person. The difficulty is based on the weapon’s range, which is listed in its description. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  (Required) Proficient weapon(s)

Weapon Proficiency

  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  A character with this skill knows how to wield a specific class of weapon as defined by category (swords, axes, hammers, pistols, bows, etc). Any weapon which falls into the specified category may be used with all of the relevant skills in Mounted Combat that have been purchased. This skill may be purchased multiple times to allow for multiple proficient weapons.
  • Specialization:  None

(E) On-High Attack

  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  Characters with this skill are able to make a forceful attack against unmountedopponents from a position of advantage atop the mount. For this attack, the character gets a +2 modifier to hit and the Strength modifier for the weapon damage is increased by one per two skills points in Mounted Combat. It may be used as a Hack, Stab, or Swing attack (assuming the character has the skill) from the saddle, with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  Four skill points in Mounted Combat

(E) Rapid Shot

  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill may be used to increase the rate of fire of a proficient ranged weapon by one. It does not increase the number of actions gained in a round, rather it allows characters to extend the number of attacks that can be made with the proficient weapon during the round. All attack actions made beyond the normal speed factor use this skill to hit, with any applicable modifiers. It may be used as a Shoot or Throw attack (assuming the character has the skill)from a standing position in the stirrups, a seated position on the mount, or from the ground, with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  Four skill points in Mounted Combat

(E) Ride-By Attack

  • Attribute:  Constitution
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to strike an opponent with a proficient melee weapon from the back of a mount while in motion. When calculating damage from a hit, add the mount's single action move rate at the time of attack to the weapon damage, plus one per skill point in Mounted Combat. It may be used as a Hack, Stab, Swing, or Joust attack (assuming the character has the skill) against mounted or unmounted targets, though a single target may only be struck once during a pass, with all related and general combat modifiers applied normally. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  Four skill points in Mounted Combat

(E) Saddle Savvy

  • Attribute:  Constitution
  • Type:  Move
  • Time:  N/A
  • Description:  Characters with this skill are able to get into and out of the saddle with ease. With a successful skill check, the rider can mount or dismount as a single move action, rather than the two actions it typically takes, provided the animal is saddled. If the skill check fails, the action requires the standard two actions. In addition, the character may use this skill to save against being unseated, whether from an attack or as the result of the mount rearing or bolting unexpectedly, gaining a +1 modifier per two skill points in Mounted Combat. If the save is successful, they may remain in the saddle or dismount without taking damage; if it fails the character is unseated.
  • Prerequisites:  Four skill points in Mounted Combat

(E) Trample

  • Attribute:  Influence
  • Type:  Attack
  • Time:  One action
  • Description:  A character with this skill is able to use the mount to overrun an opponent who is at least one size class smaller than the mount. With a successful skill check, the target is knocked down and run over, taking damage from half the number of total legs, with each leg attack saved against independently, but with any damage sustained subtracted from the body score, with all applicable effects. The mount must be moving and must be fast enough to overrun the opponent. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  Four skill points in Mounted Combat

(M) Aiming

  • Attribute:  Perception
  • Type:  Attack
  • Time:  One action
  • Description:  A character with this skill is able to ignore the base location hit modifiers when using a ranged or thrown weapon. These modifiers refer to body parts, i.e. arms, legs, head, etc; or other target points such as windows, weapons, locks, etc. In addition, they are able to ignore the point blank attack of opportunity and the modifier for firing into melee combat without a clear shot. It may be used as a Shoot or Throw attack (assuming the character has the skill) from a standing position in the stirrups, a seated position on the mount, or from the ground, with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Example of use:  Shoot a foe in the weapon arm, firing at a panel to disable the controls, shooting through a small window or slight opening, etc.
  • Prerequisites:  Eight skill points in Mounted Combat