CR3R-RR

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This section covers rules for riding. For clarification, the term "riding" is referring to any time a character is on a horse, motorcycle, or other object or being that is capable of moving on its own separate from the mounted character.

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