AIORM

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Riding and Mounts

As mentioned above, riding is when a character is on a horse, motorcycle or other object or being that moves on its own. Objects and animals capable of being ridden are collectively referred to as "Mounts". When riding, it's assumed that the character riding has some control of the mount, whether it be the speed of the mount, the direction the mount is going, etc.

Riders and Jockeys

While anyone can ride on a horse, for example, and be called a rider, there are those who can take the time and master everything there is to know about their mounts. These gifted individuals are better known as "Jockeys," having mastered the Rider class.

Rider Restrictions

Characters who wish to mount up, but do not have levels in the Rider class, are limited in the mounts they can choose. Specifically, such riders are limited to Horses, War Horses, and Manabikes (both normal and minibikes). Additionally, they are unable to do much more than steer their mount. A jockey, on the other hand, is able to ride nearly any mount, so long as their Rider class level is equal to or higher than the Mount's Appropriate Level.

Benefits of Riding

The most obvious benefit of riding a mount is being able to move using the Movement Speed and movement methods of the mount in question, regardless of the rider's own Movement Speed. For example, riding a Pegasus will allow the rider to not only move at the Pegasus' speed, but also fly through the sky at the Pegasus' Flying speed. If the character has levels in the Rider class, they can use their Adventurer Level to enhance the skills of the mount. Additionally, jockeys have access to Riding Stunts, special techniques only Riders can perform, coaxing out the full power of the mount.

Strengthening Mounts

Whenever a jockey is riding a mount, they can push the mount to its limits, drawing out more from the mount than non-jockeys. When the jockey is riding a mount, the mount's "Mount Level" is the same as the jockey's Adventurer Level. If the jockey's Adventurer Level is higher than the maximum value of the mount's Appropriate Level, then the mount's Mount Level is considered to be the maximum value instead.

Adventurer Level Reference
Under the revised riding rules, the mount will now use the jockey's Adventurer Level as long as the jockey meets the minimum required level to ride. As a result, the jockey and mount will tend to be much closer in level, making the mount much easier to handle after this revision.

Perception when Riding and Commanding the Mount

Each mount has a set perception, separate from that of the jockey's. If a rider or jockey gives a command to a mount, and the mount cannot understand the command due to a lack of perception (i.e. it cannot find the destination or appropriate target), then the command will end up ignored. Any bonuses and penalties to perception will be handled separately between jockey and mount.

Restrictions when Riding

When riders and jockeys mount up, they are bound by certain restrictions. Riders, for example, must take up the method of control (whether reins, handlebars, or something else) in both hands, and cannot use either hand for something other than controlling their mount. Jockeys, on the other hand, are able to ride one-handed, and so can use their other hand for weapons, items, spells, magical implements, etc.

Riding Behavior and Riding Checks

Normally, riders and jockeys do not need to make any sort of check while riding or controlling a mount. However, there may be special circumstances where the GM may rule that the mount is becoming skittish, unstable, or something along those lines. In such cases, the GM may call for a Riding check in order to keep the mount under control.

Riding Checks when not Mounted

Even if the jockey is not riding the mount when the GM calls for a Riding check, if the jockey and mount are in close proximity to each other is it assumed that the jockey has control of the mount in some manner (reins in hand, holding handlebars, etc.). In such cases, the Riding check would be made as though the jockey was actually riding the mount.

Mount Behavior

If a mount must make a check while away from a jockey, they have a standard value given as part of their data, and this standard value is what gets used. In this situation, the mount's level is calculated using the Adventurer Level of its jockey. If the mount needs to make a check and there is no given reference value, assume the value is equal to the Mount Level.

Falling and Mounts

If either the rider (or jockey) or the mount would fall over while riding, the rider falls prone and will take falling damage. In this situation, the fall distance is equal to 1/20th the distance moved in the previous turn (rounded up), with a minimum of 2m. As with regular falling damage, the character may attempt a Tumble check to reduce the damage taken from falling off of a mount.

Passengers and Double Riding

A rider or jockey can have another character riding on the same mount. Such a character is known as a "Passenger", and riding with a passenger is "Double Riding".

Even with a passenger, a mount does not change it's Movement Speed or types of movement, and the mount's data does not change. Additionally, both the rider and passenger will move at the mount's Movement Speed, taking their Moves simultaneously. It takes a Major Action for a character to either mount or dismount as a passenger.

When double riding, all riders (including jockeys) receive a -4 penalty to all checks. In addition, passengers cannot use their hands for anything but holding on to the mount, and the only Action they may take, Major or Minor, is to dismount the mount.

Jockeys

Unlike other riders, having levels in the Rider class and becoming a jockey will help a character get the best out of anything they choose to mount. There is also the possibility to join the Riders' Guild and rent a mount, purchase a Mount Contract Certificate, and shop for other rider- and mount-related equipment.

Mount Contract Certificates and Renting Mounts

Jockeys are able to rent mounts from the Riders' Guild, so long as they have a Mount Contract Certificate. This certificate shows that the character has the requisite knowledge and skill to ride that particular type of mount, and so for each different mount offered, a new Mount Contract Certificate must be purchased. However, once this is taken care of, that mount may be rented any number of times.

Returning the Mount

At the end of the session, mounts rented from the Riders' Guild must be returned. However, if the mount's HP is 0 or less, the Guild will look down on the character as someone who can't protect their mount, and will give the character a Dishonor Mark.

Mount Upkeep

Whether buying a mount to own, or renting one from the Guild, upkeep and maintenance costs will need to be paid. To keep bookkeeping simple, the upkeep and maintenance costs for a mount is the same as the PC for both food and shelter. Magitech-Type mounts, as well as those that are animated statues, do not require such upkeep and maintenance costs. These costs are not paid on a session-by-session basis, but rather only when a PC would be eating or sleeping.

Mount Control and Strengthening a Mount

Another benefit of being a jockey is being able to control the mount with one hand, leaving the other open. Additionally, the jockey is more accurately able to command the mount, due to their training.

Also, when the jockey is riding a mount, the mount's "Mount Level" is the same as the jockey's Adventurer Level. If the jockey's Adventurer Level is higher than the maximum value of the mount's Appropriate Level, then the mount's Mount Level is considered to be the maximum value instead.

Learning and Using Stunts

By taking levels in the Rider class, the character is able to learn different Stunts that they can have the mount perform. For each level in the Rider class the character has, they may learn one Stunt, as listed in the Rider's class description later on.

Jockey Benefit Summary

  • Able to control a mount with one hand
  • Minor Action instead of a Major Action to mount or dismount
  • Make Riding Checks
  • Use your Adventurer Level instead of the mount's Mount Level
  • Perform Stunts
  • Rent a mount free of charge from the Riders' Guild with appropriate Mount Contract Certificate

Definition of a Mount

A mount is an object or character intended to be controlled by a rider, through holding a bridle and reins or a control stick, riding, and issuing commands. All mounts are operated by a single rider, moving and acting based upon the rider's intentions. Additionally, jockeys can also enhance a mount, and have learned how to get the most out of any mount they ride.

Riding Conditions and Proper Level

In order to ride a mount properly, the rider's levels in the Rider class must at least equal the mount's minimum Appropriate Level, if not higher.

Mount Ownership

In order to protect a mount from being stolen or manipulated by others, the jockey needs to establish ownership of the mount they're using. In doing so, the mount will recognize the jockey as the one in control, and will refuse to work with others. Mounts owned by the jockey will exclusively respond to the jockey's commands, and no others.

In order to show knowledge of the mount and to establish a contract with the Riders' Guild, the jockey needs to have a Mount Contract Certificate. However, to show ownership of a specific mount, the jockey also needs to have a Mount Proprietary Certificate. One of the benefits of the Proprietary Certificate is the jockey can transform the mount in question into a statue form.

Securing Ownership and Certificates

The Mount Contract Certificate is a paper showing that the character has a contract with a particular mount. The Contract Certificate does not need to be equipped, just in the character's possession.

When renting a mount at the Riders' Guild, the character presents the Contract Certificate and signs a contract in order to temporarily become the mount's master. When making a contract, a simple ritual is performed, and a magical mark is engraved onto the mount in order to show ownership. This contract lasts until the mount is returned to the Riders' Guild, at which point the mark disappears. If either the jockey or mount die, the magical mark is not removed.

A jockey cannot rent a mount from the Riders' Guild without a Mount Contract Certificate. The name of the mount is attached to the certificate as well, so there is no generic Mount Contract Certificate, but a character may have a Horse Contract Certificate, or a Draconet Contract Certificate. Each mount's contract is sold by the Riders' Guild, and the price of each Certificate is listed in the Mount Data.

Mount Contract Sphere

For Magitech-Type mounts, the Riders' Guild offers magispheres instead of certificates. However, the uses are practically the same as a certificate.

Proprietary Certificates and Spheres

If a character ends up actually purchasing a mount from the Riders' Guild, and not just renting one, the character is given an Proprietary Mount Certificate or Proprietary Mount Sphere. This is proof that a character owns a particular mount. The Proprietary Mount Certificate is prepared for an individual mount, and the character's name is added to the Certificate as well, so it would end up being "(Character Name)'s Proprietary Mount Certificate".

Even if someone else has a Mount Contract Certificate for the same type of mount, the mount cannot have the Guild's seal ritual performed on it, and it will not listen to anyone other than its owner. Additionally, any mount whose owner has a Proprietary Certificate (or Sphere) increases all sections' maximum HP by 10.

Proprietary Certificates and Normal Contracts

Purchasing a mount from the Riders' Guild doesn't preclude the jockey from continuing to rent mounts from the Guild. In fact, it is possible to have an owned mount and a rental mount from the Guild at the same time. While a rental mount still needs to abide by the rules in the contract with the Riders' Guild, a purchased mount does not need to abide by the same rules.

Contractless Mounts

Without a Mount Contract Certificate, a mount is not considered to have any sort of owner, Riders' Guild or otherwise. However, even without a Certificate, a character riding a mount is temporarily considered the mount's owner.

Wild animals, having not been trained by the Riders' Guild and used to having a rider, cannot be considered mounts as they are. However, with the GM's permission, a character can try and communicate with the animal in order to turn it into a mount. In that case, the character can receive a Proprietary Mount Certificate when registering that mount with the Riders' Guild free of charge.

Ownership Restrictions

A mount is considered to be owned by a Rider so long as the jockey owns both the Mount Contract Certificate as well as the Mount Proprietary Certificate for that particular mount. However, the jockey can only ride and command one mount, and only one mount can benefit from that jockey's Stunts.

Transferring Ownership

A jockey can carry around multiple Mount Contract Certificates and Mount Proprietary Certificates, and can also use these Certificates in order to carry around multiple mounts in statue form. This allows the Rider to change the mount they use at a moment's notice, in case of a change of terrain or in order to take advantage of another mount's unique skills.

Even if a jockey were to grab the Mount Certificate of another jockey's mount, that mount will not follow that jockey's orders, and ownership will not be transferred. However, a jockey who loses the Mount Certificate for a mount they own will not be able to perform any Stunts with that mount until they can recover or replace that Certificate. Replacing a lost or destroyed Certificate costs as much as it would to have it purchased originally.

Renting Multiple Mounts Simultaneously

A jockey can rent multiple mounts they have the Mount Contract Certificates and/or Spheres for from the Rider's Guild, one at a time. However, when renting multiple mounts simultaneously, they will not be able to perform any Stunts that the jockey may know, and will ignore their rider's commands.

Mount Statues

A jockey can have a mount turned into a statue by affixing a Mount Certificate, Proprietary Certificate or other paperwork used in the contract ritual (such as a Reduction Tag) directly to the mount. In doing so, the mount becomes a statue and shrinks to be about the size of one's palm, making it impervious to harm and easy to carry around. However, the jockey must own the mount in question, and if they lose ownership of the mount, it cannot be recalled from a statue form.

A mount in statue form cannot move on its own, and is treated as though time has not passed at all once recalled from statue form. In order to recall the mount, the attached tag must be removed from the statue. It is greatly advised that the statue be placed on the ground before the tag is removed, as the mount will return to normal size upon tag removal.

Difference Between Certificates and Reduction Tags

When turning a mount into a statue, or recalling a mount from a statue, if a Mount Certificate or Proprietary Certificate is used in the process, it is a Major Action to either affix or remove the Certificates.

However, when using any of the Reduction Tags (I to III), it is only a Minor Action to affix or remove the Tag.

Storing and Recalling Magitech-Type Mounts

Magitech-type mounts can be stored and recalled similar to other mounts, though the specifics differ. For Magitech-type mounts, Mount Spheres, Proprietary Spheres, and Manabike Storage Spheres are all built around a particular mount, which is stored within the magisphere. In order to either store or recall a Magitech-type mount, the jockey must spend 1 MP while holding the appropriate magisphere. This MP may come from a Mako Stone, if so desired.

As with Contract Certificates, Mount Spheres and Proprietary Spheres require a Major Action to either store or recall a mount, while the Manabike Storage Sphere only uses a Minor Action.

Reduction Tag Interference

Reduction Tags aren't the strongest of magics, so when two mounts turned into statues via these Tags are in close proximity to each other, the magic of one Tag will interfere with the other, causing both mounts to revert to normal size. Because of this interference, a jockey may only turn one mount into a statue via Reduction Tags. However, the magic in the Reduction Tags does not interfere with any Certificates or Spheres, allowing the jockey to use those to carry more stored mounts with them.

Promoting Mounts

Horses purchased and owned by jockeys may undergo special training at the Riders' Guild, and if successful can be trained as War Horses. These War Horses can be trained further, becoming Legendary Horses, and finally Divine Horses. However, in order to receive such training, both rider and horse must be a part of the Riders' Guild, and the appropriate training costs must be paid. Once this is taken care of, it will be assumed that the training happens during downtime between adventures, and the mount will be promoted at the beginning of the next session.

Even if a mount is promoted this way, the original Proprietary Certificate for the mount will still be valid proof of ownership.

Promotion Expenses
Before Promotion After Promotion Cost (G)
Horse War Horse 7,500
War Horse Legendary Horse 15,000
Legendary Horse Divine Horse 40,000

Death of a Mount

Loss of a Mount

If a mount rented from the Riders' Guild is reported as deceased, the rider who rented it will receive a Dishonor Mark, showing that they were neglectful enough to allow a mount to die. However, no other compensation is required.

If a mount that was owned by the rider dies, not only is the mount lost, but the corresponding Proprietary Certificate/Sphere is also rendered useless, and cannot be used to create a contract with another mount.

Magitech-Type Mounts and Destruction

Magitech-type mounts are not considered to be either alive or dead, even when functioning. If a Magitech-type mount's HP reaches 0, however, it is considered to be immediately destroyed. If the mount was rented from the Riders' Guild and returned while destroyed, the rider will receive a Dishonor Mark just the same as they would with other mounts.

Reviving Dead Mounts

As a general rule, a mount cannot be revived using the "Resurrection" spell once dead. However, if both the GM and PC can come to an agreement, "Resurrection" may just work to resuscitate a dead mount. In doing so, the mount does receive soulscars as a PC would. Additionally, Resurrecting a mount rented from the Riders' Guild will still give the rider a Dishonor Mark upon return.

Mounts with Multiple Sections

Mounts with multiple sections do not die until either all sections have their HP reduced to 0, or the main section has its HP reduced to 0. If a non-main body section has its HP reduced to 0 and it fails its Death Check, it will be treated as a Disabled Section. Disabled Sections cannot recover HP, nor have effects such as "Awaken" used on them. However, the item "Secret Medicine of Section Regeneration" will restore the Disabled Section to full functionality. Returning a rented mount with Disabled Sections to the Riders' Guild will give the rider a Dishonor Mark.

"Secret Medicine of Section Regeneration"

This magical tincture will restore all Disabled Sections (other than the Main Section) to 1 HP and restores their functions. The medicine takes 10 minutes to fully work.

It is possible to buy some Secret Medicine from the Riders' Guild and use it on mounts just before returning them to the Guild. While not the most ethical thing to do, it will allow the return of a mount without giving the renter a Dishonor Mark like returning a mount with Disabled Sections would. Additionally, this medicine can be sold directly to the Guild, and will almost always fetch straight market value due to the potency of the medicine combined with how rare it is to find.

Dishonor Marks

If a mount rented from the Riders' Guild dies over the course of an adventure, the rider does not get reimbursed for the money they paid to rent the mount. Additionally, a Dishonor Mark is not only attached the the rider's rental account, but is also spread to other Riders' Guild locations. Dishonor Marks on a rental account show that the rider is reckless, and has let a mount die under their control before.

Disadvantages of Dishonor Marks

If a rider attempts to rent a mount from the Riders' Guild and they have a Dishonor Mark on their account, then an additional charge is applied before the rental can occur. This additional fee is determined by not only the price of the Mount Contract, but also which type of Dishonor Mark the prospective rider has. For example, if the rider has the Dishonor Mark of Horse Killer, then they will need to pay an extra 125 Gamels in order to rent a horse, but an additional 500 gamels to rent a manabike.

Dishonor Marks
Type of Mark Additional Fee Reputation Required for Expunging
Horse Killer 0.5x 20
Abandoner 1x 30
Guild Ruiner 2x 50
Mount Killer 3x 70
Corpse Rider Temporary Banishment 100

Increasing Dishonor

If a rider continues to have mounts die or be destroyed under their watch, the type of Dishonor Mark will change, increasing in severity. Not only will additional rental fees continue to be applied, but the Reputation needed to get the Dishonor Mark expunged increases. In increasing severity, the Marks go from "Horse Killer", to "Abandoner", "Guild Ruiner", "Mount Killer", and finally "Corpse Rider".

Temporary Banishment

A character who has earned the most disgraceful Dishonor Mark, "Corpse Rider", will be banned temporarily from the Riders' Guild. Not only will they not be able to rent or purchase any mounts, but they are also prohibited from purchasing any other items from the Guild as well.

Removing Dishonor Marks

Dishonor Marks are treated as titles offering 0 Reputation, but they cannot be removed by the PC without permission from the Riders' Guild. In order to expunge a Dishonor Mark, the PC will have to pay Reputation. The PC may pay Reputation at any time in order to remove the Dishonor Mark, but even if the Reputation is paid immediately upon death of the mount, the character still has to wait until the next session to be able to rent another mount from the Guild.

Not all Dishonor Marks can be removed through payment of Reputation. However, most Dishonor Marks can be expunged, though the payment of Reputation should be kept track of. For example, removing the most basic Dishonor Mark, "Horse Killer" would be noted under Reputation purchases as "Horse Killer (1st time, expunged)".

As with most Reputation payments, paying Reputation to remove Dishonor Marks will result in a loss of Total Reputation.

Removing Higher Dishonor Marks

If a character has a higher Dishonor Mark, then they will only drop down to the next highest Dishonor Mark when paying Reputation to expunge Dishonor Marks. For example, if a character has the "Guild Ruiner" Dishonor Mark, and pays the appropriate Reputation to have that removed (in this case, 50 Reputation), then their Dishonor Mark will drop to "Abandoner", rather than be removed entirely. If the character has enough unspent Reputation, they can remove more than one Dishonor Mark at a time. As with most Reputation payments, paying Reputation to remove Dishonor Marks will result in a loss of Total Reputation.

Re-Earning Dishonor Marks

Once a character has their Dishonor Marks fully expunged, but managed to have a rental mount killed or destroyed under their watch again, they will earn the lowest Dishonor Mark, "Horse Killer", again. To distinguish this from the last Dishonor Mark, it should be noted as "Horse Killer (2nd Time)".

Handling Mounts During Gameplay

As the GM advances the players through the session, diving into underground ruins, traveling across Raxia, etc., thought should be given to mounts and how they can would affect gameplay. For example, it's difficult, if not nearly impossible, to have a mount in the narrow passageways of a barrow mound, nor would it be socially acceptable to ride a mount into a high-level aristocrat's mansion.

Players with the Rider class may feel that their choice of class is wasted if they are constantly being placed in positions where having a mount is unacceptable. In order to prevent such feelings, it is suggested that the GM incorporate scenarios where having a Rider in the party would be useful, and have places designed for a Rider character to be able to mount up and use their class to the fullest. As a player, it should be your prerogative to actively devise ways to allow your Rider skills to be useful, such as encouraging an enemy into a larger arena where a mount would be usable.

When setting up smaller campaigns, devising one-shot games, or running special scenarios, the GM should be aware if a player chooses to take any levels in the Rider class, and have a discussion on expectations beforehand.