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Friday, August 31, 2012

Star Dragon’s Lair

One of the more interesting constellations in the Arduinian sky.
Star Dragon’s Lair, is a tangle of stars, very thickly clustered, with wavy, spiral look when viewed on clear evenings. It has over a dozen, very bright stars scattered in its mass, arranged away from each other at the ends of twisting trails of massed faintly gleaming stars. They are typically referred to as the Dragon Eyes, and hold an area of prime importance with the religion of the Star Dragons, though what exacts that might be is steeped in mystery. The identical constellation, adjunct with a few radiating nearby stars, also is of great import to the followers of Vanaan, who revere its wavy, twisting constellations as a semblance of the eternal flame.

Thursday, August 30, 2012

A bit of information about Talismondé's Sewer System

Talismondé has a main drain called the Gorgon’s Throat that is 12 ft by 18 ft and is made from hewn stone. It starts well past the southern gate of the city and into the fields (under the main road) and extends north until it dumps into the Misty Sea. The conduct’s main purpose is to control city drainage, storm runoff and sewage. Drainage systems are located in the streets (masonry: rectangular x-sections). At the ends of the drain are woven metal “bar screens’. Liquids enter into brick lined cesspools and then descending through a series of soak-pits to the Gorgon’s Throat. Most drops are “free fall” masonry shafts into soak-pits or cesspools. Flush tanks are strategically set at points so to capture and then use the addition of sewage, rain water or other fluids to build velocity for the whole system. Others are closed top cement channels to move storm water, sewage and other wastes. Wet detention ponds collect rain water and overflow from levees and catch basins near the Misty Sea and are used to gravity power the (sump) pumps that run many fountains not to mention the vertical screw pumps that run the main system below ground. The tide changes of the Misty Sea are used to flush the main sewer lines.

During the resettlement after the Nexus Wars, the governor raised the level of the entire area by 20 to 30 feet so provide for the gravity fed pumps. Since much of what is Talismondé was built on old ruins, this was easily done but done by collapsing and building upon the older structures. This created a maze of vertical and horizontal pipes that amply take care of city’s requirements. It also caused some problems unforeseen when it was initiated. Shortly after its creation, several areas dropped in height causing multiple blockages in the system. Re-routing and designing the system fixed most of these problems as did the engineering of better placed sump pumps, access points and outlets to release gas, solid blockages and excess fluid.

Oval or egg shaped sewers predominate below with underground weirs and dams that hold, collect and filter waste water. Some areas (usually with underground waterfalls) have Weeping Tiles/Pipes above that help build the velocity of the system. Manholes are placed at periodic intervals to allow for ventilation and access. Most descent into manholes is made by a ladder or rope; however, some have steps built into the manhole structure, sometimes via protruding bricks or stones, or wrought iron/cast-iron steps.

Wednesday, August 29, 2012

Hand of Ogual Ritual

HAND OF OGUAL– OP 2
Preq: APT 22, MA 18, Trd Arcanalogy
Mana: 3 C: 100 F: 15
Range: 30 M: see below Area: see below
TD: 25 Note1 Duration: see below

This useful spell takes a caster- specified portion of the contents of a container, which must in hand, on the body of, or at the feet of (within 1 ft) the caster, and paints, daubs, or coats it over the surface of a single target within 30 ft. How the material covers, how thickly, etc is up to the caster, as well as any designs or the overall artistry if they have skill in that area. So you could smear a few pounds of gunpowder on a rock, spread oil of immolation on a foe, or daub acid on a tapestry, or whatever. The spell daubs/paints at your speed and skill, so how long it takes to finish depends on you as does the area covered (which depends on the material you are using).

Tuesday, August 28, 2012

Mist Burn, the night of flame and infamy

They say the nights are lively in Arduin but some nights are more so than most.  In this case, lively in the sense of death, carnage and flames, which for some, is the norm for their stay in Arduin.  

Mist Burn, as it would come to be called, was a stretch of three nights of infamy that started when someone mis-delivered a crate of Fire-In-A-Bottle.  Now, everyone knows the stuff is volatile, even the alchemists that make it.  Most typically treat it with caution.  The cautious strap it in and pack it in crates to prevent explosions.   The more foolish throw it in the back on a couple of furs.  That do little to prevent the bottle from being dropped off a wagon after a flyby by Vord sent the horses jumping everywhere.

The looks of surprise and then fear on the faces of travelers was only matched by the greater fear on the faces of those who watched the flames eat away the wagon and then the large trees of the wood that the wagon crashed into.

The resultant explosion burned the north of Treehaven for three days, creating a toxic smoke that burned away the mist that floated over the city.   It took summoning a mist elemental out of the forest to quench the flames.

Chorynth map

Map of Chorynth:

As of 28 August 2012, the map of Chorynth is completed and in our hands from the printer.  It was a test of sort to see about combining the efforts of two artists, us at the company and a new printer.  We are rather pleased with the results and hope you are as well.

Release time is expected before but expected no later than the end of the first week in September.  The delay - well we have to get the item into the store, let stores know about it etc.  When we add this item to the inventory we also hope to add a bunch of the new miniatures that have been waiting for months to get added to the site as well.

We hope you all enjoy the map, dont forget that there is a FREE download of the basics of Chorynth available at drivetherpg, link is below.


Chorynth while part of the master map of the Continental area of Khaas in the Arduin setting is very modular, it is an island off of the southeastern coast of the main continent.  Is is ready to be plugged into ANY game system and useable with any campaign or expedition as you see fit.

Thank you and enjoy!

-EC





Mind Stinger

A treasure from the trove to enjoy.
Mind Stinger – looks like a braided coil of plastic filled with icy blue liquid. Rolls into a 9 inch ball when not in use. The flattened end of the coil fits over one finger while the rest wraps the wrist and forearm. To use the Mind Stinger, you point to a target within 30 ft and power it with 3 PSI. The item pulses a psychic attack at the target, seeking to overwhelm its nervous system and paralyze. The attack is at d100+55 and if succeeds, paralyzes any living creature of 50 BODY or less for d4 melee rounds.

Monday, August 27, 2012

Notes on Knockdowns

Some basic thoughts on Knockdowns.  I recently waded through some confusion in a game with some players and wanted to ensure the same clarifications were spread widely.

First, Knockdowns require a roll against the target's DEF and then a comparison of BODY to see if you knocked them down.  I've generalized it to a roll against their DEF, since you can perform Knockdowns with Athletics, Style, Weapon and half a dozen other skills.  The BODY comparison, however, is an often missed step.  You have to have more BODY than your opponent or you can't knock them down.  Obviously skill, secrets, having four legs, and other things can modify this value (not to mention add realism).   Still, you have to have a greater value.  Equal means it doesn't work.  Smaller means it definitely doesn't work.  If you do succeed, they get knocked prone in the space they are standing, lose -5 CF, and take your BODY damage.

Second, if you fail you don't take any damage normally unless they have some ability, skill, secret, etc. that provides for this ability.  Nor do foes automatically get a show back at you.  Wrong game.

Third, the CF penalty is immediate and repeatable.  If you knock someone down more than once in a melee round, they keep on taking the CF penalty.  So, yes, its an very good tactic to knock someone down and keep knocking them down to keep them from ever going.  Especially if you stagger it among two or three people versus one foe.

Fourth, you can't knock someone down that's prone or already knocked down.  They have to be up, active and moving under their own power.  Manhandling someone until that point is just that.  Manhandling.

Fifth, if you employ a weapon or tool to make the knockdown,  the weapon must be able to handle the total BODY of your foe.  Otherwise it breaks or gets damaged in the knockdown attempt and you fail.

Six, even if you have a favored position of Prone, you still take the Knockdown damage and penalties.  You just don't suffer the problems associated with being prone.

Sunday, August 26, 2012

Setting a Weapon against a Charge

A question came up about setting a weapon against a charge.  Its in the AE book but not as consolidated or clear as desired.  If you go to the last page in the Battle and Melee section you'll see an entry for set against a charge.  It states,

"A weapon must be capable o being set against a Charge action, such as a halberd, spear or similar weapon.  If you set a weapon against a Charge action, you get to make an attack against the Charging opponent when they first enter your ER with a +10 CRIT chance."

So, by default, a polearm or weapon capable of being set against a Charge is NOT readied.  It requires an action, a quickened action at that, to ready a weapon against a Charge action.  You can expend that quickened action AT ANY TIME, so you could indeed wait to ready it right as your opponent charges.  That's a very valid action to take.  If you have a quickened action.  If you have already used it then you are out of luck.

Saturday, August 25, 2012

Notes on Charging in AE

After watching a game recently and see people playing Arduin Eternal fall back on altogether the wrong rules from another game when they were using the Charge maneuver outlined in the Battle and Melee section, I felt some points needed addressing.

First, the only requirement of distance to travel is your SIZE in feet to build up enough momentum.  No where does it say you have to travel in a straight line, without deviation or change, in order to charge.  So, if you drop back 5 ft to get some distance and then drive straight at someone (Charge), its a perfectly acceptable use of Charge (just cross the appropriate distance).  Same applies for going around something or someone, zigzagging, and so on.  As long as you travel the distance, it doesn't matter much how you did it; excepting that if you don't employ a straight line you do have to cover twice the distance to build up enough steam.

Second, the benefit to Charge is your add one-half your MASS to damage.  It doesn't mean you inflict double damage or double dice or anything like it. You do incorporate MASS from other things into this calculation, such as the benefit provided by armor (see the Enc value on armor).  Weight you are carrying doesn't count unless its rigged or adjusted to work with your body (e.g, armor).  A sack over your shoulder doesn't fit under this ruling though a GM might rule a good backpack would and provide an Enc value.

Third, the penalty to Charge is the -30 penalty to all MANEUVER skills.  That's everything from Acrobatics to Style and includes Parrying (a use of Guard), for example as well as Weapon and Style attacks.  So, brash and reckless charges inflict greater damage but also suffer a penalty to hit.

Fourth, a Bestial Charge is a Charge action.  Just because the Savage profession adds some additional bonuses to it doesn't make it not a Charge action.  Same for the Gladiator version or for the Aerial or Jumping versions unless they specify otherwise. 

Fifth, a Charge action is more than building up power and hitting someone.  You can also use it to Dash or double full move on your CF Action Count.  You can also Overrun someone as well.  With an Overrun your focus is not on hitting them for damage but walking over them on the way to something else, though you can surely make it your focus if desired.  To blow over someone, make an Athletics roll versus their DEF, compare your BODY to theirs: if you are higher, you succeed and trample them, inflicting your BODY damage and Charge damage as well as knocking them down while you continue merrily on.  You could also Press and pretty much do the same thing as outlined in Overrun, just to push them in a direction you desire.




Friday, August 24, 2012

A bit of Arduin from the World Book


Dark Wood [Arduin Map Location: C7] - Few can note the transition from the Bone Wood to the Dark Wood. Ask those who live there, however, and they can tell definitively where that boundary lies. A sense of danger lingers in the background, becoming a living, hungering menace that permeates every shadow of the wood. The change is tangible and hangs like a heavy mist that sinks into the bones, weakening the body with fear. Locals know the boundaries well. Just as they learn to understand the uneasiness of the land and the things that dream restlessly in the nurturing darkness of the forest. To not learn means to end up devoured by what lurks there; hidden out of sight and on the edge of mind. Only from the air would a stranger know the transition from wood to wood, as the odd clinging vines that weave through the tall trees of the forest are easily visible and populate both. Violet and deep red in hue, these parasites have much to do with the strangling of light to the lower reaches.

The Dark Wood is only 18 miles by 13 miles but throngs with tall and mighty trees, dark foliage and heavy mud that cling heavy and sodden to the foot. The canopy is multi layered and dense, choking light at every opportunity but the forest is still thick with shadow bough, fey fingers, horse birch, hawthorn and holly. Scattered among the bracken filled glades of the forest are thousands of ancient oaks. In the sun-choked recesses, wildlife flourishes on an exceptional bounty of rotten wood, hollowed trunks and decay of the forest. Ground hugging fog lurks constantly in the wood and animals, beasts and creatures of all types abound along side rich communities of fungi, beetles, bugs, insects and arachnids of all types.

Within the boundaries of the forest, civilization still survives, even with the darkly spiritual menace of this brooding wood. Two villages survive, one on the edge of the Darkwater (whose wet expanse is forever shadowed by the steep heights of Boring Mountain) and the other not far from Tall Fang Mountain.

Thursday, August 23, 2012

Dourlokhe's Vault


Dourlokhe was banished from the College of Magik in Vaalguard for the dangerous arcane experiments he performed. His last and most known experiment ended with several city blocks being consumed by an watery nexus. Fleeing from justice for his actions, Dourlokhe fled to the mountains, using his magik to tunnel a great complex in the mountain rock.  

Justice had not forgotten Dourlokhe though it was many years before it caught up to him. Nearly a dozen years after his flight from Vaalguard a company of soldiers entered into Dourlokhe's Vault to bring him to justice. Within they found chaos and death. Horrible mutations and abominations lay inside, twisted things once human but not joined with crystal, steel and the flesh of beasts.

The soldiers fought their way free, losing half their number in the process. The tales told by the returning soldiers brought a steady stream of adventurers and the curious, who in turn fed the tales even more with the strange creatures and valuables they brought back from the vault.

This despoiled wonder can be found high in the slopes of the Pyonder Mountains in Viruelandia. Its entrance is blocked from normal sight unless you are right on top of the graven stones that mark the way in. Locals say the slopes glow with prismatic hues in the chill air of winter and lines of purple and green mark the way to get within the vault. 

Wednesday, August 22, 2012

Solar Waterswept


A Wood Elf martial artist of some reputation. He dwells in the Elfholgen lands south and west of the Copper Arm Mountains in Aradnast. The Waterswept family is one of the Elven Noble families that separated away from Atenveldt and joined Aradnast. Solar grew up fighting in the mountains against soldiers and is considered one of their bogeymen, able to get entire armies to quit the field if he is present. The Atenveldt call him the Death Oiliphant. He is also known as Throon Brother.  Solar is youthful and vibrant with energy but with a weathered hard air to him and deep eyes that seem to absorb light. He is built strongly for an elf with over developed arms and shoulders that would make a Throon proud.  While known to use weapons occasionally, Solar is accounted to use Syllindion as his primary art. He also is reputed to be almost as proficient in Mul-LLu and Thrugga-Aspa. Solar spent three years in the mountains fighting side by side with Kutos and is thought to have learned some of his Nine Laughing Gods Fist style as well.

Tuesday, August 21, 2012

Valley of Corrupted Magik


This vale in Viruelandia lies high in the Silver Boar Mountains near the source of the Skuix River. Few travel to this odd place, as magik twists and contorts, taking on visible patterns in the air, dancing and gyrating to the same music that compels great chunks of earth to equally hang and move effortlessly in the air. Even water is not immune to this effect and streams splash and move without support, winding and twining around unseen obstacles in the sky. Nexus activity is also present here, fast decaying gates are the norm, and at times, the whole vale lights up in fast moving nexus storms. 

Monday, August 20, 2012

Sofineln Moonwalker


Pretty famous as a Saint of the White Moon Goddess. Sofineln is said to have single-handedly cleansed the Ghost Barrens area of the Brass Mountains, trod across the slavering heads of uncountable demons to rescue Lady Boleyn, burning them with the moonlight emitted from the soles of his feet; dueled the Sanduruine Enigma with wits, power and endurance, securing its will to his own to turn the tides of the Battle of the Sardonyx Trees. These and hundreds more tales are attributed to his famous saint of the White Lady.

Sunday, August 19, 2012

Arduin Eternal Easy Character Sheet

A while back, one of my stalwart crew put together  a very handy google documents worksheet to ease the burden of character generation.  Its link can be found here:  https://docs.google.com/spreadsheet/ccc?key=0AjZuIKAPUnhWdHhIaXBKTzIwQ0tQX0dNcXk2RVVZeGc#gid=5.

It lists directions and samples on how to enter data and very much makes the process easier.  Enjoy!

Misty Isles and the World Eater


During the Misty Mountain Wars, a poor priestess of Hekate bargained for more than she could ever manage and loosed something terrible beyond imagining, foul beyond sight to view, and more horrible than darkness could conceal. Its appetite devoured three fleets and thousands of Amazons before it was driven forth into the dark waters of the Cerulean Sea. The horrible view of its loathsome dark eyes earned it the appellation of the Black Eyed Death.  Unslain, despite all their attempts, it roams the world still, devouring anything it crosses with an appetite unquenched until death or the last bite which consumes all there is in this world. 

Friday, August 17, 2012


MAPS:

Specifically this post is in reference to the following:

1. World book of Khaas map scales, what they might be, why they are not what you might think they should be.

2. The forth coming Continent map and the scale, this is essentially the same map as the one in the World book of Khaas.

3. A scale note for the map of Chorynth - due back from the printer presumably next week (week of August 20-24 or so we hope!).   


ORIGINAL MAP the main continent is drawn from:
1 inch = 64 miles
It was a Hargrave original approximately 44x33 inches; It comes form the Arduin III campaign map and was originally saved/salvaged by Paul Mosher! thanks Paul!

The original map that the map was basically copied from is 44 inches x 33 inches (roughly) with 1 inch being equal to 64 miles (sorry I don’t Kilometers at the moment).

This would equate out to 2816 miles x 2112 miles – roughly.

The scales were purposely left off the maps in the world book for a few reasons the primary one being the scales would be so different on each map that it might not make sense and would have the delayed the book much longer as we would have had to get all of that in there.  Believe me it was discussed and crushed me not to put it in there.

The new continent map which is currently being painted by William Watt (he also painted the map of Chorynth) and is probably many many months out for production, is slated to have a scale on it as are most of the newer poster maps that we will be working on.  The main continent map will have the major 70 plus Heraldry symbols in color on the map as well as other art.  It should come out quite nice!

The Map of Chorynth has a scale on it of roughly one inch to 16 miles.  It is on a 17x22 poster map and is expected to be released in about two weeks assuming the printer does it correctly.

The Arduin map (currently in production) which is extremely detailed (more than any other map I know of) is roughly 22x34 inches.  The scale on the Arduin poster map is 1 inch to 10 miles, so Arduin in this version is about 200 miles x 300 miles (very roughly) (note other versions from different and older Arduin campaigns may actually be significantly different).  This Arduin poster map is actually printed on a “parchment” “vegetable like” paper that gives an older world feel, quite nice actually.  It was an experiment that actually worked.  Again another work saved / salvaged by Paul Mosher.  Thank Paul again!  This map is a near duplicate of the original Hargrave did with some minor tweaks and some relabeled areas due to readability purposes.  The original was on coped papers of a map done in marker and colored pencils plus photo references.

Wednesday, August 15, 2012

Country of Chorynth digital download

Emperors Choice is proud to announce that the Country of Chorynth is free for download in a digital format from drivethruRPG.  You can find the link here:  http://rpg.drivethrustuff.com/product/104840/Country-of-Chorynth.  The download consists of the material found in the World Book of Khaas, Legendary Lands of Arduin plus an additional 10 pages of material, including two pages of Arduin Eternal information.

We will be presenting the rest of the countries in the World Book, with their expansions over the rest of the year and into the next.

Impromptu Parry with a missile weapon

In some situations you may need to parry and all you have in hand is a missile weapon.  You obviously don't get the bonus of the weapon or your weapon skills to parry but you can still do it.  So, in those cases if you choose to use a quickened action to parry, you use your Guard skill but suffer a -25 penalty to the roll.

More Arduin sayings

"Never poke a thorg; you're likely to get mauled", is one of those pieces of wisdom parents are wont to throw out.  Thorg are tiger-like creatures, excepting they are half again as long and possessed of eight limbs versus four.  They also have a nasty disposition.

"A black blade in the queen's court" is a swords and dragons reference to a very powerful but pretty rare hand.  Good to have; very advantageous but hard to setup.  Its used the same way in speech.

Tuesday, August 14, 2012

Building NPC Backgrounds Part I

The tables are primarily designed for non-player characters but, if you want to use them to develop your player character, feel free. The following sections provide a number of tables to roll on though you are not required to use them all. You can follow them or pick an entry – if your GM doesn't mind, of course. Please note that ordinarily only one roll is made on each though the directions may dictate otherwise; follow them where indicated.

Physical Appearance
Everything starts here.  Use the below tables to find out what you look like on the outside. 

Eye or like organs
  1. Pale/Med/ Gray
  2. Pale Green
  3. Violet/Grayblue
  4. Hazel
  5. Light/Med/Dark Brown
  6. Earthy Brown
  7. Blue-green aqua or two-tone hazel (roll again for another color)
  8. Jade Green
  9. Emerald
  10. Icy/Dark/Volcanic Blue
  11. Gold edges, roll again
  12. Pitch black
Hair, Fur, etc.
  1. Short
  2. Shaved
  3. Long
  4. Thick/dense
  5. Very long/very short
  6. Braided/Tails
  7. Curly/Knotted
  8. Patchy
  9. Wispy/straight
  10. Wavy/spiral
Hair Color
  1. Natural Colors (choose)
  2. Dyed (obvious)
  3. False natural
Skin Hues
  1. Porcelain /Ivory
  2. Pinked (Ruddy)
  3. Light Tan
  4. Dark Tan
  5. Bronze
  6. Multicolored
  7. Brown
  8. Ebony
Body Image Likes
As important as knowing what you look like is figuring out how you like to alter or modify it.  This table can be skipped if its not appropriate.  
  1. Jewelry and accouterments
  2. Body modifications
  3. Body painting
  4. Garments/Clothing
  5. Implants
  6. Piercings
  7. Tattoos
  8. Rings (around neck, wrist, etc.)
Quirks
This table can also be skipped as well if not desired.  However, it can provide some quirky things to make an NPC (or PC if desired) very memorable.  
  1. Poker face | Pronounced canines
  2. Mismatched eyes (two different colors) | Facial tics
  3. Wicked arched eyebrows
  4. No chin / Cold to the touch
  5. Never looks a person in the eye | Fearful of the opposite sex
  6. Crooked, obviously previously broken appendance/facial feature (like your nose)
  7. Addiction (choose)
  8. Pronounced accent | Lisp or stutter
  9. Albino | rat-like features
  10. Missing limb or sense / Hirsute
  11. Gigantic ambition
  12. Very long neck | Horrible acne
  13. Very long, delicate fingers | lizard lips (very thin lips)
  14. No sense of humor
  15. Theatrical, dramatic, larger than life
  16. Jittery, restless, no attention span
  17. Sharp chin
  18. Extremely expressive face
  19. Brawler
  20. Vocal imitation | fake accent
  21. Worrier
  22. Gaunt | Scrofulous
  23. Annoying laugh
  24. Prankster
  25. Shifty eyes | Hair lip
  26. Gossiper
  27. Major allergy
  28. Vain 
  29. Stiff old wound, impairs mobility / argumentative
  30. Loud mouthed drunk
  31. Strange smell
  32. Gluttonous, always hungry
  33. Death wish / megalomaniac
  34. Color blind
  35. Gullable
  36. Slob
Motivation
What drives you to do what you do? What dreams do you foster and what thoughts dominate your life?  This table can be used or skipped depending on need.
  1. Achievement
  2. Acquisition
  3. Keeper of the peace
  4. Rabble Rousing
  5. Approval
  6. Hedonism
  7. Adventurer
  8. Education
  9. Honor
  10. Power
  11. Play
  12. Understanding
  13. Service
  14. Creation

This ends part I.  The next section will go into further detail to help flesh out your NPCs.

Sunday, August 12, 2012

Working on our first digital offering

I've spent the weekend working on our first digital offering through DrivethruRPG.  It has been a learning experience navigating their setup procedures.    I was not quite as ready as I wanted and had to get some things worked out first, like getting us in the list of publishers.  Nevertheless, I hope to report this first free offering will be available shortly.

More to come!

Monty

Wednesday, August 8, 2012

Arduin Eternal Glossary

By request I've put up a glossary to  grow a list of terms for use with the AE System.  If you have ideas or additions to it, feel free to post here or on that page so I can get added.

Tuesday, August 7, 2012

Mounts and other Rideable Beasts

Mounts in Arduin Eternal cover a wide spectrum, ranging from horses to gliding airsharks. This range of possible mounts makes it sometimes difficult to game master well, but some typical scenarios exist across all mount types that can be generalized into some simple rules. As an example, the act of climbing aboard a steed and riding may seem simple on the outside but can have some surprising complexities when you through in beings like firemanes and airsharks. Still, outside of these exceptions we can find a common stream of basics and general rules to guide us. After all, country riding and long jaunts under the blue sky are not the fodder of adventures! No, its the spark of trouble, igniting the tinder of adventure that burns in our hearts.

Nothing replaces the basics so we shouldn't ignore them. Arduin Eternal covers a lot of things but in discussing the details of mounts it missed a lot. You can find tidbits in the Ride skill and a bit more in the Adventuring and Battle and Melee sections but not a terrible lot. So, let's start with some basics on what can count as a mount in the first place.

  • It may seem commonsense but you can't ride something that isn't big enough or strong enough to carry you. Not that smaller super strong beings couldn't carry you but a certain amount of size relative to your own is required – 25% more BODY to be exact – to allow it to act as a mount.
  • Mounts that have four or more legs and mounts that are built to carry riders add a +20 bonus to this value to determine their capacity to carry a rider. If a four-legged creature stands on two legs and has a rider, they lose this bonus until they return to four-legged movement.
  • It requires a TD 50 Ride skill check to function as a single unit in melee. Without the check, you are just a passenger, potentially an aggressive and/or active one, but still a passenger on a moving creature. You have a –30 penalty to Maneuver skills and ATK rolls. However, if you succeed, you and your mount function as a single being, ignoring this penalty and combining your BODY into a single unit for the purposes of BODY damage and your SIZE scores to determine ER. Otherwise, the benefits of unifying BODY and SIZE are negated by your lack of skill.
  • If you are a rider (instead of a passenger) you synchronize your CF with your mount and the mount handles movement, without an action on your part until you are forced to make an additional Ride check. This also means your mount is using its normal action to move and potentially its quickened action as well if you are spurring it on, asking it to dodge, etc. Synchronized CF also means its movement occurs on your CF. Mounted movement uses the mount's movement score, adjusted for carrying load and terrain.
  • Passengers are a different story. The mount moves on its own CF and takes action as it deems fit. You have no control until you retake it with a new TD 50 Ride skill check.
  • Unless unhorsed, you dismount or fall off, you continue to move with the mount. Doesn't matter whether you are a passenger or a rider.
  • If you fall from your mount, use the rules under Acrobatics on pg 238 to determine how to control it and slips and trips in the Battle and Melee section on page 454.
COMMON RIDE SKILL ACTIONS

Charge – This works as outlined on pg. 447 of the Battle and Melee section in Arduin Eternal book. Use your combined BODY and one third the encumbrance as a bonus.

Dash – This works as outlined on pg. 448 of the Battle and Melee section in Arduin Eternal book.

Leap/Jump – As outlined on page 238 under Acrobatics except your mount uses Athletics to perform the jump if if on land or in the water and Acrobatics like normal if in the air.

Overrun/TrampleAdd a +20 bonus to BODY comparisons. They also add the BODY from the load (rider, goods, etc.) the horse is carrying.

Press – Handled the same as Overrun/Trample