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  • A horse of course

    So as a thought experiment, and as a possible sidekick to a character I have in the back of my head I wrote up a horse as a race. Would love a review. This is primarily as a thought experiment, but I do have a (not quite) League of Liberty type character in the back of my head for it...

    LONG FORM
    Horse as a race

    Strong as a: Horses are strong creatures, A horse begins with a Strength of d10 and a Vigor of d6

    Animal Intelligence: A horse is -1 to all smarts rolls, cannot speak human languages and begins with no Common Knowledge, Persuasion, or stealth. They also only have 10 starting Skill points

    Large Animal: A Horse is Size +2 and must use specialized equipment. As it does not have hands it is at a -6 for tasks requiring fine manipulation. It also consume x2 food

    Owned: Due to a Horse's problems communicating and its status as Property, a horse has the Major Outsider hinderance

    Fast: A horse has a pace of 12 and a running die type of d12. This includes the Fleet-footed edge.

    Kick: A horse has a natural +d4 attack, and can Stampede (use rules for horns)

    ---WORKSHEET---

    8 Attribute: Str +3, Vigor +1
    4 Pace (2)
    2 Edge: Fleet Footed
    2 Size +2
    1 Natural Attack (Horns)
    ---
    17

    2 Base
    5 Reduce of core skills (note, modified to allow reduction of skill points in general)
    2 Attribute Penalty: Smarts (-1)
    2 Big
    1 Cannot Speak
    2 Major Hinderance (Outsider)
    3 No hands (Seemed more restrictive than one armed)
    ---
    17
    Last edited by JmOz01; 05-01-2021, 06:20 PM.

  • #2
    Looks good. I have had this done in campaigns where I was the GM. It makes Animal Companions much better. There is also a pdf called Companions and Familiars that does this sort of thing and it works well in play, both short- and long-term. https://www.drivethrurpg.com/product...-Fantasy-AddOn

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    • #3
      Horns add +4 to damage with a running start in addition to dealing Str+d4 damage. Without that perk, I think a kick attack should have some sort of compensation in order to cost the same. Maybe with a raise, the target must make a Strength roll or be Pushed?

      Comment


      • Deskepticon
        Deskepticon commented
        Editing a comment
        The +4 damage is a decent way to abstract getting trampled. I'd just leave alone.

        A free Push attempt would make for a good horse-specific Edge.

      • werenimal
        werenimal commented
        Editing a comment
        Oh, trampling. That's a good way to justify the +4.

    • #4
      Originally posted by werenimal View Post
      Horns add +4 to damage with a running start in addition to dealing Str+d4 damage. Without that perk, I think a kick attack should have some sort of compensation in order to cost the same. Maybe with a raise, the target must make a Strength roll or be Pushed?
      Not a bad idea.

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      • #5
        What is that "-2 Base" all about?

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        • #6
          Originally posted by Deskepticon View Post
          What is that "-2 Base" all about?
          personal note, basically the first 2 points (human spend it on getting an edge)
          Last edited by JmOz01; 05-01-2021, 03:06 AM.

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          • Deskepticon
            Deskepticon commented
            Editing a comment
            Oh, okay. I see.
            It threw me off. Without it the race would balance at +2, so I kinda scratched my head over it.

          • JmOz01
            JmOz01 commented
            Editing a comment
            Yah, as someone who teaches accounting I tend to "balance" via a 2 column method so need to put in a note to make things even...

        • #7
          going back to this idea some. Looking at the hinderances, I am wondering if there is anything better for a couple (I would like them to start with Athletics & Notice, so +2) and for my own weird reasons bring the no hands to a -2 instead, so looking for 4 more hinderance points I guess...

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